Cocos2D-X2.2.3学习笔记9(处理重力感应事件,移植到Android加入两次返回退出游戏效果)
这节我们来学习Cocos2d-x的最后一节,怎样处理重力感应事件,移植到Android后加入再按一次返回键退出游戏等。我这里用的Android,IOS不会也没设备呃
效果图不好弄,由于是要移植到真机上的。
#ifndef __HELLOWORLD_SCENE_H__ #define __HELLOWORLD_SCENE_H__ #include "cocos2d.h" using namespace cocos2d; class HelloWorld : public cocos2d::CCLayer { public: // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone virtual bool init(); // there's no 'id' in cpp, so we recommend returning the class instance pointer static cocos2d::CCScene* scene(); //重力感应事件 virtual void didAccelerate(CCAcceleration* pAccelerationValue); //返回button virtual void keyBackClicked(); // implement the "static node()" method manually CREATE_FUNC(HelloWorld); }; #endif // __HELLOWORLD_SCENE_H__
这里重写了两个方法
我们都知道CCLayer是继承了重力感应事件和触屏事件,button事件的
#include "HelloWorldScene.h" #define FIX_POS(_pos, _min, _max) \ if (_pos < _min) \ _pos = _min; \ else if (_pos > _max) \ _pos = _max; \ USING_NS_CC; CCScene* HelloWorld::scene() { // 'scene' is an autorelease object CCScene *scene = CCScene::create(); // 'layer' is an autorelease object HelloWorld *layer = HelloWorld::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; } // on "init" you need to initialize your instance bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !CCLayer::init() ) { return false; } this->setAccelerometerEnabled(true); this->setKeypadEnabled(true); CCSize visibleSize= CCDirector::sharedDirector()->getVisibleSize(); CCLabelTTF *lable= CCLabelTTF::create("AccelerometerTest","Arial",34); lable->setPosition(ccp(visibleSize.width/2,visibleSize.height-50)); this->addChild(lable,0,0); CCSprite *pSprite= CCSprite::create("ball.png"); pSprite->setPosition(ccp(visibleSize.width/2,visibleSize.height/2)); this->addChild(pSprite,0,1); return true; } void HelloWorld::didAccelerate(CCAcceleration* pAccelerationValue) { CCObject *pObjectlable= this->getChildByTag(0); if (pObjectlable==NULL) { return; } CCLabelTTF *lable=(CCLabelTTF*)pObjectlable; std::ostringstream strstream; strstream<<"X:"<<pAccelerationValue->x<<" Y:"<<pAccelerationValue->y<<" Z:"<<pAccelerationValue->z; std::string str=strstream.str(); lable->setString(str.c_str()); //改变小球位置 CCObject *pObjectSprite= this->getChildByTag(1); if (pObjectSprite==NULL) { return; } CCSprite *pSprite=(CCSprite*)pObjectSprite; CCSize pSpriteSize= pSprite->getContentSize(); CCPoint ptNow = pSprite->getPosition(); CCPoint ptTemp=CCDirector::sharedDirector()->convertToUI(ptNow); ptTemp.x += pAccelerationValue->x * 9.81f; ptTemp.y -= pAccelerationValue->y * 9.81f; CCPoint ptNext = CCDirector::sharedDirector()->convertToGL(ptTemp); CCSize visibleSize= CCDirector::sharedDirector()->getVisibleSize(); FIX_POS(ptNext.x, (pSpriteSize.width / 2.0), (visibleSize.width - pSpriteSize.width / 2.0)); FIX_POS(ptNext.y, (pSpriteSize.height / 2.0), (visibleSize.height - pSpriteSize.height / 2.0)); pSprite->setPosition(ptNext); } void HelloWorld::keyBackClicked() { }
源文件代码如上,
init中我们创建了一个lable和小球的精灵
通过setAccelerometerEnabled启用重力感应事件
这里能够看下源代码,比触屏事件简单多了。
然后重写重力感应事件,这里我再事件中改动了CCLableTTF的文本,
改变小球的位置
改动文本就不多说了,非常easy,我们主要来看看怎样改变小球位置的
首先我们获得小球精灵
得到精灵位置
转换为UIKIT
这里*9.81f我也不知道什么意思,TestCpp这么写我也就这么写了
为了小球不超出手机屏幕。所以我们写了一个宏 FIX_POS
这里看看就懂了
OK。
我们移植到Android,看看效果,怎么移植,第一节专门介绍了的
效果不错,可是我们按返回键它没有退出游戏。没不论什么反应,
我们在src下的org.cocos2dx.lib中找到Cocos2dxGLSurfaceView.java打开
找到
@Override public boolean onKeyDown(final int pKeyCode, final KeyEvent pKeyEvent) { switch (pKeyCode) { case KeyEvent.KEYCODE_BACK: return false;//这里是自己新增的, 返回false case KeyEvent.KEYCODE_MENU: this.queueEvent(new Runnable() { @Override public void run() { Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleKeyDown(pKeyCode); } }); return true; default: return super.onKeyDown(pKeyCode, pKeyEvent); } }然后我们在自己的java文件里重写onKeyDown,
详细代码例如以下
/**************************************************************************** Copyright (c) 2010-2011 cocos2d-x.org http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ package com.huc.test; import org.cocos2dx.lib.Cocos2dxActivity; import org.cocos2dx.lib.Cocos2dxGLSurfaceView; import android.os.Bundle; import android.view.KeyEvent; import android.widget.Toast; public class test20140521 extends Cocos2dxActivity{ private long mExitTime; protected void onCreate(Bundle savedInstanceState){ super.onCreate(savedInstanceState); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { // TODO Auto-generated method stub if (keyCode == KeyEvent.KEYCODE_BACK) { if ((System.currentTimeMillis() - mExitTime) > 2000) {// 假设两次按键时间间隔大于2000毫秒。则不退出 Toast.makeText(this, "再按一次退出程序", Toast.LENGTH_SHORT).show(); mExitTime = System.currentTimeMillis();// 更新mExitTime } else { System.exit(0);// 否则退出程序 } return true; } return super.onKeyDown(keyCode, event); } public Cocos2dxGLSurfaceView onCreateView() { Cocos2dxGLSurfaceView glSurfaceView = new Cocos2dxGLSurfaceView(this); // test20140521 should create stencil buffer glSurfaceView.setEGLConfigChooser(5, 6, 5, 0, 16, 8); return glSurfaceView; } static { System.loadLibrary("cocos2dcpp"); } }OK,试试吧。
。。