Cocos2d-x有一个包含所有其他头文件的cocos2d.h,只要在使用时包含这个头文件,就可以使用引擎的全部功能。Cocos2d-x的类都放置于cocos2d的命名空间下,如引擎下的“actions/CCAction.h”中在文件首尾使用NC_CC_BEGIN和NS_CC_END来将所有类型包含在cocos2d命
Cocos2d-x有一个包含所有其他头文件的cocos2d.h,只要在使用时包含这个头文件,就可以使用引擎的全部功能。Cocos2d-x的类都放置于cocos2d的命名空间下,如引擎下的“actions/CCAction.h”中在文件首尾使用NC_CC_BEGIN和NS_CC_END来将所有类型包含在cocos2d命名空间下。在游戏中使用#define USING_NS_CC using namespace cocos2d定义的宏USING_NS_CC来说明命名空间。
1、构造函数与初始化
Cocos2d-x不使用传统的值类型,所有的对象都创建在堆上,然后通过指针引用,创建Cocos2d-x对象主要有两种方法:(1)使用new创造未初始化的对象,然后调用init系列方法来初始化。(2)使用静态的工厂方法直接创建一个对象。
第一种方法:
(1)使用new操作符调用构造函数,创建一个没有初始化的空对象
(2)选择合适的初始化方法,并调用它来初始化对象
Cocos2d-x的初始化方法都以init()作为前缀,返回一个bool值,代表是否成功。例如:
CCSprite* sprite1 = new CCSprite();
sprite1->initWithFile(“HelloWorld.png”);
CCSprite共提供8个初始化方法。
第二种方法
(1)静态工程方法是类提供的静态函数,只要提供必要的参数,就会返回一个完成了初始化的对象,通常init系列的初始化方法都会有对应的工厂方法。例如:
CCSprite* sprite2 = CCSprite::spriteWithFile(“HelloWorld.png”);//Cocos2d-x 2.0以前版本中的方法
CCSprite* sprite3 = CCSprite::create(“HelloWorld.png”);///Cocos2d-x 2.0之后版本中的方法
2、选择器
选择器是类似于C++中的类函数指针的机制,下面是Cocos2d-x提供的创建选择器语法的宏,用来创建函数指针,这些宏只有一个参数SELECTOR,表示被指向的类方法
schedule_selector(SELECTOR)
callfunc_selector(SELECTOR)
callfuncN_selector(SELECTOR)
callfuncND_selector(SELECTOR)
menu_selector(SELECTOR)
event_selector(SELECTOR)
compare_selector(SELECTOR)
3、属性:Cocos2d-x规定了属性访问器的方法名称以get或set为前缀,后接属性名,如CCNode中节点标记属性Tag属性,访问器分别为getTag()和setTag(int aTag)其原理如下:
int tag; int getTag() {return tag;} void setTag() {tag = aTag;}Cocos2d-x中与属性相关的宏共有9个,只需要把宏写在类的定义中即可,每个宏有3个参数:(1)varType,属性类型,如果属性类型时对象,需要写成指针的形式。(2)varName,属性的私有字段名称。(3)funName,属性的访问器名称,也就是紧接在get或set后面的部分。如:CC_SYNTHESIZE(int,tag,Tag)
宏 | 描述 |
CC_PROPERTY | 定义一个属性及其访问器,没有实现,常用于简单的值类型 |
CC_PROPERTY_READONLY | 定义一个属性,只包含get访问器,没有实现 |
CC_PROPERTY_PASS_BY_REF | 定义一个属性,访问器使用引用类型传递参数,没有实现,通常用于结构体 |
CC_PROPERTY_READONLY_PASS_BY_REF | 定义一个属性,只包含get访问器,且使用引用类型传递参数,没有实现。 |
CC_SYNTHESIZE | 同CC_PROPERTY,实现了访问器方法 |
CC_SYNTHESIZE_READONLY | 同CC_PROPERTY_READONLY,实现了访问器方法 |
CC_SYNTHESIZE_READONLY_PASS_BY_REF | 同CC_PROPERTY_READONLY_PASS_BY_REF,实现了访问器方法 |
CC_SYNTHESIZE_PASS_BY_REF | 同CC_PROPERTY_PASS_BY_REF,实现了访问器方法 |
CC_SYNTHESIZE_RETAIN | 同CC_PROPERTY,实现了访问器方法。用于派生自CCObject的类型, 访问器采用Cocos2d-x的内存管理机制自动维护对象的引用计数。 |
4、单例:Cocos2d-x的流程控制器CCDirector是一个独一无二的控制器,用于切换游戏的场景。这种情况下使用单例的技巧。如下代码:
static CCDisplayLinkDirector s_SharedDirector; CCDirector* CCDirector::sharedDirector(void) { static bool s_bFirstUseDirector = true; if(s_bFirstUseDirector) { s_bFirstUseDirector = false; s_bFirstUseDirector.init(); } return &s_SharedDirector; }可以放心,CCDirector维护了一个静态的CCDirector实例,在第一次使用前初始化,为了访问CCDirector控制器,使用如下代码:
CCDirector::sharedDirector()->replaceScene(newScene);获取CCDirector的唯一实例,调用replaceScene切换到新场景。

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MySQL efficiently manages structured data through table structure and SQL query, and implements inter-table relationships through foreign keys. 1. Define the data format and type when creating a table. 2. Use foreign keys to establish relationships between tables. 3. Improve performance through indexing and query optimization. 4. Regularly backup and monitor databases to ensure data security and performance optimization.

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