• cocos2d学习(一)helloWorld


    一.继承关系

                  CCNode

    CCLayer  CCScene             CCSprite 

    CCMenu   CCTransitionScene   CCLabel

                   CCLayer

     CCLayerColor  CCLayerMultiplex  CCMenu

     CCLayerGrident

    一般Layer中都有一个生成包含此layer的场景(scene)的类方法 :

    #import "cocos2d.h"
    
    // HelloWorldLayer
    @interface HelloWorldLayer : CCLayer <GKAchievementViewControllerDelegate, GKLeaderboardViewControllerDelegate>
    {
    }
    
    // returns a CCScene that contains the HelloWorldLayer as the only child
    +(CCScene *) scene;
    
    @end

    .m一般有一个init方法

    +(CCScene *) scene
    {
        // 'scene' is an autorelease object.
        CCScene *scene = [CCScene node];//生成场景对象
        
        // 'layer' is an autorelease object.
        HelloWorldLayer *layer = [HelloWorldLayer node];//生成层对象
        
        // add layer as a child to scene
        [scene addChild: layer];//将层加入场景中
        
        // return the scene
        return scene;//返回场景对象
    }
    
    // on "init" you need to initialize your instance
    -(id) init
    {
        // always call "super" init
        // Apple recommends to re-assign "self" with the "super's" return value
        if( (self=[super init]) ) {
            
            // create and initialize a Label
            CCLabelTTF *label = [CCLabelTTF labelWithString:@"Hello" fontName:@"Marker Felt" fontSize:10];
            //加入语句
            label.tag = 13;
            self.isTouchEnabled = YES;
            // ask director for the window size
            CGSize size = [[CCDirector sharedDirector] winSize];
        
            // position the label on the center of the screen
            label.position =  ccp( size.width /2 , size.height/2 );
            
            // add the label as a child to this Layer
            [self addChild: label];
            
            CCLabelTTF *labelTest = [CCLabelTTF labelWithString:@"test" fontName:@"Marker Felt" fontSize:64];
            labelTest.tag = 100;
            labelTest.position = ccp(size.width /2,size.height/4);
          
            labelTest.visible = NO;
            [self addChild:labelTest];
            //
            // Leaderboards and Achievements
            //
            
            // Default font size will be 28 points.
            [CCMenuItemFont setFontSize:28];
            
            // Achievement Menu Item using blocks
            CCMenuItem *itemAchievement = [CCMenuItemFont itemWithString:@"Achievements" block:^(id sender) {
                
                
                GKAchievementViewController *achivementViewController = [[GKAchievementViewController alloc] init];
                achivementViewController.achievementDelegate = self;
                
                AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
                
                [[app navController] presentModalViewController:achivementViewController animated:YES];
                
                [achivementViewController release];
            }
                                           ];
    
            // Leaderboard Menu Item using blocks
            CCMenuItem *itemLeaderboard = [CCMenuItemFont itemWithString:@"Leaderboard" block:^(id sender) {
                   
                
                GKLeaderboardViewController *leaderboardViewController = [[GKLeaderboardViewController alloc] init];
                leaderboardViewController.leaderboardDelegate = self;
                
                AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
                
                [[app navController] presentModalViewController:leaderboardViewController animated:YES];
                
                [leaderboardViewController release];
            }
                                           ];
            
            CCMenu *menu = [CCMenu menuWithItems:itemAchievement, itemLeaderboard, nil];
            
            [menu alignItemsHorizontallyWithPadding:20];
            [menu setPosition:ccp( size.width/2, size.height/2 - 50)];
            
            // Add the menu to the layer
            [self addChild:menu];
            //[self scheduleUpdate];
            //[self schedule:@selector(update:) interval:1.0f];
        }
        return self;
    }
    1.[self schedule:@selector(update:) interval:1.0f];是cocos2d中常用的定时更新的方法,如果用
    [self scheduleUpdate];则它会默认隔一段时间执行名为update:的方法
    2.设置响应触摸事件:self.isTouchEnabled = YES;
    然后可以实现-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event以及move,end方法
    3.触摸事件分发
    -(void) registerWithTouchDispatcher
    {
        [[[CCDirector sharedDirector] touchDispatcher] addTargetedDelegate:self
                                                                  priority:INT_MIN+1
                                                           swallowsTouches:YES];
    }
    -(BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
    {
        return YES;//return YES则吞没触摸事件
    }

    层(CCLayer)是cocos2d中传递触摸信息的载体,系统会将接收到的触摸事件传递给层的对象,默认情况下激活场景包含的所有层对象都会收到该信息,但也有一个特殊的层是例外,那就是——菜单(CCMenu)。

    CCMenu其实也继承自CCLayer,因此他们都可以加收到触摸信息,但不同的是,CCMenu会“吞掉”自己接受到的触摸事件,使该信息无法传递给它后面的层,这也很好理解,假如有若干个层叠在一起的按钮,那么当我们点击的时候,响应的肯定是最上边那个,如果所有按钮都响应,那用户就要头大了……菜单就是根据这一特性而从层中被单独抽象出来的,它使得UI中同时只会有一个控件被选中。

    那么层又是如何接收到玩家的触摸事件的呢?它和IOS系统又是怎样交互的?答案都在CCTouchDispatcher这个类中。

    CCTouchDispatcher是个单例,程序刚启动时,导演类会将其设为EAGLView触摸代理,当玩家有触摸操作时,系统会自动调用它的对应方法。之前在介绍层的时候提到过,CCLayer通过registerWithTouchDispatcher方法将自己注册到CCTouchDispatcher单例中,CCTouchDispatcher检测到触摸信息后,会在注册队列中遍历这些对象,调用它们的响应方法,使它们可以响应触摸事件。

    + (CCTouchDispatcher*)sharedDispatcher

    获取单例对象,单例类的惯用方法。

    (void) registerWithTouchDispatcher

    和CCLayer中的作用一样,只是CCMenu调用的是addTargetedDelegate方法,可以吞掉触摸事件,优先级为-128。

    4.触摸点转化为cocos2d中对应的坐标

    UITouch *touch = [touches anyObject];

        CGPoint touchLocation = [touch locationInView: [touch view]]; 

       CGPoint  p  = [[CCDirector sharedDirector] convertToGL:touchLocation];



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  • 原文地址:https://www.cnblogs.com/worldtraveler/p/2765948.html
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