(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); }; |
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); } |