/** * 开始移动 * 设置移动动画的定时器 */ void SimpleMoveComponent::startMove() { CCLOG("startMove"); m_moveState=MoveStart; CCDirector* director = CCDirector::sharedDirector(); CCScheduler* pScheduler = director->getScheduler(); pScheduler->scheduleSelector(m_update,this, 0, false); didMoveStart(); }
void AutoAttackComponent::attack() { CCLOG("AutoAttackComponent::startAttack"); if (m_target) { CCDirector* director = CCDirector::sharedDirector(); CCScheduler* pScheduler = director->getScheduler(); pScheduler->scheduleSelector(schedule_selector(AutoAttackComponent::updateAttack),this, m_attackSpeed, false); } }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); // enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices. TargetPlatform target = getTargetPlatform();//获取当前设备类型 if (target == kTargetIpad){//如果是Ipad if (pDirector->enableRetinaDisplay(true)){ //如果开启高清视网膜 }else { } } else if (target == kTargetIphone) {//如果是iphone if (pDirector->enableRetinaDisplay(true)) { } else { } } else if (target == kTargetAndroid)//如果是android { } else if (target == kTargetWindows)//如果是Windows { } else if (target == kTargetMacOS)//如果是MacOS { } // turn on display FPS pDirector->setDisplayStats(false); // set FPS. the default value is 1.0/60 if you don't call thisdf pDirector->setAnimationInterval(1.0 / 60); // game init CCScheduler * scheduler = CCDirector::sharedDirector()->getScheduler(); scheduler->scheduleSelector(schedule_selector(AppDelegate::AppUpdate), this, 1.0f/60, false); if( GameControl::RunGameControl() ) { NetMessageManager::GetMessageManager(); } if( SceneManage::GetSceneManageHendle() ) { SceneManage::GetSceneManageHendle()->RunScece( SCENE_LOGIN, false ); } return true; }
void HeartBeatPackageSender::StartSender() { CCScheduler * pSchedule = CCDirector::sharedDirector()->getScheduler(); if (pSchedule) { pSchedule->scheduleSelector(schedule_selector(HeartBeatPackageSender::SendHeartBeatMessage), this, messageSenderDeltaTimer, false); } }
void MyCCOjbectImpl::RemoveUnusedRes(float fDelay) { if (fDelay <= 0) { this->RemoveUnusedResImm(0); return; } CCScheduler* pScheduler = CCDirector::sharedDirector()->getScheduler(); if (NULL == pScheduler) { return; } pScheduler->scheduleSelector(schedule_selector(MyCCOjbectImpl::RemoveUnusedResImm), this, 0, 0, fDelay, false); }
void NDTimer::SetTimer(ITimerCallback* timerCallback, OBJID tag, float interval) { if (timerCallback && interval > 0) { IMP_CALLBACK cbImp; cbImp.tag = tag; cbImp.timerCallback = timerCallback; if (m_mapTimer.count(cbImp) <= 0) { CCScheduler *sch = GetScheduler(); Timer *timer = new Timer; timer->setTag(tag); timer->setTimerCallback(timerCallback); sch->scheduleSelector(schedule_selector(Timer::onTimer), timer, interval, false); m_mapTimer[cbImp] = timer; } } }
void CCResourceLoader::run() { CCScheduler* scheduler = CCDirector::sharedDirector()->getScheduler(); scheduler->scheduleSelector(schedule_selector(CCResourceLoader::doLoad), this, 0, kCCRepeatForever, m_delay, false); }