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C++ runAction函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中runAction函数的典型用法代码示例。如果您正苦于以下问题:C++ runAction函数的具体用法?C++ runAction怎么用?C++ runAction使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了runAction函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: stopAllActions

void PumpkinEyes::doAction(float time)
{
    stopAllActions();
    runAction(blink);
}
开发者ID:SongCF,项目名称:game-LostStar,代码行数:5,代码来源:BackgroundLayer_Forest.cpp


示例2: ccdbut

void ControllerPlayer::cdImg(float time, std::string name1, std::string name2, Button* but, float scale, MyEnum type)
{
	CallFunc* cding;
	CallFunc* cded;

	ccdbut();
	switch (type)
	{
	case attackcd:
	{
					 cding = CallFunc::create([&](){attackisCD = true; });
					 cded = CallFunc::create([&](){attackisCD = false; });
					 this->scheduleOnce(schedule_selector(ControllerPlayer::oscdbut), 1.0f);
					 PlayerAction(StringUtils::toString(attackType));
					 this->scheduleOnce(schedule_selector(ControllerPlayer::Cdskill), 0.8f);
					 break;
	}
	case skillcd:
	{
					cding = CallFunc::create([&](){skillisCD = true; });
					cded = CallFunc::create([&](){skillisCD = false; });
					this->scheduleOnce(schedule_selector(ControllerPlayer::oacdbut), 1.2f);
					PlayerAction(StringUtils::toString(skillType));
					this->scheduleOnce(schedule_selector(ControllerPlayer::Cdskill), 1.2f);
					break;
	}
	case bigskillcd:
	{
					   cding = CallFunc::create([&](){ bigisCD = true; });
					   cded = CallFunc::create([&](){ bigisCD = false; });
					   this->scheduleOnce(schedule_selector(ControllerPlayer::obscdbut), 2.0f);
					   PlayerAction(StringUtils::toString(skillType));
					   this->scheduleOnce(schedule_selector(ControllerPlayer::Cdskill), 1.2f);
					   break;
	}
	case shangxiancd:
	{
						cding = CallFunc::create([&](){ sxisCD = true; });
						cded = CallFunc::create([&](){ sxisCD = false; });
						this->scheduleOnce(schedule_selector(ControllerPlayer::osxcdbut), 0.6f);
						m_player->sxskill();
						this->scheduleOnce(schedule_selector(ControllerPlayer::Cdskill), 0.6f);
						break;
	}
	}


	SpriteFrameCache* frameCache = SpriteFrameCache::getInstance();
	frameCache->addSpriteFramesWithFile("fight0.plist", "fight0.png");

	Point thepoint = but->getPosition();

	auto cds = Sprite::createWithSpriteFrameName(name2);
	cds->setPosition(thepoint);
	cds->setScale(scale, scale);
	addChild(cds, 3);


	auto funk = [cds, but]()
	{
		cds->setVisible(false);
		but->setEnabled(true);
	};

	CallFunc* func = CallFunc::create(funk);



	auto cd = ProgressTimer::create(Sprite::createWithSpriteFrameName(name1));
	cd->setType(ProgressTimer::Type::RADIAL);
	cd->setPosition(thepoint);
	cd->setScale(0.74, 0.74);
	auto to1 = Sequence::create(cding, ProgressTo::create(time, 100), ProgressTo::create(0, 0), func, cded, nullptr);
	cd->runAction(to1);
	addChild(cd, 4);
}
开发者ID:LuowenVirus,项目名称:MyFirstGame,代码行数:76,代码来源:Controllplayer.cpp


示例3: Size

Layout * Mx::createDialog(Node* child, Node * parent, Size innerSize, DialogBtn buttonStyle, string background){
    auto layout = Layout::create();
    auto size = parent->getContentSize();
    auto dialogSize = Size(innerSize.width + 30, innerSize.height + 30);
    parent->addChild(layout, 999);
    layout->setContentSize(size);
    layout->setBackGroundColorType(cocos2d::ui::Layout::BackGroundColorType::SOLID);
    layout->setBackGroundColor(Color3B::BLACK);
    layout->setBackGroundColorOpacity(150);
    layout->setTouchEnabled(true);

    auto diaLayout = Layout::create();
    layout->addChild(diaLayout);
    diaLayout->setContentSize(innerSize);
    diaLayout->setClippingEnabled(false);
    diaLayout->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
    diaLayout->setPosition(Vec2(dialogSize.width/2, dialogSize.height/2));
    diaLayout->setScale(0);
    diaLayout->setBackGroundImageScale9Enabled(true);
    if (background == "") {
        diaLayout->setBackGroundImage("sys_toast_b.png");
    }else{
        diaLayout->setBackGroundImage(background);
    }
    
    diaLayout->setPosition(size/2);
    
    if (child != nullptr) {
        diaLayout->addChild(child);
    }
    
    // set button;
    {
        if (buttonStyle.buttonNum != 0) {
        
            if (buttonStyle.closeText == "") {
                buttonStyle.closeText = this->getStrValue("close");
            }
            auto buttonConfirm = this->createDialogButton(buttonStyle, buttonStyle.confirmText);
            auto buttonClose = this->createDialogButton(buttonStyle, buttonStyle.closeText);

            if (buttonStyle.buttonNum == 1) {
                buttonConfirm->setPosition(Vec2((dialogSize/2).width, 0));
                diaLayout->addChild(buttonConfirm);
            }else{
            
                Size size = buttonConfirm->getContentSize()/2;
                Size center = dialogSize/2;
                buttonConfirm->setPosition(Vec2(center.width - size.width, 0));
                buttonClose->setPosition(Vec2(center.width + size.width, 0));
                diaLayout->addChild(buttonConfirm);
                diaLayout->addChild(buttonClose);
            }
        }
        if (buttonStyle.isVisibleClose) {
            auto buttonClose = this->createDialogCloseButton(buttonStyle, buttonStyle.closeText, layout, diaLayout);
            diaLayout->addChild(buttonClose);
            buttonClose->setPosition(diaLayout->getContentSize() - buttonClose->getContentSize()/2 + Size(25, 25));
        }
    }
    auto action = EaseBackOut::create(ScaleTo::create(.3, 1));
    diaLayout->runAction(action);
    return layout;
}
开发者ID:mx2014,项目名称:mx_game,代码行数:64,代码来源:Mx.cpp


示例4: getDelwithint

void Rolelayer::drawLeftlayer(){

	float x_width= getDelwithint(200,0);
	layertag=Rolelayertag::left;
	if(this->getChildByTag(layer_left_tag)==nullptr){
		            
		            left_layer=Layer::create();
					left_layer->setContentSize(Size(Actual_x,Actual_y));
					left_layer->setTag(layer_left_tag);
					left_layer->setPosition(Vec2(0,0));
					addChild(left_layer);
		            
					auto herobutton=MenuItemImage::create(hero_img,hero_img,CC_CALLBACK_1(Rolelayer::allCallbackm,this));
					herobutton->setPosition(Vec2(herobutton->getContentSize().width/2,getContentSize().height*0.8));
					herobutton->setTag(Buton::hero_b);
					fillOuty(herobutton,hero_img);
	  
					if(getUimove()==Isteachmove::teacher){

						/*
						auto p_s=GuideLayer::createWithPrama(GuideLayer::MaskType::MaskType_Rectangle,herobutton->getPosition());
						p_s->setSize(herobutton->getContentSize());
						addChild(p_s);
						 */
						
						auto p=Sprite::create(teacher_shozhi);
						p->setAnchorPoint(Vec2(0.5,0.5));
						p->setRotation(-90);
						p->setPosition(Vec2(herobutton->getContentSize().width,herobutton->getPositionY()+herobutton->getContentSize().height/2));
						addChild(p);
						p->setGlobalZOrder(1000);
						p->runAction(RepeatForever::create(Sequence::create( FadeOut::create(0.5f),FadeIn::create(0.5f),nullptr)));
						
					}

					auto petbutton=MenuItemImage::create(pet_img,pet_img,CC_CALLBACK_1(Rolelayer::allCallbackm,this));
					petbutton->setPosition(Vec2(petbutton->getContentSize().width/2,getContentSize().height*0.60));
					petbutton->setTag(Buton::pet_b);
					fillOuty(petbutton,pet_img);

					auto magicbutton=MenuItemImage::create(magic_img,magic_img,CC_CALLBACK_1(Rolelayer::allCallbackm,this));
					magicbutton->setPosition(Vec2(magicbutton->getContentSize().width/2,getContentSize().height*0.4));
					magicbutton->setTag(Buton::magic_b);
					fillOuty(magicbutton,magic_img);

					auto menu=Menu::create(
										   herobutton,petbutton,magicbutton,
										   nullptr);
					menu->setPosition(Vec2::ZERO);
					menu->setTag(menu_zb1);
					left_layer->addChild(menu, 1000);

					tollgate_zb_menu=MenuItemImage::create(tollgatezbItem_img,tollgatezbItem_img,CC_CALLBACK_1(Rolelayer::allCallbackm,this));
					tollgate_zb_menu->setTag(Buton::tollgateItem_tag);
					tollgate_zb_menu->setPosition(Vec2(getContentSize().width*0.8,tollgate_zb_menu->getContentSize().height*0.5));
					fillOuty(tollgate_zb_menu,tollgatezbItem_img);
					if(getUimove()!=Isteachmove::teacher)
					{
						auto armature =Armature::create("Run_UI_zhuye_anniu_xiaoguo");
						armature->getAnimation()->play("chuxian",-1,1);
						armature->setPosition(Vec2(tollgate_zb_menu->getContentSize().width/2,tollgate_zb_menu->getContentSize().height/2));
						tollgate_zb_menu->addChild(armature);
					}


					zb_menu=MenuItemImage::create(zb_img,zb_img,CC_CALLBACK_1(Rolelayer::allCallbackm,this));
					zb_menu->setTag(Buton::zb_b);
					zb_menu->setPosition(Vec2(tollgate_zb_menu->getPositionX(),tollgate_zb_menu->getPositionY()+zb_menu->getContentSize().height*1.2));
					fillOuty(zb_menu,zb_img);

					auto menutag=Menu::create(tollgate_zb_menu,zb_menu,nullptr);
					menutag->setPosition(Vec2::ZERO);
					left_layer->addChild(menutag);

					auto back_img2=Sprite::create(tiao_img);
					back_img2->setTag(tiao_sp);
					back_img2->setAnchorPoint(Vec2(0,0));
					back_img2->setPosition(Vec2(70,10));//zb_menu->getPositionY()-50));
					left_layer->addChild(back_img2);

					auto hy_bt=MenuItemImage::create(hy_img,hy_img,CC_CALLBACK_1(Rolelayer::allCallbackm,this));
					hy_bt->setTag(hy_b);
					hy_bt->setPosition(Vec2(back_img2->getContentSize().width*0.23,back_img2->getContentSize().height*0.65));
	                fillOuty(hy_bt,hy_img);

					auto text_hy=Label::createWithSystemFont(FX::StringsMap::getValue("active"),"minijiankatong.ttf", 24);
					text_hy->setColor(yellow_c);
					text_hy->setPosition(Vec2(hy_bt->getPositionX(),back_img2->getContentSize().height*0.25));
					back_img2->addChild(text_hy);

	
					auto xiaoxi_bt=MenuItemImage::create(xiaoxi_img,xiaoxi_img,CC_CALLBACK_1(Rolelayer::allCallbackm,this));
					xiaoxi_bt->setTag(msg_b);
					xiaoxi_bt->setPosition(Vec2(back_img2->getContentSize().width*0.4,back_img2->getContentSize().height*0.65));
					fillOuty(xiaoxi_bt,xiaoxi_img);


					auto text_xx=Label::createWithSystemFont(FX::StringsMap::getValue("msg"),"minijiankatong.ttf", 24);
					text_xx->setColor(yellow_c);
					text_xx->setPosition(Vec2(xiaoxi_bt->getPositionX(),back_img2->getContentSize().height*0.25));
//.........这里部分代码省略.........
开发者ID:SongCF,项目名称:game-CoolRun,代码行数:101,代码来源:Rolelayer.cpp


示例5: an0

bool WelcomeScene::init()
{
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();
    const float SCALE_TO_DEVICE = Director::getInstance()->getVisibleSize().width / DES_RES_X;
    
    auto welcomePic=Sprite::create("Starter_bg.png");
    welcomePic->setPosition(Point(visibleSize.width/2+origin.x, visibleSize.height/2+origin.y));
    welcomePic->setScaleX(visibleSize.width/welcomePic->getContentSize().width);
    welcomePic->setScaleY(visibleSize.height/welcomePic->getContentSize().height);
    this->addChild(welcomePic);
    
    auto gameTitleLabel= Label::createWithTTF("Halloween\n  Candy Rush", "FEASFBRG.TTF", visibleSize.width * SCORE_FONT);
    gameTitleLabel->setColor(Color3B::YELLOW);
    gameTitleLabel->setPosition(Point(visibleSize.width/2+origin.x, visibleSize.height*0.75+origin.y));
    this->addChild(gameTitleLabel,10);
    
    float scale_x=0.375;
    auto pp1=Sprite::create();
    pp1->setScale(SCALE_TO_DEVICE);
    pp1->setPosition(Point(visibleSize.width*0.2+origin.x, visibleSize.height*scale_x+origin.y));
    this->addChild(pp1,5);
    auto pp2=Sprite::create();
    pp2->setScale(SCALE_TO_DEVICE);
    pp2->setPosition(Point(visibleSize.width*0.4+origin.x, visibleSize.height*scale_x+origin.y));
    this->addChild(pp2,5);
    auto pp3=Sprite::create();
    pp3->setScale(SCALE_TO_DEVICE);
    pp3->setPosition(Point(visibleSize.width*0.6+origin.x, visibleSize.height*scale_x+origin.y));
    this->addChild(pp3,5);
    auto pp4=Sprite::create();
    pp4->setScale(SCALE_TO_DEVICE);
    pp4->setPosition(Point(visibleSize.width*0.8+origin.x, visibleSize.height*scale_x+origin.y));
    this->addChild(pp4,5);
    
    auto coin=Sprite::create("Candy (1).png");
    coin->setScale(SCALE_TO_DEVICE);
    coin->setPosition(visibleSize.width*0.5+origin.x, visibleSize.height*0.5+origin.y);
    Vector<SpriteFrame*> an0(3);
    an0.pushBack(SpriteFrame::create("Candy (1).png", Rect(0,0,64,43)));
    an0.pushBack(SpriteFrame::create("Candy (2) 2.png", Rect(0,0,96,63)));
    an0.pushBack(SpriteFrame::create("Candy (3) 2.png", Rect(0,0,128,84)));
    auto ani0=Animation::createWithSpriteFrames(an0,0.2f);
    auto anim_00=Animate::create(ani0);
    auto anim_0=RepeatForever::create(anim_00);
    coin->runAction(anim_0);
    this->addChild(coin,4);
    for (float x=0;x<1.1;x=x+0.25)
    {
        for (float y=0;y<1.1;y=y+0.25)
        {
            if (y==0.25||y==0.5)
            {
            float pos_x=visibleSize.width*x+origin.x;
            float pos_y=visibleSize.height*y+origin.y;
            candy_matrix(pos_x, pos_y);
            }
        }
    }
    
    Vector<SpriteFrame*> an1(4);
    an1.pushBack(SpriteFrame::create("Idle (1).png", Rect(0,0,140,145)));
    an1.pushBack(SpriteFrame::create("Idle (2).png", Rect(0,0,140,145)));
    an1.pushBack(SpriteFrame::create("Idle (3).png", Rect(0,0,140,145)));
    an1.pushBack(SpriteFrame::create("Idle (4).png", Rect(0,0,140,145)));
    auto ani1=Animation::createWithSpriteFrames(an1,0.1f);
    auto anim_11=Animate::create(ani1);
    auto anim_1=RepeatForever::create(anim_11);
    pp1->runAction(anim_1);
    
    Vector<SpriteFrame*> an2(4);
    an2.pushBack(SpriteFrame::create("Launch Idle (1).png", Rect(0,0,111,139)));
    an2.pushBack(SpriteFrame::create("Launch Idle (2).png", Rect(0,0,101,139)));
    an2.pushBack(SpriteFrame::create("Launch Idle (3).png", Rect(0,0,101,139)));
    an2.pushBack(SpriteFrame::create("Launch Idle (4).png", Rect(0,0,101,139)));
    auto ani2=Animation::createWithSpriteFrames(an2,0.1f);
    auto anim_22=Animate::create(ani2);
    auto anim_2=RepeatForever::create(anim_22);
    pp2->runAction(anim_2);
    
    Vector<SpriteFrame*> an3(4);
    an3.pushBack(SpriteFrame::create("Launch Idle (1) 2.png", Rect(0,0,140,146)));
    an3.pushBack(SpriteFrame::create("Launch Idle (2) 2.png", Rect(0,0,140,146)));
    an3.pushBack(SpriteFrame::create("Launch Idle (3) 2.png", Rect(0,0,140,146)));
    an3.pushBack(SpriteFrame::create("Launch Idle (4) 2.png", Rect(0,0,140,146)));
    auto ani3=Animation::createWithSpriteFrames(an3,0.1f);
    auto anim_33=Animate::create(ani3);
    auto anim_3=RepeatForever::create(anim_33);
    pp3->runAction(anim_3);
    
    Vector<SpriteFrame*> an4(4);
    an4.pushBack(SpriteFrame::create("Launch Idle (1) 3.png", Rect(0,0,133,148)));
    an4.pushBack(SpriteFrame::create("Launch Idle (2) 3.png", Rect(0,0,133,148)));
    an4.pushBack(SpriteFrame::create("Launch Idle (3) 3.png", Rect(0,0,133,148)));
    an4.pushBack(SpriteFrame::create("Launch Idle (4) 3.png", Rect(0,0,133,148)));
//.........这里部分代码省略.........
开发者ID:Noctiz-Jin,项目名称:Halloween-Candy-Rush-Night,代码行数:101,代码来源:WelcomeScene.cpp


示例6: CC_CALLBACK_1

// on "init" you need to initialize your instance
bool SceneMain::init()
{
    /**  you can create scene with following comment code instead of using csb file.
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
    auto closeItem = MenuItemImage::create(
                                           "CloseNormal.png",
                                           "CloseSelected.png",
                                           CC_CALLBACK_1(SceneMain::menuCloseCallback, this));
    
	closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
                                origin.y + closeItem->getContentSize().height/2));

    // create menu, it's an autorelease object
    auto menu = Menu::create(closeItem, NULL);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu, 1);

    /////////////////////////////
    // 3. add your codes below...

    // add a label shows "Hello World"
    // create and initialize a label
    
    auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24);
    
    // position the label on the center of the screen
    label->setPosition(Vec2(origin.x + visibleSize.width/2,
                            origin.y + visibleSize.height - label->getContentSize().height));

    // add the label as a child to this layer
    this->addChild(label, 1);

    // add "SceneMain" splash screen"
    auto sprite = Sprite::create("SceneMain.png");

    // position the sprite on the center of the screen
    sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));

    // add the sprite as a child to this layer
    this->addChild(sprite, 0);
    **/
    
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
	// загрука ресурсов
	CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("Plist.plist");
	cocostudio::ArmatureDataManager::getInstance()->addArmatureFileInfo("Chudik/chudik.ExportJson");
	cocostudio::ArmatureDataManager::getInstance()->addArmatureFileInfo("Battery/battery.ExportJson");

	// создание сцены
    auto rootNode = CSLoader::createNode("SceneMain.csb");

	// нажатие на button и label
	static_cast<TextBMFont *>(rootNode->getChildByName("BitmapFontSpd"))->addTouchEventListener(CC_CALLBACK_2(SceneMain::_buttonTouch, this));
	static_cast<ImageView *>(rootNode->getChildByName("ImageButton"))->addTouchEventListener(CC_CALLBACK_2(SceneMain::_buttonTouch, this));

    this->addChild(rootNode);

	ActionTimeline *action = CSLoader::createTimeline("SceneMain.csb");
	rootNode->runAction(action);

    return true;
}
开发者ID:devuseful,项目名称:PuzzleGame,代码行数:82,代码来源:SceneMain.cpp


示例7: sprintf

bool GallaryList::init()
{
    if (!Layer::init()) {
        return false;
    }
    visibleSize = Director::getInstance()->getVisibleSize();
    thumbWidth = visibleSize.width/4;
    thumbSpace = visibleSize.width/3.5;
    currentThumb = 0;
    isClick = false;
    
    GallaryLayer::setGallaryState(0, true);
    GallaryLayer::setGallaryState(1, true);
    GallaryLayer::setGallaryState(3, true);
    GallaryLayer::setGallaryState(4, true);
    GallaryLayer::setGallaryState(5, true);
    GallaryLayer::setGallaryState(9, true);

    for (int i = 0; i != picCount; ++i) {
        char name[30];
        sprintf(name, "gallary/gallary%d.png", i);
        
        auto listItem = Sprite::create(name);
        this->addChild(listItem);
        thumbs.push_back(listItem);
        listItem->setScale(thumbWidth/listItem->getContentSize().width, visibleSize.height/listItem->getContentSize().height/4);
        listItem->setPosition(Vec2(visibleSize.width/2+thumbSpace*i, 0));
        if (!GallaryLayer::getGallaryState(i)) {
            listItem->setOpacity(100);
        }
        auto itemFrame = Sprite::create("frame/Data-Pic.png"); // TODO: need to be change
        this->addChild(itemFrame, -1);
        itemFrame->setPosition(Vec2(visibleSize.width/2+thumbSpace*i, 0));
        itemFrame->setAnchorPoint(Point(0.5, 0.5));
        itemFrame->setScale(thumbWidth/itemFrame->getContentSize().width*1.03, visibleSize.height/itemFrame->getContentSize().height/4*1.05);
        
        touchListener = EventListenerTouchOneByOne::create();
        touchListener->setSwallowTouches(true);
        touchListener->onTouchBegan = [&, listItem](Touch *touch, Event *event) {
            isClick = true;
            event->getCurrentTarget()->stopActionByTag(tag_loadPic);
            startPoint = touch->getLocation();
            movePoint = startPoint;
            // touch on list
            auto locationInNode = listItem->convertToNodeSpace(touch->getLocation());
            auto rect = cocos2d::Rect(0, 0, listItem->getContentSize().width, listItem->getContentSize().height);
            if (rect.containsPoint(locationInNode)) {
                touchListener->setSwallowTouches(true);
                return true;
            }
            // touch on pic
            auto displayPic = static_cast<GallaryContent*>(this->getParent())->getDisplayPic();
            auto locationInNode2 = displayPic->convertToNodeSpace(touch->getLocation());
            auto rect2 = cocos2d::Rect(0, 0, displayPic->getContentSize().width*displayPic->getScaleX(), displayPic->getContentSize().height*displayPic->getScaleY());
            if (rect2.containsPoint(locationInNode2)) {
                touchListener->setSwallowTouches(true);
                return true;
            }

            return false;
        };
        touchListener ->onTouchMoved = [&](Touch *touch, Event *event) {
            auto currentPoint = touch->getLocation();
            this->setPositionX(this->getPositionX() + currentPoint.x - movePoint.x);
            if (currentPoint.x - movePoint.x > 50 || currentPoint.x - movePoint.x < 100) {
                isClick = false;
            }
            movePoint = currentPoint;
            return true;
        };
        touchListener->onTouchEnded = [&](Touch *touch, Event *event) {
            touchListener->setSwallowTouches(false);
            auto target = static_cast<GallaryList*>(event->getCurrentTarget());
            currentThumb = static_cast<int>((event->getCurrentTarget()->getPositionX()-thumbSpace/2)/thumbSpace);
//            log("posx: %d", currentThumb);
            if (-currentThumb >= picCount) {
                currentThumb = -picCount + 1;
            }
            if (isClick) {
                auto displayPic = static_cast<GallaryContent*>(this->getParent())->getDisplayPic();
                auto locationInNode = displayPic->convertToNodeSpace(touch->getLocation());
                auto rect = cocos2d::Rect(0, 0, displayPic->getContentSize().width*displayPic->getScaleX(), displayPic->getContentSize().height*displayPic->getScaleY());
                // open display mode
                if (rect.containsPoint(locationInNode) && GallaryLayer::getGallaryState(-currentThumb)) {
//                    target->onPicClick(-currentThumb);
                    this->onPicClick(-currentThumb);
                }
            } else {
                if (currentThumb >= 0) {
                    target->runAction(MoveTo::create(0.2, Vec2(0, target->getPositionY())));
                } else if (currentThumb < -picCount+1) {
                    target->runAction(MoveTo::create(0.2, Vec2(thumbSpace*(-picCount+1), target->getPositionY())));
                } else {
                    target->runAction(MoveTo::create(0.2, Vec2(thumbSpace*currentThumb, target->getPositionY())));
                }
//                target->thumbs.at(-currentThumb)->runAction();
                // change pic
                target->onPicChange(-currentThumb);
            }
            return true;
//.........这里部分代码省略.........
开发者ID:KJTang,项目名称:GalGame,代码行数:101,代码来源:GallaryLayer.cpp


示例8: Point

bool GameGuide::init()
{
    if ( !Layer::init() )
    {
        return false;
    }
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

    const float SCALE_TO_DEVICE = Director::getInstance()->getVisibleSize().width / DES_RES_X;
    
    auto bk1 = Sprite::create("BG1.png");
    float scaleRatio = visibleSize.width / bk1->getContentSize().width;
    bk1->setScale(scaleRatio, scaleRatio);
    
    bk1->setAnchorPoint(Point(0,0));
    bk1->setPosition(Point(0, 0));
    
    auto bk2 = Sprite::create("BG2.png");
    bk2->setAnchorPoint( Point(0,0) );
    bk2->setPosition( Point(0, bk1->getPositionY() + bk1->boundingBox().size.height -1) );
    bk2->setScale(scaleRatio, scaleRatio);
    
    auto bk3 = Sprite::create("BG3.png");
    bk3->setAnchorPoint( Point(0,0) );
    bk3->setPosition( Point(0, bk2->getPositionY() + bk2->boundingBox().size.height -1) );
    bk3->setScale(scaleRatio, scaleRatio);
    
    auto bk4 = Sprite::create("BG4.png");
    bk4->setAnchorPoint( Point(0,0) );
    bk4->setPosition( Point(0, bk3->getPositionY() + bk3->boundingBox().size.height -1) );
    bk4->setScale(scaleRatio, scaleRatio);
    
    auto bk5 = Sprite::create("BG5.png");
    bk5->setAnchorPoint( Point(0,0) );
    bk5->setPosition( Point(0, bk4->getPositionY() + bk4->boundingBox().size.height -1) );
    bk5->setScale(scaleRatio, scaleRatio);
    
    this->addChild(bk1, 0);
    this->addChild(bk2, 0);
    this->addChild(bk3, 0);
    this->addChild(bk4, 0);
    this->addChild(bk5, 0);
    auto MM=Sprite::create("Launch (1).png");
    MM->setScale(SCALE_TO_DEVICE);
    MM->setPosition(Point(origin.x + visibleSize.width / 2, origin.y + visibleSize.height*0.2));
    this->addChild(MM,10);
    Vector<SpriteFrame*> trix_ani(4);
    trix_ani.pushBack(SpriteFrame::create("Launch (1).png", Rect(0,0,280,289)));
    trix_ani.pushBack(SpriteFrame::create("Launch (2).png", Rect(0,0,280,289)));
    trix_ani.pushBack(SpriteFrame::create("Launch (3).png", Rect(0,0,280,289)));
    trix_ani.pushBack(SpriteFrame::create("Launch (4).png", Rect(0,0,280,289)));
    auto ani=Animation::createWithSpriteFrames(trix_ani,0.2f);
    auto anim_rr=Animate::create(ani);
    auto anim_r=RepeatForever::create(anim_rr);
    MM->runAction(anim_r);
    
    auto playItem = MenuItemImage::create("Blank.png", "Blank.png", CC_CALLBACK_1(GameGuide::GoToGameScene, this));
    playItem->setScale(SCALE_TO_DEVICE);
    playItem->setPosition(Point(visibleSize.width / 2 + origin.x, visibleSize.height*0.5 + origin.y));
    playItem->runAction(RotateBy::create(60, 3600));
    auto menu = Menu::create(playItem,NULL);
    menu->setPosition(Point::ZERO);
    this->addChild(menu,11);
    
    auto game_title=Sprite::create("Launch.png");
    game_title->setPosition(Point(visibleSize.width/2+origin.x, visibleSize.height*0.68 + origin.y));
    game_title->setScale(SCALE_TO_DEVICE);
    this->addChild(game_title,10);
    /*
    auto gameTitleLabel= Label::createWithTTF("Tap/Drag to fly", "FEASFBRG.TTF", visibleSize.height * SCORE_FONT*0.7);
    gameTitleLabel->setColor(Color3B::YELLOW);
    gameTitleLabel->setPosition(Point(visibleSize.width/2+origin.x, visibleSize.height*0.6+origin.y));
    this->addChild(gameTitleLabel,10);
    */
    /*
    auto gameTitle= Label::createWithTTF("->      <-", "FEASFBRG.TTF", visibleSize.height * SCORE_FONT*0.5);
    gameTitle->setColor(Color3B::YELLOW);
    gameTitle->setPosition(Point(visibleSize.width/2+origin.x, visibleSize.height*0.5+origin.y));
    this->addChild(gameTitle,10);
    */
    return true;
}
开发者ID:Noctiz-Jin,项目名称:Halloween-Candy-Rush-Night,代码行数:83,代码来源:GameGuide.cpp


示例9: Vec2

void FuelTank::supply(float delay)
{
    FiniteTimeAction* move=MoveBy::create(0.2, Vec2(0, -150));
    CallFunc* call=CallFunc::create(CC_CALLBACK_0(FuelTank::removeNode, this));
    runAction(Sequence::create(move,call, NULL));
}
开发者ID:zhyl19920810,项目名称:JLU_collection,代码行数:6,代码来源:SupplyFuelEntity.cpp


示例10: showGameOverUI

void BattleFieldUI::showGameOverUI()
{//show the gameover UI when loss
	//diable AI

	//color layer
	auto layer = LayerColor::create(Color4B(255, 10, 10, 150));
	layer->ignoreAnchorPointForPosition(false);
	layer->setPosition3D(Vec3(VisibleSize.width*0.5, VisibleSize.height*0.5, 0));

	//add gameover
    auto gameOver = Sprite::create("battlefieldUI/gameover.png");
	gameOver->setPosition3D(Vec3(VisibleSize.width*0.5, VisibleSize.height*0.5, 3));
	gameOver->setScale(0.001);
	layer->addChild(gameOver, 1);
	layer->setGlobalZOrder(100);
	gameOver->setGlobalZOrder(100);

	auto listener = EventListenerTouchOneByOne::create();

	//touch event
	listener->onTouchBegan = [](Touch*, Event*)
	{
		return true;
	};
	listener->onTouchEnded = [this](Touch*, Event*)
	{
		//clear GlobalVaribals
		HeroPool.clear();
		DragonPool.clear();
		SlimePool.clear();
		RatPool.clear();
		BossPool.clear();
		PigletPool.clear();

		HeroManager.clear();
		MonsterManager.clear();
		GameMaster::reset();

		//stop schedule
		currentLayer->unscheduleUpdate();
		Director::getInstance()->getScheduler()->unschedule("gameController", currentLayer);
		//stop sound
		experimental::AudioEngine::stop(AUDIO_ID.BATTLEFIELDBGM);
		//replace scene
		Director::getInstance()->replaceScene(ChooseRoleScene::createScene());
	};
	gameOver->setCameraMask(2);
	auto eventDispatcher = layer->getEventDispatcher();
	eventDispatcher->addEventListenerWithSceneGraphPriority(listener, layer);

	listener->setEnabled(false);
	auto enableListener = [=]()
	{
		listener->setEnabled(true);
		experimental::AudioEngine::stopAll();
		experimental::AudioEngine::play2d("audios/effects/gameover.mp3");
	};
	//runaction
	auto action = Sequence::create(DelayTime::create(3),  EaseElasticOut::create(ScaleTo::create(1.5, 1)), CallFunc::create(enableListener),NULL);
	gameOver->runAction(action);

	addChild(layer);
}
开发者ID:WhatTeam,项目名称:FantasyLand,代码行数:63,代码来源:BattleFieldUI.cpp


示例11: runAction

void HelpLayer::onEnter(){
	CCLayer::onEnter();
	CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 1, true);
	runAction(CCMoveBy::create(0.3f, ccp(0, getContentSize().height - 80) / 2));
}
开发者ID:SeedAsh,项目名称:CoolStars,代码行数:5,代码来源:HelpLayer.cpp


示例12: Vec2

void Level13::restart(){
	BaseLevel::restart();

	#define MOVE_BY_X 192

	auto r1 = Ring::create();
	r1->setPosition(E::originX, E::originY + 128);
	r1->setScale(0.2);
	r1->initBody();
	this->addChild(r1);
	r1->runAction(RepeatForever::create(Sequence::create(MoveBy::create(0.5f, Vec2(MOVE_BY_X, 0)), DelayTime::create(1.0f), MoveBy::create(0.5f, Vec2(-MOVE_BY_X, 0)), nullptr)));

	auto r2 = Ring::create();
	r2->setPosition(E::originX + DESIGNED_WIDTH, E::originY + 128);
	r2->setScale(0.2);
	r2->initBody();
	this->addChild(r2);
	r2->runAction(RepeatForever::create(Sequence::create(MoveBy::create(0.5f, Vec2(-MOVE_BY_X, 0)), DelayTime::create(1.0f),MoveBy::create(0.5f, Vec2(MOVE_BY_X, 0)), nullptr)));


	auto t1 = Target::create();
	t1->setPosition(E::originX + DESIGNED_WIDTH / 2, E::originY + 400);
	t1->initBody();
	t1->playAnim(1);
	this->addChild(t1);
	t1->initProtector();

	/*
	auto b_l = Brick::create(E::originX + 96, 32);
	b_l->setPosition(0, E::originY + 32);
	b_l->setRotation(30);
	b_l->initBody();
	this->addChild(b_l);

	auto b_r = Brick::create(E::originX + 96, 32);
	b_r->setPosition(E::originX + DESIGNED_WIDTH - 96, E::originY + 32);
	b_r->setRotation(-30);
	b_r->initBody();
	this->addChild(b_r);
	*/

	ring1 = Ring::create();
	ring1->setPosition(E::originX + DESIGNED_WIDTH / 2 - 80, E::originY + 400);
	ring1->setScale(0.1);
	ring1->initBody();
	this->addChild(ring1);

	ring2 = Ring::create();
	ring2->setPosition(E::originX + DESIGNED_WIDTH / 2 + 80, E::originY + 400);
	ring2->setScale(0.1);
	ring2->initBody();
	this->addChild(ring2);

	auto diamond1 = Diamond::create();
	diamond1->setScale(0.9f);
	diamond1->setRotation(30);
	diamond1->setPosition(E::originX - 128, E::originY + 256 + 64);
	diamond1->initBody();
	this->addChild(diamond1);

	auto diamond2 = Diamond::create();
	diamond2->setScale(0.9f);
	diamond2->setRotation(-30);
	diamond2->setPosition(E::originX + DESIGNED_WIDTH + 128, E::originY + 256 + 64);
	diamond2->initBody();
	this->addChild(diamond2);

	angle = 0;

}
开发者ID:Ratel13,项目名称:arkaflow,代码行数:70,代码来源:Level13.cpp


示例13: startColorVar

void FloatingEffectManager::toast_help_tail(const cocos2d::Vec2& srcPos, const cocos2d::Vec2& desPos, const cocos2d::Color4F& color)
{
    const float time = 0.2;
    float len = (desPos-srcPos).length();
    if (len == 0) {
        return;
    }

    const float speed = len/time;
    auto _emitter = ParticleSystemQuad::createWithTotalParticles(500);
    _emitter->setAutoRemoveOnFinish(true);
    _layer->addChild(_emitter, 10);

    _emitter->setTexture(Director::getInstance()->getTextureCache()->addImage("images/test_lizi.png"));
    _emitter->setDuration(time*5);

    // gravity
    _emitter->setGravity(Vec2::ZERO);

    // angle
    _emitter->setAngle(vector2angel(srcPos-desPos));
    _emitter->setAngleVar(3);

    // speed of particles
    _emitter->setSpeed(speed/5);
    _emitter->setSpeedVar(0);

    // radial
    _emitter->setRadialAccel(0);
    _emitter->setRadialAccelVar(0);

    // tagential
    _emitter->setTangentialAccel(0);
    _emitter->setTangentialAccelVar(0);

    // emitter position
    //    _emitter->setPosition( Vec2(160,240) );
    _emitter->setPosVar({0,0});

    // life of particles
    _emitter->setLife(0.2);
    _emitter->setLifeVar(0);

    // spin of particles
    _emitter->setStartSpin(720);
    _emitter->setStartSizeVar(360);
    _emitter->setEndSpin(0);
    _emitter->setEndSpinVar(360);

    // color of particles
    _emitter->setStartColor(color);

    Color4F startColorVar(0.f, 0.1f, 0.f, 0.1f);
    _emitter->setStartColorVar(startColorVar);

    _emitter->setEndColor(color);

    Color4F endColorVar(0.1f, 0.1f, 0.1f, 0.1f);
    _emitter->setEndColorVar(endColorVar);

    // size, in pixels
    _emitter->setStartSize(2.0f);
    _emitter->setStartSizeVar(1.0f);
    _emitter->setEndSize(ParticleSystem::START_SIZE_EQUAL_TO_END_SIZE);

    // emits per second
    _emitter->setEmissionRate(_emitter->getTotalParticles()/_emitter->getLife());

    // additive
    _emitter->setBlendAdditive(true);
    
    _emitter->setPosition(srcPos);
    _emitter->runAction(MoveTo::create(0.1, desPos));
}
开发者ID:dgkae,项目名称:triplequest,代码行数:74,代码来源:BattleField-floating-effects.cpp


示例14: addParticalToHead

Head_ParticalEffect

void addParticalToHead(Node* node)
{
	Vec2 pos[4];
	pos[0] = Vec2(5, 75);
	pos[1] = Vec2(75, 75);
	pos[2] = Vec2(75, 5);
	pos[3] = Vec2(5, 5);

	for (int i = 0; i < 2; i++)
	{
		auto   partNode = ParticleSystemQuad::createWithTotalParticles(60);
		partNode->setTexture(TextureCache::getInstance()->addImage("GameUI/CommonUI/fire.png"));//设置粒子图
		partNode->setDuration(-1);//发射时长

		// life of particles
		partNode->setLife(0.5f);//粒子生命
		partNode->setLifeVar(0.1f);

		partNode->setEmissionRate(partNode->getTotalParticles() / partNode->getLife());//发射器发射频率
		partNode->setPositionType(ParticleSystem::PositionType::FREE);//设置发射器的跟随模式

		// color of particles
		partNode->setStartColor(ccc4f(0.76f, 0.25f, 0.12f, 1.0f));//起始颜色
		partNode->setStartColorVar(ccc4f(0.1f, 0.1f, 0.1f, 0.0f));

		partNode->setEndColor(ccc4f(1.0f, 1.0f, 1.0f, 1.0f));//结束颜色
		partNode->setEndColorVar(ccc4f(0.1f, 0.1f, 0.1f, 0.1f));

		// size, in pixels
		partNode->setStartSize(15);//粒子大小
		partNode->setStartSizeVar(3);
		partNode->setEndSize(0);
		partNode->setEndSizeVar(3);

		// angle
		partNode->setAngle(0);//发射器角度
		partNode->setAngleVar(0);

		// speed of particles
		partNode->setSpeed(0);//粒子速度
		partNode->setSpeedVar(0);

		// emitter position
		partNode->setPosVar(ccp(0, 0));//发射器位置变化

		partNode->setBlendAdditive(true);

		node->addChild(partNode);
		partNode->setTag(PARTICALTAG);
		auto move0 = MoveTo::create(1.f, pos[0]);
		auto move1 = MoveTo::create(1.f, pos[1]);
		auto move2 = MoveTo::create(1.f, pos[2]);
		auto move3 = MoveTo::create(1.f, pos[3]);

		if (i == 0)
		{
			partNode->setPosition(pos[0]);
			partNode->runAction(RepeatForever::create(Sequence::create(move1, move2, move3, move0, nullptr)));
		}
		else
		{
			partNode->setPosition(pos[2]);
			partNode->runAction(RepeatForever::create(Sequence::create(move3, move0, move1, move2, nullptr)));
		}

	}
}
开发者ID:YuYing-yy,项目名称:Tools-Code,代码行数:69,代码来源:Head_ParticalEffect.cpp


示例15: scheduleUpdate

IntervalLayer::IntervalLayer()
{
    _time0 = _time1 = _time2 = _time3 = _time4 = 0.0f;

    auto s = Director::getInstance()->getWinSize();
    // sun
    auto sun = ParticleSun::create();
    sun->setTexture(Director::getInstance()->getTextureCache()->addImage("Images/fire.png"));
    sun->setPosition(VisibleRect::rightTop().x-32,VisibleRect::rightTop().y-32);

    sun->setTotalParticles(130);
    sun->setLife(0.6f);
    this->addChild(sun);

    // timers
    _label0 = Label::createWithBMFont("fonts/bitmapFontTest4.fnt", "0");
    _label1 = Label::createWithBMFont("fonts/bitmapFontTest4.fnt", "0");
    _label2 = Label::createWithBMFont("fonts/bitmapFontTest4.fnt", "0");
    _label3 = Label::createWithBMFont("fonts/bitmapFontTest4.fnt", "0");
    _label4 = Label::createWithBMFont("fonts/bitmapFontTest4.fnt", "0");

    scheduleUpdate();
    schedule([&](float dt){
        _time1 +=dt;

        char str[10] = {0};
        sprintf(str, "%2.1f", _time1);
        _label1->setString( str );
    }, "step_1");

    schedule([&](float dt){
        _time2 +=dt;

        char str[10] = {0};
        sprintf(str, "%2.1f", _time2);
        _label2->setString( str );
    }, 0.5, "step_2");

    schedule([&](float dt){
        _time3 +=dt;

        char str[10] = {0};
        sprintf(str, "%2.1f", _time3);
        _label3->setString( str );
    }, 1, "step_3");

    schedule([&](float dt){
        _time4 +=dt;

        char str[10] = {0};
        sprintf(str, "%2.1f", _time4);
        _label4->setString( str );
    }, 2, "step_4");

    _label0->setPosition(s.width*1/6, s.height/2);
    _label1->setPosition(s.width*2/6, s.height/2);
    _label2->setPosition(s.width*3/6, s.height/2);
    _label3->setPosition(s.width*4/6, s.height/2);
    _label4->setPosition(s.width*5/6, s.height/2);

    addChild(_label0);
    addChild(_label1);
    addChild(_label2);
    addChild(_label3);
    addChild(_label4);

    // Sprite
    auto sprite = Sprite::create(s_pathGrossini);
    sprite->setPosition(VisibleRect::left().x + 40, VisibleRect::bottom().y + 50);
    
    auto jump = JumpBy::create(3, Vec2(s.width-80,0), 50, 4);
    
    addChild(sprite);
    sprite->runAction( RepeatForever::create(Sequence::create(jump, jump->reverse(), nullptr) ));
    // pause button
    auto item1 = MenuItemFont::create("Pause", [&](Ref* sender) {
		if(Director::getInstance()->isPaused())
			Director::getInstance()->resume();
		else
			Director::getInstance()->pause();
	});
    auto menu = Menu::create(item1, nullptr);
    menu->setPosition(s.width/2, s.height-50);

    addChild( menu );
}
开发者ID:AnySDK,项目名称:Sample_Lua,代码行数:86,代码来源:IntervalTest.cpp


示例16: createFlames

void LevelTwo::createFlames(float dt)
{
	for (int i = 0; i < 9; i++)
	{
		
		auto spritecache = SpriteFrameCache::getInstance();
		spritecache->addSpriteFramesWithFile("GameScreen/fireList.plist");
		cocos2d::SpriteFrame* spriteFrame = spritecache->getSpriteFrameByName("fire1.png");
		cocos2d::Vector<cocos2d::Sprite *> m_aiSprites;
		cocos2d::Vector<cocos2d::SpriteFrame*> m_animFrames;

		for (int j = 1; j < 27; j++)
		{
			// Get a SpriteFrame using a name from the spritesheet .plist file.
			m_animFrames.pushBack(spritecache->getSpriteFrameByName("fire" + std::to_string(j) + ".png"));
		}
		// Create the animation out of the frames.
		Animation* animation = Animation::createWithSpriteFrames(m_animFrames, 0.065);
		Animate* animate = Animate::create(animation);
		// Create a sprite using any one of the SpriteFrames
		// This is so we get a sprite of the correct dimensions.
		auto sprite = Sprite::createWithSpriteFrame(m_animFrames.at(0));
		// Run and repeat the animation.
		sprite->setScale(2.0f);
		sprite->runAction(animate);
		auto fireBody = PhysicsBody::createBox(sprite->getContentSize(), PhysicsMaterial(0, 0, 0));

		if (i == 0)
		{
			sprite->setPosition(Vec2(600, 420));
			sprite->setTag(21);
			//fireBody->setCollisionBitmask(0x000101);
			//sprite->setPhysicsBody(fireBody);
		}
		else if (i == 1)
		{
			sprite->setPosition(Vec2(770, 420));
			sprite->setTag(22);
			//fireBody->setCollisionBitmask(0x000201);
			//sprite->setPhysicsBody(fireBody);
		}
		else if (i == 2)
		{
			sprite->setPosition(Vec2(940, 420));
			sprite->setTag(23);
			//fireBody->setCollisionBitmask(0x000301);
			//sprite->setPhysicsBody(fireBody);
		}
		else if (i == 3)
		{
			sprite->setPosition(Vec2(600, -20));
			sprite->setTag(23);
			//fireBody->setCollisionBitmask(0x000301);
			//sprite->setPhysicsBody(fireBody);
		}
		else if (i == 4)
		{
			sprite->setPosition(Vec2(940, -20));
			sprite->setTag(23);
			//fireBody->setCollisionBitmask(0x000301);
			//sprite->setPhysicsBody(fireBody);
		}
		else if (i == 5)
		{
			sprite->setPosition(Vec2(100, 260));
			sprite->setTag(23);
			//fireBody->setCollisionBitmask(0x000301);
			//sprite->setPhysicsBody(fireBody);
		}
		else if (i == 6)
		{
			sprite->setPosition(Vec2(130, 130));
			sprite->setTag(23);
			//fireB 

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