根据网上总结,自己亲自实现了的,90%靠谱率
一:c++端
1,修改CocosDenshion\android\jni目录下的两个文件SimpleAudioEngineJni.cpp,SimpleAudioEngineJni.h
SimpleAudioEngineJni.h
增加内容
<span style="white-space:pre"> </span>extern void vibrateJNI(long long time); extern void vibrateWithPatternJNI(long long pattern[], int repeat); extern void cancelVibrateJNI();
SimpleAudioEngineJni.cpp
增加内容(实现)
<span style="white-space:pre"> </span>void vibrateJNI(long long time) { JniMethodInfo methodInfo; 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) { JniMethodInfo methodInfo; if (! getStaticMethodInfo(methodInfo, "vibrateWithPattern", "([JI)V")) { return; } int elements = sizeof(pattern); jlongArray jLongArray = 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() { JniMethodInfo methodInfo; if (! getStaticMethodInfo(methodInfo, "cancelVibrate", "()V")) { return; } methodInfo.env->CallStaticVoidMethod(methodInfo.classID, methodInfo.methodID); methodInfo.env->DeleteLocalRef(methodInfo.classID); }
2,在\CocosDenshion\include下SimpleAudioEngine.h增加如下内容(就是声明,你懂的)
<span style="white-space:pre"> </span>void vibrate(long long time); void vibrateWithPattern(long long pattern[], int repeat); void cancelVibrate();
3 到这里其实有效的部分已经完成了,但是还要增加win32相应地方,因为我们的代码毕竟是在windows平台上编译,所以调用还是会调用CocosDenshion\win32下的方法,所以还要在目录CocosDenshion\win32下增加如下代码
void SimpleAudioEngine::vibrate(long long time) { } void SimpleAudioEngine::vibrateWithPattern(long long pattern[], int repeat) { } void SimpleAudioEngine::cancelVibrate() { }
空函数就可以了,不需要实现,这里只是为了之后可以编译链接(其实是链接)的时候可以通过,找到函数而已。 当然也可以不写这些东西,那么在调用震动方法的代码地方加上平台判断也可以#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) 也可以。
二、 android端
AndroidManifest.xml中加震动权限
<uses-permission android:name="android.permission.VIBRATE" />
编辑org.cocos2dx.lib下的Cocos2dxSound.java文件,增加如下内容
/*** @param time 震动时间*/ public void vibrate(long time) { Vibrator v = (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) { Vibrator v = (Vibrator) mContext.getSystemService(Context.VIBRATOR_SERVICE); v.vibrate(pattern,repeat); } /*** 取消震动 */ public void cancelVibrate() { Vibrator v = (Vibrator) mContext.getSystemService(Context.VIBRATOR_SERVICE); v.cancel(); }
在文件Cocos2dxHelper.java中增加如下内容
//vibrate 相关 public static void vibrate(long time){ Cocos2dxSound cocos2dxsound = new Cocos2dxSound(sContext); cocos2dxsound.vibrate(time); } public static void vibrateWithPattern(long[] pattern, int repeat){ Cocos2dxSound cocos2dxsound = new Cocos2dxSound(sContext); cocos2dxsound.vibrateWithPattern(pattern,repeat); } public static void cancelVibrate() { Cocos2dxSound cocos2dxsound = new Cocos2dxSound(sContext); cocos2dxsound.cancelVibrate(); }
OK了,准备代码完成了
调用,就用下面的了
CocosDenshion::SimpleAudioEngine::sharedEngine()->vibrate(time);
CocosDenshion::SimpleAudioEngine::sharedEngine()->vibrateWithPattern(pattern,
repeat);
CocosDenshion::SimpleAudioEngine::sharedEngine()->cancelVibrate();
完成!