scheduleUpdate() public method

public scheduleUpdate ( System target, int priority, bool paused ) : void
target System
priority int
paused bool
return void
        protected CCDirector()
        {
            CCDebug.Log("cocos2d: cocos2d-iphone v2.1");
            // scenes
            _runningScene = null;
            _nextScene    = null;

//			_notificationNode = nil;

            _oldAnimationInterval = _animationInterval = 1.0f / kDefaultFPS;
            _scenesStack          = new Stack <CCScene> (10);

            // Set default projection (3D)
//			_projection = kCCDirectorProjectionDefault;

            // projection delegate if "Custom" projection is used
//			_delegate = nil;

            // FPS
            _displayStats = false;

            _displayError = false;

//			_totalFrames = _frames = 0;

            // paused ?
            _isPaused = false;

            // running thread
//			_runningThread = null;

            // scheduler
            _scheduler = new CCScheduler();

            // action manager
            _actionManager = new CCActionManager();
            _scheduler.scheduleUpdate(_actionManager, CCScheduler.kCCPrioritySystem, false);

            _winSizeInPixels = Vector2.zero;


            //CCDirectorIOS
//			_ccContentScaleFactor = 1;
//			_isContentScaleSupported = false;
            _touchDispatcher = new CCTouchDispatcher();
        }
Esempio n. 2
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 /** schedules the "update" selector with a custom priority. This selector will be called every frame.
  * Scheduled selectors with a lower priority will be called before the ones that have a higher value.
  * Only one "update" selector could be scheduled per node (You can't have 2 'update' selectors).
  *
  * @since v0.99.3
  */
 public void scheduleUpdateWithPriority(int priority = 0)
 {
     _scheduler.scheduleUpdate(this, priority, !_isRunning);
 }
Esempio n. 3
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		protected CCDirector()
		{
			CCDebug.Log("cocos2d: cocos2d-iphone v2.1");
			// scenes
			_runningScene = null;
			_nextScene = null;
			
//			_notificationNode = nil;

			_oldAnimationInterval = _animationInterval = 1.0f / kDefaultFPS;
			_scenesStack = new Stack<CCScene> (10);
			
			// Set default projection (3D)
//			_projection = kCCDirectorProjectionDefault;
			
			// projection delegate if "Custom" projection is used
//			_delegate = nil;
			
			// FPS
			_displayStats = false;

			_displayError = false;

//			_totalFrames = _frames = 0;
			
			// paused ?
			_isPaused = false;
			
			// running thread
//			_runningThread = null;
			
			// scheduler
			_scheduler = new CCScheduler();
			
			// action manager
			_actionManager = new CCActionManager ();
			_scheduler.scheduleUpdate (_actionManager, CCScheduler.kCCPrioritySystem, false);
			
			_winSizeInPixels = Vector2.zero;


			//CCDirectorIOS
//			_ccContentScaleFactor = 1;
//			_isContentScaleSupported = false;
			_touchDispatcher = new CCTouchDispatcher ();
		}