cocos2d-x 小技巧

时间:2021-12-11 17:04:19

1.字符串 与 数据结构互转

CCPoint:  CCPointFromString(); {x, y}
CCSize: CCSizeFromString(); {w, h}
CCRect: CCSizeFromString(); {x, y, w, h}

2.plist文件使用,配置文件使用

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>level1</key>
<dict>
<key>bg_far_scene</key>
<dict>
<key>path</key>
<string>images/far_scene.png</string>
<key>pos</key>
<string>{, }</string>
</dict>
<key>bg_near_scene</key>
<dict>
<key>path</key>
<string>images/near_scene.png</string>
<key>pos</key>
<string>{, }</string>
</dict>
</dict>
</dict>
</plist>
CCDictionary *data = CCDictionarycreateWithContentsOfFile("parm.plist");
data->objectForKey("gravity")

3.触摸拖动变化

ccTouchesMoved
CCPoint diff = touch->getDelta();

4.tile map

CCTMXTiledMap *map = CCTMXTiledMap::create("TileMaps/iso-test-vertexz.tmx");
addChild(map, , kTagTileMap); /* 直接根据位置获取地图上的精灵 */
CCTMXLayer* layer = map->layerNamed("Trees");
m_tamara = layer->tileAt( ccp(,) );//获取的是CCSprite对象
m_tamara->retain(); /* 设置某个点的GID值,GID数字标识图块对应的图片样子 */
layer->setTileGID(1, ccp( x, y ) );
//遮挡排序
// tile height is 64x32 //斜45度
// map size: 30x30
CCPoint p = m_tamara->getPosition();
p = CC_POINT_POINTS_TO_PIXELS(p);
float newZ = -(p.y+) /;
m_tamara->setVertexZ( newZ ); // tile height is 101x81 //正交
// map size: 12x12
CCPoint p = m_tamara->getPosition();
p = CC_POINT_POINTS_TO_PIXELS(p);
m_tamara->setVertexZ( -( (p.y+) /) ); //缩小,2秒缩小一半
CCArray* pChildrenArray = map->getChildren();
CCSpriteBatchNode* child = NULL;
CCObject* pObject = NULL;
CCARRAY_FOREACH(pChildrenArray, pObject)
{
child = (CCSpriteBatchNode*)pObject; if(!child)
break; child->getTexture()->setAntiAliasTexParameters();
}
map->runAction( CCScaleBy::create(, 0.5f) );

5.给Scene层抹上底色

CCLayerColor* color = CCLayerColor::create( ccc4(,,,) );
addChild(color, -);

6.动作移动地图

// move map to the center of the screen
CCSize ms = map->getMapSize();
CCSize ts = map->getTileSize();
map->runAction( CCMoveTo::create(1.0f, ccp( -ms.width * ts.width/, -ms.height * ts.height/ )) );

7.动作

CCActionInterval* move = CCMoveBy::create(0.5f, ccp(,));
CCActionInterval* rotate = CCRotateBy::create(, );
CCActionInterval* scale = CCScaleBy::create(, );
CCActionInterval* opacity = CCFadeOut::create();
CCActionInterval* fadein = CCFadeIn::create();
CCActionInterval* scaleback = CCScaleTo::create(, );
CCActionInstant* finish = CCCallFuncN::create(this, callfuncN_selector(TMXReadWriteTest::removeSprite));
CCSequence* seq0 = CCSequence::create(move, rotate, scale, opacity, fadein, scaleback, finish, NULL); void TMXReadWriteTest::removeSprite(CCNode* sender)
{
////----CCLOG("removing tile: %x", sender);
CCNode* p = ((CCNode*)sender)->getParent(); if (p)
{
p->removeChild((CCNode*)sender, true);
} //////----CCLOG("atlas quantity: %d", p->textureAtlas()->totalQuads());
}

8.对于对象节点

CCTMXTiledMap* map = (CCTMXTiledMap*) getChildByTag(kTagTileMap);
CCTMXObjectGroup* group = map->objectGroupNamed("Object Group 1"); CCArray* objects = group->getObjects();
CCDictionary* dict = NULL;
CCObject* pObj = NULL;
CCARRAY_FOREACH(objects, pObj)
{
dict = (CCDictionary*)pObj; if(!dict)
break;
const char* key = "x";
int x = ((CCString*)dict->objectForKey(key))->intValue();
key = "y";
int y = ((CCString*)dict->objectForKey(key))->intValue();
key = "width";
int width = ((CCString*)dict->objectForKey(key))->intValue();
key = "height";
int height = ((CCString*)dict->objectForKey(key))->intValue(); glLineWidth();
ccDrawLine( ccp((float)x, (float)y), ccp((float)(x+width), (float)y) );
ccDrawLine( ccp((float)(x+width), (float)y), ccp((float)(x+width), (float)(y+height)) );
ccDrawLine( ccp((float)(x+width), (float)(y+height)), ccp((float)x, (float)(y+height)) );
ccDrawLine( ccp((float)x, (float)(y+height)), ccp((float)x, (float)y) );
//获取对象的名字
key = "name";
CCString * str = ((CCString*)dict->objectForKey(key));
glLineWidth();
}

9、弹框提示

CCMessageBox("this is content","title");

10、vs中va功能---自动添加头文件查找

工具->选项->键盘

VAssistX.RefactorAddInclude设置快捷键即可

cocos2d-x 小技巧

11、整个游戏速度设置^^!

float multi = 1.0f;
CCDirector::sharedDirector()->getScheduler()->setTimeScale(multi);

12、tile map 绘制的椭圆Object,x,y 表示 坐下交位置 , 中心点 centerX = x + width/2  centerY = y + height/2