c++ - Render cycle in cocos2d-x -


i have game engine written my team, it's component based. has logic components , visual components. in visual components there function named updatevisual(delta) , drawn there.

for example, let's take physic ball entity in world:

class logicballcomponent {    // ... };  class visualballcomponent {    sfml::texture mballtexture;     void updatevisual(float)    {        mballtexture.translate(...);        globaldisplaymanager::instance().draw(mballtexture);    } }; 

globaldisplaymanager returns window representation creates gl-states, etc. (sf::renderwindow in sfml). system easy integrate.

now need make android-game using engine. i've chosen cocos2d-x use window creation, rendering, fonts, resources etc.

there way job:

class ball : public clayer {    bool ball::init() {       csprite* sprite = csprite::create(...);       this->addchild(sprite, 0); // [!]    } }; 

and don't know how use in way. there such possibility?

you should check out function "void ccdisplaylinkdirector::mainloop(void)", main loop of coco2d-x rendering engine.

coco2d-x provides wrappers periodic calling loop. in ios should check function startmainloop of ccdirectorcaller.mm in platform/ios.


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