Cocos2d项目整体框架和启动流程是本文要介绍的内容,在这里我们新建一个名为“Test2d”的项目,在xcode中的Group&Files中看到的文件结构如下所示:
cocos2d Sources:存放的是cocos2d源代码
Classes:存放本应用程序源代码
Other Sources: 程序的入口main函数
Resources:存放本项目的图片、图标、声音文件等等
Frameworks:框架,顺一下启动流程
从main函数进入:
- #import <UIKit/UIKit.h>
- int main(int argc, char *argv[]) {
- NSAutoreleasePool *pool = [NSAutoreleasePool new];
- int retVal = UIApplicationMain(argc, argv, nil, @"Test2dAppDelegate");
- [pool release];
- return retVal;
- }
第5行标识将程序的控制权传递给了应用代理程序对象Test2dAppDelegate、Test2dAppDelegate
- Test2dAppDelegate<SPAN style="FONT-SIZE: 14px; LINE-HEIGHT: 21px; FONT-FAMILY: verdana, 'courier new'; WHITE-SPACE: normal">头文件如下</SPAN>
- #import <UIKit/UIKit.h>
- @interface Test2dAppDelegate : NSObject <UIApplicationDelegate> {
- UIWindow *window;
- }
- @property (nonatomic, retain) UIWindow *window;
- @end
第三行能看出Test2dAppDelegate实现了系统定义的应用程序接口 UIApplicationDelegate
当前应用程序需要处理的各种系统事件:
放弃控制权:applicationWillResignActive
获得控制权:applicationDidBecomeActive
内存报警:applicationDidReceiveMemoryWarning
程序退出提示:applicationWillTerminate
系统时间变化:applicationSignificantTimeChange
- //放弃控制权
- (void)applicationWillResignActive:(UIApplication *)application {
- [[CCDirector sharedDirector] pause];
- //获得控制权
- void)applicationDidBecomeActive:(UIApplication *)application {
- [[CCDirector sharedDirector] resume];
- }
- //内存报警
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
- [[CCDirector sharedDirector] purgeCachedData];
- //
- (void) applicationDidEnterBackground:(UIApplication*)application {
- [[CCDirector sharedDirector] stopAnimation];
- }
- //
- void) applicationWillEnterForeground:(UIApplication*)application {
- [[CCDirector sharedDirector] startAnimation];
- }
- //程序退出提示
- (void)applicationWillTerminate:(UIApplication *)application {
- [[CCDirector sharedDirector] end];
- //系统时间变化
- (void)applicationSignificantTimeChange:(UIApplication *)application {
- [[CCDirector sharedDirector] setNextDeltaTimeZero:YES];
- }
在完成刜始处理之后,通过凼数 applicationDidFinishLaunching 将程序的控制权传递给 Cocos2D-iPhone 类库,Cocos2D-iPhone 接下来开始准备启劢 游戏主画面的准备:
1.获得主窗口对象(句柄)由成员 window 保存。
2.将 Cocos2D-iPhone 的“导演”对象与之绑定。
3. 设置“导演”对象的基本属性。
- (void) applicationDidFinishLaunching:(UIApplication*)application
- {
- // CC_DIRECTOR_INIT()
- //
- // 1. Initializes an EAGLView with 0-bit depth format, and RGB565 render buffer
- // 2. EAGLView multiple touches: disabled
- // 3. creates a UIWindow, and assign it to the "window" var (it must already be declared)
- // 4. Parents EAGLView to the newly created window
- // 5. Creates Display Link Director
- // 5a. If it fails, it will use an NSTimer director
- // 6. It will try to run at 60 FPS
- // 7. Display FPS: NO
- // 8. Device orientation: Portrait
- // 9. Connects the director to the EAGLView
- //
- CC_DIRECTOR_INIT();
- // Obtain the shared director in order to...
- CCDirector *director = [CCDirector sharedDirector];
- /***********设置“导演”对象的基本属性***************/
- //设置主窗口方向(垂直还是水平)
- // Sets landscape mode
- [director setDeviceOrientation:kCCDeviceOrientationLandscapeLeft];
- //是否显示FPS(每秒显示的帧数)
- // Turn on display FPS
- [director setDisplayFPS:YES];
- //设定Director对象与当前窗口的关系,便于Director操作主窗口
- // Turn on multiple touches
- EAGLView *view = [director openGLView];
- [view setMultipleTouchEnabled:YES];
- //设定主窗口显示图像的调色盘位宽<BR> // Default texture format for PNG/BMP/TIFF/JPEG/GIF images
- // It can be RGBA8888, RGBA4444, RGB***1, RGB565
- // You can change anytime.
- [CCTexture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA8888];
- //导演对象启动并运行场景
- [[CCDirector sharedDirector] runWithScene: [HelloWorld scene]];
Cocos2d-iPhone的主画面对象 – HellowWorldScene 场景
场景对象 HellowWorldScence 获得控制权后通过初始化凼数 init,直接在主画面中创建一个带有“Hello world”内容的Lable。将该标签的位置为屏幕的中央。
- (id) init
- {
- // always call "super" init
- // Apple recommends to re-assign "self" with the "super" return value
- if( (self=[super init] )) {
- // create and initialize a Label
- CCLabel* label = [CCLabel labelWithString:@"Hello World" fontName:@"Marker Felt" fontSize:64];
- // ask director the 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];
- }
- return self;
- }
Cocos2D-iPhone 的基本导入框架就是确保 main 凼数调用正确的 应用程序代理对象。
在应用代理对象的 applicationDidFinishLaunching 凼数中:
创建“层“对象
将层传递给新创建的“场景“
通过“导演“对象运行新建的”场景“对象。
小结:解析Cocos2d项目整体框架和启动流程的内容介绍完了,希望本文对你有所帮助!