场景(Scene)以及所有节点(Node)的生命周期事件如下:
enter。进入场景时候触发。enterTransitionFinish。进入场景而且过渡动画结束时候触发。exit。退出场景时候触发 。exitTransitionDidStart。退出场景而且开始过渡动画时候触发。cleanup。场景对象被清除时候触发。提示 GameScene场景中的(Scene)继承于节点(Node),这些生命周期事件根本上是从Node继承而来。事实上所有Node对象(包括:场景、层、精灵等)都有这些事件,具体实现代码与GameScene场景类似。我们为GameScene场景添加生命周期函数相关代码如下:- require "Cocos2d"
- require "Cocos2dConstants"
- local SettingScene = require("SettingScene")
- local size = cc.Director:getInstance():getWinSize()
- local GameScene = class("GameScene",function()
- return cc.Scene:create()
- end)
- function GameScene.create()
- local scene = GameScene.new()
- scene:addChild(scene:createLayer())
- return scene
- end
- function GameScene:ctor() ①
- cclog("GameScene init")
- --场景生命周期事件处理
- local function onNodeEvent(event)
- if event == "enter" then ②
- self:onEnter()
- elseif event == "enterTransitionFinish" then ③
- self:onEnterTransitionFinish()
- elseif event == "exit" then ④
- self:onExit()
- elseif event == "exitTransitionStart" then ⑤
- self:onExitTransitionStart()
- elseif event == "cleanup" then ⑥
- self:cleanup()
- end
- end
- self:registerScriptHandler(onNodeEvent) ⑦
- end
- function GameScene:onEnter() ⑧
- cclog("GameScene onEnter")
- end
- function GameScene:onEnterTransitionFinish() ⑨
- cclog("GameScene onEnterTransitionFinish")
- end
- function GameScene:onExit() ⑩
- cclog("GameScene onExit")
- end
- function GameScene:onExitTransitionStart() ⑪
- cclog("GameScene onExitTransitionStart")
- end
- function GameScene:cleanup() ⑫
- cclog("GameScene cleanup")
- end
- … …
- return GameScene
上述代码第①行GameScene:ctor()是GameScene场景构造函数,在次函数中进行GameScene场景的初始化,也就是触发init事件。第②~⑥行代码场景生命周期事件处理,根据事件event对象判断是哪一种类型的场景生命周期事件。其中第②行是判断enter事件,是场景进入时候触发,判断为true情况下,然后通过代码self:onEnter()调用第⑧行的GameScene:onEnter()函数。第③行是判断enterTransitionFinish事件,是场景进入并且过渡动画完成时候触发,判断为true情况下,然后通过代码self:onEnterTransitionFinish()调用第⑨行的GameScene:onEnterTransitionFinish()函数。第④行是判断exit事件,是场景退出时候触发,判断为true情况下,然后通过代码self:onExit()调用第⑩行的GameScene:onExit()函数。第⑤行是判断exitTransitionStart事件,是场景退出过渡动画开始时候触发,判断为true情况下,然后通过代码self:onExitTransitionStart()调用第⑪行的GameScene:onExitTransitionStart()函数。第⑥行是判断cleanup事件,是场景销毁时候触发,判断为true情况下,然后通过代码self:cleanup()调用第⑫行的GameScene:cleanup()函数。如果GameScene是第一个场景,当启动GameScene场景时候,它的调用顺序如下图所示。
第一个场景启动顺序
提示 GameScene init事件并不是从节点继承的事件(enter、enterTransitionFinish、exit、exitTransitionStart和cleanup),“GameScene init”日志信息是在GameScene:ctor()构造函数中输出的。我们把ctor()构造函数调用与其它的几个事件调用放在一起讨论,那么因为ctor()构造函数是用于初始化场景的,它相当于init事件的作用,因此本书将ctor()构造函数调用都称为“init事件”触发。
-
- local function onNodeEvent(event)
- if event == "enter" then ②
- self:onEnter()
- elseif event == "enterTransitionFinish" then ③
- self:onEnterTransitionFinish()
- elseif event == "exit" then ④
- self:onExit()
- elseif event == "exitTransitionStart" then ⑤
- self:onExitTransitionStart()
- elseif event == "cleanup" then ⑥
- self:cleanup()
- end