引擎cocos2d-x-3.1.1
一、 cocos创建一个项目。随便是lua还是cpp。这里用cpp演示
二、创建完毕之后执行下项目
之后创建两个类。例如以下
TestLib.cpp文件
#include "TestLib.h" #include "People.h" Scene* TestLib::createScene() { // 'scene' is an autorelease object auto scene = Scene::create(); // 'layer' is an autorelease object auto layer = TestLib::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; } // on "init" you need to initialize your instance bool TestLib::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); ///////////////////////////// // 2. add a menu item with "X" image, which is clicked to quit the program // you may modify it. // add a "close" icon to exit the progress. it's an autorelease object auto closeItem = MenuItemImage::create( "CloseNormal.png", "CloseSelected.png", CC_CALLBACK_1(TestLib::menuCloseCallback, this)); closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 , origin.y + closeItem->getContentSize().height/2)); // create menu, it's an autorelease object auto menu = Menu::create(closeItem, NULL); menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); ///////////////////////////// // 3. add your codes below... // add a label shows "Hello World" // create and initialize a label lab_ = LabelTTF::create("Hello World", "Arial", 24); // position the label on the center of the screen lab_->setPosition(Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - lab_->getContentSize().height)); // add the label as a child to this layer this->addChild(lab_, 1); // add "HelloWorld" splash screen" auto sprite = Sprite::create("HelloWorld.png"); // position the sprite on the center of the screen sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y)); // add the sprite as a child to this layer this->addChild(sprite, 0); return true; } void TestLib::menuCloseCallback(Ref* pSender) { /* #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert"); return; #endif Director::getInstance()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0); #endif */ lab_->setString("using test lib"); People* sp = People::create(); sp->setPosition(ccp(200, 300)); this->addChild(sp); }
#ifndef __TestLib_H__ #define __TestLib_H__ #include "cocos2d.h" USING_NS_CC; class TestLib : 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(); // a selector callback void menuCloseCallback(cocos2d::Ref* pSender); // implement the "static create()" method manually CREATE_FUNC(TestLib); LabelTTF* lab_; }; #endif // __HELLOWORLD_SCENE_H__
people.cpp文件
#include "People.h" People::People() { } People::~People() { } bool People::init() { if (!Node::init()) { return false; } Sprite* sp = Sprite::create("CloseNormal.png"); addChild(sp); return true; }
people.h文件
#ifndef __People_H__ #define __People_H__ #include "cocos2d.h" USING_NS_CC; class People : public cocos2d::Node { public: People(); ~People(); virtual bool init(); CREATE_FUNC(People); }; #endif // __HELLOWORLD_SCENE_H__
三、 两个试验类已经创建完毕。这个时候执行下程序。
而且改动AppDelegate,原先是引到helloworld,改成引到testlib。程序执行通过就成,是为了保证试验类没有错误。
四、改动project配置。
1 打开project属性
2 找到配置属性-》常规-》配置类型 改成静态库
3 选择完毕后点-》应用-》确定。之后就是生成lib
4 生成的文件在 testCpp\proj.win32\Debug.win32该文件夹下
5 新建还有一个cppproject,这两个加上testlib.h和people.h。一共四个文件拷贝到新project的class文件夹下
使用lib库有两个方法,一个是直接把lib引到project文件夹下,在须要用到的地方include一下就能够。
代码是:#pragma comment(lib, "testCpp.lib")
另外一个方法是直接设置库路径,就不用把lib引到project文件夹下了。直接点开project属性,在配置属性-》连接器-》常规-》附加库文件夹中加入库
之后确认。
在配置属性-》连接器-》输入-》附加依赖项。如图填写
之后确定。执行project就能够了
说明 .obj的文件不须要像lib一样。
直接加入到project文件夹下直接用就能够