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cocos2d-x 3.6 程序流程

2015-07-14 17:55 387 查看
main.cpp

#include "main.h"
#include "AppDelegate.h" //应用委托
#include "cocos2d.h" //主要的头文件

USING_NS_CC;//名字空间

int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR    lpCmdLine,
int       nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);//避免编译器关于未引用参数的警告
UNREFERENCED_PARAMETER(lpCmdLine);

// create the application instance
AppDelegate app; //定义并初始化委托对象
return Application::getInstance()->run();//应用单列运行
}


run 方法:

int Application::run()
{
PVRFrameEnableControlWindow(false);

// Main message loop:
LARGE_INTEGER nLast;
LARGE_INTEGER nNow;

QueryPerformanceCounter(&nLast);

initGLContextAttrs();

// Initialize instance and cocos2d.
if (!applicationDidFinishLaunching())// 初始化,资源适配,屏幕适配,运行第一个场景等代码
{
return 1;
}

auto director = Director::getInstance();//导演类对象获取
auto glview = director->getOpenGLView();

// Retain glview to avoid glview being released in the while loop
glview->retain();

while(!glview->windowShouldClose())
{
QueryPerformanceCounter(&nNow);
if (nNow.QuadPart - nLast.QuadPart > _animationInterval.QuadPart)
{//控制每一帧所运行的 最小 时间,从而控制游戏的帧率
nLast.QuadPart = nNow.QuadPart - (nNow.QuadPart % _animationInterval.QuadPart);

director->mainLoop();//主循环逻辑代码!!!
glview->pollEvents();
}
else
{
Sleep(1);
}
}
//程序退出(清理资源)
// Director should still do a cleanup if the window was closed manually.
if (glview->isOpenGLReady())
{
director->end();
director->mainLoop();
director = nullptr;
}
glview->release();
return 0;
}


applicationDidFinishLaunching 方法

bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLViewImpl::create("My Game");
director->setOpenGLView(glview);
}

// turn on display FPS
director->setDisplayStats(true);//显示FPS,设为false则关闭显示

// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);

register_all_packages();

// create a scene. it's an autorelease object
auto scene = HelloWorld::createScene(); //场景创建

// run
director->runWithScene(scene);

return true;
}


mainLoop 方法

void DisplayLinkDirector::mainLoop()
{
if (_purgeDirectorInNextLoop)
{
_purgeDirectorInNextLoop = false;
purgeDirector();
}
else if (_restartDirectorInNextLoop)
{
_restartDirectorInNextLoop = false;
restartDirector();
}
else if (! _invalid)
{
drawScene();// 屏幕绘制及一些相应的逻辑处理

// release the objects
PoolManager::getInstance()->getCurrentPool()->clear();
}
}
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