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 ..


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


2.0
Point(x,y)
p1+p2;
p1-p2
p1*p2
p.getLength()
p1.dot(p2)
Color3B()
Color4B()
Color3B::WHITE
Point::ZERO
Size:ZERO


3.shared***改变

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()


4.POD类别

使用const为Point,Size,Rect进行常量修饰

2.0
void setPoint(CCPoint p)
3.0
void setPoint(const Point& p)


5.点触事件

此部分全面更新采用Event Listener

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();


6.CC_CALLBACK_*

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__)


7.使用"Function"对象

CallFunc::create([&](){
        Sprite *sprite = Sprite::create("s");
        this->addChild(sprite);
});


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。


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

……继续等待补充



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by 陈于喆
QQ:34174409
 Mail: dongbule@163.com