CocoStudio教程三:认识并利用CocoStudio的果实 运行2.2.1版本

时间:2021-11-27 16:01:56

原文:CocoStudio教程三:认识并利用CocoStudio的果实

原文用的老版,用2.21搞起来好像有些问题,然后自己摸索了下,有的都是乱找的方法,只求能运行。。。

1,原文的CCJsonReader方法新版本已更名为CCSSceneReader!  好像新版去掉了前面的CC 改为SceneReader

2,getIsLoop getRender都没有找到,只能换成其他方法了。isLoop和getNode;

运行成功,关键版本更新改变差异这么大,堪忧~

bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !CCLayer::init() )
{
return false;
} CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->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
CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
this,
menu_selector(HelloWorld::menuCloseCallback)); pCloseItem->setPosition(ccp(origin.x + visibleSize.width - pCloseItem->getContentSize().width/ ,
origin.y + pCloseItem->getContentSize().height/)); // create menu, it's an autorelease object
CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, ); UILayer* uiLayer=UILayer::create();
auto myLayer=dynamic_cast<Layout*>(GUIReader::shareReader()->widgetFromJsonFile("UIEditorTest_1/UIEditorTest_1.Json"));
uiLayer->addWidget(myLayer);
this->addChild(uiLayer);//默认z-order 0 //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();
//该模板*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,); return true;
} void HelloWorld::menuCloseCallback(CCObject* pSender)
{
CCScene* newscene=CCScene::create(); CCNode* pNode=SceneReader::sharedSceneReader()->createNodeWithSceneFile("SceneEditorTest/SceneEditorTest.json"); //播放背景音乐 CCComAudio *pAudio = (CCComAudio*)(pNode->getComponent("Audio"));
pAudio->playBackgroundMusic(pAudio->getFile(), pAudio->isLoop());
//给蝴蝶鱼配置动画
CCComRender *pFishRender = (CCComRender*)(pNode->getChildByTag()->getComponent( "butterFlyFish"));
CCArmature *pButterFlyFish= (CCArmature *)(pFishRender->getNode());
pButterFlyFish->getAnimation()->playByIndex();
newscene->addChild(pNode, , ); //newscene->addChild(uiLayer);
//切换到新的场景 CCDirector::sharedDirector()->replaceScene(newscene);
}

Cocos2d-x初入学堂(3)-->TexturePacker非常棒的图像处理工具

CCSpriteBatchNode *spriteBatch = CCSpriteBatchNode::batchNodeWithTexture(texture);
改为CCSpriteBatchNode* spriteBatch=CCSpriteBatchNode::createWithTexture(textrue);