本文整理汇总了C++中ccc4f函数的典型用法代码示例。如果您正苦于以下问题:C++ ccc4f函数的具体用法?C++ ccc4f怎么用?C++ ccc4f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ccc4f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: CCParticleSnow
CCParticleSystem* AchievementNotification::createPar(CCPoint pos,const char* file,float width,float height)
{
CCParticleSystem *m_emitter = new CCParticleSnow();
m_emitter->initWithTotalParticles(100);
addChild(m_emitter, 10);
m_emitter->setPosition(pos);
m_emitter->setPosVar(ccp(width,height));
m_emitter->setLife(1.0f);
m_emitter->setLifeVar(0.5f);
m_emitter->setAutoRemoveOnFinish(true);
m_emitter->setDuration(1.0f);
m_emitter->setGravity(CCPointMake(0,-10));
m_emitter->setSpeed(130);
m_emitter->setSpeedVar(30);
m_emitter->setStartColor(ccc4f(0.5f,0.5f,0.5f,1.0f));
m_emitter->setStartColorVar(ccc4f(0.5f,0.5f,0.5f,0.1f));
m_emitter->setEndColor(ccc4f(0.1f,0.1f,0.1f,0.2f));
m_emitter->setEndColorVar(ccc4f(0.1f,0.1f,0.1f,0.2f));
m_emitter->setEndSpinVar(360);
m_emitter->setEmissionRate(m_emitter->getTotalParticles()/m_emitter->getLife());
m_emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage(file) );
m_emitter->setBlendAdditive(true);
return m_emitter;
}
开发者ID:SongCF,项目名称:game-LostStar,代码行数:27,代码来源:AchievementNotification.cpp
示例2: QuestionContainerSprite
bool Bug458Layer::init()
{
if(BugsTestBaseLayer::init())
{
// ask director the the window size
CCSize size = CCDirector::sharedDirector()->getWinSize();
QuestionContainerSprite* question = new QuestionContainerSprite();
QuestionContainerSprite* question2 = new QuestionContainerSprite();
question->init();
question2->init();
// [question setContentSize:CGSizeMake(50,50)];
// [question2 setContentSize:CGSizeMake(50,50)];
CCMenuItemSprite* sprite = CCMenuItemSprite::itemFromNormalSprite(question2, question, this, menu_selector(Bug458Layer::selectAnswer));
CCLayerColor* layer = CCLayerColor::layerWithColorWidthHeight(ccc4f(0,0,255,255), 100, 100);
question->release();
question2->release();
CCLayerColor* layer2 = CCLayerColor::layerWithColorWidthHeight(ccc4f(255,0,0,255), 100, 100);
CCMenuItemSprite* sprite2 = CCMenuItemSprite::itemFromNormalSprite(layer, layer2, this, menu_selector(Bug458Layer::selectAnswer));
CCMenu* menu = CCMenu::menuWithItems(sprite, sprite2, NULL);
menu->alignItemsVerticallyWithPadding(100);
menu->setPosition(ccp(size.width / 2, size.height / 2));
// add the label as a child to this Layer
addChild(menu);
return true;
}
return false;
}
开发者ID:ccjimmy,项目名称:TweeJump4wp8,代码行数:33,代码来源:Bug-458.cpp
示例3: ccc4f
void GameEntityView::doLifedrain( ICastEntity* to )
{
CCParticleFire* life = CCParticleFire::createWithTotalParticles(25);
CCPoint point = m_healthBar->boundingBox().origin;
life->setStartColor( ccc4f(0,1.0f,0,1.0f) );
life->setEndColor( ccc4f(0,1.0f,0,1.0f) );
life->setPosition(ccp(0,0));
//TODO: use physics interface to get position of 'to' entity and direct stream
life->setGravity( CCPointMake( -30, 0 ) );
life->setStartSize(25);
life->setPosVar( CCPointMake( 10,10 ));
m_healthBar->addChild(life);
CCSequence* seq = CCSequence::create(
CCDelayTime::create(0.5f),
CCCallFunc::create(life, callfunc_selector(CCParticleFire::stopSystem)),
CCDelayTime::create(2.5f),
CCRemoveSelf::create(true),
NULL
);
life->runAction(seq);
}
开发者ID:keless,项目名称:CastEngine,代码行数:27,代码来源:GameEntityView.cpp
示例4: ccg
//------------------------------------------------------------------
//
// Effect5
//
//------------------------------------------------------------------
void Issue631::onEnter()
{
EffectAdvanceTextLayer::onEnter();
CCActionInterval* effect = (CCActionInterval*)(CCSequence::actions( CCDelayTime::actionWithDuration(2.0f), CCShaky3D::actionWithRange(16, false, ccg(5, 5), 5.0f), NULL));
// cleanup
CCNode* bg = getChildByTag(kTagBackground);
removeChild(bg, true);
// background
CCLayerColor* layer = CCLayerColor::layerWithColor( ccc4f(255,0,0,255) );
addChild(layer, -10);
CCSprite* sprite = CCSprite::spriteWithFile("Images/grossini.png");
sprite->setPosition( ccp(50,80) );
layer->addChild(sprite, 10);
// foreground
CCLayerColor* layer2 = CCLayerColor::layerWithColor(ccc4f( 0, 255,0,255 ) );
CCSprite* fog = CCSprite::spriteWithFile("Images/Fog.png");
ccBlendFunc bf = {CC_SRC_ALPHA, CC_ONE_MINUS_SRC_ALPHA};
fog->setBlendFunc(bf);
layer2->addChild(fog, 1);
addChild(layer2, 1);
layer2->runAction( CCRepeatForever::actionWithAction(effect) );
}
开发者ID:ccjimmy,项目名称:TweeJump4wp8,代码行数:33,代码来源:EffectsAdvancedTest.cpp
示例5: switch
//-------------------------------------------------------------------------
void FKCW_RenderEx_EraserSprite::setDrawWidth(float var)
{
this->m_fDrawWidth = var;
switch (m_uiDrawType)
{
case 0: //< 正方形模式
{
m_pEraser->drawDot(CCPointZero, m_fDrawWidth, ccc4f(0,0,0,0));
}
break;
case 1:
{
// 绘制圆形区域
float fRadius = m_fDrawWidth; // 圆的半径
const int nCount = 100; // 用正100边型来模拟园
const float coef = 2.0f * (float)M_PI/nCount; // 计算每两个相邻顶点与中心的夹角
static CCPoint circle[nCount]; // 顶点数组
for(unsigned int i = 0;i <nCount; i++) {
float rads = i*coef; // 弧度
circle[i].x = fRadius * cosf(rads); // 对应顶点的x
circle[i].y = fRadius * sinf(rads); // 对应顶点的y
}
m_pEraser->drawPolygon(circle, nCount, ccc4f(0, 0, 0, 0), 0, ccc4f(0, 0, 0, 0));//绘制这个多边形!
}
break;
case 2:
{
/// 需要自定义擦除图片
}
break;
default:
break;
}
}
开发者ID:duzhi5368,项目名称:FKCocos2dxWrapper_2.x,代码行数:36,代码来源:FKCW_RenderEx_EraserSprite.cpp
示例6: ccp
//--------------------------------------------------------
void CRenderTextureLayer::AddTopLight( CCPoint* vertices, ccColor4F* colors )
{
int nVertices = 0;
float borderHeight = RENDER_TEX_HEIGHT / 16;
float borderAlpha = 0.7f;
nVertices = 0;
vertices[nVertices] = ccp(0, 0);
colors[nVertices++] = ccc4f(1, 1, 1, borderAlpha);
vertices[nVertices] = ccp(RENDER_TEX_WIDTH, 0);
colors[nVertices++] = ccc4f(1, 1, 1, borderAlpha);
vertices[nVertices] = ccp(0, borderHeight);
colors[nVertices++] = ccc4f(0, 0, 0, 0);
vertices[nVertices] = ccp(RENDER_TEX_WIDTH, borderHeight);
colors[nVertices++] = ccc4f(0, 0, 0, 0);
glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_TRUE, 0, colors);
glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);
glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVertices);
FKLog("开启顶部光照显示");
}
开发者ID:Pancho2wang,项目名称:cocos2dx_shader_demo,代码行数:27,代码来源:RenderTexture.cpp
示例7: glLineWidth
bool CardBase::ccTouchBegan(CCTouch* touch, CCEvent* event)
{
glLineWidth(16);
ccDrawColor4B(255,0,0,255);
CCPoint vertices[] = { ccp(0, 0), ccp(50, 50), ccp(100, 50), ccp(100, 100) };
ccDrawPoly(vertices, 4, true);
//glLineWidth(16);
//ccDrawColor4B(0, 255, 0, 255);
//ccDrawCircle( VisibleRect::center(), 100, 0, 10, false);
CCSize s = this->backGround->getContentSize();
CCDrawNode *draw = CCDrawNode::create();
addChild(draw, 10);
// Draw polygons
CCPoint points[] = { CCPoint(s.height/4,0), CCPoint(s.width,s.height/5), CCPoint(s.width/3*2,s.height) };
draw->drawPolygon(points, sizeof(points)/sizeof(points[0]), ccc4f(1,0,0,0.5), 0, ccc4f(0,0,0,0));
// Draw segment
//draw->drawSegment(ccp(20,s.height), ccp(20,s.height/2), 10, ccc4f(0, 1, 0, 0.5));
//draw->drawSegment(ccp(10,s.height/2), ccp(s.width/2, s.height/2), 40, ccc4f(1, 0, 1, 0.5));
// this->addChild(shadow);
// addChild(shadow);
CCLog("ccTouchBegan");
return true;
}
开发者ID:Michael-Z,项目名称:Flappy,代码行数:30,代码来源:CardBase.cpp
示例8: ccc4f
//------------------------------------------------------------------
//
// LayerTest2
//
//------------------------------------------------------------------
void LayerTest2::onEnter()
{
LayerTest::onEnter();
CCSize s = CCDirector::sharedDirector()->getWinSize();
CCLayerColor* layer1 = CCLayerColor::layerWithColorWidthHeight( ccc4f(255, 255, 0, 80), 100, 300);
layer1->setPosition(CCPointMake(s.width/3, s.height/2));
layer1->setIsRelativeAnchorPoint(true);
addChild(layer1, 1);
CCLayerColor* layer2 = CCLayerColor::layerWithColorWidthHeight( ccc4f(0, 0, 255, 255), 100, 300);
layer2->setPosition(CCPointMake((s.width/3)*2, s.height/2));
layer2->setIsRelativeAnchorPoint(true);
addChild(layer2, 1);
CCActionInterval* actionTint = CCTintBy::actionWithDuration(2, -255, -127, 0);
CCActionInterval* actionTintBack = actionTint->reverse();
CCActionInterval* seq1 = (CCActionInterval*)CCSequence::actions( actionTint, actionTintBack, NULL);
layer1->runAction(seq1);
CCActionInterval* actionFade = CCFadeOut::actionWithDuration(2.0f);
CCActionInterval* actionFadeBack = actionFade->reverse();
CCActionInterval* seq2 = (CCActionInterval*)CCSequence::actions(actionFade, actionFadeBack, NULL);
layer2->runAction(seq2);
}
开发者ID:9re,项目名称:cocos2d-x,代码行数:30,代码来源:LayerTest.cpp
示例9: ColorForBody
NS_CC_EXT_BEGIN
/*
IMPORTANT - READ ME!
This file sets pokes around in the private API a lot to provide efficient
debug rendering given nothing more than reference to a Chipmunk space.
It is not recommended to write rendering code like this in your own games
as the private API may change with little or no warning.
*/
// 此文件采用了很多私有的API,用于调试中渲染物理空间。 不推荐这么做,私有api最不愿改动
static ccColor4F ColorForBody(cpBody *body)
{
if (cpBodyIsRogue(body) || cpBodyIsSleeping(body))
{
return ccc4f(0.5f, 0.5f, 0.5f ,0.5f);
}
else if (body->CP_PRIVATE(node).idleTime > body->CP_PRIVATE(space)->sleepTimeThreshold)
{
return ccc4f(0.33f, 0.33f, 0.33f, 0.5f);
}
else
{
return ccc4f(1.0f, 0.0f, 0.0f, 0.5f);
}
}
开发者ID:LaughingYan,项目名称:cocos2d-x,代码行数:26,代码来源:CCPhysicsDebugNode.cpp
示例10: CCPointMake
void GameEntityView::doHeal()
{
CCParticleFire* heal = CCParticleFire::createWithTotalParticles(25);
CCPoint point = CCPointMake( m_healthBar->getContentSize().width/2, 0 );
heal->setStartColor( ccc4f(1,1,1,1.0f) );
heal->setEndColor( ccc4f(1,1,1,1.0f) );
heal->setSpeed(10);
heal->setStartSize(15);
CCPoint posVar = heal->getPosVar();
posVar.y /= 2;
heal->setPosVar( posVar );
heal->setPosition( point );
m_healthBar->addChild(heal);
CCSequence* seq = CCSequence::create(
CCDelayTime::create(0.5f),
CCCallFunc::create(heal, callfunc_selector(CCParticleFire::stopSystem)),
CCDelayTime::create(1.5f),
CCRemoveSelf::create(true),
NULL
);
heal->runAction(seq);
}
开发者ID:keless,项目名称:CastEngine,代码行数:27,代码来源:GameEntityView.cpp
示例11: drawTBars
void drawTBars(Track *track,CCPoint * timelineTrackRatio,CCSize * timeLineSize,float * addtionalDistance)
{
float porcentMaxSize=0.2f;
float maxSize=track->_entBar[0]->getWidth()*porcentMaxSize;
float sizeReductor=0.0f;
float barsWidth=track->_entBar[0]->getWidth()*timelineTrackRatio->x;
//if(barsWidth>=maxSize)
//sizeReductor=track->_entBar[0]->getWidth()- track->_entBar[0]->getWidth()*porcentMaxSize;
sizeReductor=track->_entBar[0]->getWidth()*porcentMaxSize;
ccColor4F color;
float trackHeight=track->getHeight();
float newX,newY;
for (int i=0;i<track->_entBar.size();i++)
{
if(track->_entBar[i]->getClassName()=="Bar")
color=ccc4f(0.0f,1.0f,0.0f,0.80f);
else if(track->_entBar[i]->getClassName()=="StartBar" || track->_entBar[i]->getClassName()=="EndBar")
color=ccc4f(1.0f,1.0f,0.0f,0.80f);
else
color=ccc4f(0,0.392f,1.0f,0.80f);
newX=(track->_entBar[i]->getPositionX()+*addtionalDistance)*timelineTrackRatio->x ;
newY=track->_entBar[i]->getHeight()*timelineTrackRatio->y;
/*ccDrawSolidRect(ccp(newX + sizeReductor/2,newY + trackHeight),ccp(newX + barsWidth -sizeReductor/2,trackHeight),color);*/
ccDrawSolidRect(ccp(newX + barsWidth/2 -sizeReductor/2,newY + trackHeight),ccp(newX + barsWidth/2 + sizeReductor/2,trackHeight),color);
}
}
开发者ID:rapito,项目名称:CrossPath,代码行数:27,代码来源:Timeline.cpp
示例12: CCParticleFire
//爆炸后的粒子效果
CCParticleSystem* Bomb::createParticle()
{
ResManager* manager = ResManager::getManager();
CCParticleSystem* m_emitter = new CCParticleFire();
m_emitter->initWithTotalParticles(50);
m_emitter->setBlendAdditive(false);
m_emitter->setAutoRemoveOnFinish(true);
m_emitter->setDuration(0.5f);
m_emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage(manager->getSharedFilePath(g_gameinPath+"fire.png").c_str()));
m_emitter->setPosVar(ccp(60,60));
m_emitter->setStartColor(ccc4f(0.8f,0.8f,0.8f,0.1f));
m_emitter->setEndColor(ccc4f(0.1f,0.1f,0.1f,0.06f));
m_emitter->setEndColorVar(ccc4f(0.0f,0.0f,0.0f,0.0f));
m_emitter->setLife(0.8f);
m_emitter->setLifeVar(0.3f);
m_emitter->setSpeed(30.0f);
m_emitter->setSpeedVar(20.0f);
m_emitter->setScale(getScale());
m_emitter->autorelease();
return m_emitter;
}
开发者ID:SongCF,项目名称:game-LostStar,代码行数:27,代码来源:Bomb.cpp
示例13: removeAllChildrenWithCleanup
void ArtGameSquare::drawSquare(int col, int row, std::string artFile, Size size, Point scale, int artCols, int artRows)
{
_artRows = artRows;
_neighbors[ArtBoxSide::TOP] = false;
_neighbors[ArtBoxSide::BOTTOM] = false;
_neighbors[ArtBoxSide::LEFT] = false;
_neighbors[ArtBoxSide::RIGHT] = false;
removeAllChildrenWithCleanup(true);
_originalCol = col;
_originalRow = row;
_pieceSize = size;
_color = Color(rand() % (int)Color::COUNT);
_scale = scale;
float innerWidth = _pieceSize.width * 0.4f;
float innerHeight = _pieceSize.height * 0.4f;
_image = CCSprite::create(artFile, CCRectMake(col * _pieceSize.width / _scale.x, (_artRows - (row + 1)) * _pieceSize.height / _scale.y, _pieceSize.width / _scale.x, _pieceSize.height / _scale.y));
_image->setScale(scale.x, scale.y);
_arrow = CCSprite::create("hintLeft.png");
float arrowHeight = 24 * G_assetScale;
_arrow->setScale(arrowHeight / _arrow->getContentSize().height);
_arrow->setVisible(false);
Point blPoint = Point(-_pieceSize.width * 0.5f, -_pieceSize.height * 0.5f);
Point brPoint = Point(_pieceSize.width * 0.5f, -_pieceSize.height * 0.5f);
Point tlPoint = Point(-_pieceSize.width * 0.5f, _pieceSize.height * 0.5f);
Point trPoint = Point(_pieceSize.width * 0.5f, _pieceSize.height * 0.5f);
//draw the 4 border lines
_sides[ArtBoxSide::TOP] = DrawNode::create();
_sides[ArtBoxSide::TOP]->drawSegment(tlPoint, trPoint, 1, Color4F::BLACK);
_sides[ArtBoxSide::BOTTOM] = DrawNode::create();
_sides[ArtBoxSide::BOTTOM]->drawSegment(blPoint, brPoint, 1, Color4F::BLACK);
_sides[ArtBoxSide::LEFT] = DrawNode::create();
_sides[ArtBoxSide::LEFT]->drawSegment(tlPoint, blPoint, 1, Color4F::BLACK);
_sides[ArtBoxSide::RIGHT] = DrawNode::create();
_sides[ArtBoxSide::RIGHT]->drawSegment(trPoint, brPoint, 1, Color4F::BLACK);
_cover = DrawNode::create();
//draw the outer box
Point points[] = { blPoint, tlPoint, trPoint, brPoint };
_cover->drawPolygon(points, 4, ccc4f(0.96f, 0.96f, 0.96f, 0.8f), 0, ccc4f(0.86f, 0.86f, 0.86f, 0.8f));
//draw the inner box
Point innerPoints[] = { Point(-innerWidth * 0.5f, -innerHeight * 0.5f), Point(innerWidth * 0.5f, -innerHeight * 0.5f), Point(innerWidth * 0.5f, innerHeight * 0.5f), Point(-innerWidth * 0.5f, innerHeight * 0.5f) };
_cover->drawPolygon(innerPoints, 4, colorToCCColor(_color), 0, ccc4f(0.86f, 0.86f, 0.86f, 0.9f));
addChild(_image);
addChild(_arrow);
addChild(_sides[ArtBoxSide::LEFT]);
addChild(_sides[ArtBoxSide::RIGHT]);
addChild(_sides[ArtBoxSide::TOP]);
addChild(_sides[ArtBoxSide::BOTTOM]);
addChild(_cover);
}
开发者ID:amadt,项目名称:counterfeit_m3,代码行数:58,代码来源:ArtGameSquare.cpp
示例14: ccc4f
void HelloWorld::ccTouchMoved (CCTouch *pTouch, CCEvent *pEvent)
{
line.hexagones.erase (line.hexagones.begin() + 1, line.hexagones.end());
Hexagon h = field.CCP2Hex (this->convertTouchToNodeSpace (pTouch));
h.Integerlize();
line.MakeLine (line.hexagones[0], h, ccc4f (1, 0.5, 0.5, 1));
intersection.hexagones.clear();
intersection.MakeSolidHex (3, h, ccc4f (1, 1, 1, 1));
}
开发者ID:EchO-KID,项目名称:CBS,代码行数:9,代码来源:HelloWorldScene.cpp
示例15: Point
void ArtGameSquare::cover()
{
int borderWidth = 6;
float bW = (_pieceSize.width - borderWidth) * 0.5f;
float bH = (_pieceSize.height - borderWidth) * 0.5f;
_cover = DrawNode::create();
Point points[] = { Point(-bW, -bH), Point(bW, -bH), Point(bW, bH), Point(-bW, bH) };
_cover->drawPolygon(points, 4, ccc4f(0.96f, 0.96f, 0.96f, 0.0f), borderWidth, ccc4f(0.86f, 0.86f, 0.86f, 0.7f));
addChild(_cover);
_cover->setPosition(_image->getPosition());
}
开发者ID:amadt,项目名称:counterfeit_m3,代码行数:12,代码来源:ArtGameSquare.cpp
示例16: addChild
void Optics2::drawLine(Ref *pSender)
{
if (lightOn)
{
node->clear();
lightOn=false;
}
else
{
lightOn=true;
int objX = cannonX;
int objY = cannonY;
auto dir = cannon->firstDirection();
node = CCDrawNode::create();
addChild(node,10);
while (dir!= GameObject::END && dir!=GameObject::WIN)
{
switch (dir) {
case GameObject::UP :
node->drawSegment(grid[objX][objY]->getPosition(),
grid[objX][objY--]->getPosition(),
5.0,ccc4f(180,180,180,100));
dir = grid[objX][objY]->nextDirection(dir);
break;
case GameObject::DOWN :
node->drawSegment(grid[objX][objY]->getPosition(),
grid[objX][objY++]->getPosition(),
5.0,ccc4f(180,180,180,100));
dir = grid[objX][objY]->nextDirection(dir);
break;
case GameObject::LEFT :
node->drawSegment(grid[objX][objY]->getPosition(),
grid[objX++][objY]->getPosition(),
5.0,ccc4f(180,180,180,100));
dir = grid[objX][objY]->nextDirection(dir);
break;
case GameObject::RIGHT :
node->drawSegment(grid[objX][objY]->getPosition(),
grid[objX--][objY]->getPosition(),
5.0,ccc4f(180,180,180,100));
dir = grid[objX][objY]->nextDirection(dir);
break;
}//switch
}//while
if (dir==GameObject::WIN) showWin();
}
}
开发者ID:jcamposobando,项目名称:physica,代码行数:50,代码来源:optics2.cpp
示例17: CCRANDOM_0_1
bool PowerUp::init(GameWorld* instance)
{
if(!CCDrawNode::init())
return false;
game_world_ = instance;
time_left_ = MAX_POWERUP_WAIT_ON_SCREEN / 2 + CCRANDOM_0_1() * MAX_POWERUP_WAIT_ON_SCREEN / 2;
speed_ = CCPoint(CCRANDOM_MINUS1_1() * 2, CCRANDOM_MINUS1_1() * 2);
drawDot(CCPointZero, POWERUP_ICON_OUTER_RADIUS, ccc4f(0.73725f, 0.5451f, 0, 1));
drawDot(CCPointZero, POWERUP_ICON_OUTER_RADIUS - 3, ccc4f(0, 0, 0, 1));
setScale(0.0f);
return true;
}
开发者ID:karanseq,项目名称:InverseUniverse,代码行数:15,代码来源:PowerUp.cpp
示例18: setIsDrag
bool CircleObject::init()
{
setIsDrag(false);
setObjectType(ObjectType::CIRCLE_OBJECT);
setTypeName("CircleObject");
m_drawnode = CCDrawNode::create();
addChild(m_drawnode);
registerWithTouchDispatcher();
setBorderColor(ccc4f(1, 0, 0, 1));
setFillColor(ccc4f(0.5, 0.5, 0.5, 0.5));
m_radius = 10;
return true;
}
开发者ID:cubemoon,项目名称:SceneEditor-1,代码行数:15,代码来源:CircleObject.cpp
示例19: m_pImageView
NS_CC_BEGIN
// implementation CARenderImage
CARenderImage::CARenderImage()
: m_pImageView(NULL)
, m_uFBO(0)
, m_uDepthRenderBufffer(0)
, m_nOldFBO(0)
, m_pImage(0)
, m_ePixelFormat(CAImage::PixelFormat_RGBA8888)
, m_uClearFlags(0)
, m_sClearColor(ccc4f(0,0,0,1))
, m_fClearDepth(0.0f)
, m_nClearStencil(0)
, m_bAutoDraw(false)
, m_uPixelsWide(0)
, m_uPixelsHigh(0)
, m_uName(0)
{
#if CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID
// Listen this event to save render Image before come to background.
// Then it can be restored after coming to foreground on Android.
CANotificationCenter::sharedNotificationCenter()->addObserver(this,
callfuncO_selector(CARenderImage::listenToBackground),
EVENT_COME_TO_BACKGROUND,
NULL);
CANotificationCenter::sharedNotificationCenter()->addObserver(this,
callfuncO_selector(CARenderImage::listenToForeground),
EVENT_COME_TO_FOREGROUND, // this is misspelt
NULL);
#endif
}
开发者ID:jango2015,项目名称:CrossApp,代码行数:34,代码来源:CARenderImage.cpp
示例20: m_pSprite
NS_CC_BEGIN
// implementation CCRenderTexture
CCRenderTexture::CCRenderTexture()
: m_pSprite(NULL)
, m_uFBO(0)
, m_uDepthRenderBufffer(0)
, m_nOldFBO(0)
, m_pTexture(0)
, m_pTextureCopy(0)
, m_pUITextureImage(NULL)
, m_ePixelFormat(kCCTexture2DPixelFormat_RGBA8888)
, m_uClearFlags(0)
, m_sClearColor(ccc4f(0,0,0,0))
, m_fDlearDepth(0.0f)
, m_nClearStencil(0)
, m_bAutoDraw(false)
{
// Listen this event to save render texture before come to background.
// Then it can be restored after coming to foreground on Android.
CCNotificationCenter::sharedNotificationCenter()->addObserver(this,
callfuncO_selector(CCRenderTexture::listenToBackground),
EVENT_COME_TO_BACKGROUND,
NULL);
}
开发者ID:342261733,项目名称:cocos2d-x,代码行数:25,代码来源:CCRenderTexture.cpp
注:本文中的ccc4f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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