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Cocos2d-x 3.0 新特性体验(1)创建项目+运行sample+新特性内容
来源:互联网   发布日期:2015-09-26 18:24:45   浏览:2238次  

导读:不得不说,cocos2d-x的版本更迭真是快,而最新的cocos2d-x v3.0 Beta版本中包含了许多新的特性和与之前2.x版本不同的内容,虽然说,目前3.0只是beta版本,但目前很多...

不得不说,cocos2d-x的版本更迭真是快,而最新的cocos2d-x v3.0 Beta版本中包含了许多新的特性和与之前2.x版本不同的内容,虽然说,目前3.0只是beta版本,但目前很多游戏已经采用这个3.0版本了,估计3.0的最终版本也会很快推出。

从创建项目开始了解一下这个最新的3.0版本的一些新特性吧!

一、创建项目(针对在mac os x中进行开发)

在前面我有一篇文章

点击打开链接 已经介绍过在 cocos2dx 2.2 版本中创建项目只能是在终端中进行,对于习惯了在xcode中直接通过项目模板生成项目的来说,这样的方式的确是有点不太方便。

但是在cocos2d-x v3.0 Beta版本中,采用了一种比较人性化图形界面创建方式。

在这里

点击打开链接 有详细的新版本使用介绍。

下面我实践一下如何创建一个 cocos2dx for ios & osx 的项目。(有两种方式)

1、第一种,当然是延续了2.2版本之后的直接命令行创建,这个具体方法可以请参考我之前的文章。点击打开链接

Example:

$ cd cocos2d-x/tools/project-creator

$ ./project-creator.py -n mygame -k com.your_company.mygame -l cpp -p /home/mygame

$ cd /home/mygame

2、第二种,就是图形界面创建的方法

①在终端中,进入引擎文件:cocos2d-x-3.0beta/tools/project-creator

②运行 ./create_project.py

③在如下图中进行图形界面方式创建项目:

注:有了这个工具,妈妈再也不用担心我创建cocos2dx项目很麻烦了!想创建项目就直接点击几下就可以了。

二、运行引擎中附带的sample例子

进入 引擎文件: cocos2d-x-3.0beta/build 打开cocos2d_samples.xcodeproj 即可。

注:引擎中附带的例子文件比较大,所有打开和编译运行都需要一点时间,考验机子呀!

三、cocos2d-x-3.0beta 新特性介绍

注:下面先贴出所有新特性内容,下面的文章,将会根据新特性内容分析详述。

cocos2d-x v3.0 Release Notes

Misc

Information

Download: http://cdn.cocos2d-x.org/cocos2d-x-3.0beta.zip

Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.0beta/CHANGELOG

API Reference: http://www.cocos2d-x.org/reference/native-cpp/V3.0beta/index.html

Requirements

Runtime

Requirements

Android 2.3 or newer

iOS 5.0 or newer

OS X 10.7 or newer

Windows 7 or newer

Windows Phone 8 or newer N/A for the moment

Linux Ubuntu 12.04 (or newer)

Browsers via Emscripten N/A for the moment

Marmalade N/A for the moment

BlackBerry N/A for the moment

Compiler

Requirements

Xcode 4.6 (for iOS or Mac)

gcc 4.7 for Linux or Android. For Android ndk-r9 or newer is required.

Visual Studio 2012 (for Windows)

Highlights

of v3.0

Replaced Objective-C patters with C++ (C++11) patterns and best practices

Improved Labels

Improved renderer

New Event Dispatcher

Physics integration

New GUI

JavaScript remote debugger

Remote Console support

Refactor Image - release memory in time and uniform the api of supported file format

Automatically generated Lua bindings, add LuaJavaBridge and LuaObjcBridge

Templated containers

Features

in detail

C++11

features

Feature added in v3.0-pre-alpha0

A subset of C++11 features are being used in cocos2d-x:

std::function, including lambda

objects for callbacks

strongly typed enums, for most of the cocos2d-x enums and constants

std::thread for threading

override context keyword, for

overriden methods

std::function

CallFunc can be created with

an std::function

CallFuncN can be created with

an std::function

CallFuncND and CallFuncO were

removed since it can be created with simulated with CallFuncN and CallFunc.

See ActionsTest.cpp for more examples

MenuItem supports std::function as

callbacks

CallFunc example:

// in v2.1

CCCallFunc *action1 = CCCallFunc::create( this, callfunc_selector( MyClass::callback_0 ) );

// in v3.0 (short version)

auto action1 = CallFunc::create( CC_CALLBACK_0(MyClass::callback_0,this));

auto action2 = CallFunc::create( CC_CALLBACK_0(MyClass::callback_1,this, additional_parameters));

// in v3.0 (long version)

auto action1 = CallFunc::create( std::bind( &MyClass::callback_0, this));

auto action2 = CallFunc::create( std::bind( &MyClass::callback_1, this, additional_parameters));

// in v3.0 you can also use lambdas or any other "Function" object

auto action1 = CallFunc::create(

[&](){

auto s = Director::sharedDirector()->getWinSize();

auto label = LabelTTF::create("called:lambda callback", "Marker Felt", 16);

label->setPosition(ccp( s.width/4*1,s.height/2-40));

this->addChild(label);

});

MenuItem example:

// in v2.1

CCMenuItemLabel *item = CCMenuItemLabel::create(label, this, menu_selector(MyClass::callback));

// in v3.0 (short version)

auto item = MenuItemLabel::create(label, CC_CALLBACK_1(MyClass::callback, this));

// in v3.0 (long version)

auto item = MenuItemLabel::create(label, std::bind(&MyClass::callback, this, std::placeholders::_1));

// in v3.0 you can use lambdas or any other "Function" object

auto item = MenuItemLabel::create(label,

[&](Object *sender) {

// do something. Item "sender" clicked

});

strongly

typed enums

Feature added in v3.0-pre-alpha0

Constants and enums that started with k,

and that usually were defined as int or

as simple enum where replaced with strongly

typed enums ( enum class ) to prevent collisions

and type errors. The new format is:

| v2.1| v3.0|

| kTypeValue | Type::VALUE |

Examples:

| v2.1| v3.0|

| kCCTexture2DPixelFormat_RGBA8888 | Texture2D::PixelFormat::RGBA8888 |

| kCCDirectorProjectionCustom| Director::Projection::CUSTOM|

| ccGREEN| Color3B::GREEN|

| CCPointZero| Point::ZERO|

| CCSizeZero| Size::ZERO|

The old values can still be used, but are not deprecated.

override

To catch possible errors while overriding methods, subclasses with override methods have the override context

keyword. Example:

class Sprite : public Node {

bool isFlipY(void) const;

void setFlipY(bool bFlipY);

// Overrides

virtual void setTexture(Texture2D *texture) override;

virtual Texture2D* getTexture() const override;

inline void setBlendFunc(const BlendFunc &blendFunc) override;

inline const BlendFunc& getBlendFunc() const override;

}

Removed

Objective-C patterns

Feature added in v3.0-pre-alpha0

No

more 'CC' prefix for C++ classes and free functions

Changes in classes

Since cocos2d-x already uses the cocos2d namespace,

there is not need to add the prefix CC to

all its classes.

Examples:

| v2.1| v3.0|

| CCSprite| Sprite|

| CCNode| Node|

| CCDirector | Director |

| etc...|

v2.1 class names are still available, but they were tagged as deprecated.

Changes in free functions

For the drawing primitives:

They were added in the DrawPrimitives namespace

The cc prefix was removed

For the gl proxy functions:

They were added in the GL namespace

The ccGL prefix was removed

Examples:

| v2.1| v3.0|

| ccDrawPoint()| DrawPrimitives::drawPoint()|

| ccDrawCircle()| DrawPrimitives::drawCircle() |

| ccGLBlendFunc()| GL::blendFunc()|

| ccGLBindTexture2D() | GL::bindTexture2D()|

| etc...|

v2.1 free functions are still available, but they were tagged as deprecated.

clone()

instead of copy()

clone() returns an autoreleased version

of the copy.

copy() is no longer supported. If you use

it, it will compile, but the code will crash.

Example:

// v2.1

CCMoveBy *action = (CCMoveBy*) move->copy();

action->autorelease();

// v3.0

// No need to do autorelease, no need to do casting.

auto action = move->clone();

Singletons

use getInstance() and destroyInstance()

All singletons use getInstance() and destroyInstance() (if

applicable) to get and destroy the instance.

Examples:

| v2.1| v3.0|

| CCDirector->sharedDirector()| Director->getInstance()|

| CCDirector->endDirector()| Director->destroyInstance() |

| etc...|

v2.1 methods are still available, but they were tagged as deprecated.

getters

Getters now use the get prefix.

Examples:

| v2.1| v3.0*|

| node->boundingBox()| node->getBoundingBox()|

| sprite->nodeToParentTransform() | sprite->getNodeToParentTransform() |

| etc...|

And getters were also tagged as const in

their declaration. Example:

// v2.1

virtual float getScale();

// v3.0

virtual float getScale() const;

v2.1 methods are still available, but they were tagged as deprecated.

POD

types

Methods that were receiving POD types as arguments (eg: TexParams, Point, Size,

etc.) are being passed as constreference.

Example:

// v2.1

void setTexParameters(ccTexParams* texParams);

// v3.0

void setTexParameters(const ccTexParams& texParams);

New

Renderer

Feature added in v3.0-beta

The renderer functionality has been decoupled from the Scene graph / Node logic. A new object called Renderer is

responsible for rendering the object.

Auto-batching and auto-culling support has been added.

Please, see this document for detail information about its internal funcitonality:https://docs.google.com/document/d/17zjC55vbP_PYTftTZEuvqXuMb9PbYNxRFu0EGTULPK8/edit

Improved

LabelTTF / LabelBMFont

Feature added in v3.0-alpha0

New

EventDispatcher

Feature added in v3.0-alpha0

All events like touch event, keyboard event, acceleration event and custom event are dispatched by EventDispatcher.TouchDispatcher, KeypadDispatcher, KeyboardDispatcher, AccelerometerDispatcher were

removed.

Adding

Touch Event Listener

For TouchOneByOne:

auto sprite = Sprite::create("file.png");

...

auto listener = EventListenerTouchOneByOne::create();

listener->setSwallowTouch(true);

listener->onTouchBegan= [](Touch* touch, Event* event) { do_some_thing();return true;};

listener->onTouchMoved= [](Touch* touch, Event* event) { do_some_thing();};

listener->onTouchEnded= [](Touch* touch, Event* event) { do_some_thing();};

listener->onTouchCancelled = [](Touch* touch, Event* event) { do_some_thing();};

// The priority of the touch listener is based on the draw order of sprite

EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, sprite);

// Or the priority of the touch listener is a fixed value

EventDispatcher::getInstance()->addEventListenerWithFixedPriority(listener, 100); // 100 is a fixed value

For TouchAllAtOnce

auto sprite = Sprite::create("file.png");

...

auto listener = EventListenerTouchAllAtOnce::create();

listener->onTouchesBegan= [](const std::vector& touches, Event* event) { do_some_thing();};

listener->onTouchesMoved= [](const std::vector& touches, Event* event) { do_some_thing();};

listener->onTouchesEnded= [](const std::vector& touches, Event* event) { do_some_thing();};

listener->onTouchesCancelled = [](const std::vector& touches, Event* event) { do_some_thing();};

// The priority of the touch listener is based on the draw order of sprite

EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, sprite);

// Or the priority of the touch listener is a fixed value

EventDispatcher::getInstance()->addEventListenerWithFixedPriority(listener, 100); // 100 is a fixed value

Adding

Mouse Event Listener

auto mouseListener = EventListenerMouse::create();

mouseListener->onMouseScroll = [](Event* event) { EventMouse* e = static_cast(event); do_some_thing(); };

mouseListener->onMouseUp= [](Event* event) { EventMouse* e = static_cast(event); do_some_thing(); };

mouseListener->onMouseDown= [](Event* event) { EventMouse* e = static_cast(event); do_some_thing(); };

dispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this);

Adding

A Keyboard Event Listener

auto listener = EventListenerKeyboard::create();

listener->onKeyPressed = CC_CALLBACK_2(SomeClass::onKeyPressed, this);

listener->onKeyReleased = CC_CALLBACK_2(SomeClass::onKeyReleased, this);

EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, this);

Adding

An Acceleration Event Listener

auto listener = EventListenerAcceleration::create(CC_CALLBACK_2(SomeClass::onAcceleration, this));

EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, this);

Adding

A Custom Event Listener

auto listener = EventListenerCustom::create("game_custom_event", [=](EventCustom* event){

void* userData= event->getUserData();

do_some_with_user_data();

});

dispatcher->addEventListenerWithFixedPriority(listener, 1);

Dispatching

A Custom Event

EventCustom event("game_custom_event");

event.setUserData(some_data);

dispatcher->dispatchEvent(&event);

Setting

Fixed Priority For A Listener

dispatcher->setPriority(fixedPriorityListener, 200);

Removing

Event Listener

Removing

A Specified Event Listener

dispatcher->removeEventListener(listener);

Removing

Custom Event Listener

dispatcher->removeCustomEventListener("my_custom_event_listener_name");

Removing

All Listeners For An Event Listener Type

dispatcher->removeEventListeners(EventListener::Type::TOUCH_ONE_BY_ONE);

Removing

All Listeners

dispatcher->removeAllListeners();

Physics

Integration

Feature added in v3.0-pre-alpha0

Physics integration have five concepts: PhysicsWorld, PhysicsBody, PhysicsShape, PhysicsJoint and PhysicsContact.

You must define CC_USE_PHYSICS macro in ccConfig.h to

use the physics API.

PhysicsWorld

A PhysicsWorld object simulates collisions

and other physical properties, you do not create it directly, you can get it from scene which create with physics.

Scene* scene = Scene::createWithPhysics();

PhysicsWorld* world = scene->getPhysicsWorld();

PhysicsBody

A PhysicsBody object is used to add physics

simulation to a node. If you create a PhysicsBody and

set it to a node, and add the node the a scene which create with physics, it will perform the physics simulation when update.

PhysicsBody* body = PhysicsBody::createCircle(5.0f);

Node* node = Node::create();

node->setPhysicsBody(body);

scene->addChild(node);

PhysicsShape

A PhysicsShape object is a shape that make

the body can have collisions. you can add one or more PhysicsShape to

aPhysicsBody. Shape classes: PhysicsShapeCircle, PhysicsShapeBox, PhysicsShapePolygon, PhysicsShapeEdgeSegment,PhysicsShapeEdgeBox, PhysicsShapeEdgePolygon, PhysicsShapeEdgeChain.

PhysicsShape* shape = PhysicsShapeBox::create(Size(5.0f, 10.0f);

body->addShape(shape);

PhysicsJoint

A PhysicsJoint object connects two physics

bodies together so that they are simulated together by the physics world. Joint classes: PhysicsJointFixed, PhysicsJointLimit, PhysicsJointPin, PhysicsJointDistance, PhysicsJointSpring,PhysicsJointGroove, PhysicsJointRotarySpring, PhysicsJointRotaryLimit, PhysicsJointRatchet, PhysicsJointGear,PhysicsJointMotor.

PhysicsJoint* joint = PhysicsJointDistance::construct(bodyA, bodyB, Point::ZERO, Point::ZERO);

world->addJoint(joint);

PhysicsContact

A PhysicsContact object is created automatically

to describes a contact between two physical bodies in a PhysicsWorld.

you can control the contact behavior from the physics contact event listener. Other classes contain the contact information:PhysicsContactPreSolve, PhysicsContactPostSolve.

The event listener for physics: EventListenerPhysicsContact,EventListenerPhysicsContactWithBodies, EventListenerPhysicsContactWithShapes, EventListenerPhysicsContactWithGroup.

auto contactListener = EventListenerPhysicsContactWithBodies::create(bodyA, bodyB);

contactListener->onContactBegin = [](EventCustom* event, const PhysicsContact& contact) -> bool

{

doSomething();

return true;

};

_eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener, this);

Misc

API Changes

ccTypes.h

Remove cc prefix for structure names in ccTypes.h, move global functions into static member functions, and move global constants into const static member variables.

| v2.1 struct names | v3.0 struct names |

| ccColor3B| Color3B |

| ccColor4B| Color4B |

| ccColor4F| Color4F |

| ccVertex2F| Vertex2F |

| ccVertex3F| Vertex3F |

| ccTex2F| Tex2F |

| ccPointSprite| PointSprite |

| ccQuad2| Quad2 |

| ccQuad3| Quad3 |

| ccV2F_C4B_T2F| V2F_C4B_T2F |

| ccV2F_C4F_T2F| V2F_C4F_T2F |

| ccV3F_C4B_T2F| V3F_C4B_T2F |

| ccV2F_C4B_T2F_Triangle | V2F_C4B_T2F_Triangle |

| ccV2F_C4B_T2F_Quad | V2F_C4B_T2F_Quad |

| ccV3F_C4B_T2F_Quad | V3F_C4B_T2F_Quad |

| ccV2F_C4F_T2F_Quad | V2F_C4F_T2F_Quad |

| ccBlendFunc| BlendFunc |

| ccT2F_Quad| T2F_Quad |

| ccAnimationFrameData | AnimationFrameData |

Global functions changed example

// in v2.1

ccColor3B color3B = ccc3(0, 0, 0);

ccc3BEqual(color3B, ccc3(1, 1, 1));

ccColor4B color4B = ccc4(0, 0, 0, 0);

ccColor4F color4F = ccc4f(0, 0, 0, 0);

color4F = ccc4FFromccc3B(color3B);

color4F = ccc4FFromccc4B(color4B);

ccc4FEqual(color4F, ccc4F(1, 1, 1, 1));

color4B = ccc4BFromccc4F(color4F);

color3B = ccWHITE;

// in v3.0

Color3B color3B = Color3B(0, 0, 0);

color3B.equals(Color3B(1, 1, 1));

Color4B color4B = Color4B(0, 0, 0, 0);

Color4F color4F = Color4F(0, 0, 0, 0);

color4F = Color4F(color3B);

color4F = Color4F(color4B);

color4F.equals(Color4F(1, 1, 1, 1));

color4B = Color4B(color4F);

color3B = Color3B::WHITE;

deprecated

functions and global variables

| v2.1 names| v3.0 names |

| ccp| Point |

| ccpNeg| Point::- |

| ccpAdd| Point::+ |

| ccpSub| Point::- |

| ccpMult| Point::* |

| ccpMidpoint| Point::getMidpoint |

| ccpDot| Point::dot |

| ccpCrosss| Point::cross |

| ccpPerp| Point::getPerp |

| ccpRPerp| Point::getRPerp |

| ccpProject| Point::project |

| ccpRotate| Point::rotate |

| ccpUnrotate| Point::unrotate |

| ccpLengthSQ| Point::getLengthSq() |

| ccpDistanceSQ | Point::getDistanceSq |

| ccpLength| Point::getLength |

| ccpDistance| Point::getDistance |

| ccpNormalize| Point::normalize |

| ccpForAngle| Point::forAngle |

| ccpToAngle| Point::getAngle |

| ccpClamp| Point::getClampPoint |

| ccpFromSize| Point::Point |

| ccpCompOp| Point::compOp |

| ccpLerp| Point::lerp |

| ccpFuzzyEqual | Point::fuzzyEqual |

| ccpCompMult| Point::Point |

| ccpAngleSigned | Point::getAngle |

| ccpAngle| Point::getAngle |

| ccpRotateByAngle | Point::rotateByAngle |

| ccpLineInersect | Point::isLineIntersect |

| ccpSegmentIntersect | Point::isSegmentIntersect |

| ccpIntersectPoint | Point::getIntersectPoint |

| CCPointMake| Point::Point |

| CCSizeMake| Size::Size |

| CCRectMake| Rect::Rect |

| PointZero| Point::ZERO |

| SizeZero| Size::ZERO |

| RectZero| Rect::ZERO |

| TiledGrid3DAction::tile | TiledGrid3DAction::getTile |

| TiledGrid3DAction::originalTile | TiledGrid3DAction::getOriginalTile |

| TiledGrid3D::tile | TiledGrid3D::getTile |

| TiledGrid3D::originalTile | TiledGrid3D::getOriginalTile |

| Grid3DAction::vertex | Grid3DAction::getVertex |

| Grid3DAction::originalVertex | Grid3DAction::getOriginalVertex |

| Grid3D::vertex | Grid3D::getVertex |

| Grid3D::originalVertex | Grid3D::getOriginalVertex |

| Configuration::sharedConfiguration | Configuration::getInstance |

| Configuration::purgeConfiguration | Configuration::destroyInstance() |

| Director::sharedDirector() | Director::getInstance() |

| FileUtils::sharedFileUtils | FileUtils::getInstance |

| FileUtils::purgeFileUtils | FileUtils::destroyInstance |

| EGLView::sharedOpenGLView | EGLView::getInstance |

| ShaderCache::sharedShaderCache | ShaderCache::getInstance |

| ShaderCache::purgeSharedShaderCache | ShaderCache::destroyInstance |

| AnimationCache::sharedAnimationCache | AnimationCache::getInstance |

| AnimationCache::purgeSharedAnimationCache | AnimationCache::destroyInstance |

| SpriteFrameCache::sharedSpriteFrameCache | SpriteFrameCache::getInstance |

| SpriteFrameCache:: purgeSharedSpriteFrameCache | SpriteFrameCache::destroyInstance |

| NotificationCenter::sharedNotificationCenter | NotificationCenter::getInstance |

| NotificationCenter:: purgeNotificationCenter | NotificationCenter::destroyInstance |

| Profiler::sharedProfiler | Profiler::getInstance |

| UserDefault::sharedUserDefault | UserDefault::getInstance |

| UserDefault::purgeSharedUserDefault | UserDefault::destroyInstance |

| Application::sharedApplication | Application::getInstance |

| ccc3()| Color3B() |

| ccc3BEqual()| Color3B::equals() |

| ccc4()| Color4B() |

| ccc4FFromccc3B() | Color4F() |

| ccc4f()| Color4F() |

| ccc4FFromccc4B() | Color4F() |

| ccc4BFromccc4F() | Color4B() |

| ccc4FEqual()| Color4F::equals() |

| ccWHITE| Color3B::WHITE |

| ccYELLOW| Color3B::YELLOW |

| ccBLUE| Color3B::BLUE |

| ccGREEN| Color3B::GREEN |

| ccRED| Color3B::RED |

| ccMAGENTA| Color3B::MAGENTA |

| ccBLACK| Color3B::BLACK |

| ccORANGE| Color3B::ORANGE |

| ccGRAY| Color3B::GRAY |

| kBlendFuncDisable | BlendFunc::BLEND_FUNC_DISABLE |

Changes

in the Lua bindings

Use

bindings-generator tool for Lua binding

Only configurating the *.ini files in the tools/tolua folder,not to write a lot of *.pkg files

Use

ScriptHandlerMgr to manage the register and unregister of Lua function

When we want to add register and unregister functions of Lua function for class, we need to change the declarative and defined files and then bind to Lua. In v3.0, we use the ScriptHandlerMgr.

As an example, lets see the MenuItem class:

In the 2.x version, we needed to add a declaration in the MenuItem header file:

virtual void registerScriptTapHandler(int nHandler);

virtual void unregisterScriptTapHandler(void);

then implement them in the .cpp file. In the Lua script ,we use it as follow:

menuItem:registerScriptTapHandler(luafunction)

In v3.0 version, we only need to add the HandlerType enum

in the ScriptHandlerMgr, and the implementation

in luascript as follow:

ScriptHandlerMgr:getInstance():registerScriptHandler(menuItem, luafunction,cc.HANDLERTYPE_MENU_CLICKED)

Use

"cc" and "ccs" as module name

// v2.x

CCSprite:create(s_pPathGrossini)

CCEaseIn:create(createSimpleMoveBy(), 2.5)

UILayout:create()

// v3.0

cc.Director:getInstance():getWinSize()

cc.EaseIn:create(createSimpleMoveBy(), 2.5)

ccs.UILayer:create()

Deprecated

funtions, tables and classes

Add a lot of deprecate funtions、table and classes to support 2.x version as far as possible Note:Rect

does not support the origin and size member variables

Use

the Lua table instead of the some structs and classes binding

Point、Size、Rect、Color3b、Color4b、Color4F、AffineTransform、FontDefinition、Array、Dictionary、PointArray are not bound. The difference is as follow:

// v2.x

local pt = CCPoint(0 , 0)

local rect = CCRect(0, 0, 0, 0)

// v3.0

local pt = cc.p(0, 0)

local rect = cc.rect(0,0,0,0)

Global functions about these classes are changed as follow:

// in v2.x

local pt = ccp(0,0)

local color3B = ccc3(0, 0, 0)

local color4B = ccc4(0, 0, 0, 0)

// in v3.0

local pt= cc.p(0,0)

local color3B = cc.c3b(0,0,0)

local color4B = cc.c4b(0,0,0,0)

Through the funtions of the LuaBasicConversion file,they can be converted the Lua table when they are as a parameter in the bindings generator.

Known

issues

You can find all the known issues "here":http://www.cocos2d-x.org/projects/native/issues

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