- 官网下载最新版本号Cocos2d-x-3.3,大小约为280M

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- 解压后,在【终端】中
切换文件夹
到 解压后的文件夹,然后运行./setup.py
,回车,例如以下图所看到的.
-
- 期间会有几次询问,是否要设置安卓SDK路径,
- 假设尚未安装Android开发环境,能够直接
Enter
跳过,暂不设置
- (将来 能够在以下的文件里,进行配置:/etc/profile)
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->Please enter the path of NDK_ROOT (or press Enter to skip):
->Please enter the path of ANDROID_SDK_ROOT (or press Enter to skip):
->Please enter the path of ANT_ROOT (or press Enter to skip): |

依据提示,敲击命令:
source /Users/history/.bash_profile
然后Enter
,这样就算设置好了.
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Please execute command: "source /Users/history/.bash_profile" to make added system variables take effect |
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Running command: new
> Copy template into /Users/beyond/Desktop/project/cocos2d_x
> Copying cocos2d-x files...
> Rename project name from 'HelloCpp' to 'cocos2d_x'
> Replace the project name from 'HelloCpp' to 'cocos2d_x'
> Replace the project package name from 'org.cocos2dx.hellocpp' to 'com.beyond' |

打开自己主动创建好的项目
能够选择桌面应用,直接command+R,编译执行

等了n分钟过后,最终跑出来了~
兴许补充一下:NDK文件夹的配置
进入终端,输入命令:sudo nano /etc/profile
打开配置环境变量的文件
依据实际情况,加入NDK_ROOT、ANT、SDK文件夹
终于,示比例如以下:
以下是关于HelloWorld程序分析:
Main.m入口
应用代理AppDelegate.h
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "cocos2d.h"
/**
@方法说明: The cocos2d Application.
The reason for implement as private inheritance is to hide some interface call by Director.
*/
// : private 表示 继承过来的东东,全变成私有
class AppDelegate : private cocos2d::Application
{
public:
// 空參构造函数
AppDelegate();
// 析构函数
virtual ~AppDelegate();
virtual void initGLContextAttrs();
/**
@方法说明: Implement Director and Scene init code here.
@返回: true 初始化成功,应用执行
@返回: false 初始化失败,应用终止
*/
virtual bool applicationDidFinishLaunching();
/**
@方法说明: 应用程序 进入后台后 调用
@參数: the pointer of the application
*/
virtual void applicationDidEnterBackground();
/**
@方法说明: 应用程序 将进入前台时调用
@參数: the pointer of the application
*/
virtual void applicationWillEnterForeground();
};
#endif // _APP_DELEGATE_H_
应用代理AppDelegate.cpp
#include "AppDelegate.h"
#include "HelloWorldScene.h"
USING_NS_CC;
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate()
{
}
//假设 须要一个不同的 上下文 context,仅仅要改动 glContextAttrs 的值就可以
//it will takes effect on all platforms
void AppDelegate::initGLContextAttrs()
{
//设置 OpenGL context 属性,文件夹仅仅能设置6个属性
//red,green,blue,alpha,depth,stencil
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
bool AppDelegate::applicationDidFinishLaunching() {
// 实例化导演类 director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
// 假设 glview为空,则创建一个
if(!glview) {
glview = GLViewImpl::create("My Game");
director->setOpenGLView(glview);
}
// 显示帧率 FPS
director->setDisplayStats(true);
// 设置帧率 FPS. 默认就是 1/60秒
director->setAnimationInterval(1.0 / 60);
// 创建场景,自己主动释放 it's an autorelease object
auto scene = HelloWorld::createScene();
// 导演执行场景
director->runWithScene(scene);
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();
// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
图层Layer HelloWorldScene.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
// 事实上是继承自Layer
class HelloWorld : public cocos2d::Layer
{
public:
// cpp里面没有id类型, so we recommend returning the class instance pointer
static cocos2d::Scene* createScene();
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// 【关闭菜单】点击时的回调方法
void menuCloseCallback(cocos2d::Ref* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
};
#endif // __HELLOWORLD_SCENE_H__<span style="font-family:Courier New;color:#393939;"><span style="font-size: 24px; line-height: 32px; background-color: rgb(245, 245, 245);"><strong>
</strong></span></span>
图层Layer HelloWorldScene.cpp
#include "HelloWorldScene.h"
USING_NS_CC;
Scene* HelloWorld::createScene()
{
// 'scene' 自己主动释放
auto scene = Scene::create();
// 'layer' 自己主动释放
auto layer = HelloWorld::create();
// 将图层 加入到场景中
scene->addChild(layer);
// 返回 填充好图层的 场景
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//
// 1. 调用父类的init , cpp 没有super,直接写父类名
if ( !Layer::init() )
{
return false;
}
// 屏幕尺寸
Size visibleSize = Director::getInstance()->getVisibleSize();
// 2维坐标
Vec2 origin = Director::getInstance()->getVisibleOrigin();
/
// 2. add a menu item with "X" image, which is clicked to quit the program
// add a "close" icon to exit the progress. it's an autorelease object
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
origin.y + closeItem->getContentSize().height/2));
// create menu, it's an autorelease object
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Vec2::ZERO);
this->addChild(menu, 1);
/
// 3. add your codes below...
// add a label shows "Hello World"
// create and initialize a label
auto label = LabelTTF::create("Hello Beyond", "Marker Felt", 50);
// position the label on the center of the screen
label->setPosition(Vec2(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - label->getContentSize().height));
// add the label as a child to this layer
this->addChild(label, 1);
// add "HelloWorld" splash screen"
auto sprite = Sprite::create("HelloWorld.png");
// position the sprite on the center of the screen
sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
// add the sprite as a child to this layer
this->addChild(sprite, 0);
return true;
}
void HelloWorld::menuCloseCallback(Ref* pSender)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
return;
#endif
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}