- main.cpp
#include "main.h"
#include "AppDelegate.h" //应用委托
#include "cocos2d.h" //主要的头文件
USING_NS_CC;//名字空间
int APIENTRY _tWinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPTSTR lpCmdLine,int nCmdshow)
{
UNREFERENCED_ParaMETER(hPrevInstance);//避免编译器关于未引用参数的警告
UNREFERENCED_ParaMETER(lpCmdLine);
// create the application instance
AppDelegate app; //定义并初始化委托对象
return Application::getInstance()->run();//应用单列运行
}
- run 方法:
int Application::run()
{
PVRFrameEnableControlWindow(false);
// Main message loop:
LARGE_INTEGER nLast;
LARGE_INTEGER nNow;
QueryPerformanceCounter(&nLast);
initGLContextAttrs();
// Initialize instance and cocos2d.
if (!applicationDidFinishLaunching())// 初始化,资源适配,屏幕适配,运行第一个场景等代码
{
return 1;
}
auto director = Director::getInstance();//导演类对象获取
auto glview = director->getopenGLView();
// Retain glview to avoid glview being released in the while loop
glview->retain();
while(!glview->windowShouldClose())
{
QueryPerformanceCounter(&nNow);
if (nNow.QuadPart - nLast.QuadPart > _animationInterval.QuadPart)
{//控制每一帧所运行的 最小 时间,从而控制游戏的帧率
nLast.QuadPart = nNow.QuadPart - (nNow.QuadPart % _animationInterval.QuadPart);
director->mainLoop();//主循环逻辑代码!!!
glview->pollEvents();
}
else
{
Sleep(1);
}
}
//程序退出(清理资源)
// Director should still do a cleanup if the window was closed manually.
if (glview->isOpenglready())
{
director->end();
director->mainLoop();
director = nullptr;
}
glview->release();
return 0;
}
- applicationDidFinishLaunching 方法
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getopenGLView();
if(!glview) {
glview = GLViewImpl::create("My Game");
director->setopenGLView(glview);
}
// turn on display FPS
director->setdisplayStats(true);//显示FPS,设为false则关闭显示
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
register_all_packages();
// create a scene. it's an autorelease object
auto scene = HelloWorld::createScene(); //场景创建
// run
director->runWithScene(scene);
return true;
}
- mainLoop 方法
void displayLinkDirector::mainLoop()
{
if (_purgeDirectorInNextLoop)
{
_purgeDirectorInNextLoop = false;
purgeDirector();
}
else if (_restartDirectorInNextLoop)
{
_restartDirectorInNextLoop = false;
restartDirector();
}
else if (! _invalid)
{
drawScene();// 屏幕绘制及一些相应的逻辑处理
// release the objects
PoolManager::getInstance()->getCurrentPool()->clear();
}
}
原文地址:https://www.jb51.cc/cocos2dx/342294.html
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