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Cocos2d-X 3.4版-游戏继续,游戏重新开始,回到主界面的实现《赵云要格斗》

2015-02-05 13:20 405 查看
下一节开始要用cocostudio制作主界面,为了使用最新版的Cocos Studio2.1,需要将引擎升级到3.4.

下面是3.4的升级说明。对于我们的项目来说,机会没什么影响,所以只需要用新引擎创建一个工程,

我们甚至只需要将classes,resource进行简单地覆盖就可以完成引擎升级。

更加优化的渲染流程:改进了2D和3D渲染,《Fantasy Warrior3D》现在不需要hack引擎就可以运行

更小的包体积:iOS和Android平台上,使用系统网络库替换了第三方库libcurl,iOS的游戏包大小从5.6M缩小到4.3M,
Android的APK游戏包大小从2.9M缩小到2.0M
Cocos Package Manager: 引擎扩展模块化框架,使得基于Cocos2d-x的扩展,更方便地集成与发布,现在GAF已经应用到这个框架中

视锥体裁剪功能:通过计算裁剪掉在屏幕上不可见物体,降低渲染开销,为4.0的全3D和大规模场景提供支持

在这一节里,我从Evakaka大神的博客里学到不少东西,以前我做遮罩从来没用过这样的

方式,现在想起来,真是既简单有粗暴,实在惭愧。

总的来说,这以功能实现起来,在原理上还是非常显而易见的,只不过在具体的实现上,还

是要见仁见智。

主要来说,我们需要新建一个Scene,当我们按下暂定按钮时,见我们新建的这个Scene push出来,

,之所以不用replaceScene是因为,我们总不能一按暂定按钮回来的时候游戏就重新开始吧。

GamepauseScene.h

//
// GamepauseScene.h
// Fight
//
// Created by Cytzrs on 15/2/5.
//
//

#ifndef __Fight__GamepauseScene__
#define __Fight__GamepauseScene__

#include <iostream>
#include "cocos2d.h"
#include "cocos-ext.h"
USING_NS_CC_EXT;
USING_NS_CC;
class GamepauseScene : public Layer
{
public:
static Scene* createScene(RenderTexture*);
bool init();
CREATE_FUNC(GamepauseScene);
void attackAct1(Ref *sender, Control::EventType controlEvent);
void attackAct2(Ref *sender, Control::EventType controlEvent);
void attackAct3(Ref *sender, Control::EventType controlEvent);
//private:
// ControlButton* attackBtn1;
// ControlButton* attackBtn2;
// ControlButton* attackBtn3;
};

#endif /* defined(__Fight__GamepauseScene__) */

GamepauseScene.cpp
//
// GamepauseScene.cpp
// Fight
//
// Created by Cytzrs on 15/2/5.
//
//

#include "GamepauseScene.h"
#include "cocos-ext.h"
USING_NS_CC_EXT;
#include "HelloWorldScene.h"
Scene* GamepauseScene::createScene(RenderTexture* render)
{
auto scene = Scene::create();
auto layer = GamepauseScene::create();
scene->addChild(layer, 1);

auto s = Director::getInstance()->getVisibleSize();
auto bg = Sprite::createWithTexture(render->getSprite()->getTexture());
bg->setPosition(s/2);
bg->setFlippedY(true);
bg->setColor(cocos2d::Color3B::GRAY);

scene->addChild(bg);

return scene;
}

bool GamepauseScene::init()
{
while(1)
{
if(!Layer::init())
return false;
auto s = Director::getInstance()->getVisibleSize();

ControlButton* attackBtn1 = ControlButton::create("继续游戏", "fonts/Marker Felt.ttf", 30);
attackBtn1->setPosition(s/2);
this->addChild(attackBtn1, 7);
attackBtn1->addTargetWithActionForControlEvents(this, cccontrol_selector(GamepauseScene::attackAct1),Control::EventType::TOUCH_DOWN);

ControlButton* attackBtn2 = ControlButton::create("重新游戏", "fonts/Marker Felt.ttf", 30);
attackBtn2->setPosition(s.width/2, s.height/2-100);
this->addChild(attackBtn2, 7);
attackBtn2->addTargetWithActionForControlEvents(this, cccontrol_selector(GamepauseScene::attackAct2),Control::EventType::TOUCH_DOWN);

ControlButton* attackBtn3 = ControlButton::create("回到主界面", "fonts/Marker Felt.ttf", 30);
attackBtn3->setPosition(s.width/2, s.height/2-200);
this->addChild(attackBtn3, 7);
attackBtn3->addTargetWithActionForControlEvents(this, cccontrol_selector(GamepauseScene::attackAct3),Control::EventType::TOUCH_DOWN);
//
// attackBtn2 = ControlButton::create("ATTACK", "fonts/Marker Felt.ttf", 30);
// attackBtn2->setPosition(Vec2(visibleSize.width-200, 100));
// this->addChild(attackBtn2, 7);
//
// attackBtn3 = ControlButton::create("ATTACK", "fonts/Marker Felt.ttf", 30);
// attackBtn3->setPosition(Vec2(visibleSize.width-200, 100));
// this->addChild(attackBtn3, 7);

return true;
}
return false;
}

void GamepauseScene::attackAct1(Ref *sender, Control::EventType controlEvent)
{
// auto scene = HelloWorld::createScene();
Director::getInstance()->popScene();
}

void GamepauseScene::attackAct2(Ref *sender, Control::EventType controlEvent)
{
auto scene = HelloWorld::createScene();
Director::getInstance()->replaceScene(scene);
}

void GamepauseScene::attackAct3(Ref *sender, Control::EventType controlEvent)
{
// auto scene = HelloWorld::createScene();
//现在还没有创建主界面,暂且留白
Director::getInstance()->popScene();
}
工程源码
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