cocos2dx 3.x(定时器或延时动作自动调用button的点击响应事件)实现自动内测

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 1 //
 2 //  ATTGamePoker.hpp
 3 //  MalaGame
 4 //
 5 //  Created by work on 2016/11/09.
 6 //
 7 //
 8 
 9 #ifndef ATTGamePoker_hpp
10 #define ATTGamePoker_hpp
11  
12 #include <stdio.h>
13 #include <cocos2d.h>
14 
15 
16 class ATTGamePoker : public cocos2d::Layer
17 {
18    
19 private:
20      
21      cocos2d::ui::Button * m_btnOne;//按钮
22     
23     cocos2d::ui::Button * m_btnTow; 
24 public:
25    
26     virtual bool init();
27      
28     void oneCB(Ref *pSender, cocos2d::ui::Widget::TouchEventType type);//声明点击事件
29     void towCB(Ref *pSender, cocos2d::ui::Widget::TouchEventType type);
30 
31 
32     void one(float dt);//定时器调用
33 
34     void Tow();//动画延时调用
35 
36  
37     CREATE_FUNC(ATTGamePoker);
38    
39 };
40 
41 #endif /* ATTGamePoker_hpp */

 

 

  1 //
  2 //  ATTGamePoker.cpp
  3 //  ATT
  4 //
  5 //  Created by work on 16/10/13.
  6 //
  7 //
  8 
  9 #include "ATTGamePoker.hpp"
 10 #include "SimpleAudioEngine.h"
 11 
 12 USING_NS_CC;
 13 
 14 Scene* ATTGamePoker::createScene()
 15 {
 16     // ‘scene‘ is an autorelease object
 17     auto scene = Scene::create();
 18     
 19     // ‘layer‘ is an autorelease object
 20     auto layer = ATTGamePoker::create();
 21     
 22     // add layer as a child to scene
 23     scene->addChild(layer);
 24     
 25     // return the scene
 26     return scene;
 27 }
 28 
 29 
 30 bool ATTGamePoker::init()
 31 {
 32     
 33     
 34     if ( !Layer::init() )
 35     {
 36         return false;
 37     }
 38 
 39 
 40 
 41 
 42 auto soundbg=cocos2d::ui::Scale9Sprite::createWithSpriteFrameName("gobang_option_sound_off.png");
 43     soundbg->setScale(0.667);
 44     m_btnOne=ControlButton::create(soundbg);
 45     m_btnOne->setPreferredSize(cocos2d::Size(162,58));
 46     m_btnOne->setPosition(getPoint(1136, 627));
 47     m_btnOne->addTargetWithActionForControlEvents(this, cccontrol_selector(ATTGamePoker::oneCB), Control::EventType::TOUCH_UP_INSIDE);
 48     this->addChild(m_btnOne);
 49 
 50 
 51 
 52 
 53 auto soundbg2=cocos2d::ui::Scale9Sprite::createWithSpriteFrameName("gobang_option_sound_off.png");
 54     soundbg2->setScale(0.667);
 55     m_btnTow=ControlButton::create(soundbg2);
 56     m_btnTow->setPreferredSize(cocos2d::Size(162,58));
 57     m_btnTow->setPosition(getPoint(1036, 627));
 58     m_btnTow->addTargetWithActionForControlEvents(this, cccontrol_selector(ATTGamePoker::towCB), Control::EventType::TOUCH_UP_INSIDE);
 59     this->addChild(m_btnTow);
 60 
 61 
 62 
 63     this-> schedule(schedule_selector(ATTGamePoker::one), 10.0);//10秒调用一次
 64 
 65 
 66     this->runAction(Sequence::create(DelayTime::create(5.0f),CallFunc::create(CC_CALLBACK_0(ATTGamePoker::Tow, this)), NULL));//动作延时调用,5秒一次
 67 
 68    
 69 
 70 //
 71 
 72     return true;
 73 }
 74 
 75 // 实现延时调用方法
 76 void ATTGamePoker:: one()
 77 {
 78      this->oneCB(this,Widget::TouchEventType::ENDED);//调用事件时传当前的this,和判断的点击类型
 79 }
 80 
 81 void ATTGamePoker:: tow()/***g得分**/
 82 {
 83      this->towCB(this,Widget::TouchEventType::ENDED);
 84 }
 85 
 86 
 87 
 88 
 89 // 实现按钮点击调用方法
 90 void ATTGamePoker::oneCB(cocos2d::Ref *pSender, cocos2d::ui::Widget::TouchEventType type)
 91 {
 92     if (type != Widget::TouchEventType::ENDED)//判断当前的点击类型,按钮按下松开生效,执行打印语句,否则直接return,不执行下面的打印语句
 93     {
 94         return;
 95     }
 96 
 97     CCLOG("定时器调用了此方法");
 98 }
 99 
100 
101 
102 void ATTGamePoker::towCB(cocos2d::Ref *pSender, cocos2d::ui::Widget::TouchEventType type)
103 {
104     if (type != Widget::TouchEventType::ENDED)
105     {
106         return;
107     }
108 
109     CCLOG("动作延时调用了此方法");
110 }

 

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请问51单片机定时器延时的调用是怎么调用的我有点不明白,谢谢