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Cocos2d-x和时间有关的代码

用cocos2d-x获取系统时间,格式为年月日时分秒:

void GetTime(float dt) {    struct tm *tm;#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)      //win32平台    time_t timep;     time(&timep);     tm = localtime(&timep);#else     //android、ios平台     struct cc_timeval now;     CCTime::gettimeofdayCocos2d(&now, NULL);    tm = localtime(&now.tv_sec);#endif       int year = tm->tm_year + 1900;     int month = tm->tm_mon + 1;     int day = tm->tm_mday;     int hour=tm->tm_hour;     int min=tm->tm_min;     int second=tm->tm_sec;}

 

实现游戏倒计时的代码:

在CCDirector中有个getScheduler()得到时刻表【调度者】,我们可以使用时刻表【调度者】CCScheduler,来暂停所有的调度。在CCScheduler暂停所有的调度是这样子的:

CCScheduler.h

/** Pause all selectors from all targets.You should NEVER call this method, unless you know what you are doing.//提示我们不应该调用此方法,但是目前我测试中没有出现什么问题@since v2.0.0*/CCSet* pauseAllTargets();

 

CCSchedule.cpp

CCSet* CCScheduler::pauseAllTargets(){return pauseAllTargetsWithMinPriority(kCCPrioritySystem);}  CCSet* CCScheduler::pauseAllTargetsWithMinPriority(int nMinPriority){CCSet* idsWithSelectors = new CCSet();// setWithCapacity:50];idsWithSelectors->autorelease();// Custom Selectorsfor(tHashSelectorEntry *element = m_pHashForSelectors; element != NULL;element = (tHashSelectorEntry*)element->hh.next){element->paused = true;idsWithSelectors->addObject(element->target);}  // Updates selectorstListEntry *entry, *tmp;if(nMinPriority < 0) { DL_FOREACH_SAFE( m_pUpdatesNegList, entry, tmp ) { if(entry->priority >= nMinPriority){entry->paused = true;idsWithSelectors->addObject(entry->target);}}}  if(nMinPriority) paused = true;  idsWithSelectors->addObject(entry->target);  }  }  DL_FOREACH_SAFE( m_pUpdatesPosList, entry, tmp )  {  if(entry->priority >= nMinPriority)  {  entry->paused = true;  idsWithSelectors->addObject(entry->target);  }  }  return idsWithSelectors;  }

 

暂停之后,我们再次执行的时候需要恢复,方法如下:

CCScheduler.h

/** Resumes the target.  The ‘target‘ will be unpaused, so all schedule selectors/update will be ‘ticked‘ again.  If the target is not present, nothing happens.  @since v0.99.3  */  void resumeTarget(CCObject *pTarget);  /** Resume selectors on a set of targets.  This can be useful for undoing a call to pauseAllSelectors.  @since v2.0.0  */  void resumeTargets(CCSet* targetsToResume);

 

CCScheduler.cpp

void CCScheduler::resumeTarget(CCObject *pTarget)  {  CCAssert(pTarget != NULL, "");  // custom selectors  tHashSelectorEntry *pElement = NULL;  HASH_FIND_INT(m_pHashForSelectors, &pTarget, pElement);  if (pElement)  {  pElement->paused = false;  }  // update selector  tHashUpdateEntry *pElementUpdate = NULL;  HASH_FIND_INT(m_pHashForUpdates, &pTarget, pElementUpdate);  if (pElementUpdate)  {  CCAssert(pElementUpdate->entry != NULL, "");  pElementUpdate->entry->paused = false;  }  }  void CCScheduler::resumeTargets(CCSet* pTargetsToResume)  {  CCSetIterator iter;  for (iter = pTargetsToResume->begin(); iter != pTargetsToResume->end(); ++iter)  {  resumeTarget(*iter);  }  }

在看完源码之后,来说下实际运用:

点击暂停按钮:

void MainGameScene::pauseMenuCallBack( CCObject *pSender ){    FDDialogLayer *dialogLayer = FDDialogLayer::create(DIALOG_GAME_PAUSE);    _m_pBeforeTargetSets = CCDirector::sharedDirector()->getScheduler()->pauseAllTargets();    //这是关键1    _m_pBeforeTargetSets->retain();    //这是关键2    this->addChild(dialogLayer,500,500);  }    

点击恢复按钮:

}else if(m_pDialogSpecies == DIALOG_GAME_FORGROUND){  timeFlag = 1;//这是关键3,此tag用于图片切换  timeSprite = CCSprite::create(RESUME_FIR);    CCSize winSize = CCDirector::sharedDirector()->getWinSize();  timeSprite->setPosition(ccp(winSize.width/2,winSize.height/2));  this->addChild(timeSprite);    if (timeSprite) {    this->schedule(schedule_selector(FDDialogLayer::updateTime),1);//这是关键4 调度    }}  void FDDialogLayer::updateTime(float dt){  if (timeFlag < 3) 
  {
    timeFlag++;
    char temp[32];
    sprintf(temp, "resume/t%d.png",timeFlag);
    CCTexture2D *texture = CCTextureCache::sharedTextureCache()->addImage(temp);     CCSize conSize = texture->getContentSize();    timeSprite->setTexture(texture);    timeSprite->setTextureRect(CCRectMake(0, 0, conSize.width, conSize.height));   }else  {    continueGame();//这是关键5 返回场景    this->unschedule(schedule_selector(FDDialogLayer::updateTime));  }} void FDDialogLayer::continueGame() {   MainGameScene *mainGame = (MainGameScene*)CCDirector::sharedDirector()->getRunningScene()->getChildren()->objectAtIndex(0);   CCSet *set = mainGame->getBeforeTargetSets();//这是关键6,这是暂停所有调度者时的返回值   CCDirector::sharedDirector()->getScheduler()->resumeTargets(set);//这是关键7 恢复游戏   this->removeFromParentAndCleanup(true);   CCTextureCache::sharedTextureCache()->removeTextureForKey(RESUME_FIR);  CCTextureCache::sharedTextureCache()->removeTextureForKey(RESUME_SEC);  CCTextureCache::sharedTextureCache()->removeTextureForKey(RESUME_TIR);}