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
AndroidManifest.xml文件。给app添加震动权限
<uses-permission android:name="android.permission.VIBRATE" />
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~~