• CocoStudio教程三:认识并利用CocoStudio的果实 运行2.2.1版本


    原文:CocoStudio教程三:认识并利用CocoStudio的果实 

    原文用的老版,用2.21搞起来好像有些问题,然后自己摸索了下,有的都是乱找的方法,只求能运行。。。

    1,原文的CCJsonReader方法新版本已更名为CCSSceneReader!  好像新版去掉了前面的CC 改为SceneReader

    2,getIsLoop getRender都没有找到,只能换成其他方法了。isLoop和getNode;

    运行成功,关键版本更新改变差异这么大,堪忧~

    bool HelloWorld::init()
    {
        //////////////////////////////
        // 1. super init first
        if ( !CCLayer::init() )
        {
            return false;
        }
        
        CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
        CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
    
        /////////////////////////////
        // 2. add a menu item with "X" image, which is clicked to quit the program
        //    you may modify it.
    
        // add a "close" icon to exit the progress. it's an autorelease object
        CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
                                            "CloseNormal.png",
                                            "CloseSelected.png",
                                            this,
                                            menu_selector(HelloWorld::menuCloseCallback));
        
        pCloseItem->setPosition(ccp(origin.x + visibleSize.width - pCloseItem->getContentSize().width/2 ,
                                    origin.y + pCloseItem->getContentSize().height/2));
    
        // create menu, it's an autorelease object
        CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
        pMenu->setPosition(CCPointZero);
        this->addChild(pMenu, 1);
    
       
    
        UILayer* uiLayer=UILayer::create();
        auto myLayer=dynamic_cast<Layout*>(GUIReader::shareReader()->widgetFromJsonFile("UIEditorTest_1/UIEditorTest_1.Json"));
        uiLayer->addWidget(myLayer);
        this->addChild(uiLayer);//默认z-order 0
    
        //首先读取png,plist和ExportJson/json文件, 
        CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("ActionEditor/Cowboy0.png", "ActionEditor/Cowboy0.plist", "ActionEditor/Cowboy.ExportJson"); 
        //然后创建armature类,并将进行初始化 
        CCArmature *armature = CCArmature::create("Cowboy"); 
        //然后选择播放动画0,并进行缩放和位置设置 
        armature->getAnimation()->playByIndex(1); 
        //该模板中共制作了三个动画,你可以将索引修改为0/1/2中的任意值来查看不同效果 
        armature->setScale(0.5f); 
        armature->setPosition(ccp(visibleSize.width * 0.5, visibleSize.height * 0.5)); 
        //最后将armature添加到场景中 
        this->addChild(armature,2); 
    
    
    
        return true;
    }
    
    
    
    void HelloWorld::menuCloseCallback(CCObject* pSender)
    {
        CCScene* newscene=CCScene::create();
    
        CCNode* pNode=SceneReader::sharedSceneReader()->createNodeWithSceneFile("SceneEditorTest/SceneEditorTest.json");
    
        //播放背景音乐 
        
        CCComAudio *pAudio = (CCComAudio*)(pNode->getComponent("Audio")); 
        pAudio->playBackgroundMusic(pAudio->getFile(), pAudio->isLoop()); 
        //给蝴蝶鱼配置动画 
        CCComRender *pFishRender = (CCComRender*)(pNode->getChildByTag(10010)->getComponent( "butterFlyFish")); 
        CCArmature *pButterFlyFish= (CCArmature *)(pFishRender->getNode()); 
        pButterFlyFish->getAnimation()->playByIndex(0); 
        newscene->addChild(pNode, 0, 1); 
    
        //newscene->addChild(uiLayer);
        //切换到新的场景 
    
        CCDirector::sharedDirector()->replaceScene(newscene);
    }
    View Code

     Cocos2d-x初入学堂(3)-->TexturePacker非常棒的图像处理工具

    CCSpriteBatchNode *spriteBatch = CCSpriteBatchNode::batchNodeWithTexture(texture);
    改为CCSpriteBatchNode* spriteBatch=CCSpriteBatchNode::createWithTexture(textrue);

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  • 原文地址:https://www.cnblogs.com/zwl12549/p/3480635.html
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