一、开发环境介绍
操作系统:UOS1060专业版本。
cocos2dx:版本
环境搭建教程:
统信UOS下配置安装cocos2dx开发环境_三雷科技的博客-CSDN博客
二、开发内容
游戏在开始时都需要加载大量的资源,为了让用户有等待时间,因此最先开发的场景为加载游戏资源场景,用于加载游戏资源,当然其中还可以处理升级等操作。
2.1 修改窗口的大小。
在AppDelegate.cpp文件中修改为以下内容:
static cocos2d::Size designResolutionSize = cocos2d::Size(960, 640);
2.2 添加加载场景相关代码
在Classes目录中创建Scene目录用于存储关于场景相关的代码。
mkdir Sence
touch LoadingScene.cpp
touch LoadingScene.h
在CMakeLists.txt文件中加入场景代码文件
2.3 代码内容如下:
- LoadingScene.cpp
/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "LoadingScene.h"
USING_NS_CC;
Scene* LoadingScene::createScene()
{
return LoadingScene::create();
}
// on "init" you need to initialize your instance
bool LoadingScene::init()
{
//
// 1. super init first
if ( !Scene::init() )
{
return false;
}
numberOfLoadedRes = 0;
auto visibleSize = Director::getInstance()->getVisibleSize();
auto background = Sprite::create("Loadding.png");
background->setRotation(-90.0f);
background->setPosition(Point(visibleSize.width/2,visibleSize.height/2));
addChild(background);
// 定时更新,用于检测资源是否被加载完成,如果加载完成才跳入到正真的欢迎页面。
schedule(CC_SCHEDULE_SELECTOR(LoadingScene::logic),1.0f);
return true;
}
// 该代码处理加载资源的操作。
// 加载资源包括图片,声音等。
void LoadingScene::loadSource(){
}
void LoadingScene::logic(float dt)
{
// 如果你愿意可以在这里通过监听numberOfLoadedRes的值来显示加载进度。
if(0 == numberOfLoadedRes){
loadSource();
}else if(100 == numberOfLoadedRes){
// 处理跳转动作。
}
}
- LoadingScene.h
/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __LOADING_SCENE_H__
#define __LOADING_SCENE_H__
#include "cocos2d.h"
class LoadingScene : public cocos2d::Scene
{
public:
static cocos2d::Scene* createScene();
virtual bool init();
// implement the "static create()" method manually
CREATE_FUNC(LoadingScene)
void loadSource();
void logic(float dt);
int numberOfLoadedRes;
};
#endif // __LOADING_SCENE_H__
2.3 添加资源
由于加载场景中需要使用到资源。因此我们需要将资源拷贝到Resources目录中。
注意:在使用QT调试的时候有可能出现无法找到资源的情况,需要手动将Resources目录内容拷贝的debug/bin/Resources目录中!!!!