1:我的Cocoa-2d之HelloWorld

最后更新于:2022-04-01 20:14:54

                        这三年多的时间,我从一个不知道hello_world是什么的小毛小子,到现在开始一点点的进阶,感触颇多.不过幸运的是,我没有把自己的人生旅途交给老天,我更多的交给了我自己.我无时无刻的对自己说 ,加油~ 也是对看这篇博文的你,加油.因为你已经度过了  c->oc->ios的过渡.相信吧,功夫不负有心人.

~来,搞起来,我那和我亲密无间的 helloWorld!

1.代理文件的解读

1).h文件代码如下

//
//  AppDelegate.h
//  HelloWorld2D
//
//  Created by lichan on 13-12-7.
//  Copyright com.lichan 2013年. All rights reserved.
//

#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
}

@property (nonatomic, retain) UIWindow *window;
@property (readonly) MyNavigationController *navController;
@property (readonly) CCDirectorIOS *director;

@end

和IOS最大的区别在于 协议的不同和 属性的增加.

UINavigationController  继承与导航控制器,并遵守 导演代理.

导航控制器我就不多说了,导演代理是什么呢?相比较而言,就相当于 我们的NSOBject类.导演代理讲会安排我们里面的所有图层,动作等.

CCDirectorIOS*director_;我们定义了一个导演的实体对象,便于调用.

2).m文件有何不一样?

//
//  AppDelegate.m
//  HelloWorld2D
//
//  Created by lichan on 13-12-7.
//  Copyright com.lichan 2013年. All rights reserved.
//

#import "cocos2d.h"

#import "AppDelegate.h"
#import "IntroLayer.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 {   //关于机器类型的选择.
    
    // 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 //是否设置旋转
    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  //关于 导演类的加载
{
    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]];
    }
}
@end

@implementation AppController

@synthesize window=window_, navController=navController_, director=director_;//get方法的别名

- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
    // Create the main window//老规矩! 这都是启动加载的东西
    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];
    //建立一个视图,可以认为是根视图,最后加载到 window 的视图上面
    director_ = (CCDirectorIOS*) [CCDirector sharedDirector];  //得到导演类的实体
    
    director_.wantsFullScreenLayout = YES;   是否设置全屏
    
    // Display FSP and SPF
    [director_ setDisplayStats:YES];  // //是否显示  tsp /spf
    
    // set FPS at 60
    [director_ setAnimationInterval:1.0/60];  //游戏的刷新频率
    
    // attach the openglView to the director
    [director_ setView:glView];  //把根视图给 导演实体,让他来处理
    
    // 2D projection
    [director_ setProjection:kCCDirectorProjection2D];  //设置为2d映像
    //    [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");//看看我们的机器是否支持最新的  Retina 分辨率
    
    // 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];//支持的texture类型,加载图片用的
    
    // 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_];把导演实体作为到航视图的跟控制类
    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//这四个就是代理的四种方法,出现,消失,进后台,出后台,中断
{
    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

2.HelloWorldlayer文件的解读

1).h文件

//
//  HelloWorldLayer.h
//  HelloWorld2D
//
//  Created by lichan on 13-12-7.
//  Copyright com.lichan 2013年. All rights reserved.
//

#import <gamekit gamekit.h="">

// When you import this file, you import all the cocos2d classes
#import "cocos2d.h"

// HelloWorldLayer
@interface HelloWorldLayer : CCLayer <gkachievementviewcontrollerdelegate, gkleaderboardviewcontrollerdelegate="">
{
}

// returns a CCScene that contains the HelloWorldLayer as the only child
+(CCScene *) scene;  //这个类方法是干什么的呢?因为导演类只可以加载CCScene对象,而IntroLayer 继承与Layer,这里是转化为导演可以接受的对象.

@end

2)我们再去看看.m文件吧

//
//  HelloWorldLayer.m
//  HelloWorld2D
//
//  Created by lichan on 13-12-7.
//  Copyright com.lichan 2013年. All rights reserved.
//

// Import the interfaces
#import "HelloWorldLayer.h"

// Needed to obtain the Navigation Controller
#import "AppDelegate.h"

#pragma mark - HelloWorldLayer

// HelloWorldLayer implementation
@implementation HelloWorldLayer

// Helper class method that creates a Scene with the HelloWorldLayer as the only child.
+(CCScene *) scene
{
    // 'scene' is an autorelease object.
    CCScene *scene = [CCScene node];
    
    // 'layer' is an autorelease object.
    HelloWorldLayer *layer = [HelloWorldLayer 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   //这个方法非常重要,基本我们的视图的很多初始化方法都是从这入手的
{
    // always call "super" init
    // Apple recommends to re-assign "self" with the "super's" return value
    if( (self=[super init]) ) {
        
        // create and initialize a Label
        CCLabelTTF *label = [CCLabelTTF labelWithString:@"Hello World" fontName:@"Marker Felt" fontSize:64];

        // ask director for the window size
        CGSize size = [[CCDirector sharedDirector] winSize];
    //得到我们的导演类的尺寸.
        // position the label on the center of the screen
        label.position =  ccp( size.width /2 , size.height/2 );
        //设置helloWorld 在view中的位置.ccp 一个新的方法哦
        // add the label as a child to this Layer
        [self addChild: label];  //增加到视图中去
        //上述代码无非就是增加一个 HelloWorld的 label.但是这个字体可是 @"Marker Felt".字体大小64的.
       &nbsp;

//其实下面的代码 是 设置 一个飞机小精灵.然后设置位置 并设置他飞行的路径.(到某个位置.)
        CCSprite *plane = [CCSprite spriteWithFile:@"plane.png"];
        
        plane.position = ccp(size.width/2, size.height*0.7);
        
        [self addChild:plane];
        
        id flyAction = [CCMoveTo actionWithDuration:4 position:ccp(size.width+200, size.height)];//设置的动作的方法. 其中还有CCMoveBy ,这两种action都是非常常见的
        
  
        
        [plane runAction:flyAction];//让飞机飞起来
        
   
        
        //
        // Leaderboards and Achievements
        //
        
        // Default font size will be 28 points.
        [CCMenuItemFont setFontSize:28];
        
        // to avoid a retain-cycle with the menuitem and blocks
        __block id copy_self = self;
        
        // Achievement Menu Item using blocks
        CCMenuItem *itemAchievement = [CCMenuItemFont itemWithString:@"Achievements" block:^(id sender) {
            
            
            GKAchievementViewController *achivementViewController = [[GKAchievementViewController alloc] init];
            achivementViewController.achievementDelegate = copy_self;
            
            AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
            
            [[app navController] presentModalViewController:achivementViewController animated:YES];
            
            [achivementViewController release];
        }];
        
        // Leaderboard Menu Item using blocks
        CCMenuItem *itemLeaderboard = [CCMenuItemFont itemWithString:@"Leaderboard" block:^(id sender) {
            
            
            GKLeaderboardViewController *leaderboardViewController = [[GKLeaderboardViewController alloc] init];
            leaderboardViewController.leaderboardDelegate = copy_self;
            
            AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
            
            [[app navController] presentModalViewController:leaderboardViewController animated:YES];
            
            [leaderboardViewController release];
        }];

        
        CCMenu *menu = [CCMenu menuWithItems:itemAchievement, itemLeaderboard, nil];
        
        [menu alignItemsHorizontallyWithPadding:20];
        [menu setPosition:ccp( size.width/2, size.height/2 - 50)];
        
        // Add the menu to the layer
        [self addChild:menu];

    }
    return self;
}

// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
    // in case you have something to dealloc, do it in this method
    // in this particular example nothing needs to be released.
    // cocos2d will automatically release all the children (Label)
    
    // don't forget to call "super dealloc"
    [super dealloc];
}

#pragma mark GameKit delegate

-(void) achievementViewControllerDidFinish:(GKAchievementViewController *)viewController
{
    AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
    [[app navController] dismissModalViewControllerAnimated:YES];
}

-(void) leaderboardViewControllerDidFinish:(GKLeaderboardViewController *)viewController
{
    AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
    [[app navController] dismissModalViewControllerAnimated:YES];
}
@end
                </gkachievementviewcontrollerdelegate,></gamekit></ccdirectordelegate></uiapplicationdelegate></ccdirectordelegate></uikit>
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