1.ScheduleUpdate()启动每帧执行update函数
2.unscheduleUpdate()停止Schedule
HelloWorldScene.h:(添加一个Sprite,添加一个schedule回调函数)
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::Layer
{
private:
cocos2d::Sprite *s;
public:
// there's no 'id' in cpp, so we recommend returning the class instance pointer
static cocos2d::Scene* createScene();
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// a selector callback
void menuCloseCallback(cocos2d::Ref* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
void fly(float f);
};
#endif // __HELLOWORLD_SCENE_H__
HelloWorldScene.cpp
bool HelloWorld::init()
{
//
// 1. super init first
if ( !Layer::init() )
{
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
s = Sprite::create("D:\\hello\\Schedule\\proj.win32\\res\\1.png");
addChild(s);
s->setPosition(100,10);
//启动schedule
schedule(schedule_selector(HelloWorld::fly),1);
return true;
}
//schedule启动是调用的函数
void HelloWorld::fly(float f){
s->setPosition(s->getPosition()+Point(100,100));
}
效果:(每隔1秒向右上方移动):