Visual Studio で実行されている基本的な cocos2dx アプリでリンカー エラーが発生します。AppDelegate の「applicationDidFinishLaunching」メソッドが「MyGameScene」の「singleton」メソッドを呼び出したときに発生します。MyGameScene.h で定義されたメソッドが MyGameScene.cpp クラスに実装されていることを確認済みです。
エラーメッセージ
Error 1 error LNK2019: unresolved external symbol "public: static class
MyGame * __cdecl MyGame::singleton(void)" (?singleton@MyGame@@SAPAV1@XZ)
referenced in function "public: virtual bool __thiscall
AppDelegate::applicationDidFinishLaunching(void)"
(?applicationDidFinishLaunching@AppDelegate@@UAE_NXZ) D:\Dev\cocos2d-2.0-x-
2.0.4\MyGame\proj.win32\AppDelegate.obj MyGame
AppDelegate.h
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "CCApplication.h"
/**
@brief The cocos2d Application.
The reason for implement as private inheritance is to hide some interface call by CCDirector.
*/
class AppDelegate : private cocos2d::CCApplication
{
public:
AppDelegate();
virtual ~AppDelegate();
/**
@brief Implement CCDirector and CCScene init code here.
@return true Initialize success, app continue.
@return false Initialize failed, app terminate.
*/
virtual bool applicationDidFinishLaunching();
/**
@brief The function be called when the application enter background
@param the pointer of the application
*/
virtual void applicationDidEnterBackground();
/**
@brief The function be called when the application enter foreground
@param the pointer of the application
*/
virtual void applicationWillEnterForeground();
};
#endif // _APP_DELEGATE_H_
AppDelegate.cpp
#include "AppDelegate.h"
#include "cocos2d.h"
#include "MyGameScene.h"
USING_NS_CC;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
// turn on display FPS
pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
MyGame *MyGame = MyGame::singleton();
CCScene *pScene = MyGame->scene();
// run
pDirector->runWithScene(pScene);
return true;
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground()
{
CCDirector::sharedDirector()->pause();
// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
CCDirector::sharedDirector()->resume();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}
MyGameScene.h
#ifndef __MYGAME_SCENE_H__
#define __MYGAME_SCENE_H__
#include "cocos2d.h"
#include "Box2D/Box2d.h"
#define PTM_RATIO 32
USING_NS_CC;
class MyGame: public cocos2d::CCLayer {
public:
cocos2d::CCSprite *_ball;
// implement the "static node()" method manually
CREATE_FUNC(MyGame)
;
static MyGame *singleton();
MyGame();
~MyGame();
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// there's no 'id' in cpp, so we recommand to return the exactly class pointer
cocos2d::CCScene* scene();
// a selector callback
void menuCloseCallback(CCObject* pSender);
void Tick(float dt);
private:
CCScene *_scene;
int mWidth;
int mHeight;
};
#endif // __MYGAME_SCENE_H__
MyGameScene.cpp
#include "MyGameScene.h"
//#include "SimpleAudioEngine.h"
#include "Shaders.h"
using namespace cocos2d;
//using namespace CocosDenshion;
#define COCOS2D_DEBUG 1
extern "C" {
#include <pthread.h>
#include <unistd.h>
}
static MyGame *_MyGameSingleton = NULL;
static bool mIsNewFrameReceived;
MyGame* MyGame::singleton() {
// 'layer' is an autorelease object
if (_MyGameSingleton == NULL) {
_MyGameSingleton = MyGame::create();
}
return _MyGameSingleton;
}
CCScene* MyGame::scene() {
if (!_scene) {
// 'scene' is an autorelease object
_scene = CCScene::create();
// add layer as a child to scene
_scene->addChild(this);
}
// return the scene
return _scene;
}
// on "init" you need to initialize your instance
bool MyGame::init() {
_scene = NULL;
if (!CCLayer::init()) {
return false;
}
// CCLOG("init");
// CCSize winSize = CCDirector::sharedDirector()->getWinSize();
// mWidth = winSize.width;
// mHeight = winSize.height;
this->schedule(schedule_selector(MyGame::Tick));
return true;
}
void MyGame::menuCloseCallback(CCObject* pSender) {
CCDirector::sharedDirector()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}
MyGame::~MyGame() {
}
MyGame::MyGame() {
}
void MyGame::Tick(float dt) {
CCDirector *director = CCDirector::sharedDirector();
CCSize windowSize = director->getVisibleSize();
mWidth = windowSize.width;
mHeight = windowSize.height;
}
UPDATE Visual Studio自体のプロジェクトに新しいクラスを作成し、MyGameクラスのすべての変数とメンバー関数をそれにコピーしました。すると、新しいクラスを参照して、正常にコンパイルできました。
[参考までに私のコメントをここにコピーします] 私は cygwin を使用して Windows で既存の cocos2dx ゲームをコンパイルでき、私の同僚は XCode を使用して Mac で同じものをコンパイルできます。問題は、Visual Studio でのコンパイル中のみです。
Visual Studio が MyGame ファイルをコンパイルしていないと思います。クラスがコンパイルされることを確認するにはどうすればよいですか?