区别1.去CC
之前2.0的CC**,把CC都去掉,基本的元素都是保留的
2.0 CCSprite CCCallFunc CCNode .. 3.0 Sprite CallFunc Node ..
区别2.cc***结构体改变
2.0 ccp(x,y) ccpAdd(p1,p2) ccpSub ccpMult ccpLength(p) ccpDot(p1,p2); ccc3() ccc4() ccWHITE CCPointZero CCSizeZero 3.0 Point(x,y) p1+p2; p1-p2 p1*p2 p.getLength() p1.dot(p2) Color3B() Color4B() Color3B::WHITE Point::ZERO Size:ZERO
区别3.shared***改变(单例机制使用语法)
2.0 CCSize winSize = CCDirector::sharedDirector()->getWinSize(); SpriteFrameCache::sharedSpriteFrameCache() AnimationCache::sharedAnimationCache() NotificationCenter::sharedNotificationCenter() … 3.0 Size size = Director::getInstance()->getWinSize(); SpriteFrameCache::getInstance() AnimationCache::getInstance() NotificationCenter::getInstance() …
区别4.POD类别
2.0 CCPoint CCSize CCRect 3.0 Vec2 Size Rect
区别5.点触事件
auto dispatcher = Director::getInstance()->getEventDispatcher(); auto touchListener = EventListenerTouchOneByOne::create(); touchListener->onTouchBegan = CC_CALLBACK_2(FBMainScene::onTouchBegan,this); touchListener->onTouchMoved = CC_CALLBACK_2(FBMainScene::onTouchMoved,this); touchListener->onTouchEnded = CC_CALLBACK_2(FBMainScene::onTouchEnded, this); dispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); bool FBMainScene::onTouchBegan(Touch *touch,Event *pEvent){ CCLOG("onTouchBegan"); Point point = this->convertToWorldSpace(this->convertTouchToNodeSpace(touch)); return true; } void FBMainScene::onTouchMoved(Touch *touch,Event *pEvent){ CCLOG("onTouchMoved"); } void FBMainScene::onTouchEnded(Touch *touch,Event *pEvent){ CCLOG("onTouchEnded"); } //获得触点的方法也发生了改变: Point point = this->convertToWorldSpace(this->convertTouchToNodeSpace(touch)); //dispatcher控制方法: dispatcher->addEventListener… dispatcher->removeEventListener(listener); dispatcher->removeAllListeners();
区别6.回调函数
CC_CALLBACK_0 CC_CALLBACK_1 CC_CALLBACK_2 CC_CALLBACK_3
回调函数,分别携带不同的参数,方便
2.0 CCMenuItemFont *item = CCMenuItemFont::create("返回上个场景", this, menu_selector(GameScene::backScene)); 3.0 MenuItemFont *item = MenuItemLabel::create("返回上个场景", CC_CALLBACK_1(GameScene::backScene, this)); // new callbacks based on C++11 #define CC_CALLBACK_0(__selector__,__target__, ) std::bind(&__selector__,__target__, ##__VA_ARGS__) #define CC_CALLBACK_1(__selector__,__target__, ) std::bind(&__selector__,__target__, std::placeholders::_1, ##__VA_ARGS__) #define CC_CALLBACK_2(__selector__,__target__, ) std::bind(&__selector__,__target__, std::placeholders::_1, std::placeholders::_2, ##__VA_ARGS__) #define CC_CALLBACK_3(__selector__,__target__, ) std::bind(&__selector__,__target__, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3 ##__VA_ARGS__)
区别7.CallFunc使用(使用"Function"对象)
CallFunc::create([&](){ Sprite *sprite = Sprite::create("s"); this->addChild(sprite); });
区别8.使用clone代替copy
2.0 CCMoveBy *action = (CCMoveBy*) move->copy(); action->autorelease(); 3.0 action = move->clone(); 不需要autorelease,在clone已经实现。
区别9.Physics Integration 物理引擎
暂无使用,box2d 在 3.0中可以延续使用 在3.0的Physics中需要定义 PhysicsWorld, PhysicsBody, PhysicsShape, PhysicsJoint 等,于box2d相仿,使用前需要定义CC_USE_PHYSICS
区别10.容器
2.0 CCArray 3.0 cocos2d::Vector<T> cocos2d::Map<K,V> cocos2d::Value
正在学习中……继续等待补充。
时间: 2024-11-05 16:05:06