官网教程页面http://citrusengine.com/tutorials/上的入门视频教程讲得很详细,但是那是老版本的了,新版本比如我用的CEV3.1.9,那样写会报错,试了很多方法,最后在这个页面http://wiki.starling-framework.org/citrus/multi_resolution 找到解决,大概就是用一个入口类的模式来写。写法如下:
主类
package
{
import citrus.core.starling.StarlingCitrusEngine;
/**
* ...
* @author Roshan
*/
[SWF(backgroundColor="#FFFFFF", frameRate="60", width="800", height="600")]
public class Main extends StarlingCitrusEngine
{
public function Main()
{
}
override public function initialize():void
{
setUpStarling(true);
}
override public function handleStarlingReady():void {
state = new GameState();
}
}
}
override public function handleStarlingReady():void {
state = new GameState();
}
这段,重载的这函数是当引擎初始化后就绪后所做的操作,所以把新建GameState放在这里,而不是原来那种直接写在
initialize()
函数里面,这个貌似是机制问题,不这样写会Flash Player会报错,说主类没有继承StarlingCitrusEngine,或者没调用setUpStarling()方法。
然后,新建一个GameState类,这个类的写法可以照搬官网demo的例子,自己参考api http://citrusengine.com/documentation/ 调用下各个组件试一试,比如:
package
{
import Box2D.Collision.b2AABB;
import Box2D.Collision.b2ContactID;
import Box2D.Dynamics.Contacts.b2Contact;
import citrus.core.starling.StarlingState;
import citrus.objects.platformer.box2d.Coin;
import citrus.objects.platformer.box2d.Enemy;
import citrus.objects.platformer.box2d.Hero;
import citrus.objects.platformer.box2d.MovingPlatform;
import citrus.objects.platformer.box2d.Platform;
import citrus.physics.box2d.Box2D;
/**
* ...
* @author Roshan
*/
public class GameState extends StarlingState
{
public function GameState()
{
super();
}
override public function initialize():void {
super.initialize();
var physics:Box2D = new Box2D("box2D");
physics.visible = true;
add(physics);
add(new Platform("p1", {x:700, y:stage.stageHeight/4, width:stage.stageWidth/5,height:40}));
var floor:Platform = new Platform("floor",{x:512,y:550,width:1024,height:40});
add(floor);
var mp:MovingPlatform = new MovingPlatform("Moving" ,
{x:200,y:450,width:100, height:35, startX:200, startY:450, endX:500, endY:200,speed:3} );
add(mp);
var hero:Hero = new Hero("Roshan", { x:50, y:50, width:75, height:100 } );
add(hero);
var enemy:Enemy = new Enemy("tiger", { x:500, y:500, width:60, height:40,leftBound:100, rightBound:700, speed:2 } );
add(enemy);
var ring:Coin = new Coin ("ring", { x:750, y:60, width: 50, height:50 } );
ring.onBeginContact.add(function(c:b2Contact):void {
trace("Roshan Win!");
remove(ring);
})
add(ring);
}
}
}
然后设定下Main.as为文档类,运行下就能看到效果了。
总结下,其实就是把原来initialize()的内容分离到handleStarlingReady()中处理,也可以加入其他内容,比如官方例子multi_resolution的做法,在这里处理适配不同分辨率的操作:
override public function handleStarlingReady():void
{
assetManager = new AssetManager(scaleFactor);
assetManager.verbose = true;
assetManager.enqueue("assets" + scaleFactor + "x");
assetManager.loadQueue(function(ratio:Number):void
{
if (ratio == 1)
state = new FirstState();
});
}
菜鸟自学日记就先记录到这,埋个坑以防自己忘了,呵呵