(大全)使用COCOStudio中各种资源,附有示例代码
章节索引:
COCOStudio UI Editor : http://www.awzsr.com/view-5487-1.html
COCOStudio Animation Editor:http://www.awzsr.com/view-5487-2.html
COCOStudio Scene Editor:http://www.awzsr.com/view-5487-3.html
cocostudio 示例代码: http://www.awzsr.com/view-5487-4.html
COCOStudio UI Editor:
先把项目导出的json和资源文件放到TestGame项目的Resource目录中
1. 在HelloWorldScene.cpp顶部添加引用
#include "cocos-ext.h"
using namespace cocos2d::extension;
USING_NS_CC;
2. 创建一个UILayer层
UILayer* ul = UILayer::create();
this->addChild(ul);
ul->addWidget(CCUIHELPER->createWidgetFromJsonFile("文件名.json"));
3. 绑定UILayer层上控件的事件
tbOk = dynamic_cast<UITextButton*>(ul->getWidgetByName("tbOk"));
tbOk->addReleaseEvent(this, coco_releaseselector(HelloWorld::tbOkCallback));
增加回调函数:
void HelloWorld::tbOkCallback(cocos2d::CCObject *pSender) {
//获取文本框值,并打印
UITextField* tfOldPwd = dynamic_cast<UITextField*>(ul->getWidgetByName("tfOldPwd"));
CCLog(tfOldPwd->getStringValue());
}
#p#副标题#e#
COCOStudio Animation Editor:
先把项目导出的json和资源文件放到TestGame项目的Resource目录中
1. 文件头添加引用(同上)
2. 使用示例:
// 首先读取png,plist和ExportJson/json文件
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("ActionEditor/Cowboy0.png", "ActionEditor/Cowboy0.plist", "ActionEditor/Cowboy.ExportJson");
//然后创建armature类,并将进行初始化
CCArmature *armature = CCArmature::create("Cowboy");
//然后选择播放动画0,并进行缩放和位置设置
armature->getAnimation()->playByIndex(0);
//该模板中共制作了三个动画,你可以将索引修改为0/1/2中的任意值来查看不同效果
armature->setScale(0.5f);
armature->setPosition(ccp(visibleSize.width * 0.5, visibleSize.height * 0.5));
//最后将armature添加到场景中
this->addChild(armature,2);
#p#副标题#e#
COCOStudio Scene Editor:
先把项目导出的json和资源文件放到TestGame项目的Resource目录中
1. 文件头添加引用(同上)
2. 使用示例:
找到void HelloWorld::menuCloseCallback(CCObject* pSender)这个方法,并输入下面代码:
//创建一个新的场景
CCScene* newscene = CCScene::create();
//从CocoStudio场景编辑器生成的数据生成根节点
CCNode* pNode = CCJsonReader::sharedJsonReader()->createNodeWithJsonFile("SceneEditorTest/SceneEditorTest.json");
//播放背景音乐
CCComAudio* pAudio = (CCComAudio*)(pNode->getComponent("Audio"));
pAudio->playBackgroundMusic(pAudio->getFile(), pAudio->getIsLoop());
//给蝴蝶鱼配置动画
CCComRender* pFishRender = (CCComRender*)(pNode->getChildByTag(10010)->getComponent( "butterFlyFish"));
CCArmature* pButterFlyFish= (CCArmature*)(pFishRender->getRender());
pButterFlyFish->getAnimation()->playByIndex(0);
newscene->addChild(pNode, 0, 1);
//切换到新的场景
CCDirector::sharedDirector()->replaceScene(newscene);
3. 场景切换效果:
CCScene *s = SecondPage::scene();
CCDirector::sharedDirector()->setDepthTest(true);
CCTransitionScene *transition = CCTransitionPageTurn::create(3.0f, s, false);
#p#副标题#e#
cocostudio 示例代码:
GameScene.h
#pragma once
#include "cocos2d.h"
#include "f:\yt\game\cocos2d-x-2.2.0\cocos2dx\layers_scenes_transitions_nodes\cclayer.h"
#include "cocos-ext.h"
USING_NS_CC;
USING_NS_CC_EXT;
class GameScene :
public CCLayer
{
public:
GameScene(void);
~GameScene(void);
static CCScene* scene();
virtual void registerWithTouchDispatcher();
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
CCNode* pScene;
void update(float dt);
virtual bool init();
CREATE_FUNC(GameScene);
};
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GameScene.cpp
#include "GameScene.h"
#include "SimpleAudioEngine.h"
using namespace CocosDenshion;
GameScene::GameScene(void)
{
this->pScene = NULL;
}
GameScene::~GameScene(void)
{
}
CCScene* GameScene::scene()
{
CCLayer* newLayer = GameScene::create();
CCScene* newscene = CCScene::create();
newscene->addChild(newLayer,0,10);
return newscene;
}
bool GameScene::init()
{
if(!CCLayer::init()){
return false;
}
setTouchEnabled(true);
CCNode* sceneNode = CCSSceneReader::sharedSceneReader()->createNodeWithSceneFile("FightScene.json");
this->pScene = sceneNode;
//CCComRender *pAudioRender = (CCComRender*)this->pScene->getComponent("CCBackgroundAudio");
//CCComAudio *pAudio = (CCComAudio*)(pAudioRender->getNode());
//pAudio->stopBackgroundMusic();
CCComponent* pComponent= sceneNode->getComponent("Audio");
CCComAudio* pAudio = (CCComAudio*)pComponent;
pAudio->stopBackgroundMusic(true);
//CCObject* pObj = NULL;
//CCARRAY_FOREACH(sceneNode->getChildren(),pObj)
//{
//CCNode *pNode = (CCNode *)pObj;
//CCLog("(%d)",pNode->getTag());
//}
CCComRender *pHeroRender = (CCComRender*)this->pScene->getChildByTag(10005)->getComponent("CCArmature");
CCArmature* hero = (CCArmature *)(pHeroRender->getNode());
hero->getAnimation()->play("loading");
this->addChild(sceneNode,0,10);
this->scheduleUpdate();
return true;
}
void GameScene::registerWithTouchDispatcher()
{
CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this,0,false);
}
bool GameScene::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
{
CCComRender *pHeroRender = (CCComRender*)this->pScene->getChildByTag(10005)->getComponent("CCArmature");
CCArmature* hero = (CCArmature *)(pHeroRender->getNode());
hero->getAnimation()->play("run");
return true;
}
void GameScene::update(float dt)
{
//CCLog("%f",dt);
}
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