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#include "cocos2d.h"
class
HelloWorld :
public
cocos2d::CCLayerColor
{
public
:
// Method 'init' in cocos2d-x returns bool, instead of 'id' in cocos2d-iphone (an object pointer)
virtual
bool
init();
// there's no 'id' in cpp, so we recommend to return the class instance pointer
static
cocos2d::CCScene* scene();
//先声明四个动作的回调方发
void
callBack();
void
callNodeBack(CCNode* sender);
void
callNodeBack(cocos2d::CCNode *sender,
void
* data);
void
callObjectBack( CCObject * data);
// preprocessor macro for "static create()" constructor ( node() deprecated )
CREATE_FUNC(HelloWorld);
};
#endif // __HELLOWORLD_SCENE_H__
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if
( !CCLayerColor::initWithColor(ccc4(255, 255, 255, 255)) )
{
return
false
;
}
//CCCallFunc家族函数:当我们需要在一个动作完成之后需要调用某个函数时使用
CCSprite* player = CCSprite::create(
"Icon.png"
);
player->setPosition(ccp(100, 100));
this
->addChild(player);
CCMoveTo* action = CCMoveTo::create(1, ccp(200, 200));
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//CCCallFunc的功能非常简单,它只能简单地实现在动作序列中帮助我们调用一个函数的功能。
CCCallFunc* call = CCCallFunc::create(
this
, callfunc_selector(HelloWorld::callBack));
//下面这行代码是创建一个动作序列
CCFiniteTimeAction* seq = CCSequence::create(action,call,NULL);
player->runAction(seq);
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//CCCallFunc的回调函数
void
HelloWorld::callBack()
{
CCLog(
"CCCallFunc"
);
}
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//CCCallFuncN 既能够调用一个方法还能够将调用的对象传过去 这里的调用对象就是player 它是个精灵对象
CCCallFuncN* callN = CCCallFuncN::create(
this
, callfuncN_selector(HelloWorld::callNodeBack));
CCFiniteTimeAction* seq2 = CCSequence::create(action,callN,NULL);
player->runAction(seq2);
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//CCCallFuncN的回调函数
void
HelloWorld::callNodeBack(cocos2d::CCNode *sender)
{
CCSprite* player = (CCSprite*) sender;
CCLog(
"%f"
,player->getPosition().x);
}
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//先创建一个字典
CCDictionary* dic = CCDictionary::create();
dic->retain();
dic->setObject(CCString::create(
"zxcc"
), 1);
//CCCallFuncND可以传递一个任意数据类型 例如,我们可以传递一个字典
CCCallFuncND* callND = CCCallFuncND::create(
this
, callfuncND_selector(HelloWorld::callNodeBack),(
void
*)dic);
CCFiniteTimeAction* seq3 = CCSequence::create(action,callND,NULL);
player->runAction(seq3);
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//CCCallFuncND的回调函数
void
HelloWorld::callNodeBack(cocos2d::CCNode *sender,
void
* data)
{
CCDictionary* dic = (CCDictionary*)data;
CCString* str = (CCString*)(dic->objectForKey(1));
CCLog(
"%s"
,str->getCString());
}
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//我们创建一个精灵
CCSprite* player2 = CCSprite::create(
"player2.png"
);
player2->setPosition(ccp(300, 300));
this
->addChild(player2);
//在例子中我先移动一个精灵 ,再移动另一个精灵
// CCCallFuncND传值的类型只能为CCObject类型
CCCallFuncO* callO = CCCallFuncO::create(
this
, callfuncO_selector(HelloWorld::callObjectBack), player2);
CCFiniteTimeAction* seq4 = CCSequence::create(action,callO,NULL);
player->runAction(seq4);
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//CCCallFuncO的回调方法
void
HelloWorld::callObjectBack(cocos2d::CCObject *data)
{
CCSprite* player = (CCSprite*)data;
player->runAction(CCMoveTo::create(1, ccp(1 ,90)));
}
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