网上学习资料一大堆,但如果学到的知识不成体系,遇到问题时只是浅尝辄止,不再深入研究,那么很难做到真正的技术提升。
一个人可以走的很快,但一群人才能走的更远!不论你是正从事IT行业的老鸟或是对IT行业感兴趣的新人,都欢迎加入我们的的圈子(技术交流、学习资源、职场吐槽、大厂内推、面试辅导),让我们一起学习成长!
“resume all effects”,
“stop all effects”
}
– 菜单回调方法
local function menuCallback(tag, pMenuItem)
local nIdx = pMenuItem:getLocalZOrder() - 10000
– play background music
if nIdx == 0 then
AudioEngine.playMusic(MUSIC_FILE, true) – 播放音乐
elseif nIdx == 1 then
– stop background music
AudioEngine.stopMusic() – 停止背景音乐
elseif nIdx == 2 then
– pause background music
AudioEngine.pauseMusic() – 暂停音乐
elseif nIdx == 3 then
– resume background music
AudioEngine.resumeMusic() – 继续播放音乐
– rewind background music
elseif nIdx == 4 then
AudioEngine.rewindMusic() – 循环播放
elseif nIdx == 5 then
– is background music playing
if AudioEngine.isMusicPlaying () then – 音乐正在播放
cclog(“background music is playing”)
else
cclog(“background music is not playing”)
end
elseif nIdx == 6 then
– play effect
m_nSoundId = AudioEngine.playEffect(EFFECT_FILE) – 播放音效
elseif nIdx == 7 then
– play effect
m_nSoundId = AudioEngine.playEffect(EFFECT_FILE, true) – 播放音效,第二个参数表示是否循环,true表示循环
elseif nIdx == 8 then
– stop effect
AudioEngine.stopEffect(m_nSoundId) – 停止音效
elseif nIdx == 9 then
– unload effect
AudioEngine.unloadEffect(EFFECT_FILE) – 不加载音效
elseif nIdx == 10 then
– add bakcground music volume
AudioEngine.setMusicVolume(AudioEngine.getMusicVolume() + 0.1) – 增加音量
elseif nIdx == 11 then
– sub backgroud music volume
AudioEngine.setMusicVolume(AudioEngine.getMusicVolume() - 0.1) – 减小音量
elseif nIdx == 12 then
– add effects volume
AudioEngine.setEffectsVolume(AudioEngine.getEffectsVolume() + 0.1) – 增加音效音量
elseif nIdx == 13 then
– sub effects volume
AudioEngine.setEffectsVolume(AudioEngine.getEffectsVolume() - 0.1) – 减少音效音量
elseif nIdx == 14 then
AudioEngine.pauseEffect(m_nSoundId) – 暂停音效
elseif nIdx == 15 then
AudioEngine.resumeEffect(m_nSoundId) – 恢复音效
elseif nIdx == 16 then
AudioEngine.pauseAllEffects() – 暂停所有音效
elseif nIdx == 17 then
AudioEngine.resumeAllEffects() – 恢复所有音效
elseif nIdx == 18 then
AudioEngine.stopAllEffects() – 停止所有音效
end
end
– add menu items for tests
m_pItmeMenu = cc.Menu:create() – 创建菜单
m_nTestCount = table.getn(testItems)
local i = 1
for i = 1, m_nTestCount do
local label = cc.Label:createWithTTF(testItems[i], s_arialPath, 24)
label:setAnchorPoint(cc.p(0.5, 0.5))
local pMenuItem = cc.MenuItemLabel:create(label) – 菜单标签
pMenuItem:registerScriptTapHandler(menuCallback) – 注册菜单回调方法
m_pItmeMenu:addChild(pMenuItem, i + 10000 -1)
pMenuItem:setPosition( cc.p( VisibleRect:center().x, (VisibleRect:top().y - i * LINE_SPACE) ))
end
– 设置菜单内容大小
m_pItmeMenu:setContentSize(cc.size(VisibleRect:getVisibleRect().width, (m_nTestCount + 1) * LINE_SPACE))
m_pItmeMenu:setPosition(cc.p(0, 0))
ret:addChild(m_pItmeMenu)
– preload background music and effect
AudioEngine.preloadMusic( MUSIC_FILE ) – 预加载音乐
AudioEngine.preloadEffect( EFFECT_FILE ) – 预加载音效
– set default volume
AudioEngine.setEffectsVolume(0.5) – 设置音效音量
AudioEngine.setMusicVolume(0.5) – 设置音乐音量
local function onNodeEvent(event)
if event == “enter” then – 进来时
elseif event == “exit” then – 退出时
AudioEngine.destroyInstance() – 销毁对象
end
end
– 注册层的结点事件
ret:registerScriptHandler(onNodeEvent)
local prev = {x = 0, y = 0}
local function onTouchEvent(eventType, x, y)
if eventType == “began” then – 开始点击
prev.x = x
prev.y = y
m_tBeginPos = cc.p(x, y) – 开始点击位置
return true
elseif eventType == “moved” then – 移动事件
local touchLocation = cc.p(x, y) – 获取触摸的位置
local nMoveY = touchLocation.y - m_tBeginPos.y – 触摸位置减去开始位置等于移动的距离
local curPosX, curPosY = m_pItmeMenu:getPosition() – 获取当前菜单的位置
local curPos = cc.p(curPosX, curPosY) – 当前位置
local nextPos = cc.p(curPos.x, curPos.y + nMoveY) – 下一个位置
if nextPos.y < 0.0 then
m_pItmeMenu:setPosition(cc.p(0, 0))
end
if nextPos.y > ((m_nTestCount + 1)* LINE_SPACE - VisibleRect:getVisibleRect().height) then
m_pItmeMenu:setPosition(cc.p(0, ((m_nTestCount + 1)* LINE_SPACE - VisibleRect:getVisibleRect().height)))
end
m_pItmeMenu:setPosition(nextPos)
m_tBeginPos.x = touchLocation.x – 重新记录开始位置
m_tBeginPos.y = touchLocation.y
prev.x = x
prev.y = y
end
end
– 触摸开始回调方法
local function onTouchBegan(touch, event)
local location = touch:getLocation()
prev.x = location.x
prev.y = location.y
m_tBeginPos = location
return true
end
– 触摸移动的回调方法
local function onTouchMoved(touch, event)
local location = touch:getLocation()
local touchLocation = location
local nMoveY = touchLocation.y - m_tBeginPos.y
local curPosX, curPosY = m_pItmeMenu:getPosition()
local curPos = cc.p(curPosX, curPosY)
local nextPos = cc.p(curPos.x, curPos.y + nMoveY)
if nextPos.y < 0.0 then
m_pItmeMenu:setPosition(cc.p(0, 0))
end
if nextPos.y > ((m_nTestCount + 1)* LINE_SPACE - VisibleRect:getVisibleRect().height) then
m_pItmeMenu:setPosition(cc.p(0, ((m_nTestCount + 1)* LINE_SPACE - VisibleRect:getVisibleRect().height)))
end
m_pItmeMenu:setPosition(nextPos)
m_tBeginPos.x = touchLocation.x
m_tBeginPos.y = touchLocation.y
prev.x = location.x
prev.y = location.y
end
– 单点触摸
local listener = cc.EventListenerTouchOneByOne:create()
listener:setSwallowTouches(true)
– 注册脚本监听事件
listener:registerScriptHandler(onTouchBegan,cc.Handler.EVENT_TOUCH_BEGAN )
listener:registerScriptHandler(onTouchMoved,cc.Handler.EVENT_TOUCH_MOVED )
local eventDispatcher = ret:getEventDispatcher()
eventDispatcher:addEventListenerWithSceneGraphPriority(listener, ret)
既有适合小白学习的零基础资料,也有适合3年以上经验的小伙伴深入学习提升的进阶课程,涵盖了95%以上软件测试知识点,真正体系化!
由于文件比较多,这里只是将部分目录截图出来,全套包含大厂面经、学习笔记、源码讲义、实战项目、大纲路线、讲解视频,并且后续会持续更新
aphPriority(listener, ret)
[外链图片转存中…(img-5zH5cnpH-1715736449854)]
[外链图片转存中…(img-lV5VvQtr-1715736449854)]
[外链图片转存中…(img-adLXzfix-1715736449855)]
既有适合小白学习的零基础资料,也有适合3年以上经验的小伙伴深入学习提升的进阶课程,涵盖了95%以上软件测试知识点,真正体系化!
由于文件比较多,这里只是将部分目录截图出来,全套包含大厂面经、学习笔记、源码讲义、实战项目、大纲路线、讲解视频,并且后续会持续更新