编辑: 向日葵8AS 2016-08-20

//将菜单定位到窗口右下角 (0,0点在哪?,猜下) ??? //?创建菜单? ??? CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);

???? pMenu->

setPosition(CCPointZero);

???? this->

addChild(pMenu, 1);

下面3行添加HelloWorld文字 在窗口找到了没???? CCLabelTTF* pLabel = CCLabelTTF::create( Hello World , Arial , 24);

???? pLabel->

setPosition(ccp(origin.x + visibleSize.width/2,origin.y + visibleSize.height - pLabel->

getContentSize().height));

????? this->

addChild(pLabel, 1);

下面3行添加整个图片???? CCSprite* pSprite = CCSprite::create( HelloWorld.png );

??? pSprite->

setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));

??? this->

addChild(pSprite, 0)有了这句该图层会接收事件回调ccTouchesBegan,如果想捕获抬起事件,如何做????? this->

setTouchEnabled(true)return true;

?} 按下Menu回调 void HelloWorld::menuCloseCallback(CCObject* pSender)?{???? CCDirector::sharedDirector()->

end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)???? exit(0);

?#endif?} 在Layer按下将回调 void HelloWorld::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent)?{???? CCTouch* touch = (CCTouch*)(* pTouches->

begin(CCPoint pos = touch->

getLocation(CCLog( touch, x = %f, y = %f , pos.x, pos.y);

?} 最后这个 Layer如何显示到屏幕的呢? ?? //?创建一个场景???? CCScene *pScene = HelloWorld::scene();

??? //?显示这个场景到窗口,必然所有的绘制在场景中定义的???? pDirector->

runWithScene(pScene);

CCScene* HelloWorld::scene(scene'

is an autorelease object???? CCScene *scene = CCScene::create();

? //貌似和1.x版本有所不同,注意了.layer'

is an autorelease object???? HelloWorld *layer = HelloWorld::create();

??? // add layer as a child to scene???? scene->

addChild(layer);

??? // return the scene???? return scene;

?} 在scene方法中创建了一个CCScene对象并把HelloWorldLayer 添加到场景了. 关于内存 c++内存机制,采用new关键字实例化的对象,必须在不使用的时候手动delete掉,否则new的时候开辟的内存就不能被回收,造成内存泄露 Npc * n1=new Npc();

if(exit=0) { delete n1;

} cocos2d-x 内存管理的方式,cocos2d-x采用引用计数的方式进行内存管理,当一个对象的引用计数为0的时候,就会被引擎自动delete掉在cocos2d-x中绝大多数类继承CCObject ?CCObject::CCObject(void)?{???? static unsigned int uObjectCount = 0;

??? m_uID = ++uObjectCount;

? //??对象id ??? m_nLuaID = 0;

?? m_uReference = 1;

引用计数???? m_bManaged = false;

是否自动autorelease?} void CCObject::release(void)? //减少引用?{???? CCAssert(m_uReference >

0, reference count should greater than

0 m_uReference;

??? if (m_uReference == 0)delete this;

void CCObject::retain(void) //增加引用?{???? CCAssert(m_uReference >

0, reference count should greater than

0 );

??? ++m_uReference;

?} 自动处理 CCObject* CCObject::autorelease(void)?{???? CCPoolManager::sharedPoolManager()->

addObject(this);

??? m_bManaged = true;

???? return this;

?} CCObject::~CCObject(void)?{???? if (m_bManaged)CCPoolManager::sharedPoolManager()->

removeObject(this);

???? } } 自动释放池的释放是在哪里呢?大家可以研究下源码 在调试过程中可以跟踪对象的 ??? m_uReference = 1;

引用计数???? m_bManaged = false;

是否自动autorelease 这2个值来检查内存使用. 法则: 只要retain的放对应相同的release

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