Cocos2d-3.x_重力加速器的使用

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#ifndef __HELLOWORLD_SCENE_H__#define __HELLOWORLD_SCENE_H__#include "cocos2d.h"USING_NS_CC;class HelloWorld : public cocos2d::Layer{public:    static cocos2d::Scene* createScene();    virtual bool init();    CREATE_FUNC(HelloWorld);private:LabelTTF *pLabel;};#endif // __HELLOWORLD_SCENE_H__
#include "HelloWorldScene.h"Scene* HelloWorld::createScene(){    auto scene = Scene::create();    auto layer = HelloWorld::create();    scene->addChild(layer);    return scene;}bool HelloWorld::init(){    if ( !Layer::init() )    {        return false;    }        Size visibleSize = Director::getInstance()->getVisibleSize();    Vec2 origin = Director::getInstance()->getVisibleOrigin();pLabel = LabelTTF::create("HelloWorld", "fonts/Arial.ttf", 30);pLabel->setPosition(visibleSize.width / 2.0, visibleSize.height / 2.0);this->addChild(pLabel);// 在Cocos2d-3.x中,大量的回调函数封装成C++11中的闭包函数进行回调,在3.x中,重力加速器的回调也是如此auto listener = EventListenerAcceleration::create([](Acceleration *a, Event *){log("x:%f,y:%f,z:%f", a->x, a->y, a->z);});Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this);    return true;}


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