cc.Node.scheduleUpdate:function ()
* schedules the "update" method.
* It will use the order number 0. This method will be called every frame.
* Scheduled methods with a lower order value will be called before the ones that have a higher order value
不断地运行 Update方法
与之相应的是
scheduleUpdateWithPriority:function (priority)
schedules the "update" callback function with a custom priority.
unscheduleUpdate:function ()
unschedules the "update" method.
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向量的运用
// Determine the length of how far you're shooting var offset = cc.pSub(realDest, projectile.getPosition()); //求出offset,这是一个向量差值,比方realDest=(1,1),projectilePos=(3,4),求出结果应该是一个(2,3)的向量 var length = cc.pLength(offset);//Calculates distance between point an origin 。 简单2维理解就是求出距离 var velocity = 480.0; //如在这里设置一个速度变量 var realMoveDuration = length / velocity;//简单的计算一个速度
今天,一个 错误。浪费了几个小时的时间。
在cocos2D.js里面。一定要注意令到main.js在最后载入。否则在其后面的文件都无法訪问, prompt referenceError
入下例。假设loading.js放在最后,则载入loading场景的时候,会出错。由于loading文件下定义的类都无法訪问
tag:'gameCanvas', // 2 engineDir:'./Platform/HTML5/cocos2d/', //Please make sure main.js is the last loading item otherwise the js behind that will not take effective appFiles:[ './Src/Loading.js', './Src/resource.js', './Src/MainLayer.js', './Src/config/GameConfig.js', './main.js', // './Src/Loading.js' ]
开启精灵的debug mode , 在main.js的 applicationDidFinishLaunching加入例如以下代码
//Here to enable the sprite debug draw mode //0: not enable sprite debug draw //1: draw bounding box //2: draw texture box cc.SPRITE_DEBUG_DRAW = 1;
//Here to enable the sprite debug draw mode //0: not enable sprite debug draw //1: draw bounding box //2: draw texture box cc.SPRITE_DEBUG_DRAW =
1; //load resources// cc.LoaderScene.preload(g_resources, function () {// RL00001 the default loading are there