cocos2d

#ifndef __COCOS2D_H__

#define __COCOS2D_H__

// 0x00 HI ME LO

// 00   02 01 00

#define COCOS2D_VERSION 0x00020100

//

// all cocos2d include files

//

#include "ccConfig.h"

// actions

#include "actions/CCAction.h"

#include "actions/CCActionInterval.h"

#include "actions/CCActionCamera.h"

#include "actions/CCActionManager.h"

#include "actions/CCActionEase.h"

#include "actions/CCActionPageTurn3D.h"

#include "actions/CCActionGrid.h"

#include "actions/CCActionProgressTimer.h"

#include "actions/CCActionGrid3D.h"

#include "actions/CCActionTiledGrid.h"

#include "actions/CCActionInstant.h"

#include "actions/CCActionTween.h"

#include "actions/CCActionCatmullRom.h"

// base_nodes

#include "base_nodes/CCNode.h"

#include "base_nodes/CCAtlasNode.h"

// cocoa

#include "cocoa/CCAffineTransform.h"

#include "cocoa/CCDictionary.h"

#include "cocoa/CCObject.h"

#include "cocoa/CCArray.h"

#include "cocoa/CCGeometry.h"

#include "cocoa/CCSet.h"

#include "cocoa/CCAutoreleasePool.h"

#include "cocoa/CCInteger.h"

#include "cocoa/CCFloat.h"

#include "cocoa/CCDouble.h"

#include "cocoa/CCBool.h"

#include "cocoa/CCString.h"

#include "cocoa/CCNS.h"

#include "cocoa/CCZone.h"

// draw nodes

#include "draw_nodes/CCDrawingPrimitives.h"

#include "draw_nodes/CCDrawNode.h"

// effects

#include "effects/CCGrabber.h"

#include "effects/CCGrid.h"

// include

#include "CCEventType.h"

#include "CCProtocols.h"

#include "ccConfig.h"

#include "ccMacros.h"

#include "ccTypes.h"

// kazmath

#include "kazmath/include/kazmath/kazmath.h"

#include "kazmath/include/kazmath/GL/matrix.h"

// keypad_dispatcher

#include "keypad_dispatcher/CCKeypadDelegate.h"

#include "keypad_dispatcher/CCKeypadDispatcher.h"

// label_nodes

#include "label_nodes/CCLabelAtlas.h"

#include "label_nodes/CCLabelTTF.h"

#include "label_nodes/CCLabelBMFont.h"

// layers_scenes_transitions_nodes

#include "layers_scenes_transitions_nodes/CCLayer.h"

#include "layers_scenes_transitions_nodes/CCScene.h"

#include "layers_scenes_transitions_nodes/CCTransition.h"

#include "layers_scenes_transitions_nodes/CCTransitionPageTurn.h"

#include "layers_scenes_transitions_nodes/CCTransitionProgress.h"

// menu_nodes

#include "menu_nodes/CCMenu.h"

#include "menu_nodes/CCMenuItem.h"

// misc_nodes

#include "misc_nodes/CCClippingNode.h"

#include "misc_nodes/CCMotionStreak.h"

#include "misc_nodes/CCProgressTimer.h"

#include "misc_nodes/CCRenderTexture.h"

// particle_nodes

#include "particle_nodes/CCParticleBatchNode.h"

#include "particle_nodes/CCParticleSystem.h"

#include "particle_nodes/CCParticleExamples.h"

#include "particle_nodes/CCParticleSystemQuad.h"

// platform

#include "platform/CCDevice.h"

#include "platform/CCCommon.h"

#include "platform/CCFileUtils.h"

#include "platform/CCImage.h"

#include "platform/CCSAXParser.h"

#include "platform/CCThread.h"

#include "platform/platform.h"

#include "platform/CCPlatformConfig.h"

#include "platform/CCPlatformMacros.h"

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)

#include "platform/ios/CCAccelerometer.h"

#include "platform/ios/CCApplication.h"

#include "platform/ios/CCEGLView.h"

#include "platform/ios/CCGL.h"

#include "platform/ios/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_IOS

#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)

#include "platform/android/CCAccelerometer.h"

#include "platform/android/CCApplication.h"

#include "platform/android/CCEGLView.h"

#include "platform/android/CCGL.h"

#include "platform/android/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID

#if (CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY)

#include "platform/blackberry/CCAccelerometer.h"

#include "platform/blackberry/CCApplication.h"

#include "platform/blackberry/CCEGLView.h"

#include "platform/blackberry/CCGL.h"

#include "platform/blackberry/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY

#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)

#include "platform/win32/CCAccelerometer.h"

#include "platform/win32/CCApplication.h"

#include "platform/win32/CCEGLView.h"

#include "platform/win32/CCGL.h"

#include "platform/win32/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_WIN32

#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)

#include "platform/mac/CCAccelerometer.h"

#include "platform/mac/CCApplication.h"

#include "platform/mac/CCEGLView.h"

#include "platform/mac/CCGL.h"

#include "platform/mac/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_MAC

#if (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)

#include "platform/linux/CCAccelerometer.h"

#include "platform/linux/CCApplication.h"

#include "platform/linux/CCEGLView.h"

#include "platform/linux/CCGL.h"

#include "platform/linux/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_LINUX

// MARMALADE CHANGE

// Added for Marmalade support

#if (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE)

#include "platform/Marmalade/CCAccelerometer.h"

#include "platform/Marmalade/CCApplication.h"

#include "platform/Marmalade/CCEGLView.h"

#include "platform/Marmalade/CCGL.h"

#include "platform/Marmalade/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_LINUX

#if (CC_TARGET_PLATFORM == CC_PLATFORM_NACL)

#include "platform/nacl/CCAccelerometer.h"

#include "platform/nacl/CCApplication.h"

#include "platform/nacl/CCEGLView.h"

#include "platform/nacl/CCGL.h"

#include "platform/nacl/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID

#if (CC_TARGET_PLATFORM == CC_PLATFORM_EMSCRIPTEN)

#include "platform/emscripten/CCAccelerometer.h"

#include "platform/emscripten/CCApplication.h"

#include "platform/emscripten/CCEGLView.h"

#include "platform/emscripten/CCGL.h"

#include "platform/emscripten/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_EMSCRIPTEN

#if (CC_TARGET_PLATFORM == CC_PLATFORM_TIZEN)

#include "platform/tizen/CCAccelerometer.h"

#include "platform/tizen/CCApplication.h"

#include "platform/tizen/CCEGLView.h"

#include "platform/tizen/CCGL.h"

#include "platform/tizen/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_TIZEN

// script_support

#include "script_support/CCScriptSupport.h"

// shaders

#include "shaders/CCGLProgram.h"

#include "shaders/ccGLStateCache.h"

#include "shaders/CCShaderCache.h"

#include "shaders/ccShaders.h"

// sprite_nodes

#include "sprite_nodes/CCAnimation.h"

#include "sprite_nodes/CCAnimationCache.h"

#include "sprite_nodes/CCSprite.h"

#include "sprite_nodes/CCSpriteBatchNode.h"

#include "sprite_nodes/CCSpriteFrame.h"

#include "sprite_nodes/CCSpriteFrameCache.h"

// support

#include "support/ccUTF8.h"

#include "support/CCNotificationCenter.h"

#include "support/CCPointExtension.h"

#include "support/CCProfiling.h"

#include "support/user_default/CCUserDefault.h"

#include "support/CCVertex.h"

#include "support/tinyxml2/tinyxml2.h"

// text_input_node

#include "text_input_node/CCIMEDelegate.h"

#include "text_input_node/CCIMEDispatcher.h"

#include "text_input_node/CCTextFieldTTF.h"

// textures

#include "textures/CCTexture2D.h"

#include "textures/CCTextureAtlas.h"

#include "textures/CCTextureCache.h"

#include "textures/CCTexturePVR.h"

// tilemap_parallax_nodes

#include "tilemap_parallax_nodes/CCParallaxNode.h"

#include "tilemap_parallax_nodes/CCTMXLayer.h"

#include "tilemap_parallax_nodes/CCTMXObjectGroup.h"

#include "tilemap_parallax_nodes/CCTMXTiledMap.h"

#include "tilemap_parallax_nodes/CCTMXXMLParser.h"

#include "tilemap_parallax_nodes/CCTileMapAtlas.h"

// touch_dispatcher

#include "touch_dispatcher/CCTouch.h"

#include "touch_dispatcher/CCTouchDelegateProtocol.h"

#include "touch_dispatcher/CCTouchDispatcher.h"

#include "touch_dispatcher/CCTouchHandler.h"

// root

#include "CCCamera.h"

#include "CCConfiguration.h"

#include "CCDirector.h"

#include "CCScheduler.h"

// component

#include "support/component/CCComponent.h"

#include "support/component/CCComponentContainer.h"

NS_CC_BEGIN

CC_DLL const char* cocos2dVersion();

NS_CC_END

#endif // __COCOS2D_H__

时间: 2024-10-12 11:38:48

cocos2d的相关文章

cocos2d::Vector

v3.0 beta加入 定义在"COCOS2DX_ROOT/cocos/base"的"CCVector.h"头文件中. template<class T>class CC_DLL Vector; cocos2d::Vector<T>是一个封装好的能动态增长顺序访问的容器. cocos2d::Vector<T>中的元素是按序存取的,它的低层实现数据结构是标准模版库中的标准顺序容器std::vector. 在Cocos2d-x v3.

Cocos2D中Action的进阶使用技巧(一)

大熊猫猪·侯佩原创或翻译作品.欢迎转载,转载请注明出处. 假设认为写的不好请多提意见,假设认为不错请多多支持点赞.谢谢! hopy ;) 大家对Cocos2d中动作的使用大概都非常清楚了,事实上本身action的概念也不复杂. 可是在某些情况下,一般的动作不能满足我们需求的时候,我们就必须使用更高级的Action方法来解决这个问题. 比方,串行化(不是序列化哦,这是两个全然不同的概念)不同Action的执行-有些童鞋可能会说非常easy,直接用CCActionSequence不就结了,可是等等我

Cocos2d入门--3-- 向量的应用

 Cocos2d入门--3-- 向量的应用 小球向一个方向持续运动的Demo HelloWorldScene.h ...... //设置一个protected的属性 protected: cocos2d::Vec2 _vec; ...... HelloWorldScene.cpp //这个是通过随机数设置向量的方向 _vec.set(random(-0.1f, 1.0f), random(-1.0f, 1.0f)); //通过normalize这个标准化函数,能够使得向量的大小为1 _vec.n

Cocos2d入门--1-- 初涉相关属性或代码

 Cocos2d入门--1-- 初涉相关属性或代码 Cocos2d vision:  cocos2d-x-3.8.1 万丈高楼,起于累土.对于一个游戏框架的学习,其实在于框架功能的使用积累,学会了如何在cocos2d游戏引擎的基础上使用它提供的各种功能,并灵活运用, 以及学会查阅Cocos2d官方提供的API文档.相信自己也能开发出自己喜爱或者让别人羡慕的游戏. 目录: 1>认识origin和visibleSize以及cocos2d的基础绘画类DrawNode的简单实用 2>认识 CCLOG(

UITableViewController 滚动引起的cocos2d动画暂停问题的解决

UITableViewController 滚动引起的cocos2d动画暂停问题的解决 之前在使用UITableViewController进行滚动时,cocos2d的动画会暂停,直至滚动完毕才会继续动画. 后来发现可以这样解决,想要了解更多,请查阅NSRunLoop相关知识. // .h NSTimer* m_timer; // .m- (void)updateCCDirector { [[CCDirector sharedDirector] drawScene]; if (!self.tab

cocos2d 游戏开发实战

文章转自:http://uliweb.clkg.org/tutorial/read/40 6   cocos2d 游戏开发实战 6.1   创建cocos2d项目 6.2   cocos2d v3 "hello world" 6.2.1   显示一个飞船 6.3   精灵 6.4   開始 space viking 之旅 6.4.1   添加 sneakyinput 6.5   精灵的移动效果,旋转效果 6.6   定时器效果 6.7   启动 cocos2d,默认竖屏 6.8   检

cocos2d::Map

v3.0 beta加入 定义在"COCOS2DX_ROOT/cocos/base"的"CCMap.h"头文件中. template <class K, class V> class CC_DLL Map; cocos2d::Map<K,V>是使用std::unordered_map作为底层结构的关联式容器. 而std::unordered_map是一个存储键值对的关联式容器,它可以通过它们的键快速检索对应的值. 使用unordered_map

cocos2d::Value

cocos2d::Value 于v3.0beta加入 定义在"COCOS2DX_ROOT/cocos/base"的头文件"CCValue.h"中 class Value; cocos2d::Value是许多基本类型(int,float,double,bool,unsigned char,char*和std::string)还有std::vector<Value>, std::unordered_map<std::string,Value>和s

安卓开发游戏用Cocos2d什么版本?

这两天上课,讲了两天半的游戏开发,做一个植物大战僵尸的小demo,最终实现到一步步点击进入游戏后,豌豆射手可以打死僵尸,僵尸可以啃坚果. 使用的是Cocos2d-android,老师在讲课的时候主要就是说这样写可以实现这样的效果,哒哒哒做出来.我听着十分焦灼..难受,因为这些类的今生前世,什么关系,都是干什么的啊不是很清楚.于是下来自己查相关的资料,在网上搜知识点,发现引用了一本书<cocos2d-x权威指南>,讲的比较详细,于是下来看,直接看第三章核心类,看到代码发现是C++的,感觉不对头.

关于xcode5安装cocos2d的问题

最近开始学习cocos2d,但开头就给我难住了,由于视频老一点,用的是xcode4学习教程用的是cocos2d 2.1.4为了同步,我也就先装这个版本,安装视频的做法使用如下命令安装 -u代表替换原先的版本 sudo /Users/qin/Downloads/cocos2d-x-2.1.4/install-templates-xcode.sh -f -u 但是安装老是出错不成功!!不在啰嗦下面是我亲手解决的办法 首先要打开install-templates-xcode.sh文件 我们发现: BA