
#ifndef __HELLOWORLD_SCENE_H__#define __HELLOWORLD_SCENE_H__#include "cocos2d.h"USING_NS_CC;class HelloWorld : public cocos2d::Layer{public: static cocos2d::Scene* createScene(); virtual bool init(); CREATE_FUNC(HelloWorld);private: LabelTTF *pLabel;};#endif // __HELLOWORLD_SCENE_H__ #include "HelloWorldScene.h"Scene* HelloWorld::createScene(){ auto scene = Scene::create(); auto layer = HelloWorld::create(); scene->addChild(layer); return scene;}bool HelloWorld::init(){ if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); pLabel = LabelTTF::create("HelloWorld","Fonts/Arial.ttf",30); pLabel->setposition(visibleSize.wIDth / 2.0,visibleSize.height / 2.0); this->addChild(pLabel); // 回调AndroID的物理按键事件 auto Listener = EventListenerKeyboard::create(); Listener->onKeypressed = [](EventKeyboard::KeyCode keyCode,Event *e) { log("keyCode:%d",keyCode); switch (keyCode) { case EventKeyboard::KeyCode::KEY_BACKSPACE: { log("back is pressed"); Director::getInstance()->end(); } break; case EventKeyboard::KeyCode::KEY_MENU: { log("menu is pressed"); } break; } }; Director::getInstance()->getEventdispatcher()->addEventListenerWithSceneGraPHPriority(Listener,this); return true;} 总结 以上是内存溢出为你收集整理的Cocos2d-3.x_Android物理按键回调全部内容,希望文章能够帮你解决Cocos2d-3.x_Android物理按键回调所遇到的程序开发问题。
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