本文整理汇总了C++中ccpAdd函数的典型用法代码示例。如果您正苦于以下问题:C++ ccpAdd函数的具体用法?C++ ccpAdd怎么用?C++ ccpAdd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ccpAdd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: ccp
void HelloWorld::tick(float dt) {
//=================================
CCPoint backgroundScrollVert = ccp(-2000, 0);
pBackgroundNode->setPosition(ccpAdd(pBackgroundNode->getPosition(), ccpMult(backgroundScrollVert, dt)));
CCArray *BackGrounds = CCArray::createWithCapacity(2);
BackGrounds->addObject(pSprite);
BackGrounds->addObject(pNextSprite);
for ( int ii = 0; ii < BackGrounds->count(); ii++ ) {
CCSprite * BackGround = (CCSprite *)(BackGrounds->objectAtIndex(ii));
float xPosition = pBackgroundNode->convertToWorldSpace(BackGround->getPosition()).x;
float size = BackGround->getContentSize().width;
if ( xPosition < -size/2 ) {
pBackgroundNode->incrementOffset(ccp(BackGround->getContentSize().width*2,0),BackGround);
}
}
//===================================
pworld->Step(dt, 10, 10);
for(b2Body *b = pworld->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
if(b->GetType() == b2_dynamicBody)
{
CCSprite *ballData = (CCSprite *)b->GetUserData();
ballData->setPosition(ccp(b->GetPosition().x * PTM_RATIO,
b->GetPosition().y * PTM_RATIO));
ballData->setRotation (-1 * CC_RADIANS_TO_DEGREES(b->GetAngle()));
}
/*else if(b->GetType() == b2_staticBody)
{
CCSprite *ballData = (CCSprite *)b->GetUserData();
ballData->setPosition(ccp(b->GetPosition().x * PTM_RATIO,
b->GetPosition().y * PTM_RATIO));
ballData->setRotation (-1 * CC_RADIANS_TO_DEGREES(b->GetAngle()));
}*/
}
}
}
开发者ID:nazib07,项目名称:BouncingBall,代码行数:45,代码来源:HelloWorldScene.cpp
示例2: ccp
void SGShowJingZhouRankCell::setData(SGShowJingZhouRankPlayerLayer *player)
{
CCString *string = CCString::createWithFormat("countryIcon_%d.png", player->getHeadId());
spriteIcon->setDisplayFrame(CCSprite::createWithSpriteFrameName(string->getCString())->displayFrame());
spriteIcon->cocos2d::CCNode::setScale(0.9, 0.95);
spriteIcon->setPosition(ccpAdd(spriteIconBg->getPosition(), ccp(spriteIcon->getContentSize().width*0.00, spriteIcon->getContentSize().height*0.05)) );
//////////
string = CCString::createWithFormat("country_%d.png", player->getHeadId());
spriteIconBg->setDisplayFrame(CCSprite::createWithSpriteFrameName(string->getCString())->displayFrame());
////////////////////
CCString *name= CCString::createWithFormat("%s", player->getName()->getCString());
labelNickName->setString(name->getCString());
CCString* paiming = CCString::createWithFormat(str_BMatchEndBox_str14, player->getRank());
labelRank->setString(paiming->getCString());
CCString* boshu = CCString::createWithFormat(str_ShowJingZhouRankCell_str2, player->getWave());
labelboshu->setString(boshu->getCString());
CCString* shanghai = CCString::createWithFormat(str_ShowJingZhouRankCell_str3, player->getDamage());
labelshanghai->setString(shanghai->getCString());
//更元宝显示, 是否能得到元宝
//if (player->getGoldNum())
{
//可获得的奖励数量小于可获取奖励的人数时才显示
goldCount->setString(CCString::createWithFormat("X %d", player->getGoldNum())->getCString());
}
/* else//没有元宝就什么都不显示
{
goldCount->setVisible(false);
goldSpr->setVisible(false);
goldBorderSpr->setVisible(false);
goldBg->setVisible(false);
}
*/
}
开发者ID:caoguoping,项目名称:warCraft,代码行数:45,代码来源:SGShowJingZhouRankCell.cpp
示例3: ccpAdd
void CAScrollView::ccTouchEnded(CATouch *pTouch, CAEvent *pEvent)
{
if (m_pTouches->containsObject(pTouch))
{
if (m_pTouches->count() == 1)
{
CCPoint p = CCPointZero;
if (m_tPointOffset.size() > 0)
{
for (unsigned int i=0; i<m_tPointOffset.size(); i++)
{
p = ccpAdd(p, m_tPointOffset.at(i));
}
p = p/m_tPointOffset.size();
}
m_tInertia = p * 1.5f;
m_tPointOffset.clear();
if (!m_tInertia.equals(CCPointZero))
{
m_bDecelerating = true;
if (m_pScrollViewDelegate)
{
m_pScrollViewDelegate->scrollViewDidScroll(this);
}
}
this->startDeaccelerateScroll();
if (m_pScrollViewDelegate)
{
m_pScrollViewDelegate->scrollViewDidEndDragging(this);
}
m_bTracking = false;
this->detectionFromPullToRefreshView();
}
else if (m_pTouches->count() == 2)
{
m_bZooming = false;
}
m_pTouches->removeObject(pTouch);
}
}
开发者ID:khjl12345,项目名称:CrossApp,代码行数:45,代码来源:CAScrollView.cpp
示例4: ccp
bool RoleJoyPad::init()
{
if ( !CCLayer::init() )
{
return false;
}
CCPoint pos = this->getPosition();
//ccp(winSize.width/2-32, winSize.height/2-164-115)
CCSprite* mask =CCSprite::create("UI_Make_rock.png");
mask->setPosition(ccpAdd(pos, ccp(288, 290)));
this->initData(mask);
this->initAction();
return true;
}
开发者ID:jindaw,项目名称:learn,代码行数:18,代码来源:roleJoyPad.cpp
示例5: ccp
void SGSkillItem::showPlayerStar()
{
for(int i=0;i<arrayStar->count();i++)
{
CCSprite *sprite = (CCSprite*)arrayStar->objectAtIndex(i);
sprite->removeFromParentAndCleanup(true);
}
int starCount = _card->getCurrStar();
for(int i=0; i < starCount;i++)
{
CCSprite *sprite = CCSprite::createWithSpriteFrameName("xx.png");
sprite->setAnchorPoint(ccp(0.5, 1));
sprite->setPosition(ccpAdd(spritePlayerHead->getPosition(), ccp(spritePlayerHead->getContentSize().width+sprite->getContentSize().width*i - 17,4)));
arrayStar->addObject(sprite);
this->addChild(sprite);
}
}
开发者ID:caoguoping,项目名称:warCraft,代码行数:18,代码来源:SGSkillItem.cpp
示例6: bezierat
void CCBezierBy::update(ccTime time)
{
if (m_pTarget)
{
float xa = 0;
float xb = m_sConfig.controlPoint_1.x;
float xc = m_sConfig.controlPoint_2.x;
float xd = m_sConfig.endPosition.x;
float ya = 0;
float yb = m_sConfig.controlPoint_1.y;
float yc = m_sConfig.controlPoint_2.y;
float yd = m_sConfig.endPosition.y;
float x = bezierat(xa, xb, xc, xd, time);
float y = bezierat(ya, yb, yc, yd, time);
m_pTarget->setPosition(ccpAdd(m_startPosition, ccp(x, y)));
}
}
开发者ID:Openxlive,项目名称:cocos2d-x-win8-tests-metro-style,代码行数:19,代码来源:CCActionInterval.cpp
示例7: ccpSub
//-------------------------------------------------------------------------
//
//
void CTaskEventSubGui::ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent)
{
if( m_vTaskEvent.size() <= 4 )
{
m_pUpScorl->setIsVisible( false );
m_pDownScorl->setIsVisible( false );
return;
}
CCSize s = CCDirector::sharedDirector()->getWinSize();
CCSetIterator it = pTouches->begin();
CCTouch* touch = (CCTouch*)(*it);
CCPoint touchLocation = touch->locationInView( touch->view() );
CCPoint prevLocation = touch->previousLocationInView( touch->view() );
touchLocation = CCDirector::sharedDirector()->convertToGL( touchLocation );
prevLocation = CCDirector::sharedDirector()->convertToGL( prevLocation );
CCPoint diff = ccpSub(touchLocation, prevLocation);
CCPoint currentPos = m_pGroupNode->getPosition();
m_pGroupNode->setPosition( ccp( currentPos.x, ccpAdd(currentPos, diff).y ) );
m_pUpScorl->setIsVisible( true );
m_pDownScorl->setIsVisible( true );
if( m_pGroupNode->getPosition().y <= 0 )
{
m_pGroupNode->setPosition( ccp( m_pGroupNode->getPosition().x, 0 ) );
m_pUpScorl->setIsVisible( false );
}
if( m_pGroupNode->getPosition().y >= m_iEachSizeDis * ( m_vTaskEvent.size() - 4) )
{
m_pGroupNode->setPosition( ccp( m_pGroupNode->getPosition().x, m_iEachSizeDis * ( m_vTaskEvent.size() - 4) ) );
m_pDownScorl->setIsVisible( false );
}
}
开发者ID:JoeHu,项目名称:magicpet,代码行数:46,代码来源:CTaskEventSubGui.cpp
示例8: ccpAdd
void CCSimpleRookieGuide::pointToRegionCenter(int regionIndex, float distance, float degree, float arrowPresetRotation) {
// basic check
if(regionIndex < 0 || regionIndex >= m_regions.size() || !m_arrow)
return;
// get region
Region& reg = m_regions.at(regionIndex);
CCRect& r = reg.r;
CCPoint center = ccpAdd(r.origin, ccp(r.size.width / 2, r.size.height / 2));
// get center of arrow sprite
float radian = CC_DEGREES_TO_RADIANS(degree);
center.x += distance * cosf(radian);
center.y += distance * sinf(radian);
// set arrow
m_arrow->setPosition(center);
m_arrow->setRotation(-(degree - 180 - arrowPresetRotation));
}
开发者ID:WilliamRen,项目名称:cocos2dx-better,代码行数:19,代码来源:CCSimpleRookieGuide.cpp
示例9: ccpSub
//
// Logics - BEGIN
//
void MovingComponent::update(float dt) {
CCPoint agentPos = m_pAgent->getPosition();
if (fabsf(agentPos.x - m_uTargetPosition.x) < 2 && fabsf(agentPos.y - m_uTargetPosition.y) < 2) {
MessageDispatcher::instance()->dispatchMessage(0, m_pAgent->getID(), m_pAgent->getID(), kMessageReachPosition, (void *)&m_uTargetPosition);
return ;
}
CCPoint direction = ccpSub(m_uTargetPosition, agentPos);
CCPoint n = ccpNormalize(direction);
double kSpeedTweaker = 0.2;
double k = m_eSpeedLevel * kSpeedTweaker;
n.x *= k;
n.y *= k;
CCPoint goTo = ccpAdd(m_pAgent->getPosition(), n);
m_pAgent->setPosition(goTo);
}
开发者ID:adahera222,项目名称:Samurai-TD,代码行数:22,代码来源:MovingComponent.cpp
示例10: switch
void Hero::move(HeroDirection direction)
{
if (isHeroMoving)
return;
//移动的距离
Point moveByPosition;
//根据方向计算移动的距离
switch (direction)
{
case kDown:
moveByPosition = Vec2(0, -32);
break;
case kLeft:
moveByPosition = Vec2(-32, 0);
break;
case kRight:
moveByPosition = Vec2(32, 0);
break;
case kUp:
moveByPosition = Vec2(0, 32);
break;
}
//计算目标坐标,用当前勇士坐标加上移动距离
targetPosition = ccpAdd(this->getPosition(), moveByPosition);
//调用checkCollision检测碰撞类型,如果是墙壁、怪物、门,则只需要设置勇士的朝向
CollisionType collisionType = checkCollision(targetPosition);
if (collisionType == kWall || collisionType == kEnemy || collisionType == kDoor || collisionType == kNPC)
{
setFaceDirection((HeroDirection)direction);
return;
}
//heroSprite仅播放行走动画
heroSprite->runAction(sAnimationMgr->createAnimate(direction));
//主体进行位移,结束时调用onMoveDone方法
Action *action = Sequence::create(
MoveBy::create(0.20f, moveByPosition),
//把方向信息传递给onMoveDone方法
CCCallFuncND::create(this, callfuncND_selector(Hero::onMoveDone), (void*)direction),
NULL);
this->runAction(action);
isHeroMoving = true;
}
开发者ID:honggezi18,项目名称:my-cocos2d-x-learn,代码行数:43,代码来源:Hero.cpp
示例11: GameObjMap
bool GameMainLayer::init()
{
if (!CCLayer::init())
return false;
CCSize size = CCDirector::sharedDirector()->getVisibleSize();
CCPoint originPoint = CCDirector::sharedDirector()->getVisibleOrigin();
map = new GameObjMap();
map->setAnchorPoint(ccp(0, 1));
map->setPosition(ccpSub(ccp(0, size.height), originPoint));
this->addChild(map, 0);
hero = new GameObjHero();
hero->setScale(0.5f);
hero->setPosition(ccpAdd(ccp(100, 160), originPoint));
this->addChild(hero, 1);
gameMark = new GameMark();
this->addChild(gameMark, 4);
//游戏结束
gameOver = CCSprite::create("gameover.png");
gameOver->setScale(0.5f);
gameOver->setPosition(ccp(size.width/2, size.height/2 + 70));
gameOver->setVisible(false);
this->addChild(gameOver, 5);
//菜单项
CCMenuItemImage *pCloseItem = CCMenuItemImage::create("back.png", "back.png", this, menu_selector(GameMainLayer::menuBackCallback));
pCloseItem->setPosition(ccp(size.width/2, size.height/2 - 50));
pCloseItem->setScale(0.5f);
CCMenu *pMenu = CCMenu::create(pCloseItem, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, 5, 25);
pMenu->setVisible(false);
pMenu->setEnabled(false);
this->isOver = false;
this->scheduleUpdate();
return true;
}
开发者ID:zhu410289616,项目名称:LoliRun,代码行数:43,代码来源:GameMainLayer.cpp
示例12: ccp
//初始化界面
void SGFriend::initView()
{
CCPoint bottomCenter = SGLayout::getPoint(kBottomCenter);
CCPoint upCenter = SGLayout::getPoint(kUpCenter);
float h = SGMainManager::shareMain()->getTotleHdHgt();
float b = SGMainManager::shareMain()->getBottomHeight();
//我的好友
// CCSprite *spriteTitle = CCSprite::createWithSpriteFrameName("friend_myFriend.png");
SGCCLabelTTF *spriteTitle = SGCCLabelTTF::create(str_FriendCountFull_str11, FONT_XINGKAI, 36 , COLOR_UNKNOW_TAN);
//modify by:zyc. merge into create.
//spriteTitle->setColor(ccc3(0xff, 0x95, 0x0c));
spriteTitle->setPosition(ccpAdd(upCenter, ccp(0, -h+65/2)));
this->addChild(spriteTitle);
CCSprite *title_bg = CCSprite::createWithSpriteFrameName("title_bg.png");
title_bg->setAnchorPoint(ccp(0.5, 1));
title_bg->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(0, -h + title_bg->getContentSize().height-2)));
this->addChild(title_bg,-1);
float headhgt = SGMainManager::shareMain()->getTotleHdHgt();
CCSize s = CCDirector::sharedDirector()->getWinSize();
CCSprite *titlecenter = CCSprite::createWithSpriteFrameName("title_bg_2.png");
titlecenter->setAnchorPoint(ccp(0.5, 0));
titlecenter->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(0, -headhgt- 10)));
this->addChild(titlecenter,10);
titlecenter->setScaleX(4);
CCSprite *title_bg_l = CCSprite::createWithSpriteFrameName("title_bg_LR.png");
title_bg_l->setAnchorPoint(ccp(0, 0));
title_bg_l->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(-s.width/2, -headhgt- 10)));
this->addChild(title_bg_l,10);
CCSprite *title_bg_r = CCSprite::createWithSpriteFrameName("title_bg_LR.png");
title_bg_r->setFlipX(true);
title_bg_r->setAnchorPoint(ccp(1, 0));
title_bg_r->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(s.width/2, -headhgt- 10)));
this->addChild(title_bg_r,10);
//tableview
tableView->setFrame(CCRectMake(0, 56+101, SGLayout::getSkewing(320) , SGLayout::getSkewingY(480)-b-h));
tableView->setZOrder(0);
tableView->setPosition(ccpAdd(bottomCenter, ccp(-skewing(160), b)));
this->tableViewHeight = 110;
tableView->setDown(-18);
//tableView -> setPageNEnable(true);
}
开发者ID:caoguoping,项目名称:warCraft,代码行数:51,代码来源:SGFriend.cpp
示例13: switch
Point IRole::getNextPointByDir()
{
Point dest;
int dirValue = 212;
int dValue = 176;
switch (direction)
{
case GameDirs::BACK_DIR:
{
dest = ccp(0, dirValue);
}break;
case GameDirs::LEFT_DIR:
{
dest = ccp(-dirValue, 0);
}break;
case GameDirs::RIGHT_DIR:
{
dest = ccp(dirValue, 0);
}break;
case GameDirs::FRONT_DIR:
{
dest = ccp(0, -dirValue);
}break;
case GameDirs::BACK_LEFT_DIR:
{
dest = ccp(-dValue, dValue);
}break;
case GameDirs::FRONT_RIGHT_DIR:
{
dest = ccp(dValue, -dValue);
}break;
case GameDirs::FRONT_LEFT_DIR:
{
dest = ccp(-dValue, -dValue);
}break;
case GameDirs::BACK_RIGHT_DIR:
{
dest = ccp(dValue, dValue);
}break;
}
return ccpAdd(dest,this->getPosition());
}
开发者ID:Lang4,项目名称:CocosGame,代码行数:42,代码来源:IRoleState.cpp
示例14: ccp
CCPoint EXZoomController::getHistoricSpeed() {
CCPoint lastPt;
CCPoint tPt = ccp(0,0);
CCPoint speed = ccp(0,0);
float lastTime;
int count = 0;
//Walk thru our history
for (int i = 0; i < kEXZoomControllerHistoryCount && i < _timePointStampCounter; i++) {
CCPanZoomTimePointStamp *record = &_history[(_timePointStampCounter-i-1) % kEXZoomControllerHistoryCount];
CCPoint pt = record->pt;
float time = record->time;
//Only calculate after first
if (i != 0) {
//Sentinels: stop if we have large time chunks
if ((lastTime-time) > .25)
break;
//or sporadic vectors past an amount of history
if (i > 3 && vectorsDeviation(lastPt, pt) > .1)
break;
//Get a vector between two touches, but weight it with the time difference,
//this will eliminate small quick movements and favor sweeping touches
tPt = ccpAdd(tPt, ccpMult(ccpSub(lastPt, pt), (lastTime-time)));
count++;
}
lastPt = pt;
lastTime = time;
}
//Calculate speed
if (count)
speed = ccpMult(tPt, 1.0f/count);
CCLog("tPt %f,%f",tPt.x, tPt.y);
CCLog("count %d",count);
CCLog("speed %f,%f",speed.x, speed.y);
return speed;
}
开发者ID:aquariusgx,项目名称:coc,代码行数:42,代码来源:EXZoomController.cpp
示例15: switch
void GameGlobals::GeneratePolygonFormation(EEnemyFormation type, vector<CCPoint> &vertices, int num_vertices, CCRect boundary, CCPoint anchor_point)
{
int num_polygons = 1;
float polygon_radius = SCREEN_SIZE.width/6;
switch(type)
{
case E_FORMATION_POLYGON_EASY:
num_polygons = 1;
polygon_radius = SCREEN_SIZE.width/6;
break;
case E_FORMATION_POLYGON_MEDIUM:
num_polygons = 2;
polygon_radius = SCREEN_SIZE.width/7;
break;
case E_FORMATION_POLYGON_HARD:
num_polygons = 3;
polygon_radius = SCREEN_SIZE.width/8;
break;
}
int num_vertices_per_polygon = (int)(num_vertices/num_polygons);
vector<CCPoint> vertices_per_polygon;
vertices_per_polygon.clear();
for(int i = 0; i < num_polygons; ++i)
{
// get the vertices of a single polygon
GetRegularPolygonVertices(vertices_per_polygon, num_vertices_per_polygon, (i * ENEMY_RADIUS * 2.5f + polygon_radius));
// copy the vertices into the final array
for(int j = 0; j < num_vertices_per_polygon; ++j)
{
CCPoint vertex = ccpAdd(vertices_per_polygon[j], anchor_point);
if(RECT_CONTAINS_CIRCLE(boundary, vertex, ENEMY_RADIUS*2))
{
vertices.push_back(vertex);
}
}
vertices_per_polygon.clear();
}
}
开发者ID:karanseq,项目名称:InverseUniverse,代码行数:42,代码来源:GameGlobals.cpp
示例16: ccpAdd
bool RPGMapSceneLayer::doMoving(cocos2d::CCPoint targetPoint)
{
//这里的逻辑跟RPGMapNPCRoleSprite::autoMove类似
CCTMXTiledMap *bgMap = (CCTMXTiledMap*)this->getChildByTag(kRPGMapSceneLayerTagBgMap);
RPGMapRoleSprite *player = (RPGMapRoleSprite*)bgMap->getChildByTag(kRPGMapSceneLayerTagPlayer);
CCTMXObjectGroup *obstaclesObjects = bgMap->objectGroupNamed("obstacles");
targetPoint = ccpAdd(player->getPosition(), targetPoint);
//地图上的障碍物
for (int i = 0; i < obstaclesObjects->getObjects()->count(); i++)
{
CCDictionary *obstaclesObject = (CCDictionary*)obstaclesObjects->getObjects()->objectAtIndex(i);
const CCString *x = obstaclesObject->valueForKey("x");
const CCString *y = obstaclesObject->valueForKey("y");
const CCString *width = obstaclesObject->valueForKey("width");
const CCString *height = obstaclesObject->valueForKey("height");
CCRect obstaclesRect = CCRectMake(stringToNumber<float>(x->getCString()), stringToNumber<float>(y->getCString()), stringToNumber<float>(width->getCString()), stringToNumber<float>(height->getCString()));
if(obstaclesRect.containsPoint(targetPoint))
return false;
}
//NPC或Player
for (int i = 0; i < bgMap->getChildren()->count(); i++)
{
CCObject *item = bgMap->getChildren()->objectAtIndex(i);
if(dynamic_cast<RPGMapRoleSprite*>(item) != NULL)
{
//如果为非player的对象才会执行里面的判断
if(item != player)
{
if(((RPGMapRoleSprite*)item)->boundingBox().containsPoint(targetPoint))
return false;
}
}
}
return true;
}
开发者ID:ChinaiOS,项目名称:OzgGameRPG,代码行数:42,代码来源:RPGMapSceneLayer.cpp
示例17: ccpMult
void CCBlade::push(CCPoint v)
{
if (isReset)
{
return;
}
if (CC_CONTENT_SCALE_FACTOR() != 1.0f) {
v = ccpMult(v, CC_CONTENT_SCALE_FACTOR());
}
#if USE_LAGRANGE
if (path.size() == 0)
{
path.insert(path.begin(),v);
return;
}
CCPoint first = path[0];
if (ccpDistance(v, first) < DISTANCE_TO_INTERPOLATE) {
path.insert(path.begin(),v);
if (path.size() > pointLimit) {
path.pop_back();
}
}else{
int num = ccpDistance(v, first) / DISTANCE_TO_INTERPOLATE;
CCPoint iv = ccpMult(ccpSub(v, first), (float)1./(num + 1));
for (int i = 1; i <= num + 1; i++) {
path.insert(path.begin(),ccpAdd(first, ccpMult(iv, i)));
}
while (path.size() > pointLimit) {
path.pop_back();
}
}
#else // !USE_LAGRANGE
path.push_front(v);
if (path.size() > pointLimit) {
path.pop_back();
}
#endif // !USE_LAGRANGE
this->populateVertices();
}
开发者ID:farmisen,项目名称:PixelPerfectCollision,代码行数:42,代码来源:CCBlade.cpp
示例18: DPoint
void CAView::setFrameOrigin(const DPoint& point)
{
float x = m_obAnchorPointInPoints.x * m_fScaleX;
float y = m_obAnchorPointInPoints.y * m_fScaleY;
DPoint p = DPoint(x, y);
p = ccpAdd(p, point);
if (CAViewAnimation::areAnimationsEnabled()
&& CAViewAnimation::areBeginAnimations())
{
CAViewAnimation::getInstance()->setPoint(p, this);
m_bFrame = true;
}
else
{
this->setPoint(p);
m_bFrame = true;
}
}
开发者ID:DreamCastleShanghai,项目名称:dkomClient,代码行数:20,代码来源:CAView.cpp
示例19: cos
void CCScrewOut::update(ccTime time)
{
if(m_pTarget){
int iStep = 180 * time;
CCPoint pt = m_pTarget->getPositionInPixels();
for(; m_iStep < iStep; m_iStep++){
m_angle += 0.06;
m_vecFactor += (0.1 + m_vecFactor2);
m_vecFactor2 += 0.0005;
m_vec.x = m_vecFactor * cos(m_angle);
m_vec.y = m_vecFactor * sin(m_angle);
pt = ccpAdd(pt, m_vec);
}
m_pTarget->setPositionInPixels(pt);
}
}
开发者ID:haoliumilan,项目名称:AgainstSango,代码行数:21,代码来源:CCScrewOut.cpp
示例20: CCRANDOM_0_1
//星空上加入随机闪烁的星星
void SGSpecialBattleLayer::flashStarOnSpace()
{
ResourceManager::sharedInstance()->bindTexture("animationFile/flashStar.plist", RES_TYPE_LAYER_UI, sg_specialBattleLayer);
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
for (int i = 0; i < 3; i++)
{
//生成随机位置
int posX = CCRANDOM_0_1() * (winSize.width - 30) + 15;
int posY = CCRANDOM_0_1() * (winSize.width - 200) + 160;
CCSpriterX *star = CCSpriterX::create("animationFile/lanxing.scml", true, true);
this->addChild(star, 11);
star->setanimaID(0);
star->setisloop(true);
star->setPosition(ccpAdd(ccp(posX, posY), ccp(0, 0)));
star->play();
}
}
开发者ID:caoguoping,项目名称:warCraft,代码行数:22,代码来源:SGSpecialBattleLayer.cpp
注:本文中的ccpAdd函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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