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cocos2d-x3.2中添加Android手机震动

时间:2014-10-13 22:56:48      阅读:471      评论:0      收藏:0      [点我收藏+]

       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,其实变化不大的,不碍事~~~

      下面来说说在cocos中添加Android手机震动的功能,亲身体验,网上的教程都是渣渣啊,坑比的很,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~~

      下面进入正题。相信看完本文,什么问题都ok了!!!!

1、在proj.android这个目录下

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AndroidManifest.xml文件,给app增加震动权限

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

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2、修改android项目源文件src/org/cocos2dx/lib/Cocos2dxSound.java增加震动方法,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 重复次数*/

    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项目中的修改就OK啦,下面就是在Cocos2d-x中增加JNI方法让C++去掉用Java的震动方法就OK啦!

3.1.修改 libCocosDenshion项目中cocos2d-x\CocosDenshion\android\jni文件夹下的SimpleAudioEngineJni.h和SimpleAudioEngineJni.cpp方法

在SimpleAudioEngineJni.h中添加

#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中添加

 

// 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修改CocosDenshion/include/SimpleAudioEngine.h增加如下方法.

void vibrate(long long time);

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

void cancelVibrate();

3.3修改CocosDenshion/android/SimpleAudioEngine.cpp增加调用JNI的如下方法。

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,代码上的修改都OK啦,在游戏中需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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到这里就圆满完成了,网上的教程没有最后一步,所以说最后一步尤其关键。


不懂的可以加我的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~~


cocos2d-x3.2中添加Android手机震动

原文:http://blog.csdn.net/wxq_wuxingquan/article/details/40054481

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