iPhone Cocos2d加载场景

时间:2010-08-27 18:23:15

标签: iphone cocos2d-iphone

我将代码从ParticleDemo实现复制到我的项目中并尝试使其工作。我希望当我点击图像时,它应该更改/替换场景。出于某种原因,场景没有被替换。这是我的实施:

//
//  HelloWorldLayer.h
//  FirstCocoaApplication
//
//  Created by Mohammad Azam on 8/27/10.
//  Copyright HighOnCoding 2010. All rights reserved.
//

// When you import this file, you import all the cocos2d classes
#import "cocos2d.h"

// HelloWorld Layer
@interface HelloWorld : CCLayer
{
}

// returns a Scene that contains the HelloWorld as the only child
+(id) scene;

@end

@class Emitter;

@interface ParticleDemo : CCColorLayer
{
CCParticleSystem *emitter;
CCSprite *background;
}

@property (readwrite, retain) CCParticleSystem *emitter; 

@end

@interface DemoFire : ParticleDemo
{}
@end

这是.m文件:

//
//  HelloWorldLayer.m
//  FirstCocoaApplication
//
//  Created by Mohammad Azam on 8/27/10.
//  Copyright HighOnCoding 2010. All rights reserved.
//

// Import the interfaces
#import "HelloWorldScene.h"

Class nextAction()
{
    NSLog(@"next action fired");

    NSString *r = @"DemoFire";
    Class c = NSClassFromString(r);

    return c;
}

@implementation ParticleDemo

@synthesize emitter; 

-(id) init
{
    // always call "super" init
    // Apple recommends to re-assign "self" with the "super" return value
    if( (self=[super init] )) {

        // create and initialize a Label
        //CCLabel* label = [CCLabel labelWithString:@"Particle Demo" fontName:@"Marker Felt" fontSize:64];

        //CCScene *s = [CCScene node];

CCMenuItemImage *item1 = [CCMenuItemImage itemFromNormalImage:@"f1.png" selectedImage:@"f1.png" target:self selector:@selector(nextCallback:)];

        CGSize s = [[CCDirector sharedDirector] winSize];

        CCMenu *menu = [CCMenu menuWithItems:item1,nil];
        menu.position = CGPointZero;
        item1.position = ccp(s.width/2 - 100,30); 

        [self addChild:menu z:100];

        //[s addChild: [nextAction() node]];
        //[[CCDirector sharedDirector] replaceScene: s];

        // ask director the the window size
        //CGSize size = [[CCDirector sharedDirector] winSize];

        // position the label on the center of the screen
        //label.position =  ccp( size.width /2 , size.height/2 );

        // add the label as a child to this Layer
        //[self addChild: label];

    }
    return self;
}

- (void) dealloc
{
    [emitter release];
    [super dealloc];
}

-(void) nextCallback: (id) sender
{
    NSLog(@"nextCallback fired!");

    CCScene *s = [CCScene node];
    [s addChild: [nextAction() node]];
    [[CCDirector sharedDirector] replaceScene: s];
}

-(void) setEmitterPosition
{
    if(CGPointEqualToPoint(emitter.centerOfGravity, CGPointZero))
        emitter.position = ccp(200,70);
}

@end

@implementation DemoFire 

-(void) onEnter
{
    NSLog(@"demo fire onenter fred"); 

    [super onEnter];
    self.emitter = [CCParticleFire node];
    [background addChild:emitter z:10]; 

    emitter.texture = [[CCTextureCache sharedTextureCache] addImage:@"fire.pvr"];
    CGPoint p = emitter.position;
    emitter.position = ccp(p.x, 100); 

    [self setEmitterPosition];
}

@end

// HelloWorld implementation
@implementation HelloWorld

+(id) scene
{
    // 'scene' is an autorelease object.
    CCScene *scene = [CCScene node];

    // 'layer' is an autorelease object.
    ParticleDemo *layer = [ParticleDemo node];

    // add layer as a child to scene
    [scene addChild: layer];

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
-(id) init
{
    // always call "super" init
    // Apple recommends to re-assign "self" with the "super" return value
    if( (self=[super init] )) {

        // create and initialize a Label
        CCLabel* label = [CCLabel labelWithString:@"Hello World" fontName:@"Marker Felt" fontSize:64];

        // ask director the the window size
        CGSize size = [[CCDirector sharedDirector] winSize];

        // position the label on the center of the screen
        label.position =  ccp( size.width /2 , size.height/2 );

        // add the label as a child to this Layer
        [self addChild: label];
    }
    return self;
}

// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
    // in case you have something to dealloc, do it in this method
    // in this particular example nothing needs to be released.
    // cocos2d will automatically release all the children (Label)

    // don't forget to call "super dealloc"
    [super dealloc];
}
@end

// CLASS IMPLEMENTATIONS
@implementation AppController

- (void) applicationDidFinishLaunching:(UIApplication*)application
{
    // CC_DIRECTOR_INIT()
    //
    // 1. Initializes an EAGLView with 0-bit depth format, and RGB565 render buffer
    // 2. EAGLView multiple touches: disabled
    // 3. creates a UIWindow, and assign it to the "window" var (it must already be declared)
    // 4. Parents EAGLView to the newly created window
    // 5. Creates Display Link Director
    // 5a. If it fails, it will use an NSTimer director
    // 6. It will try to run at 60 FPS
    // 7. Display FPS: NO
    // 8. Device orientation: Portrait
    // 9. Connects the director to the EAGLView
    //
//  CC_DIRECTOR_INIT();

    // Obtain the shared director in order to...
    CCDirector *director = [CCDirector sharedDirector];

    // Turn on display FPS
    [director setDisplayFPS:YES];

    // Default texture format for PNG/BMP/TIFF/JPEG/GIF images
    // It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
    // You can change anytime.
    [CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];  

    CCScene *scene = [CCScene node];
    [scene addChild: [nextAction() node]];

    [director runWithScene: scene];
}

// getting a call, pause the game
-(void) applicationWillResignActive:(UIApplication *)application
{
    [[CCDirector sharedDirector] pause];
}

// call got rejected
-(void) applicationDidBecomeActive:(UIApplication *)application
{
    [[CCDirector sharedDirector] resume];
}

-(void) applicationDidEnterBackground:(UIApplication*)application
{
    [[CCDirector sharedDirector] stopAnimation];
}

-(void) applicationWillEnterForeground:(UIApplication*)application
{
    [[CCDirector sharedDirector] startAnimation];
}

- (void)applicationWillTerminate:(UIApplication *)application
{
    [[CCDirector sharedDirector] end];
}

// purge memory
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application
{
    [[CCDirector sharedDirector] purgeCachedData];
}

// next delta time will be zero
-(void) applicationSignificantTimeChange:(UIApplication *)application
{
    [[CCDirector sharedDirector] setNextDeltaTimeZero:YES];
}

@end

在AppDelegate文件中,我已设置将ParticleDemo加载为当前场景!

1 个答案:

答案 0 :(得分:2)

cocos2d测试项目是启动项目的非常糟糕的例子。他们的目的是测试代码的某些方面,以及您应该查看并可能复制的那些方面。设置cocos2d测试用例的方式虽然不是一个好的,干净的项目。有许多快捷方式,比如将所有内容放在一个文件中,依靠左/右按钮来更改测试用例(我相信这是nextAction类的用法)。

我建议您安装cocos2d Xcode项目模板,并从cocos2d应用程序项目开始: http://www.learn-cocos2d.com/knowledge-base/cocos2d-iphone-faq/learn-cocos2d-public-content/manual/cocos2d-general/15838-how-to-install-the-cocos2d-xcode-project-templates/

我从您的代码中看到的是该图层没有

self.isTouchEnabled = YES

并且它也没有添加常规触摸输入事件方法(ccTouchesBegan等)。因此,它首先不会对触摸输入作出反应,更不用说调用任何调用replaceScene的方法。