【学习15】计时器(Schedule)

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1.ScheduleUpdate()启动每帧执行update函数

2.unscheduleUpdate()停止Schedule

HelloWorldScene.h:(添加一个Sprite,添加一个schedule回调函数)

#ifndef __HELLOWORLD_SCENE_H__#define __HELLOWORLD_SCENE_H__#include "cocos2d.h"class HelloWorld : public cocos2d::Layer{private:cocos2d::Sprite *s;public:    // there's no 'id' in cpp, so we recommend returning the class instance pointer    static cocos2d::Scene* createScene();    // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone    virtual bool init();          // a selector callback    void menuCloseCallback(cocos2d::Ref* pSender);        // implement the "static create()" method manually    CREATE_FUNC(HelloWorld);void fly(float f);};#endif // __HELLOWORLD_SCENE_H__

HelloWorldScene.cpp

bool HelloWorld::init(){    //////////////////////////////    // 1. super init first    if ( !Layer::init() )    {        return false;    }        Size visibleSize = Director::getInstance()->getVisibleSize();        s = Sprite::create("D:\\hello\\Schedule\\proj.win32\\res\\1.png");addChild(s);s->setPosition(100,10);//启动scheduleschedule(schedule_selector(HelloWorld::fly),1);    return true;}//schedule启动是调用的函数void HelloWorld::fly(float f){s->setPosition(s->getPosition()+Point(100,100));}
效果:(每隔1秒向右上方移动):

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