參考網頁 http://www.raywenderlich.com/zh-hans/21318/%E5%9C%A8cocos2d%E9%87%8C%E9%9D%A2%E5%A6%82%E4%BD%95%E6%8B%96%E6%8B%BD%E7%B2%BE%E7%81%B5
以網頁上的說明來測試,由於網頁上的參考例子不是在ios7/xcode5.0上做的,因此無法直接執行,因此就手動修改來測試一下,並將過程記錄一下。
1. 先啟動一個專案,要使用cocos2d_IOS的Template
2. 將Target設定為7.0,這是因為cocos2d V2.1內定為4.0,並且可以把HelloWorld及Intro這兩組檔案刪除,因為我們會重寫兩個新檔案來取代。
3. 開啟一個新的.h檔,設為GameConfig.h,以下是檔案內容
//
// Supported Autorotations:
// None,
// UIViewController,
// CCDirector
//
#define kGameAutorotationNone 0
#define kGameAutorotationCCDirector 1
#define kGameAutorotationUIViewController 2
//
// Define here the type of autorotation that you want for your game
//
#define GAME_AUTOROTATION kGameAutorotationUIViewController
// 設定用來切換是否使用Gesture元件,原始內容沒有
#define USE_Gesture 1
4.加一組新的HelloWorldScene的檔案,並將下面內容加入。
HelloWorldScene.h
#import "cocos2d.h"
// HelloWorld Layer
@interface HelloWorld :
CCLayer
{
CCSprite * background;
CCSprite * selSprite;
NSMutableArray * movableSprites;
}
// returns a Scene that contains the HelloWorld as the only child
+(id) scene;
@end
HelloWorldScene.m
#import "HelloWorldScene.h"
// HelloWorld implementation
@implementation HelloWorld
+(id) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
HelloWorld *layer = [HelloWorld 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 {
if((self = [super init])) {
CGSize winSize = [CCDirector sharedDirector].winSize;
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGB565];
background = [CCSprite spriteWithFile:@"blue-shooting-stars.png"];
background.anchorPoint = ccp(0,0);
background.scale = 2.0; // 原圖太小了,放大
[self addChild:background];
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_Default];
movableSprites = [[NSMutableArray alloc] init];
NSArray *images = [NSArray arrayWithObjects:@"bird.png", @"cat.png", @"dog.png", @"turtle.png", nil];
for(int i = 0; i < images.count; ++i) {
NSString *image = [images objectAtIndex:i];
CCSprite *sprite = [CCSprite spriteWithFile:image];
float offsetFraction = ((float)(i+1))/(images.count+1);
sprite.position = ccp(winSize.width*offsetFraction, winSize.height/2);
sprite.scale = 2.0;
[self addChild:sprite];
[movableSprites addObject:sprite];
}
#ifndef USE_Gesture
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
#endif
}
return self;
}
// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
[movableSprites release];
movableSprites = nil;
[super dealloc];
}
- (void)selectSpriteForTouch:(CGPoint)touchLocation {
CCSprite * newSprite = nil;
for (CCSprite *sprite in movableSprites) {
if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) {
newSprite = sprite;
break;
}
}
if (newSprite != selSprite) {
[selSprite stopAllActions];
[selSprite runAction:[CCRotateTo actionWithDuration:0.1 angle:0]];
CCRotateTo * rotLeft = [CCRotateBy actionWithDuration:0.1 angle:-4.0];
CCRotateTo * rotCenter = [CCRotateBy actionWithDuration:0.1 angle:0.0];
CCRotateTo * rotRight = [CCRotateBy actionWithDuration:0.1 angle:4.0];
CCSequence * rotSeq = [CCSequence actions:rotLeft, rotCenter, rotRight, rotCenter, nil];
[newSprite runAction:[CCRepeatForever actionWithAction:rotSeq]];
// 擺動
selSprite = newSprite;
}
}
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
CGPoint touchLocation = [self convertTouchToNodeSpace:touch];
[self selectSpriteForTouch:touchLocation];
return TRUE;
}
- (CGPoint)boundLayerPos:(CGPoint)newPos {
CGSize winSize = [CCDirector sharedDirector].winSize;
CGPoint retval = newPos;
retval.x = MIN(retval.x, 0);
retval.x = MAX(retval.x, -background.contentSize.width+winSize.width);
retval.y = self.position.y;
return retval;
}
- (void)panForTranslation:(CGPoint)translation {
if (selSprite) {
CGPoint newPos = ccpAdd(selSprite.position, translation);
selSprite.position = newPos;
} else {
CGPoint newPos = ccpAdd(self.position, translation);
self.position = [self boundLayerPos:newPos];
}
}
- (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event {
CGPoint touchLocation = [self convertTouchToNodeSpace:touch];
CGPoint oldTouchLocation = [touch previousLocationInView:touch.view];
oldTouchLocation = [[CCDirector sharedDirector] convertToGL:oldTouchLocation];
oldTouchLocation = [self convertToNodeSpace:oldTouchLocation];
CGPoint translation = ccpSub(touchLocation, oldTouchLocation);
[self panForTranslation:translation];
}
- (void)handlePanFrom:(UIPanGestureRecognizer *)recognizer {
if (recognizer.state == UIGestureRecognizerStateBegan) {
CGPoint touchLocation = [recognizer locationInView:recognizer.view];
touchLocation = [[CCDirector sharedDirector] convertToGL:touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];
[self selectSpriteForTouch:touchLocation];
} else if (recognizer.state == UIGestureRecognizerStateChanged) {
CGPoint translation = [recognizer translationInView:recognizer.view];
translation = ccp(translation.x, -translation.y);
[self panForTranslation:translation];
[recognizer setTranslation:CGPointZero inView:recognizer.view];
} else if (recognizer.state == UIGestureRecognizerStateEnded) {
if (!selSprite) {
float scrollDuration = 0.2;
CGPoint velocity = [recognizer velocityInView:recognizer.view];
CGPoint newPos = ccpAdd(self.position, ccpMult(velocity, scrollDuration));
newPos = [self boundLayerPos:newPos];
[self stopAllActions];
CCMoveTo *moveTo = [CCMoveTo actionWithDuration:scrollDuration position:newPos];
[self runAction:[CCEaseOut actionWithAction:moveTo rate:1]];
}
}
}
@end
5. 修改AppDelegate.h
#import <UIKit/UIKit.h>
#import "cocos2d.h"
// Added only for iOS 6 support
@interface MyNavigationController : UINavigationController <CCDirectorDelegate>
@end
@interface AppController : NSObject <UIApplicationDelegate>
{
UIWindow *window_;
MyNavigationController *navController_;
CCDirectorIOS *director_; // weak ref
CCScene *winScene;
}
@property (nonatomic, retain) UIWindow *window;
@property (readonly) MyNavigationController *navController;
@property (readonly) CCDirectorIOS *director;
@property (nonatomic, assign) CCScene *winScene;
@end
6. 修改AppDelegate.m
#import "cocos2d.h"
#import "AppDelegate.h"
//#import "IntroLayer.h"
#import "HelloWorldScene.h"
#import "GameConfig.h"
@implementation MyNavigationController
// The available orientations should be defined in the Info.plist file.
// And in iOS 6+ only, you can override it in the Root View controller in the "supportedInterfaceOrientations" method.
// Only valid for iOS 6+. NOT VALID for iOS 4 / 5.
-(NSUInteger)supportedInterfaceOrientations {
// iPhone only
if( [[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone )
return UIInterfaceOrientationMaskLandscape;
// iPad only
return UIInterfaceOrientationMaskLandscape;
}
// Supported orientations. Customize it for your own needs
// Only valid on iOS 4 / 5. NOT VALID for iOS 6.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
// iPhone only
if( [[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone )
return UIInterfaceOrientationIsLandscape(interfaceOrientation);
// iPad only
// iPhone only
return UIInterfaceOrientationIsLandscape(interfaceOrientation);
}
// This is needed for iOS4 and iOS5 in order to ensure
// that the 1st scene has the correct dimensions
// This is not needed on iOS6 and could be added to the application:didFinish...
-(void) directorDidReshapeProjection:(CCDirector*)director
{
if(director.runningScene == nil) {
// Add the first scene to the stack. The director will draw it immediately into the framebuffer. (Animation is started automatically when the view is displayed.)
// and add the scene to the stack. The director will run it when it automatically when the view is displayed.
//[director runWithScene: [IntroLayer scene]];
// Run the intro Scene
CCScene *scene = [HelloWorldScene scene];
#ifdef USE_Gesture
HelloWorldScene *layer = (HelloWorldScene *) [scene.children objectAtIndex:0];
UIPanGestureRecognizer *gestureRecognizer = [[[UIPanGestureRecognizer alloc] initWithTarget:layer action:@selector(handlePanFrom:)] autorelease];
//[viewController.view addGestureRecognizer:gestureRecognizer];
[self.view addGestureRecognizer:gestureRecognizer];
#endif
[[CCDirector sharedDirector] runWithScene:scene];
}
}
@end
@implementation AppController
@synthesize window=window_, navController=navController_, director=director_;
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Create the main window
window_ = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// CCGLView creation
// viewWithFrame: size of the OpenGL view. For full screen use [_window bounds]
// - Possible values: any CGRect
// pixelFormat: Format of the render buffer. Use RGBA8 for better color precision (eg: gradients). But it takes more memory and it is slower
// - Possible values: kEAGLColorFormatRGBA8, kEAGLColorFormatRGB565
// depthFormat: Use stencil if you plan to use CCClippingNode. Use Depth if you plan to use 3D effects, like CCCamera or CCNode#vertexZ
// - Possible values: 0, GL_DEPTH_COMPONENT24_OES, GL_DEPTH24_STENCIL8_OES
// sharegroup: OpenGL sharegroup. Useful if you want to share the same OpenGL context between different threads
// - Possible values: nil, or any valid EAGLSharegroup group
// multiSampling: Whether or not to enable multisampling
// - Possible values: YES, NO
// numberOfSamples: Only valid if multisampling is enabled
// - Possible values: 0 to glGetIntegerv(GL_MAX_SAMPLES_APPLE)
CCGLView *glView = [CCGLView viewWithFrame:[window_ bounds]
pixelFormat:kEAGLColorFormatRGB565
depthFormat:0
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
director_ = (CCDirectorIOS*) [CCDirector sharedDirector];
director_.wantsFullScreenLayout = YES;
// Display FSP and SPF
[director_ setDisplayStats:YES];
// set FPS at 60
[director_ setAnimationInterval:1.0/60];
// attach the openglView to the director
[director_ setView:glView];
// 2D projection
[director_ setProjection:kCCDirectorProjection2D];
// [director setProjection:kCCDirectorProjection3D];
// Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices
if( ! [director_ enableRetinaDisplay:YES] )
CCLOG(@"Retina Display Not supported");
// Default texture format for PNG/BMP/TIFF/JPEG/GIF images
// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
// You can change this setting at any time.
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];
// If the 1st suffix is not found and if fallback is enabled then fallback suffixes are going to searched. If none is found, it will try with the name without suffix.
// On iPad HD : "-ipadhd", "-ipad", "-hd"
// On iPad : "-ipad", "-hd"
// On iPhone HD: "-hd"
CCFileUtils *sharedFileUtils = [CCFileUtils sharedFileUtils];
[sharedFileUtils setEnableFallbackSuffixes:NO]; // Default: NO. No fallback suffixes are going to be used
[sharedFileUtils setiPhoneRetinaDisplaySuffix:@"-hd"]; // Default on iPhone RetinaDisplay is "-hd"
[sharedFileUtils setiPadSuffix:@"-ipad"]; // Default on iPad is "ipad"
[sharedFileUtils setiPadRetinaDisplaySuffix:@"-ipadhd"]; // Default on iPad RetinaDisplay is "-ipadhd"
// Assume that PVR images have premultiplied alpha
[CCTexture2D PVRImagesHavePremultipliedAlpha:YES];
// Create a Navigation Controller with the Director
navController_ = [[MyNavigationController alloc] initWithRootViewController:director_];
navController_.navigationBarHidden = YES;
// for rotation and other messages
[director_ setDelegate:navController_];
// set the Navigation Controller as the root view controller
[window_ setRootViewController:navController_];
// make main window visible
[window_ makeKeyAndVisible];
return YES;
}
// getting a call, pause the game
-(void) applicationWillResignActive:(UIApplication *)application
{
if( [navController_ visibleViewController] == director_ )
[director_ pause];
}
// call got rejected
-(void) applicationDidBecomeActive:(UIApplication *)application
{
[[CCDirector sharedDirector] setNextDeltaTimeZero:YES];
if( [navController_ visibleViewController] == director_ )
[director_ resume];
}
-(void) applicationDidEnterBackground:(UIApplication*)application
{
if( [navController_ visibleViewController] == director_ )
[director_ stopAnimation];
}
-(void) applicationWillEnterForeground:(UIApplication*)application
{
if( [navController_ visibleViewController] == director_ )
[director_ startAnimation];
}
// application will be killed
- (void)applicationWillTerminate:(UIApplication *)application
{
CC_DIRECTOR_END();
}
// purge memory
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application
{
[[CCDirector sharedDirector] purgeCachedData];
}
// next delta time will be zero
-(void) applicationSignificantTimeChange:(UIApplication *)application
{
[[CCDirector sharedDirector] setNextDeltaTimeZero:YES];
}
- (void) dealloc
{
[window_ release];
[navController_ release];
[super dealloc];
}
@end
7. 將圖黨下載後,加入專案中,以下是檔案列表
8. 完成以上程序後就可以執行了,在config中可以切換兩種不同的拖拽模式,一種是使用UIView的原件,一種是使用cocos2d的內部辨識模式。因為原圖形是在iphone3中執行,所以圖片都太小了。原始文件中,背景圖的拖拽,原本就有問題,因不需要使用,就不修改了。
因此將圖稍稍放大兩倍來用,執行結果如下。