关于cocos2d-x3.0和2.0之间的区别
发布时间:2020-12-14 16:22:21 所属栏目:百科 来源:网络整理
导读:区别1. 去CC 2.0 CCSprite CCCallFunc CCNode .. 3.0 Sprite CallFunc Node .. 区别2.cc***结构体改变 2 .0 ccp(x,y) ccpAdd(p1,p2) ccpSubccpMult ccpLength(p) ccpDot(p1,p2) ; ccc3() ccc4() ccWHITECCPointZeroCCSizeZero3 .0 Point(x,y) p1+p2;p1-p2p1*
区别1. 去CC 2.0 CCSprite CCCallFunc CCNode .. 3.0 Sprite CallFunc Node .. 区别2.cc***结构体改变 2.0
ccp(x,y)
ccpAdd(p1,p2)
ccpSub
ccpMult
ccpLength(p)
ccpDot(p1,p2);
ccc3()
ccc4()
ccWHITE
CCPointZero
CCSizeZero
3.0
Point(x,y)
p1+p2;
p1-p2
p1*p2
p.getLength()
p1.dot(p2)
Color3B()
Color4B()
Color3B::WHITE Point::ZERO Size:ZERO
区别3.shared***改变(单例机制使用语法) 2.0
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
SpriteFrameCache::sharedSpriteFrameCache()
AnimationCache::sharedAnimationCache()
NotificationCenter::sharedNotificationCenter()
…
3.0
Size size = Director::getInstance()->getWinSize();
SpriteFrameCache::getInstance()
AnimationCache::getInstance()
NotificationCenter::getInstance()
…
区别4.POD类别 2.0 CCPoint CCSize CCRect 3.0 Vec2 Size Rect 区别5.点触事件 auto dispatcher = Director::getInstance()->getEventDispatcher();
auto touchListener = EventListenerTouchOneByOne::create();
touchListener->onTouchBegan = CC_CALLBACK_2(FBMainScene::onTouchBegan,this);
touchListener->onTouchMoved = CC_CALLBACK_2(FBMainScene::onTouchMoved,this);
touchListener->onTouchEnded = CC_CALLBACK_2(FBMainScene::onTouchEnded,this);
dispatcher->addEventListenerWithSceneGraphPriority(touchListener,this);
bool FBMainScene::onTouchBegan(Touch *touch,Event *pEvent){
CCLOG("onTouchBegan");
Point point = this->convertToWorldSpace(this->convertTouchToNodeSpace(touch));
return true;
}
void FBMainScene::onTouchMoved(Touch *touch,Event *pEvent){
CCLOG("onTouchMoved");
}
void FBMainScene::onTouchEnded(Touch *touch,Event *pEvent){
CCLOG("onTouchEnded");
}
//获得触点的方法也发生了改变:
Point point = this->convertToWorldSpace(this->convertTouchToNodeSpace(touch));
//dispatcher控制方法:
dispatcher->addEventListener…
dispatcher->removeEventListener(listener);
dispatcher->removeAllListeners();
区别6.回调函数 2.0
CCMenuItemFont *item = CCMenuItemFont::create("返回上个场景",this,menu_selector(GameScene::backScene));
3.0
MenuItemFont *item = MenuItemLabel::create("返回上个场景",CC_CALLBACK_1(GameScene::backScene,this));
// new callbacks based on C++11
#define CC_CALLBACK_0(__selector__,__target__,) std::bind(&__selector__,##__VA_ARGS__)
#define CC_CALLBACK_1(__selector__,std::placeholders::_1,##__VA_ARGS__)
#define CC_CALLBACK_2(__selector__,std::placeholders::_2,##__VA_ARGS__)
#define CC_CALLBACK_3(__selector__,std::placeholders::_3 ##__VA_ARGS__)
区别7.CallFunc使用(使用”Function”对象) CallFunc::create([&](){
Sprite *sprite = Sprite::create("s");
this->addChild(sprite);
});
区别8.使用clone代替copy 2.0
CCMoveBy *action = (CCMoveBy*) move->copy();
action->autorelease();
3.0
action = move->clone();
不需要autorelease,在clone已经实现。
区别9.Physics Integration 物理引擎 区别10.容器 2.0
CCArray
3.0
cocos2d::Vector<t>
cocos2d::Map<k,v>
cocos2d::Value</k,v></t>
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