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Cocos2d-x 3.0 新特性体验(1)创建项目+运行sample+新特性内容

2014-03-05 14:02 489 查看
转自:http://www.2cto.com/kf/201401/273819.html

不得不说,cocos2d-x的版本更迭真是快,而最新的cocos2d-x v3.0 Beta版本中包含了许多新的特性和与之前2.x版本不同的内容,虽然说,目前3.0只是beta版本,但目前很多游戏已经采用这个3.0版本了,估计3.0的最终版本也会很快推出。

从创建项目开始了解一下这个最新的3.0版本的一些新特性吧!


一、创建项目(针对在mac os x中进行开发)

在前面我有一篇文章 点击打开链接 已经介绍过在 cocos2dx 2.2 版本中创建项目只能是在终端中进行,对于习惯了在xcode中直接通过项目模板生成项目的来说,这样的方式的确是有点不太方便。

但是在cocos2d-x v3.0 Beta版本中,采用了一种比较人性化图形界面创建方式。

在这里 点击打开链接 有详细的新版本使用介绍。

下面我实践一下如何创建一个 cocos2dx for ios & osx 的项目。(有两种方式)

1、第一种,当然是延续了2.2版本之后的直接命令行创建,这个具体方法可以请参考我之前的文章。点击打开链接

Example:

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2、第二种,就是图形界面创建的方法 ①在终端中,进入引擎文件:cocos2d-x-3.0beta/tools/project-creator ②运行 ./create_project.py ③在如下图中进行图形界面方式创建项目:


注:

有了这个工具,妈妈再也不用担心我创建cocos2dx项目很麻烦了!想创建项目就直接点击几下就可以了。

二、运行引擎中附带的sample例子 进入 引擎文件: cocos2d-x-3.0beta/build 打开cocos2d_samples.xcodeproj 即可。 注:引擎中附带的例子文件比较大,所有打开和编译运行都需要一点时间,考验机子呀!


三、cocos2d-x-3.0beta 新特性介绍

注:下面先贴出所有新特性内容,下面的文章,将会根据新特性内容分析详述。

cocos2d-x v3.0 Release Notes

Misc Information

Download: http://cdn.cocos2d-x.org/cocos2d-x-3.0beta.zip Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.0beta/CHANGELOG API Reference: http://www.cocos2d-x.org/reference/native-cpp/V3.0beta/index.html

Requirements

Runtime Requirements

Android 2.3 or newer
iOS 5.0 or newer
OS X 10.7 or newer
Windows 7 or newer
Windows Phone 8 or newer N/A for the moment
Linux Ubuntu 12.04 (or newer)
Browsers via Emscripten N/A for the moment
Marmalade N/A for the moment
BlackBerry N/A for the moment

Compiler Requirements

Xcode 4.6 (for iOS or Mac)
gcc 4.7 for Linux or Android. For Android ndk-r9 or newer is required.
Visual Studio 2012 (for Windows)

Highlights of v3.0

Replaced Objective-C patters with C++ (C++11) patterns and best practices
Improved Labels
Improved renderer
New Event Dispatcher
Physics integration
New GUI
JavaScript
remote debugger
Remote Console support
Refactor Image - release memory in time and uniform the api of supported file format
Automatically generated Lua bindings, add LuaJavaBridge and LuaObjcBridge
Templated containers

Features in detail

C++11 features

Feature added in v3.0-pre-alpha0

A subset of C++11 features are being used in cocos2d-x:

std::function
, including lambda objects for callbacks
strongly typed enums, for most of the cocos2d-x enums and constants
std::thread
for threading
override
context keyword, for overriden methods

std::function

CallFunc
can be created with an
std::function

CallFuncN
can be created with an
std::function

CallFuncND
and
CallFuncO
were removed since it can be created with simulated with
CallFuncN
and
CallFunc
.
See ActionsTest.cpp for more examples
MenuItem
supports
std::function
as callbacks

CallFunc
example:

?
MenuItem
example:

?

strongly typed enums

Feature added in v3.0-pre-alpha0

Constants and enums that started with
k
, and that usually were defined as
int
or as simple
enum
where replaced with strongly typed enums (
enum class
) to prevent collisions and
type errors. The new format is:

?
Examples:

?
The old values can still be used, but are not deprecated.

override

To catch possible errors while overriding methods, subclasses with override methods have the
override
context keyword. Example:

?

Removed Objective-C patterns

Feature added in v3.0-pre-alpha0

No more 'CC' prefix for C++ classes and free functions

Changes in classes

Since cocos2d-x already uses the
cocos2d
namespace, there is not need to add the prefix
CC
to all its classes.

Examples:

?
v2.1 class names are still available, but they were tagged as deprecated.

Changes in free functions

For the drawing primitives:

They were added in the
DrawPrimitives
namespace
The
cc
prefix was removed

For the gl proxy functions:

They were added in the
GL
namespace
The
ccGL
prefix
was removed

Examples:

?
v2.1 free functions are still available, but they were tagged as deprecated.


clone() instead of copy()

clone()
returns an autoreleased version of the copy.

copy()
is no longer supported. If you use it, it will compile, but the code will crash.

Example:

?


Singletons use getInstance() and destroyInstance()

All singletons use
getInstance()
and
destroyInstance()
(if applicable) to get and destroy the instance.

Examples:

?
v2.1 methods are still available, but they were tagged as deprecated.


getters

Getters now use the
get
prefix.

Examples:

?
And getters were also tagged as
const
in their declaration. Example:

?
v2.1 methods are still available, but they were tagged as deprecated.


POD types

Methods that were receiving POD types as arguments (eg:
TexParams
,
Point
,
Size
, etc.) are being passed as
const
reference.

Example:

?

New Renderer

Feature added in v3.0-beta

The renderer functionality has been decoupled from the Scene graph / Node logic. A new object called
Renderer
is responsible for rendering the object.

Auto-batching and auto-culling support has been added.

Please, see this document for detail information about its internal funcitonality:https://docs.google.com/document/d/17zjC55vbP_PYTftTZEuvqXuMb9PbYNxRFu0EGTULPK8/edit

Improved LabelTTF / LabelBMFont

Feature added in v3.0-alpha0

New EventDispatcher

Feature added in v3.0-alpha0

All events like touch event, keyboard event, acceleration event and custom event are dispatched by
EventDispatcher
.
TouchDispatcher
,
KeypadDispatcher
,
KeyboardDispatcher
,
AccelerometerDispatcher
were
removed.


Adding Touch Event Listener

For TouchOneByOne:

?
For TouchAllAtOnce

?


Adding Mouse Event Listener

?


Adding A Keyboard Event Listener

?


Adding An Acceleration Event Listener

?


Adding A Custom Event Listener

?


Dispatching A Custom Event

?


Setting Fixed Priority For A Listener

?


Removing Event Listener

Removing A Specified Event Listener

?

Removing Custom Event Listener

?

Removing All Listeners For An Event Listener Type

?

Removing All Listeners

?

Physics Integration

Feature added in v3.0-pre-alpha0

Physics integration have five concepts:
PhysicsWorld
,
PhysicsBody
,
PhysicsShape
,
PhysicsJoint
and
PhysicsContact
. You must define
CC_USE_PHYSICS
macro
in
ccConfig.h
to use the physics API.


PhysicsWorld

A
PhysicsWorld
object simulates collisions and other physical properties, you do not create it directly, you can get it from scene which create with physics.

?


PhysicsBody

A
PhysicsBody
object is used to add physics simulation to a node. If you create a
PhysicsBody
and set it to a node, and add the node the a scene which create with physics, it will perform the physics simulation
when update.

?


PhysicsShape

A
PhysicsShape
object is a shape that make the body can have collisions. you can add one or more
PhysicsShape
to a
PhysicsBody
. Shape classes:
PhysicsShapeCircle
,
PhysicsShapeBox
,
PhysicsShapePolygon
,
PhysicsShapeEdgeSegment
,
PhysicsShapeEdgeBox
,
PhysicsShapeEdgePolygon
,
PhysicsShapeEdgeChain
.

?


PhysicsJoint

A
PhysicsJoint
object connects two physics bodies together so that they are simulated together by the physics world. Joint classes:
PhysicsJointFixed
,
PhysicsJointLimit
,
PhysicsJointPin
,
PhysicsJointDistance
,
PhysicsJointSpring
,
PhysicsJointGroove
,
PhysicsJointRotarySpring
,
PhysicsJointRotaryLimit
,
PhysicsJointRatchet
,
PhysicsJointGear
,
PhysicsJointMotor
.

?


PhysicsContact

A
PhysicsContact
object is created automatically to describes a contact between two physical bodies in a
PhysicsWorld
. you can control the contact behavior from the physics contact event listener. Other
classes contain the contact information:
PhysicsContactPreSolve
,
PhysicsContactPostSolve
. The event listener for physics:
EventListenerPhysicsContact
,
EventListenerPhysicsContactWithBodies
,
EventListenerPhysicsContactWithShapes
,
EventListenerPhysicsContactWithGroup
.

?

Misc API Changes

ccTypes.h

Remove cc prefix for structure names in ccTypes.h, move global functions into static member functions, and move global constants into const static member variables.

?
Global functions changed example

?

deprecated functions and global variables

?

Changes in the Lua bindings


Use bindings-generator tool for Lua binding

Only configurating the *.ini files in the tools/tolua folder,not to write a lot of *.pkg files


Use ScriptHandlerMgr to manage the register and unregister of Lua function

When we want to add register and unregister functions of Lua function for class, we need to change the declarative and defined files and then bind to Lua. In v3.0, we use the
ScriptHandlerMgr
. As an example, lets see
the
MenuItem
class: In the 2.x version, we needed to add a declaration in the MenuItem header file:

?
then implement them in the .cpp file. In the Lua script ,we use it as follow:

?
In v3.0 version, we only need to add the
HandlerType
enum in the
ScriptHandlerMgr
, and the implementation in luascript as follow:

?


Use "cc" and "ccs" as module name

?


Deprecated funtions, tables and classes

Add a lot of deprecate funtions、table and classes to support 2.x version as far as possible Note:
Rect does not support the origin and size member variables


Use the Lua table instead of the some structs and classes binding

Point、Size、Rect、Color3b、Color4b、Color4F、AffineTransform、FontDefinition、Array、Dictionary、PointArray are not bound. The difference is as follow:

?
Global functions about these classes are changed as follow:

?
Through the funtions of the LuaBasicConversion file,they can be converted the Lua table when they are as a parameter in the bindings generator.

Known issues

You can find all the known issues "here":http://www.cocos2d-x.org/projects/native/issues
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