本文整理汇总了C++中Director::getScheduler方法的典型用法代码示例。如果您正苦于以下问题:C++ Director::getScheduler方法的具体用法?C++ Director::getScheduler怎么用?C++ Director::getScheduler使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Director
的用法示例。
在下文中一共展示了Director::getScheduler方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
Node::Node(void)
: _rotationX(0.0f)
, _rotationY(0.0f)
, _scaleX(1.0f)
, _scaleY(1.0f)
, _vertexZ(0.0f)
, _position(Point::ZERO)
, _skewX(0.0f)
, _skewY(0.0f)
, _anchorPointInPoints(Point::ZERO)
, _anchorPoint(Point::ZERO)
, _contentSize(Size::ZERO)
, _additionalTransformDirty(false)
, _transformDirty(true)
, _inverseDirty(true)
// children (lazy allocs)
// lazy alloc
, _ZOrder(0)
, _parent(nullptr)
// "whole screen" objects. like Scenes and Layers, should set _ignoreAnchorPointForPosition to true
, _tag(Node::INVALID_TAG)
// userData is always inited as nil
, _userData(nullptr)
, _userObject(nullptr)
, _shaderProgram(nullptr)
, _orderOfArrival(0)
, _running(false)
, _visible(true)
, _ignoreAnchorPointForPosition(false)
, _reorderChildDirty(false)
, _isTransitionFinished(false)
, _updateScriptHandler(0)
, _componentContainer(nullptr)
#if CC_USE_PHYSICS
, _physicsBody(nullptr)
#endif
, _displayedOpacity(255)
, _realOpacity(255)
, _displayedColor(Color3B::WHITE)
, _realColor(Color3B::WHITE)
, _cascadeColorEnabled(false)
, _cascadeOpacityEnabled(false)
{
// set default scheduler and actionManager
Director *director = Director::getInstance();
_actionManager = director->getActionManager();
_actionManager->retain();
_scheduler = director->getScheduler();
_scheduler->retain();
_eventDispatcher = director->getEventDispatcher();
_eventDispatcher->retain();
ScriptEngineProtocol* engine = ScriptEngineManager::getInstance()->getScriptEngine();
_scriptType = engine != nullptr ? engine->getScriptType() : kScriptTypeNone;
kmMat4Identity(&_transform);
kmMat4Identity(&_inverse);
kmMat4Identity(&_additionalTransform);
}
示例2: sizeof
Console::Console()
: _listenfd(-1)
, _running(false)
, _endThread(false)
, _userCommands(nullptr)
, _maxUserCommands(0)
, _sendDebugStrings(false)
{
// VS2012 doesn't support initializer list, so we create a new array and assign its elements to '_command'.
Command commands[] = {
{ "config", std::bind(&Console::commandConfig, this, std::placeholders::_1, std::placeholders::_2) },
{ "debug msg on", [&](int fd, const char* command) {
_sendDebugStrings = true;
} },
{ "debug msg off", [&](int fd, const char* command) {
_sendDebugStrings = false;
} },
{ "exit", std::bind(&Console::commandExit, this, std::placeholders::_1, std::placeholders::_2) },
{ "fileutils dump", std::bind(&Console::commandFileUtilsDump, this, std::placeholders::_1, std::placeholders::_2) },
{ "fps on", [](int fd, const char* command) {
Director *dir = Director::getInstance();
Scheduler *sched = dir->getScheduler();
sched->performFunctionInCocosThread( std::bind(&Director::setDisplayStats, dir, true));
} },
{ "fps off", [](int fd, const char* command) {
Director *dir = Director::getInstance();
Scheduler *sched = dir->getScheduler();
sched->performFunctionInCocosThread( std::bind(&Director::setDisplayStats, dir, false));
} },
{ "help", std::bind(&Console::commandHelp, this, std::placeholders::_1, std::placeholders::_2) },
{ "scene graph", std::bind(&Console::commandSceneGraph, this, std::placeholders::_1, std::placeholders::_2) },
{ "textures", std::bind(&Console::commandTextures, this, std::placeholders::_1, std::placeholders::_2) },
};
_maxCommands = sizeof(commands)/sizeof(commands[0]);
for (int i = 0; i < _maxCommands; ++i)
{
_commands[i] = commands[i];
}
}
示例3: ComponentContainer
Node::Node(void)
: _rotationX(0.0f)
, _rotationY(0.0f)
, _scaleX(1.0f)
, _scaleY(1.0f)
, _vertexZ(0.0f)
, _position(Point::ZERO)
, _skewX(0.0f)
, _skewY(0.0f)
, _anchorPointInPoints(Point::ZERO)
, _anchorPoint(Point::ZERO)
, _contentSize(Size::ZERO)
, _additionalTransform(AffineTransformMakeIdentity())
, _camera(NULL)
// children (lazy allocs)
// lazy alloc
, _grid(NULL)
, _ZOrder(0)
, _children(NULL)
, _parent(NULL)
// "whole screen" objects. like Scenes and Layers, should set _ignoreAnchorPointForPosition to true
, _tag(kNodeTagInvalid)
// userData is always inited as nil
, _userData(NULL)
, _userObject(NULL)
, _shaderProgram(NULL)
, _GLServerState(ccGLServerState(0))
, _orderOfArrival(0)
, _running(false)
, _transformDirty(true)
, _inverseDirty(true)
, _additionalTransformDirty(false)
, _visible(true)
, _ignoreAnchorPointForPosition(false)
, _reorderChildDirty(false)
, _isTransitionFinished(false)
, _updateScriptHandler(0)
, _componentContainer(NULL)
{
// set default scheduler and actionManager
Director *director = Director::getInstance();
_actionManager = director->getActionManager();
_actionManager->retain();
_scheduler = director->getScheduler();
_scheduler->retain();
ScriptEngineProtocol* pEngine = ScriptEngineManager::getInstance()->getScriptEngine();
_scriptType = pEngine != NULL ? pEngine->getScriptType() : kScriptTypeNone;
_componentContainer = new ComponentContainer(this);
}
示例4: copyFileUpdate
void FGgameinit::copyFileUpdate(float dt)
{
//#ifdef GameNeedUpdate
if(copyfileName.size()>0)
{
string tempName = copyfileName[copyfileName.size()-1];
if( copyfileAndUnzip(tempName.c_str()))
{
copyfileName.pop_back();
}
}else if (copyfileName.size()==0)
{
FGgameSet::getInstance()->setIntegerForKey("luaIsCopy",1);
FGgameSet::getInstance()->flush();
}
//#else
// FGgameSet::getInstance()->setIntegerForKey("luaIsCopy",1);
// FGgameSet::getInstance()->flush();
//#endif
int nowluaisCopy= FGgameSet::getInstance()->getIntegerForKey("luaIsCopy");
//拷贝完成 开始其他初始化
if(nowluaisCopy==1)
{
string nowGameVersion = FGUpdateModule::SharedIntance()->requestGameVersion();
FGgameSet::getInstance()->setStringForKey("gameVersion",nowGameVersion);
FGgameSet::getInstance()->flush();
// log("WTF__gameversion写入_%s",nowGameVersion.c_str());
Director *pDirector = Director::getInstance();
Scheduler *pCcscheduler = pDirector->getScheduler();
pCcscheduler->unschedule(schedule_selector(FGgameinit::copyFileUpdate), this);
Function.clear();
Function.push_back(callfunc_selector(FGgameinit::initImageResources));
//Function.push_back(callfunc_selector(FGgameinit::initSounResources));
pCcscheduler->schedule(schedule_selector(FGgameinit::initResourcesUpdate), this,0.001,false);
//渲染特效
FGgameinit::SharedIntance()->showEffect();
}
}
示例5: initStartGameviewGeneral
void FGgameinit::initStartGameviewGeneral()
{
//TDGameAnalytics
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
//TDCCTalkingDataGA::onStart("FAF47ACC72DD5FCC7D076347A1CEACE9", FGMarketGetMarketName(SHARED_MARKET_API->getMarketCid()));
// if(SHARED_MARKET_API->getMarketCid()==100)
// {
// FGappcpaInit();
//
// }
#endif
LabelTitle = Label::createWithSystemFont(NSLocalizedString("游戏初始化中...","游戏启动"), "Helvetica", 40);
LabelTitle->setColor(Color3B::WHITE);
LabelTitle->setPosition(Vec2 ( VisibleRect::center().x,100));
CreateBgInit();
globalScene->addChild(LabelTitle);
// ShowGameVersion();
//TODO 暂不拷贝lua
/*
int luaisCopy= FGgameSet::getInstance()->getIntegerForKey("luaIsCopy");
copyfileName.clear();
if(luaisCopy!=1)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
// copyfileName.push_back("allLua.zip");
copyfileName.push_back("floragameRes_android_1.zip");
#else
#ifdef GameNeedUpdate
copyfileName.push_back("allLua.zip");
#endif
#endif
}
*/
Director *pDirector = Director::getInstance();
Scheduler *pCcscheduler = pDirector->getScheduler();
pCcscheduler->schedule(schedule_selector(FGgameinit::copyFileUpdate), this, 0.001, false);
}
示例6:
Hero::Hero() :
_body(nullptr),
_eventListenerCustom(nullptr),
_velocity(0),
_maxVelocity(3),
_speed(0.72),
_gravity(0),
_jumpPower(7.0f),
_jumpHeight(0.0f),
_animeSwitch(false),
_state(NORMAL),
_prevState(NORMAL)
{
Director* director = Director::getInstance();
Scheduler *scheduler = director->getScheduler();
scheduler->schedule(schedule_selector(Hero::update), this, 0, false);
}
示例7: initResourcesUpdate
void FGgameinit::initResourcesUpdate(float dt)
{
if(Function.size()>0)
{
(this->*(Function[Function.size()-1]))();
Function.pop_back();
}else if (Function.size()==0)
{
Director *pDirector = Director::getInstance();
Scheduler *pCcscheduler = pDirector->getScheduler();
pCcscheduler->unschedule(schedule_selector(FGgameinit::initResourcesUpdate), this);
LabelTitle->removeFromParentAndCleanup(true);
#ifdef GameNeedUpdate
gotoUpdateView();
#else
// FGLayerManager::getGlobalLayerManager()->resetUILayer();
AppDelegate::startLoadLua();
#endif
}
}