my step is this:
1: open cocosBuilder editor, create one file Level, that extends CCLayer.
2: create one file named Dragon, that extends CCNode.
3. in Dragon File, I make an bone animation.
4. I drag the Dragon file into Level File. click the Dragon node in Level File, set Doc root var is dragon, and before in Dragon file, set Custom class is Dragon.
5. save & publish.
in Xcode.
- I create Level.h , Level.cpp, LevelLoader.h ., create Dragon.h , Dragon.cpp
{
void Level::openTest(const char * pCCBFileName, const char * pCCNodeName, CCNodeLoader * pCCNodeLoader) {
/* Create an autorelease CCNodeLoaderLibrary. /
CCNodeLoaderLibrary ccNodeLoaderLibrary = CCNodeLoaderLibrary::newDefaultCCNodeLoaderLibrary();
//ccNodeLoaderLibrary~~>registerCCNodeLoader);
if {
ccNodeLoaderLibrary~~>registerCCNodeLoader(pCCNodeName, pCCNodeLoader);
}
/* Create an autorelease CCBReader. /
cocos2d::extension::CCBReader ccbReader = new cocos2d::extension::CCBReader(ccNodeLoaderLibrary);
ccbReader~~>autorelease;
/* Read a ccbi file. /
// Load the scene from the ccbi-file, setting this class as
// the owner will cause lblTestTitle to be set by the CCBReader.
// lblTestTitle is in the TestHeader.ccbi, which is referenced
// from each of the test scenes.
CCNode node = ccbReader~~>readNodeGraphFromFile(pCCBFileName, this);
//this~~>mTestTitleLabelTTF~~>setString(pCCBFileName);
CCScene * scene = CCScene::create();
if(node != NULL) {
scene~~>addChild;
}
/* Push the new scene with a fancy transition. */
ccColor3B transitionColor;
transitionColor.r = 0;
transitionColor.g = 0;
transitionColor.b = 0;
CCDirector::sharedDirector~~>pushScene);
}
}
the bug tell me that: can not find “Dragon” class…
"
CCNodeLoader * CCNodeLoaderLibrary::getCCNodeLoader {
CCNodeLoaderMap::iterator ccNodeLoadersIterator = this~~>mCCNodeLoaders.find;
assert);
return ccNodeLoadersIterator~~>second;
}
"
by the way, i run in cocos2d-iphone is ok.
can u help me !~~ thanks .