<Schedule: loop frame>---> Provides a loop function in a node that is called by the system every frame
a. Call the update() function every frame:
scheduleUpdate()
Frames: Time per frame.
dalta: The time difference exceeds the number of frames, which will cause lag. Do not write initialization work in update().
unscheduleUpdate(): stop the update function
b. Loop function written by yourself
schedule(schedule_selector(class name::member function))
Stop the loop function you wrote yourself
unschedule(schedule_selector(class name::member function))
c. Write your own loop function and set the number of frames
void schedule(schedule_selector(class name::member function), float interval);
d. Write your own loop function, and set the number of frames, how many times to end the loop, and how long to execute the loop function
void schedule(schedule_selector(class name::member function),, float interval, unsigned int repeat, float delay);
--------------------------------------------------------------------------------------
(1) Scenario: Container for storage layer
(2) Layer : Container. a. Handling touches (introduced later) b. Colored layers (in the game topic)