在我多年的编码工作中,首先在这里提出问题。我最近开始尝试使用C ++与cocos-2d-x一起进行移动开发,并且几乎立刻就碰壁了。
我的新项目附带了AppDelegate和HelloWorld课程,然后我添加了自己的GameScene课程,我试图从AppDelegate实习,但是,每次我这样做,我得到一个&#39 ;未定义的错误'消息。
这是我到目前为止所获得的代码,正如您所看到的,我在GameScene.cpp文件中获得的代码只是hello world文件的复制粘贴。 ..我可以确认是否有效。
GameScene.cpp
#include "GameScene.h"
USING_NS_CC;
cocos2d::Scene* GameScene::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = GameScene::create();
scene->addChild(layer);
return scene;
}
// on "init" you need to initialize your instance
bool GameScene::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
// add a label shows "Built on"
auto label = Label::createWithTTF("Built on", "fonts/Marker Felt.ttf", 24);
label->setPosition(Vec2(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - label->getContentSize().height));
this->addChild(label, 1);
// add "HelloWorld" splash screen"
auto sprite = Sprite::create("HelloWorld.png");
sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
this->addChild(sprite, 0);
return true;
}
GameScene.h
#ifndef __GAME_SCENE_H__
#define __GAME_SCENE_H__
#include "cocos2d.h"
class GameScene : public cocos2d::Layer
{
public:
// there's no 'id' in cpp, 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();
// implement the "static create()" method manually
CREATE_FUNC(GameScene);
};
#endif // __GAME_SCENE_H__
AppDelegate.cpp
#include "AppDelegate.h"
#include "HelloWorldScene.h"
#include "GameScene.h"
USING_NS_CC;
static cocos2d::Size designResolutionSize = cocos2d::Size(480, 320);
static cocos2d::Size smallResolutionSize = cocos2d::Size(480, 320);
static cocos2d::Size mediumResolutionSize = cocos2d::Size(1024, 768);
static cocos2d::Size largeResolutionSize = cocos2d::Size(2048, 1536);
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate()
{
}
//if you want a different context,just modify the value of glContextAttrs
//it will takes effect on all platforms
void AppDelegate::initGLContextAttrs()
{
//set OpenGL context attributions,now can only set six attributions:
//red,green,blue,alpha,depth,stencil
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
// If you want to use packages manager to install more packages,
// don't modify or remove this function
static int register_all_packages()
{
return 0; //flag for packages manager
}
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);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
// Set the design resolution
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
Size frameSize = glview->getFrameSize();
// if the frame's height is larger than the height of medium size.
if (frameSize.height > mediumResolutionSize.height)
{
director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small size.
else if (frameSize.height > smallResolutionSize.height)
{
director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium size.
else
{
director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
}
register_all_packages();
// create a scene. it's an autorelease object
auto scene = GameScene::createScene();
// run
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();
}
AppDelegate.h
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "cocos2d.h"
/**
@brief The cocos2d Application.
The reason for implement as private inheritance is to hide some interface call by Director.
*/
class AppDelegate : private cocos2d::Application
{
public:
AppDelegate();
virtual ~AppDelegate();
virtual void initGLContextAttrs();
/**
@brief Implement Director and Scene init code here.
@return true Initialize success, app continue.
@return false Initialize failed, app terminate.
*/
virtual bool applicationDidFinishLaunching();
/**
@brief The function be called when the application enter background
@param the pointer of the application
*/
virtual void applicationDidEnterBackground();
/**
@brief The function be called when the application enter foreground
@param the pointer of the application
*/
virtual void applicationWillEnterForeground();
};
#endif // _APP_DELEGATE_H_
虽然我开始怀疑GameScene.cpp文件可能不包含在编译中,但我已经尝试尽可能多地进行调试,尽管我并没有真正得到任何调整...在每个文件中放置一个错误行(" blahblahblah;"),并且编译器没有在GameScene.cpp中显示有关错误的任何内容。因此,如果这是问题,那么我该如何确保它包含在内?我目前在Notepad ++中编辑我的代码,并通过调用在我的cocos项目的proj.android文件夹中创建的build_native.py文件来构建。
答案 0 :(得分:0)
我已经做了一些进一步寻找答案,并发现了这个:
Adding cpp files to cocos2d-x project android project
将我的GameScene.cpp文件添加到android.mk文件后,它现在正在编译,因此我将把它标记为已解决。