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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