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cocos2d-x节点(cocos2d.h)API
温馨提醒:为了大家能更好学习,强烈推荐大家看看本人的这篇博客 Cocos2d-X权威指南笔记
cocosd 所包含的类文件
/////cocos2d-x-3.0alpha0/cocos2dx/include //cocosd 所包含的类文件 #ifndef __COCOS2D_H__ #define __COCOS2D_H__ // 0x00 HI ME LO // 00 03 00 00 #define COCOS2D_VERSION 0x00030000 // // all cocos2d include files // #include "ccConfig.h" // actions(行动) #include "actions/CCAction.h" #include "actions/CCActionInterval.h" #include "actions/CCActionCamera.h" #include "actions/CCActionManager.h" #include "actions/CCActionEase.h" #include "actions/CCActionPageTurn3D.h" #include "actions/CCActionGrid.h" #include "actions/CCActionProgressTimer.h" #include "actions/CCActionGrid3D.h" #include "actions/CCActionTiledGrid.h" #include "actions/CCActionInstant.h" #include "actions/CCActionTween.h" #include "actions/CCActionCatmullRom.h" // base_nodes(基础节点) #include "base_nodes/CCNode.h" #include "base_nodes/CCAtlasNode.h" // cocoa(cocoa 对象) #include "cocoa/CCAffineTransform.h" #include "cocoa/CCDictionary.h" #include "cocoa/CCObject.h" #include "cocoa/CCArray.h" #include "cocoa/CCGeometry.h" #include "cocoa/CCSet.h" #include "cocoa/CCAutoreleasePool.h" #include "cocoa/CCInteger.h" #include "cocoa/CCFloat.h" #include "cocoa/CCDouble.h" #include "cocoa/CCBool.h" #include "cocoa/CCString.h" #include "cocoa/CCNS.h" #include "cocoa/CCData.h" // draw nodes(绘制节点) #include "draw_nodes/CCDrawingPrimitives.h" #include "draw_nodes/CCDrawNode.h" // effects(效果) #include "effects/CCGrabber.h" #include "effects/CCGrid.h" // include(一些包含的头文件) #include "CCEventType.h" #include "CCProtocols.h" #include "ccConfig.h" #include "ccMacros.h" #include "ccTypes.h" // kazmath #include "kazmath/include/kazmath/kazmath.h" #include "kazmath/include/kazmath/GL/matrix.h" // label_nodes #include "label_nodes/CCLabelAtlas.h" #include "label_nodes/CCLabelTTF.h" #include "label_nodes/CCLabelBMFont.h" #include "label_nodes/CCLabel.h" // layers_scenes_transitions_nodes #include "layers_scenes_transitions_nodes/CCLayer.h" #include "layers_scenes_transitions_nodes/CCScene.h" #include "layers_scenes_transitions_nodes/CCTransition.h" #include "layers_scenes_transitions_nodes/CCTransitionPageTurn.h" #include "layers_scenes_transitions_nodes/CCTransitionProgress.h" // menu_nodes #include "menu_nodes/CCMenu.h" #include "menu_nodes/CCMenuItem.h" // misc_nodes #include "misc_nodes/CCClippingNode.h" #include "misc_nodes/CCMotionStreak.h" #include "misc_nodes/CCProgressTimer.h" #include "misc_nodes/CCRenderTexture.h" // particle_nodes #include "particle_nodes/CCParticleBatchNode.h" #include "particle_nodes/CCParticleSystem.h" #include "particle_nodes/CCParticleExamples.h" #include "particle_nodes/CCParticleSystemQuad.h" // physics #include "physics/CCPhysicsBody.h" #include "physics/CCPhysicsContact.h" #include "physics/CCPhysicsShape.h" #include "physics/CCPhysicsJoint.h" #include "physics/CCPhysicsWorld.h" // platform #include "platform/CCDevice.h" #include "platform/CCCommon.h" #include "platform/CCFileUtils.h" #include "platform/CCImage.h" #include "platform/CCSAXParser.h" #include "platform/CCThread.h" #include "platform/CCPlatformConfig.h" #include "platform/CCPlatformMacros.h" #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) #include "platform/ios/CCApplication.h" #include "platform/ios/CCEGLView.h" #include "platform/ios/CCGL.h" #include "platform/ios/CCStdC.h" #endif // CC_TARGET_PLATFORM == CC_PLATFORM_IOS #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) #include "platform/android/CCApplication.h" #include "platform/android/CCEGLView.h" #include "platform/android/CCGL.h" #include "platform/android/CCStdC.h" #endif // CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID #if (CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY) #include "platform/blackberry/CCApplication.h" #include "platform/blackberry/CCEGLView.h" #include "platform/blackberry/CCGL.h" #include "platform/blackberry/CCStdC.h" #endif // CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) #include "platform/win32/CCApplication.h" #include "platform/win32/CCEGLView.h" #include "platform/win32/CCGL.h" #include "platform/win32/CCStdC.h" #endif // CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 #if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) #include "platform/mac/CCApplication.h" #include "platform/mac/CCEGLView.h" #include "platform/mac/CCGL.h" #include "platform/mac/CCStdC.h" #endif // CC_TARGET_PLATFORM == CC_PLATFORM_MAC #if (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) #include "platform/linux/CCApplication.h" #include "platform/linux/CCEGLView.h" #include "platform/linux/CCGL.h" #include "platform/linux/CCStdC.h" #endif // CC_TARGET_PLATFORM == CC_PLATFORM_LINUX // MARMALADE CHANGE // Added for Marmalade support #if (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE) #include "platform/Marmalade/CCApplication.h" #include "platform/Marmalade/CCEGLView.h" #include "platform/Marmalade/CCGL.h" #include "platform/Marmalade/CCStdC.h" #endif // CC_TARGET_PLATFORM == CC_PLATFORM_LINUX #if (CC_TARGET_PLATFORM == CC_PLATFORM_NACL) #include "platform/nacl/CCApplication.h" #include "platform/nacl/CCEGLView.h" #include "platform/nacl/CCGL.h" #include "platform/nacl/CCStdC.h" #endif // CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID #if (CC_TARGET_PLATFORM == CC_PLATFORM_EMSCRIPTEN) #include "platform/emscripten/CCAccelerometer.h" #include "platform/emscripten/CCApplication.h" #include "platform/emscripten/CCEGLView.h" #include "platform/emscripten/CCGL.h" #include "platform/emscripten/CCStdC.h" #endif // CC_TARGET_PLATFORM == CC_PLATFORM_EMSCRIPTEN #if (CC_TARGET_PLATFORM == CC_PLATFORM_TIZEN) #include "platform/tizen/CCApplication.h" #include "platform/tizen/CCEGLView.h" #include "platform/tizen/CCGL.h" #include "platform/tizen/CCStdC.h" #endif // CC_TARGET_PLATFORM == CC_PLATFORM_TIZEN #if (CC_TARGET_PLATFORM == CC_PLATFORM_QT5) #include "platform/qt5/CCApplication.h" #include "platform/qt5/CCEGLView.h" #include "platform/qt5/CCGL.h" #include "platform/qt5/CCStdC.h" #endif // CC_TARGET_PLATFORM == CC_PLATFORM_QT5 // script_support #include "script_support/CCScriptSupport.h" // shaders #include "shaders/CCGLProgram.h" #include "shaders/ccGLStateCache.h" #include "shaders/CCShaderCache.h" #include "shaders/ccShaders.h" // sprite_nodes #include "sprite_nodes/CCAnimation.h" #include "sprite_nodes/CCAnimationCache.h" #include "sprite_nodes/CCSprite.h" #include "sprite_nodes/CCSpriteBatchNode.h" #include "sprite_nodes/CCSpriteFrame.h" #include "sprite_nodes/CCSpriteFrameCache.h" // support #include "support/ccUTF8.h" #include "support/CCNotificationCenter.h" #include "support/CCProfiling.h" #include "support/user_default/CCUserDefault.h" #include "support/CCVertex.h" #include "support/tinyxml2/tinyxml2.h" // text_input_node #include "text_input_node/CCIMEDelegate.h" #include "text_input_node/CCIMEDispatcher.h" #include "text_input_node/CCTextFieldTTF.h" // textures #include "textures/CCTexture2D.h" #include "textures/CCTextureAtlas.h" #include "textures/CCTextureCache.h" // tilemap_parallax_nodes #include "tilemap_parallax_nodes/CCParallaxNode.h" #include "tilemap_parallax_nodes/CCTMXLayer.h" #include "tilemap_parallax_nodes/CCTMXObjectGroup.h" #include "tilemap_parallax_nodes/CCTMXTiledMap.h" #include "tilemap_parallax_nodes/CCTMXXMLParser.h" #include "tilemap_parallax_nodes/CCTileMapAtlas.h" // EventDispatcher #include "event_dispatcher/CCEventDispatcher.h" #include "event_dispatcher/CCEventListenerTouch.h" #include "event_dispatcher/CCEventTouch.h" #include "event_dispatcher/CCEventListenerKeyboard.h" #include "event_dispatcher/CCEventKeyboard.h" #include "event_dispatcher/CCEventAcceleration.h" #include "event_dispatcher/CCEventListenerAcceleration.h" #include "event_dispatcher/CCEventCustom.h" #include "event_dispatcher/CCEventListenerCustom.h" // root #include "CCCamera.h" #include "CCConfiguration.h" #include "CCDirector.h" #include "CCScheduler.h" // component #include "support/component/CCComponent.h" #include "support/component/CCComponentContainer.h" // Deprecated include #include "CCDeprecated.h" NS_CC_BEGIN CC_DLL const char* cocos2dVersion(); NS_CC_END #endif // __COCOS2D_H__