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;
}
原文链接:https://www.f2er.com/cocos2dx/343469.html

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