Cocos2d-x 3.1.1 lua-tests 开篇
发布日期:2019-01-28 编辑:凯发K

Cocos2d-x 3.1.1 lua-tests 开篇
Cocos2d-x 3.1.1 lua-tests开篇

  本篇博客打算从研究Cocos2d-x引擎提供的测试例子来写起,笔者针对Cocos2d-x 3.1.1这个版本来介绍如何来学习它给我们提供的例子,通过这些例子来深入学习Cocos2d-x核心API的使用。在学习过程中,笔者同样跟很多初学者一样有很多疑惑,为了能帮助到更多初学者,笔者会提出自己的疑惑然后进行解决,笔者会把每一个例子都进行详细说明,对相关代码进行注释,那么以后初学者就可以对照笔者的博客来学习Cocos2d-x的使用,我想会事半功倍的。对笔者来说,什么版本并不重要,重要的是学习的思路,接下来的系列博客就是笔者学习Cocos2d-x的思路。  如何开始呢?  自然先到Cocos2d-x官网下载相应版本的引擎,笔者这里是Cocos2d-x 3.1.1  下载完成后,希望童鞋们自己试着去搭建环境,网络和笔者前面的博客均有介绍,笔者在这里就不多说了。  最好要在win32平台、Android平台都运行成功过HelloWorld,有了这个基础之后,就可以找例子学习了。
 Cocos2d-x 3.1.1例子的代码在cocos2d-x-3.1.1 ests下: 这里就有我们的C++代码和Lua代码,我们要学习的是Lua项目,怎么运行这些项目呢,看下图:
双击使用Visual Studio打开,笔者这里是2012的。  
右键设置lua-tests为启动项目,然后进行编译运行,成功之后的效果如下: 从这些例子,我们可以了解到Cocos2d-x所有相关API所能实现的基础效果,笔者认为没有任何学习资料能比得上这些例子了。
怎么查看实现以上效果的Lua代码呢,下面笔者会给大家介绍。
笔者用到的一个开发工具是LDT,童鞋们可以到这里下载:http://www.eclipse.org/koneki/ldt/打开LDT,切换工作空间到我们的lua-tests项目中,如下:

然后新建Lua项目,取名为src,这样我们就可以把当前目录下src所有的Lua代码都包含进来了:
这样我们就可以很方便查看每一个例子的Lua代码,查看它的具体实现。
我们的Lua项目的入口在哪里呢?打开win32项目,找到AppDelegate.cpp,打开查看:

#include "cocos2d.h"
#include "AppDelegate.h"
#include "CCLuaEngine.h"
#include "audio/include/SimpleAudioEngine.h"
#include "lua_assetsmanager_test_sample.h"

using namespace CocosDenshion;

USING_NS_CC;

AppDelegate::AppDelegate()
{
}

AppDelegate::~AppDelegate()
{
    SimpleAudioEngine::end();
}

bool AppDelegate::applicationDidFinishLaunching()
{
	// 获得导演类实例
    auto director = Director::getInstance();
	// 获取渲染所有东西的 EGLView NA NA
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLView::createWithRect("Lua Tests", Rect(0,0,900,640));
        director->setOpenGLView(glview);
    }

    // turn on display FPS
	// 打开显示帧屏
    director->setDisplayStats(true);

    // set FPS. the default value is 1.0/60 if you don't call this
	// 设置游戏画面每秒显示的帧数,默认是60帧。
    director->setAnimationInterval(1.0 / 60);

	// 获得屏幕大小
    auto screenSize = glview->getFrameSize();

	// 获得设计大小
    auto designSize = Size(480, 320);

    if (screenSize.height > 320)
    {
        auto resourceSize = Size(960, 640);
        director->setContentScaleFactor(resourceSize.height/designSize.height);
    }

	// 设置屏幕设计分辨率
    glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_HEIGHT);

    // register lua engine
    LuaEngine* pEngine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(pEngine);

#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID ||CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
    LuaStack* stack = pEngine->getLuaStack();
    register_assetsmanager_test_sample(stack->getLuaState());
#endif
	// 执行脚本语言
    pEngine->executeScriptFile("src/controller.lua");

    return true;
}

// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground()
{
    Director::getInstance()->stopAnimation();

    SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
    Director::getInstance()->startAnimation();

    SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}

我们会发现代码中这么一段:pEngine->executeScriptFile("src/controller.lua");

这个就是我们的入口文件,我们执行Lua的代码是从controller.lua这个文件开始的。
我们用LDT查看一下它的代码:
-- avoid memory leak
-- 避免内存泄漏
collectgarbage("setpause", 100) 
collectgarbage("setstepmul", 5000)
	
require "src/mainMenu"
----------------


-- run

local glView = cc.Director:getInstance():getOpenGLView()
local screenSize = glView:getFrameSize()
local designSize = {width = 480, height = 320}
local fileUtils = cc.FileUtils:getInstance()

if screenSize.height > 320 then
    local searchPaths = {}
    table.insert(searchPaths, "hd")
    fileUtils:setSearchPaths(searchPaths)
end

local targetPlatform = cc.Application:getInstance():getTargetPlatform()
local resPrefix = ""
if cc.PLATFORM_OS_IPAD  == targetPlatform or cc.PLATFORM_OS_IPHONE == targetPlatform or cc.PLATFORM_OS_MAC == targetPlatform then
    resPrefix = ""
else
    resPrefix = "res/"
end

local searchPaths = fileUtils:getSearchPaths()
table.insert(searchPaths, 1, resPrefix)
table.insert(searchPaths, 1, resPrefix .. "cocosbuilderRes")

if screenSize.height > 320 then
    table.insert(searchPaths, 1, resPrefix .. "hd")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/Images")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/ArmatureComponentTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/AttributeComponentTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/BackgroundComponentTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/EffectComponentTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/LoadSceneEdtiorFileTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/ParticleComponentTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/SpriteComponentTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/TmxMapComponentTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/UIComponentTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/hd/scenetest/TriggerTest")
else
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/Images")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/ArmatureComponentTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/AttributeComponentTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/BackgroundComponentTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/EffectComponentTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/LoadSceneEdtiorFileTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/ParticleComponentTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/SpriteComponentTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/TmxMapComponentTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/UIComponentTest")
    table.insert(searchPaths, 1, resPrefix .. "ccs-res/scenetest/TriggerTest")
end

fileUtils:setSearchPaths(searchPaths)

-- 创建场景
local scene = cc.Scene:create()
-- 添加菜单
scene:addChild(CreateTestMenu())
if cc.Director:getInstance():getRunningScene() then
    cc.Director:getInstance():replaceScene(scene)
else
    -- 根据给定的场景进入 Director的主循环 只能调用他运行你的第一个场景.
    cc.Director:getInstance():runWithScene(scene)
end

然后我们就可以根据这个,来理清整个测试项目的脉路,我们也许想知道,例子中的那些菜单是怎么显示出来的,例子中又是如何进行切换场景的。只要我们知道如何开始了,以后我们就可以慢慢分析每一个例子所给我提供的代码。
在controller.lua文件中引入了maniMenu.lua通过这个语句:require "src/mainMenu"我们来看看mainMenu的代码:
-- 引入资源文件
require "Cocos2d"
require "Cocos2dConstants"
require "Opengl"
require "OpenglConstants"
require "StudioConstants"
require "GuiConstants"
require "src/helper"
require "src/testResource"
require "src/VisibleRect"

require "src/AccelerometerTest/AccelerometerTest"
require "src/ActionManagerTest/ActionManagerTest"
require "src/ActionsEaseTest/ActionsEaseTest"
require "src/ActionsProgressTest/ActionsProgressTest"
require "src/ActionsTest/ActionsTest"
require "src/AssetsManagerTest/AssetsManagerTest"
require "src/BugsTest/BugsTest"
require "src/ClickAndMoveTest/ClickAndMoveTest"
require "src/CocosDenshionTest/CocosDenshionTest"
require "src/CocoStudioTest/CocoStudioTest"
require "src/CurrentLanguageTest/CurrentLanguageTest"
require "src/DrawPrimitivesTest/DrawPrimitivesTest"
require "src/EffectsTest/EffectsTest"
require "src/EffectsAdvancedTest/EffectsAdvancedTest"
require "src/ExtensionTest/ExtensionTest"
require "src/FontTest/FontTest"
require "src/IntervalTest/IntervalTest"
require "src/KeypadTest/KeypadTest"
require "src/LabelTest/LabelTest"
require "src/LabelTestNew/LabelTestNew"
require "src/LayerTest/LayerTest"
require "src/MenuTest/MenuTest"
require "src/MotionStreakTest/MotionStreakTest"
require "src/NewEventDispatcherTest/NewEventDispatcherTest"
require "src/NodeTest/NodeTest"
require "src/OpenGLTest/OpenGLTest"
require "src/ParallaxTest/ParallaxTest"
require "src/ParticleTest/ParticleTest"
require "src/PerformanceTest/PerformanceTest"
require "src/RenderTextureTest/RenderTextureTest"
require "src/RotateWorldTest/RotateWorldTest"
require "src/Sprite3DTest/Sprite3DTest"
require "src/SpriteTest/SpriteTest"
require "src/SceneTest/SceneTest"
require "src/SpineTest/SpineTest"
require "src/Texture2dTest/Texture2dTest"
require "src/TileMapTest/TileMapTest"
require "src/TouchesTest/TouchesTest"
require "src/TransitionsTest/TransitionsTest"
require "src/UserDefaultTest/UserDefaultTest"
require "src/ZwoptexTest/ZwoptexTest"
require "src/LuaBridgeTest/LuaBridgeTest"
require "src/XMLHttpRequestTest/XMLHttpRequestTest"
require "src/PhysicsTest/PhysicsTest"

-- 行间距
local LINE_SPACE = 40

-- 当前位置
local CurPos = {x = 0, y = 0}
-- 开始位置
local BeginPos = {x = 0, y = 0}

-- 定义一张表
local _allTests = {
  { isSupported = true,  name = "Accelerometer"          , create_func=             AccelerometerMain  },
  { isSupported = true,  name = "ActionManagerTest"      , create_func   =         ActionManagerTestMain  },
  { isSupported = true,  name = "ActionsEaseTest"        , create_func   =           EaseActionsTest      },
  { isSupported = true,  name = "ActionsProgressTest"    , create_func   =       ProgressActionsTest      },
  { isSupported = true,  name = "ActionsTest"            , create_func   =               ActionsTest      },
  { isSupported = true,  name = "AssetsManagerTest"      , create_func   =         AssetsManagerTestMain      },
  { isSupported = false,  name = "Box2dTest"              , create_func=                 Box2dTestMain  },
  { isSupported = false,  name = "Box2dTestBed"           , create_func=              Box2dTestBedMain  },
  { isSupported = true,  name = "BugsTest"               , create_func=              BugsTestMain      },
  { isSupported = false,  name = "ChipmunkAccelTouchTest" , create_func=    ChipmunkAccelTouchTestMain  },
  { isSupported = true,  name = "ClickAndMoveTest"       , create_func   =          ClickAndMoveTest      },
  { isSupported = true,  name = "CocosDenshionTest"      , create_func   =         CocosDenshionTestMain  },
  { isSupported = true,  name = "CocoStudioTest"         , create_func   =         CocoStudioTestMain  },
  { isSupported = false,  name = "CurlTest"               , create_func=                  CurlTestMain  },
  { isSupported = true,  name = "CurrentLanguageTest"    , create_func=   CurrentLanguageTestMain      },
  { isSupported = true,  name = "DrawPrimitivesTest"     , create_func=        DrawPrimitivesTest      },
  { isSupported = true,  name = "EffectsTest"            , create_func   =               EffectsTest      },
  { isSupported = true,  name = "EffectAdvancedTest"     , create_func   =        EffectAdvancedTestMain  },
  { isSupported = true,  name = "ExtensionsTest"         , create_func=        ExtensionsTestMain      },
  { isSupported = true,  name = "FontTest"               , create_func   =              FontTestMain      },
  { isSupported = true,  name = "IntervalTest"           , create_func   =              IntervalTestMain  },
  { isSupported = true,  name = "KeypadTest"             , create_func=                KeypadTestMain  },
  { isSupported = true,  name = "LabelTest"              , create_func   =                 LabelTest      },
  { isSupported = true,  name = "LabelTestNew"           , create_func   =                 LabelTestNew      },
  { isSupported = true,  name = "LayerTest"              , create_func   =                 LayerTestMain  },
  { isSupported = true,  name = "LuaBridgeTest"          , create_func   =        LuaBridgeMainTest },
  { isSupported = true,  name = "MenuTest"               , create_func   =                  MenuTestMain  },
  { isSupported = true,  name = "MotionStreakTest"       , create_func   =          MotionStreakTest      },
  { isSupported = false,  name = "MutiTouchTest"          , create_func=          MutiTouchTestMain     },
  { isSupported = true,  name = "NewEventDispatcherTest"  , create_func   =       NewEventDispatcherTest },
  { isSupported = true,  name = "NodeTest"               , create_func   =                  CocosNodeTest },
  { isSupported = true,   name = "OpenGLTest"             , create_func=          OpenGLTestMain     },
  { isSupported = true,  name = "ParallaxTest"           , create_func   =              ParallaxTestMain  },
  { isSupported = true,  name = "ParticleTest"           , create_func   =              ParticleTest      },
  { isSupported = true,  name = "PerformanceTest"        , create_func=           PerformanceTestMain  },
  { isSupported = true,  name = "PhysicsTest"            , create_func =          PhysicsTest  },
  { isSupported = true,  name = "RenderTextureTest"      , create_func   =         RenderTextureTestMain  },
  { isSupported = true,  name = "RotateWorldTest"        , create_func   =           RotateWorldTest      },
  { isSupported = true,  name = "SceneTest"              , create_func   =                 SceneTestMain  },
  { isSupported = true,  name = "SpineTest"              , create_func   =                 SpineTestMain  },
  { isSupported = false,  name = "SchdulerTest"           , create_func=              SchdulerTestMain  },
  { isSupported = false,  name = "ShaderTest"             , create_func=            ShaderTestMain      },
  { isSupported = true,  name = "Sprite3DTest"           , create_func   =                Sprite3DTest    },
  { isSupported = true,  name = "SpriteTest"             , create_func   =                SpriteTest      },
  { isSupported = false,  name = "TextInputTest"          , create_func=             TextInputTestMain  },
  { isSupported = true,  name = "Texture2DTest"          , create_func   =             Texture2dTestMain  },
  { isSupported = false,  name = "TextureCacheTest"       , create_func=      TextureCacheTestMain      },
  { isSupported = true,  name = "TileMapTest"            , create_func   =               TileMapTestMain  },
  { isSupported = true,  name = "TouchesTest"            , create_func   =               TouchesTest      },
  { isSupported = true,  name = "TransitionsTest"        , create_func   =           TransitionsTest      },
  { isSupported = true,  name = "UserDefaultTest"        , create_func=           UserDefaultTestMain  },
  { isSupported = true,  name = "XMLHttpRequestTest"     , create_func   =        XMLHttpRequestTestMain  },
  { isSupported = true,  name = "ZwoptexTest"            , create_func   =               ZwoptexTestMain  }
}

local TESTS_COUNT = table.getn(_allTests)

-- create scene 创建场景
local function CreateTestScene(nIdx)
  cc.Director:getInstance():purgeCachedData()
  local scene = _allTests[nIdx].create_func()
  return scene
end
-- create menu 创建菜单
function CreateTestMenu()
  -- 菜单层
  local menuLayer = cc.Layer:create()

  local function closeCallback()
    -- 结束执行,释放正在运行的场景。 
    cc.Director:getInstance():endToLua()
  end
  
  -- 菜单回调
  local function menuCallback(tag)
    print(tag)
    local Idx = tag - 10000
    local testScene = CreateTestScene(Idx)
    if testScene then
      -- 切换场景
      cc.Director:getInstance():replaceScene(testScene)
    end
  end

  -- add close menu 添加关闭菜单
  local s = cc.Director:getInstance():getWinSize()
  local CloseItem = cc.MenuItemImage:create(s_pPathClose, s_pPathClose)
  CloseItem:registerScriptTapHandler(closeCallback)
  CloseItem:setPosition(cc.p(s.width - 30, s.height - 30))
  
  local CloseMenu = cc.Menu:create()
  CloseMenu:setPosition(0, 0)
  CloseMenu:addChild(CloseItem)
  menuLayer:addChild(CloseMenu)
  -- 获取目标平台
  local targetPlatform = cc.Application:getInstance():getTargetPlatform()
  if (cc.PLATFORM_OS_IPHONE == targetPlatform) or (cc.PLATFORM_OS_IPAD == targetPlatform) then
    CloseMenu:setVisible(false)
  end

  -- add menu items for tests
  -- 添加菜单项
  local MainMenu = cc.Menu:create()
  local index = 0
  local obj = nil
  for index, obj in pairs(_allTests) do
    -- 创建文本(obj.name 为文本名称, s_arialPath为字体,24为字体大小)
    local testLabel = cc.Label:createWithTTF(obj.name, s_arialPath, 24)
    -- 设置锚点
    testLabel:setAnchorPoint(cc.p(0.5, 0.5))
    -- 创建菜单项标签
    local testMenuItem = cc.MenuItemLabel:create(testLabel)
    -- 如果此项不支持,则设置菜单项不可用
    if not obj.isSupported then
      testMenuItem:setEnabled(false)
    end
    -- 注册脚本处理句柄
    testMenuItem:registerScriptTapHandler(menuCallback)
    -- 设置菜单标签显示的位置,设置到居中的位置
    testMenuItem:setPosition(cc.p(s.width / 2, (s.height - (index) * LINE_SPACE)))
    -- 添加菜单项到菜单中去
    MainMenu:addChild(testMenuItem, index + 10000, index + 10000)
  end
  
  -- 设置菜单内容大小
  MainMenu:setContentSize(cc.size(s.width, (TESTS_COUNT + 1) * (LINE_SPACE)))
  MainMenu:setPosition(CurPos.x, CurPos.y)
  -- 将菜单添加到层中去
  menuLayer:addChild(MainMenu)

  -- handling touch events
  -- 处理触摸事件
  local function onTouchBegan(touch, event)
    -- 获取触摸点的位置
    BeginPos = touch:getLocation()
    -- CCTOUCHBEGAN event must return true
    return true
  end

  -- 手指移动时触发
  local function onTouchMoved(touch, event)
    local location = touch:getLocation()
    local nMoveY = location.y - BeginPos.y
    local curPosx, curPosy = MainMenu:getPosition()
    local nextPosy = curPosy + nMoveY
    local winSize = cc.Director:getInstance():getWinSize()
    if nextPosy < 0 then
      MainMenu:setPosition(0, 0)
      return
    end
    
    if nextPosy > ((TESTS_COUNT + 1) * LINE_SPACE - winSize.height) then
      MainMenu:setPosition(0, ((TESTS_COUNT + 1) * LINE_SPACE - winSize.height))
      return
    end
    
    -- 
    MainMenu:setPosition(curPosx, nextPosy)
    BeginPos = {x = location.x, y = location.y}
    CurPos = {x = curPosx, y = nextPosy}
  end
  
  -- 创建事件监听器
  local listener = cc.EventListenerTouchOneByOne:create()
  -- 注册事件监听
  listener:registerScriptHandler(onTouchBegan,cc.Handler.EVENT_TOUCH_BEGAN )
  listener:registerScriptHandler(onTouchMoved,cc.Handler.EVENT_TOUCH_MOVED )
  -- 获取事件派发器
  local eventDispatcher = menuLayer:getEventDispatcher()
  eventDispatcher:addEventListenerWithSceneGraphPriority(listener, menuLayer)

  return menuLayer
end

我们就可以发现,这里就是界面中菜单的实现,mainMenu中还引入了其他文件,比如testResource.lua
s_pPathGrossini       = "Images/grossini.png"
s_pPathSister1        = "Images/grossinis_sister1.png"
s_pPathSister2        = "Images/grossinis_sister2.png"
s_pPathB1             = "Images/b1.png"
s_pPathB2             = "Images/b2.png"
s_pPathR1             = "Images/r1.png"
s_pPathR2             = "Images/r2.png"
s_pPathF1             = "Images/f1.png"
s_pPathF2             = "Images/f2.png"
s_pPathBlock          = "Images/blocks.png"
s_back                = "Images/background.png"
s_back1               = "Images/background1.png"
s_back2               = "Images/background2.png"
s_back3               = "Images/background3.png"
s_stars1              = "Images/stars.png"
s_stars2              = "Images/stars2.png"
s_fire                = "Images/fire.png"
s_snow                = "Images/snow.png"
s_streak              = "Images/streak.png"
s_PlayNormal          = "Images/btn-play-normal.png"
s_PlaySelect          = "Images/btn-play-selected.png"
s_AboutNormal         = "Images/btn-about-normal.png"
s_AboutSelect         = "Images/btn-about-selected.png"
s_HighNormal          = "Images/btn-highscores-normal.png"
s_HighSelect          = "Images/btn-highscores-selected.png"
s_Ball                = "Images/ball.png"
s_Paddle              = "Images/paddle.png"
s_pPathClose          = "Images/close.png"
s_MenuItem            = "Images/menuitemsprite.png"
s_SendScore           = "Images/SendScoreButton.png"
s_PressSendScore      = "Images/SendScoreButtonPressed.png"
s_Power               = "Images/powered.png"
s_AtlasTest           = "Images/atlastest.png"

-- tilemaps resource
s_TilesPng            = "TileMaps/tiles.png"
s_LevelMapTga         = "TileMaps/levelmap.tga"

-- spine test resource
s_pPathSpineBoyJson       = "spine/spineboy.json"
s_pPathSpineBoyAtlas       = "spine/spineboy.atlas"

-- fonts resource
s_markerFeltFontPath   = "fonts/Marker Felt.ttf"
s_arialPath            = "fonts/arial.ttf"
s_thonburiPath         = "fonts/Thonburi.ttf"
s_tahomaPath           = "fonts/tahoma.ttf"

这个文件定义了所有的资源路径,一些图片、json资源、字体资源等。
其他相关的文件,笔者在这里就不贴代码,这个大家私下去查看,我在这里只是提供相关的思路,让大家理清如何使用Cocos2d-x给我们提供的例子进行学习。
下一篇博客,笔者将会介绍第一个例子-重力加速器,非常感谢你的关注。





http://www.bkjia.com/Androidjc/827688.htmlwww.bkjia.comtruehttp://www.bkjia.com/Androidjc/827688.htmlTechArticleCocos2d-x 3.1.1 lua-tests 开篇 Cocos2d-x 3.1.1 lua-tests开篇 本篇博客打算从研究Cocos2d-x引擎提供的测试例子来写起,笔者针对Cocos2d-x 3.1.1这个版本来...

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