Ios 使用参数cocos2d-x v3.1按顺序调用方法
我只想在一个序列中调用一个方法,该序列将接受一个Sprite类型的参数- 我的代码到目前为止-Ios 使用参数cocos2d-x v3.1按顺序调用方法,ios,cocos2d-x,Ios,Cocos2d X,我只想在一个序列中调用一个方法,该序列将接受一个Sprite类型的参数- 我的代码到目前为止- auto obstacleSprite = CCSprite::create(OBSTACLE_SPRITE); obstacleSprite->setPosition(Vec2(visibleSize.width*0.25,visibleSize.height*0.15)); this->addChild(obstacleSprite); Sequence *seq =
auto obstacleSprite = CCSprite::create(OBSTACLE_SPRITE);
obstacleSprite->setPosition(Vec2(visibleSize.width*0.25,visibleSize.height*0.15));
this->addChild(obstacleSprite);
Sequence *seq = Sequence::create(DelayTime::create(randomDelay),CallFunc::create( std::bind(&GamePlayScene::createObstacles,this) ), NULL);
this->runAction(seq);
要调用的方法
void GamePlayScene::createObstacles(Sprite *spriteObj){
CCLOG("HA HA HA");
}
我不知道如何在CallFunc中传递Sprite(obstacleSprite)对象。请帮助。您可以这样做(我现在无法测试): 另外,看一下“tests/cpp tests/Classes/ActionsTest/ActionsTest.cpp”,第981行和第1010行
Sequence *seq = Sequence::create(DelayTime::create(randomDelay), CallFunc::create(std::bind(&GamePlayScene::createObstacles, this, obstacleSprite)), NULL);