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.

=============================================================

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