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//GameScene.h
#include "cocos2d.h"
class
GameScene :
public
cocos2d::Layer
{
public
:
static
cocos2d::Scene* createScene();
virtual
bool
init();
void
menuCallback(cocos2d::Ref* pSender);
void
update(
float
dt);
void
scheCallBack_1(
float
dt);
void
scheCallBack_2(
float
dt);
CREATE_FUNC(GameScene);
};
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//GameScene.cpp
//功能:定时器的不同使用方法
#include "GameScene.h"
USING_NS_CC;
cocos2d::Scene* GameScene::createScene()
{
auto
scene = Scene::create();
//创建一个场景
auto
layer = GameScene::create();
//创建一个图层
scene->addChild(layer);
return
scene;
}
//初始化当前的图层
bool
GameScene::init()
{
if
(!Layer::init())
//初始化父类
return
false
;
//获取屏幕大小
Size visibleSize = Director::getInstance()->getVisibleSize();
//auto size = Director::getInstance()->getWinSize();
//添加一个图片精灵
auto
sprite = Sprite::create(
"OnePiece_1.png"
);
sprite->setPosition(Vec2(visibleSize.width/2, visibleSize.height/2));
this
->addChild(sprite);
auto
label = Label::createWithSystemFont(
"0"
,
"Marker Felt"
, 45);
label->setAnchorPoint(Vec2::ZERO);
label->setPosition(Vec2(0, visibleSize.height*0.5));
this
->addChild(label);
//定时器的使用
//方法一
schedule(schedule_selector(GameScene::scheCallBack_1));
//每一帧都会调用函数scheCallBack_1()
//方法二
scheduleUpdate();
//每一帧都会调用函数update()
//方法三
// schedule(schedule_selector(GameScene::scheCallBack_2), 3); //每3秒调用一次函数scheduleCallBack_2()
//方法四
// scheduleOnce(schedule_selector(GameScene::scheCallBack_2), 2); //延时2秒后调用函数scheduleCallBack_2()一次
//方法五
// schedule(schedule_selector(GameScene::scheCallBack_2), 3, 5, 1); //延时1秒后每隔3秒调用函数scheduleCallBack_2(),重复5次,总共调用6次
return
true
;
}
void
GameScene::update(
float
dt)
{
// static int i=0;
// log("Jacedy %d", i);
// i++;
}
void
GameScene::scheCallBack_1(
float
dt)
{
// static int i=0;
// log("Jacedy %d", i);
// i++;
}
void
GameScene::scheCallBack_2(
float
dt)
{
static
int
i=0;
log
(
"Jacedy %d"
, i);
i++;
}
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