本人宣布从此博文发出后,我的cocos2dx的引擎从cocos2dx3.1.1跳到cocos2dx3.2,哈哈,事实上变化不大的,不碍事~~~

以下来说说在cocos中加入Android手机震动的功能。亲身体验,网上的教程都是渣渣啊。坑比的非常,还要看了原帖http://www.cocos2d-x.org/boards/6/topics/8179,全英文的。蛋疼恼火了许久,才解决~~

以下进入正题。相信看完本文,什么问题都ok了!!!。

1、在proj.android这个文件夹下

cocos2d-x3.2中加入Android手机震动-LMLPHP

AndroidManifest.xml文件。给app添加震动权限

<uses-permission android:name="android.permission.VIBRATE" />

cocos2d-x3.2中加入Android手机震动-LMLPHP

2、改动android项目源文件src/org/cocos2dx/lib/Cocos2dxSound.java添加震动方法,调用android底层振动器

/*** @param time震动时间*/

public
void
vibrate(long time) {

Vibratorv = (Vibrator) mContext.getSystemService(Context.VIBRATOR_SERVICE);

v.vibrate(time);

}

/** * @param pattern   震动时间数组 EG:{500,200,500,300}*@param
repeat反复次数*/

public
void
vibrateWithPattern(long[] pattern,int repeat) {

Vibratorv = (Vibrator) mContext.getSystemService(Context.VIBRATOR_SERVICE);

v.vibrate(pattern,repeat);

}

/*** 取消震动 */

public
void
cancelVibrate() {

Vibratorv = (Vibrator) mContext.getSystemService(Context.VIBRATOR_SERVICE);

v.cancel();

}

3.至此,java项目中的改动就OK啦,以下就是在Cocos2d-x中添加JNI方法让C++去掉用Java的震动方法就OK啦!

3.1.改动 libCocosDenshion项目中cocos2d-x\CocosDenshion\android\jni目录下的SimpleAudioEngineJni.h和SimpleAudioEngineJni.cpp方法

在SimpleAudioEngineJni.h中加入

#ifndef __SIMPLE_AUDIO_ENGINE_JNI__

#define __SIMPLE_AUDIO_ENGINE_JNI__

#include

extern "C"

{

......

// add thesementhod

extern void vibrateJNI(long long time);

extern void vibrateWithPatternJNI(long long pattern[], intrepeat);

extern void cancelVibrateJNI();

}

#endif // __SIMPLE_AUDIO_ENGINE_JNI__

在SimpleAudioEngineJni.cpp中加入

// add these jni menthod

void vibrateJNI(long long time)

{

JniMethodInfomethodInfo;

if (! getStaticMethodInfo(methodInfo, "vibrate", "(J)V"))

{

return;

}

methodInfo.env->CallStaticVoidMethod(methodInfo.classID, methodInfo.methodID, time);

methodInfo.env->DeleteLocalRef(methodInfo.classID);

}

void vibrateWithPatternJNI(long long pattern[], int repeat)

{

JniMethodInfomethodInfo;

if (! getStaticMethodInfo(methodInfo, "vibrateWithPattern", "([JI)V"))

{

return;

}

int elements = sizeof(pattern);

jlongArrayjLongArray = methodInfo.env->NewLongArray(elements);

methodInfo.env->SetLongArrayRegion(jLongArray, 0, elements, (jlong*) pattern);

methodInfo.env->CallStaticVoidMethod(methodInfo.classID, methodInfo.methodID, jLongArray, repeat);

methodInfo.env->DeleteLocalRef(methodInfo.classID);

}

void cancelVibrateJNI()

{

JniMethodInfomethodInfo;

if (! getStaticMethodInfo(methodInfo, "cancelVibrate", "()V"))

{

return;

}

methodInfo.env->CallStaticVoidMethod(methodInfo.classID, methodInfo.methodID);

methodInfo.env->DeleteLocalRef(methodInfo.classID);

}

3.2改动CocosDenshion/include/SimpleAudioEngine.h添加例如以下方法.

void vibrate(long long time);

void vibrateWithPattern(long long pattern[], int repeat);

void cancelVibrate();

3.3改动CocosDenshion/android/SimpleAudioEngine.cpp添加调用JNI的例如以下方法。

void SimpleAudioEngine::vibrate(long long time)

{

vibrateJNI(time);

}

void SimpleAudioEngine::vibrateWithPattern(long long pattern[], int repeat)

{

vibrateWithPatternJNI(pattern, repeat);

}

void SimpleAudioEngine::cancelVibrate()

{

cancelVibrateJNI();

}

4.至此。代码上的改动都OK啦,在游戏中须要使用震动的地方调用。

CocosDenshion::SimpleAudioEngine::sharedEngine()->vibrate(time);

CocosDenshion::SimpleAudioEngine::sharedEngine()->vibrateWithPattern(pattern,repeat);

取消震动用这个

CocosDenshion::SimpleAudioEngine::sharedEngine()->cancelVibrate();

最后在中加上这个

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Coco2dxHelper.java中

public static void vibrate(long time)

{

sCocos2dSound.vibrate(time);

}



public static void vibrateWithPattern(long[] pattern, int repeat) {

sCocos2dSound.vibrateWithPattern(pattern, repeat);

}

/**

* 取消震动

到这里就圆满完毕了,网上的教程没有最后一步。所以说最后一步尤其关键。

本人cocos2dx 2.x和3.x的源代码淘宝地址(欢迎大家光顾):https://shop141567464.taobao.com/?spm=a313o.7775905.1998679131.d0011.pzUIU4

不懂的能够加我的QQ群: 239982941(cocos2d-x 3.x学习群)欢迎你的到来哦,看了博文给点脚印呗,谢谢啦~~

05-11 13:36