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C++ CCRectMake函数代码示例

本文整理汇总了C++中CCRectMake函数的典型用法代码示例。如果您正苦于以下问题:C++ CCRectMake函数的具体用法?C++ CCRectMake怎么用?C++ CCRectMake使用的例子?那么, 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CCRectMake函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: CCRectMake

//------------------------------------------------------------------
//
// TextureGlRepeat
//
//------------------------------------------------------------------
void TextureGlRepeat::onEnter()
{
    TextureDemo::onEnter();

    CCSize size = CCDirector::sharedDirector()->getWinSize();
	
	// The .png image MUST be power of 2 in order to create a continue effect.
	// eg: 32x64, 512x128, 256x1024, 64x64, etc..
    CCSprite *sprite = CCSprite::spriteWithFile("Images/pattern1.png", CCRectMake(0, 0, 4096, 4096));
	addChild(sprite, -1, kTagSprite1);
	sprite->setPosition(ccp(size.width/2,size.height/2));
	ccTexParams params = {GL_LINEAR,GL_LINEAR,GL_REPEAT,GL_REPEAT};
	sprite->getTexture()->setTexParameters(&params);
	
    CCRotateBy* rotate = CCRotateBy::actionWithDuration(4, 360);
	sprite->runAction(rotate);
    CCScaleBy* scale = CCScaleBy::actionWithDuration(2, 0.04f);
	CCScaleBy* scaleBack = (CCScaleBy*) (scale->reverse());
    CCFiniteTimeAction* seq = CCSequence::actions(scale, scaleBack, NULL);
	sprite->runAction(seq);
}
开发者ID:amatuer,项目名称:cocos2d-game,代码行数:26,代码来源:Texture2dTest.cpp

示例2: CCArray

CCArray* AnimationComponent::eightDirectionActionListWithFile(const char* file ,int frameCount ,CCSize frameSize ,float delay)
{
	CCTexture2D *texture=CCTextureCache::sharedTextureCache()->addImage(file);
	
	CCArray* actions=new CCArray();
	actions->initWithCapacity(8);
	//move action
	for (int i=0; i<8; i++) {
		CCArray* animFrames=new CCArray();
		animFrames->initWithCapacity(frameCount);
		for (int j=0; j<frameCount; j++) {
			CCSpriteFrame *frame=CCSpriteFrame::createWithTexture(texture ,CCRectMake(j*frameSize.width, i*frameSize.height, frameSize.width, frameSize.height));
			animFrames->addObject(frame);
		}
		CCAnimation *animation=CCAnimation::createWithSpriteFrames(animFrames,delay);
		CCAnimate *animate= CCAnimate::create(animation);
		actions->addObject(CCRepeatForever::create((CCActionInterval*)CCSequence::create(animate,NULL)));
		animFrames->release();
	}
	return actions;
}
开发者ID:trarck,项目名称:yhge,代码行数:21,代码来源:AnimationComponent.cpp

示例3: CC_BREAK_IF

bool CTank::init(CCNode *parent, char szTankPlist[], char szTankPng[])
{
    bool bRet = true;

    do
    {
        CCSpriteFrameCache* cache = CGameManager::getGameManager()->getFrameCache();

        CC_BREAK_IF(!cache);

        cache->addSpriteFramesWithFile(szTankPlist, szTankPng);  

        CCSize tileSize = CGameScene::getTileSize();
        CCSprite *tank = CCSprite::spriteWithFile("material/tank2/tank_up.png",
            CCRectMake(0,0,tileSize.width*2, tileSize.height*2));

        //tank->setScale(DEFAULT_TANK_SCALE);
        CC_BREAK_IF(!tank);
        m_pTank = tank;

        tank->setScale(2);
        tank->setPosition(ccp(tileSize.width,tileSize.height));

        this->addChild(tank);
        parent->addChild(this);

        m_TankDirection = MOVE_UP;

        changeTankImage(MOVE_UP);


        setActive(true);


        bRet = true;

    }while(0);

    return bRet;
}
开发者ID:Javaoom,项目名称:TankBattle,代码行数:40,代码来源:Tank.cpp

示例4: addChild

bool GameScene::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();
    if(NULL==map){
        map=TMXTiledMap::create("map/map1.tmx");
    }
    //map->setScale(2);
    addChild(map);

    TMXObjectGroup *objects = map->getObjectGroup("player");
    CCASSERT(NULL != objects, "'Objects' object group not found");
    auto spawnPoint = objects->getObject("playerinit");
    CCASSERT(!spawnPoint.empty(), "SpawnPoint object not found");
    int x = spawnPoint["x"].asInt();
    int y = spawnPoint["y"].asInt();
    Player * player = new Player();
    global->player=player;
    global->map=map;
    player->setPosition(Vec2(x,y));
    addChild(player,2);
    //player->sprite->runAction(RepeatForever::create(Animate::create(global->createAni(player->texture, 3))));
    TMXObjectGroup *object2=map->getObjectGroup("Event");
    auto transitionpoint=object2->getObject("transitionEvent");
    int x1=transitionpoint["x"].asInt();
    int y1=transitionpoint["y"].asInt();
    transitionPosition=Vec2(x1,y1);
    //CCLOG("over");
    this->runAction(CCFollow::create(player,CCRectMake(0,0,map->getContentSize().width,map->getContentSize().height)));
    schedule(schedule_selector(GameScene::updateEvent), 0.1);
    return true;

}
开发者ID:dingyp,项目名称:MyGame,代码行数:40,代码来源:GameScene.cpp

示例5: switch

void UISlider::setPercent(int percent)
{
    if (percent > 100)
    {
        percent = 100;
    }
    if (percent < 0)
    {
        percent = 0;
    }
    m_nPercent = percent;
    float dis = m_fBarLength*(percent/100.0f);
    m_pSlidBallRenderer->setPosition(ccp(-m_fBarLength/2.0f + dis, 0.0f));
    if (m_bScale9Enabled)
    {
        dynamic_cast<CCScale9Sprite*>(m_pProgressBarRenderer)->setPreferredSize(CCSizeMake(dis,m_ProgressBarTextureSize.height));
    }
    else
    {
        int x = 0, y = 0;
        switch (m_eProgressBarTexType)
        {
            case UI_TEX_TYPE_PLIST:
            {
                CCSprite* barNode = dynamic_cast<CCSprite*>(m_pProgressBarRenderer);
                if (barNode)
                {
                    CCPoint to = barNode->getTextureRect().origin;
                    x = to.x;
                    y = to.y;
                }
                break;
            }
            default:
                break;
        }
        dynamic_cast<CCSprite*>(m_pProgressBarRenderer)->setTextureRect(CCRectMake(x, y, m_ProgressBarTextureSize.width * (percent/100.0f), m_ProgressBarTextureSize.height));
    }
}
开发者ID:109383670,项目名称:cocos2d-x,代码行数:39,代码来源:UISlider.cpp

示例6: setBackGroundImage

void OptionLayer::setViews()
{
	setBackGroundImage("loading.png");	

	CCSprite *title = CCSprite::create("menuTitle.png",CCRectMake(0,0,135,35));
	title->setAnchorPoint(ccp(0.5,1));
	title->setPosition(ccp(getWinSize().width/2,getWinSize().height-20));

	this->addChild(title);

	CCMenuItemToggle *music_trigger = CCMenuItemToggle::createWithTarget(this,menu_selector(OptionLayer::music_triggerCallback),
			CCMenuItemFont::create("Music : On"),CCMenuItemFont::create("Music : Off"),NULL);
	
	music_trigger->setPosition(ccp(getWinSize().width/2,getWinSize().height/2));


	if(SimpleAudioEngine::sharedEngine()->isBackgroundMusicPlaying())
	{
		music_trigger->setSelectedIndex(1);
	}
	else
	{
		music_trigger->setSelectedIndex(0);
	}

	//menu->setPosition(ccp(getWinSize().width/2,getWinSize().height/2));

	CCLabelBMFont *back = CCLabelBMFont::create("back","arial-14.fnt");

	back->setScale(1.25f);
	CCMenuItemLabel *backLable =  CCMenuItemLabel::create(back,this,menu_selector(OptionLayer::backCallback));
	backLable->setAnchorPoint(ccp(0.5,1));
	backLable->setPosition(ccp(getWinSize().width/2,50));

	CCMenu *menu = CCMenu::create(music_trigger,backLable,NULL);
	menu->setPosition(CCPointZero);

	this->addChild(menu);
}
开发者ID:jinjianxin,项目名称:cocos2d-x,代码行数:39,代码来源:optionlayer.cpp

示例7: addChild

bool About::init()
{
    if (!CCLayer::init()) {
        return false;
    }
    
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();
    
    CCSprite *sp = CCSprite::create(s_bg01);
    sp->setPosition(ccp(winSize.width / 2, winSize.height / 2));
    addChild(sp, 0, 1);
    
    CCTexture2D *imageCache = CCTextureCache::sharedTextureCache()->addImage(s_menuTitle);
    CCSprite *title = CCSprite::createWithTexture(imageCache, CCRectMake(0, 36, 100, 34));
    title->setPosition(ccp(winSize.width/2, winSize.height - 60));
    addChild(title);
    
    CCLabelTTF *about = CCLabelTTF::create("   Thanks to cocos2d!", "Arial Bold", 32, CCSizeMake(winSize.width * 0.85, 320), kCCTextAlignmentLeft);
    about->setPosition(ccp(winSize.width / 2, winSize.height / 2 ));
    addChild(about);
    
    
    CCLabelBMFont *backLb = CCLabelBMFont::create("Go Back", s_font);
    CCMenuItemLabel *goBack = CCMenuItemLabel::create(backLb, this, menu_selector(About::goBack));
    goBack->setScale(0.6f);
    CCActionInterval *fadeIn = CCFadeTo::create(1, 80);
    CCActionInterval *fadeOut = CCFadeTo::create(1, 255);
    CCEaseSineInOut *ease1 = CCEaseSineInOut::create(fadeIn);
    CCEaseSineInOut *ease2 = CCEaseSineInOut::create(fadeOut);
    CCFiniteTimeAction *seq = CCSequence::create(ease1, ease2, NULL);
    // 参数必须要强转,不然ndk编译不过
    goBack->runAction(CCRepeatForever::create((CCActionInterval*)seq));
    
    CCMenu *menu = CCMenu::create(goBack, NULL);
    menu->setPosition(winSize.width / 2, winSize.height/2 - 60);
    addChild(menu);
    
    return  true;
}
开发者ID:hu7433438,项目名称:BlackAndWhite,代码行数:39,代码来源:About.cpp

示例8: NDUILayer

//===========================================================================
bool CSMLoginScene::CreatConfirmDlg( const char * szTip )
{
	CCSize winSize = CCDirector::sharedDirector()->getWinSizeInPixels();
	
	NDUILayer *	pLayer	= new NDUILayer();
	if ( !pLayer )
		return false;
	pLayer->Initialization();
	pLayer->SetFrameRect( CCRectMake(0, 0, winSize.width, winSize.height) );
	pLayer->SetTag( TAG_DLG_CONFIRM );
	AddChild(pLayer);	
	
	NDUILoad tmpUILoad2;
	tmpUILoad2.Load( "ShowYesOrNoDlg.ini", pLayer, this, CCSizeMake(0, 0) );
	
	NDUILabel * pLabelTip	= (NDUILabel*)pLayer->GetChild( TAG_LABEL_TIP );
	if ( pLabelTip && szTip )
	{
		pLabelTip->SetText( szTip );
	}
	return true;
}
开发者ID:chaosren,项目名称:HHHH,代码行数:23,代码来源:SMLoginScene.cpp

示例9: convertToNodeSpace

bool TitleBar::ccTouchBegan(CCTouch* touch, CCEvent* event)
{
    CCPoint touchLocation = touch->locationInView( touch->view() );
    touchLocation = CCDirector::sharedDirector()->convertToGL( touchLocation );
    CCPoint pos = convertToNodeSpace( touchLocation );
    
    CCSize sz = getContentSizeInPixels();

    bool bRet = CCRect::CCRectContainsPoint(CCRectMake(0,
                                                       0,
                                                       sz.width,
                                                       sz.height),
                                            pos);
    
    if (bRet) {
        CCNotificationCenter::sharedNotifCenter()->postNotification(kNotifyGoTop);
        return true;
    }
    else{
        return false;
    }
}
开发者ID:haoliumilan,项目名称:AgainstSango,代码行数:22,代码来源:TitleBar.cpp

示例10: switch

void UILoadingBar::setPercent(int percent)
{
    if ( percent < 0 || percent > 100)
    {
        return;
    }
    if (m_fTotalLength <= 0)
    {
        return;
    }
    m_nPercent = percent;
    float res = m_nPercent/100.0;
    
    int x = 0, y = 0;
    switch (m_eRenderBarTexType)
    {
        case UI_TEX_TYPE_PLIST:
        {
            CCSprite* barNode = DYNAMIC_CAST_CCSPRITE;
            if (barNode)
            {
                CCPoint to = barNode->getTextureRect().origin;
                x = to.x;
                y = to.y;
            }
            break;
        }
        default:
            break;
    }
    if (m_bScale9Enabled)
    {
        setScale9Scale();
    }
    else
    {
        dynamic_cast<CCSprite*>(m_pBarRenderer)->setTextureRect(CCRectMake(x, y, m_barRendererTextureSize.width * res, m_barRendererTextureSize.height));
    }
}
开发者ID:alongxiao,项目名称:cocos2d-x,代码行数:39,代码来源:UILoadingBar.cpp

示例11: ccp

/** 
 * 检查是否在区域里
 */
bool UILineValue::touchDown(float x,float y)
{
	CCPoint pos = ccp(x,y);
	pos = this->convertToNodeSpace(pos);
	nowTouchPoint = ccp(x,y);
	if (_back)
	{
		float width = _back->getContentSize().width * _back->getScaleX();
		float height = _back->getContentSize().height * _back->getScaleY();
		CCRect rect = CCRectMake(
			_back->getPosition().x ,
			_back->getPosition().y,
			width,
			height);
		if (rect.containsPoint(pos))
		{
			_touchIn = true;
			return true;
		}
	}
	return false;
}
开发者ID:coderHsc,项目名称:sygame,代码行数:25,代码来源:UILineValue.cpp

示例12: initView

void SGEquipBox::initView()
{
	ResourceManager::sharedInstance()->bindTexture("sgequipslayer/sgequipslayer.plist", RES_TYPE_LAYER_UI, sg_box_equipBox);

    CCSize s = CCDirector::sharedDirector()->getWinSize();
    tableViewHeight = 70;
    tableView->setFrame(CCRectMake(0, 0, 380, 300));
    tableView->setPosition(ccpAdd(SGLayout::getPoint(kMiddleLeft), ccp(s.width/2-tableView->getContentSize().width/2,-180)));

    SGButton *ok = SGButton::create("box_btnbg.png",
                                    "public_font_queding.png",
                                    this,
                                    menu_selector(SGEquipBox::boxCloseWithOutCallBack),
                                    ccp(0, 0),
                                    false,
                                    true);
    this->addBtn(ok);
    ok->setPosition(ccpAdd(SGLayout::getPoint(kMiddleCenter), ccp(0, -260)));
    CCSprite *title = CCSprite::createWithSpriteFrameName("font_taozsx.png");
    title->setPosition(ccpAdd(SGLayout::getPoint(kMiddleCenter), ccp(0, 150)));
    this->addChild(title);
}
开发者ID:caoguoping,项目名称:warCraft,代码行数:22,代码来源:SGEquipBox.cpp

示例13: CCLOG

void Box2DTestLayer::addNewSpriteAtPosition(CCPoint p)
{
    CCLOG("Add sprite %0.2f x %02.f",p.x,p.y);
    CCNode* parent = getChildByTag(kTagParentNode);
    
    //We have a 64x64 sprite sheet with 4 different 32x32 images.  The following code is
    //just randomly picking one of the images
    int idx = (CCRANDOM_0_1() > .5 ? 0:1);
    int idy = (CCRANDOM_0_1() > .5 ? 0:1);
    PhysicsSprite *sprite = new PhysicsSprite();
    sprite->initWithTexture(m_pSpriteTexture, CCRectMake(32 * idx,32 * idy,32,32));
    sprite->autorelease();

    parent->addChild(sprite);
    
    sprite->setPosition( ccp( p.x, p.y) );
    
    // Define the dynamic body.
    //Set up a 1m squared box in the physics world
    b2BodyDef bodyDef;
    bodyDef.type = b2_dynamicBody;
    bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO);

    b2Body *body = world->CreateBody(&bodyDef);
    
    // Define another box shape for our dynamic body.
    b2PolygonShape dynamicBox;
    dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box
    
    // Define the dynamic body fixture.
    b2FixtureDef fixtureDef;
    fixtureDef.shape = &dynamicBox;    
    fixtureDef.density = 1.0f;
    fixtureDef.friction = 0.3f;
    body->CreateFixture(&fixtureDef);

    sprite->setPhysicsBody(body);
}
开发者ID:ZheNanXu,项目名称:Billiard-2D,代码行数:38,代码来源:Box2dTest.cpp

示例14: sprintf

ToyBrick* ToyLayer::CreateBrick_Rectangle()
{
		int num = CommonHelper::GetRandomNum(1, 20);

		//image && texture
		char path[255];
		sprintf(path, "Images/ToyBrick/Rectangle/%d.png", num);

		CCImage *img = new CCImage();
		img->autorelease();
		if (!img->initWithImageFile(path, cocos2d::CCImage::kFmtPng))
		{
				return NULL;
		}

		CCTexture2D *texture = new CCTexture2D();
		texture->autorelease();
		if (!texture->initWithImage(img))
		{
				return NULL;
		}


		//
		ToyBrick *brick = ToyBrick::create();
		CCSize size = texture->getContentSize();
		brick->Init(texture, CCRectMake(0, 0, size.width, size.height));
		
		//vector
		CCPointArray *vector = CCPointArray::create(4);
		vector->addControlPoint(ccp(-52, -52));
		vector->addControlPoint(ccp(52, -52));
		vector->addControlPoint(ccp(52, 52));
		vector->addControlPoint(ccp(-52, 52));
		brick->SetAsPolygon(vector);

		return brick;
}
开发者ID:Whislly,项目名称:DreamBookToolbox,代码行数:38,代码来源:ToyLayer.cpp

示例15: CCRectMake

void CocoRoomTodayCandy::InitSprites()
{
    pBlack = CCSprite::create("images/ranking_scrollbg.png", CCRectMake(0, 0, winSize.width, winSize.height));
    pBlack->setPosition(ccp(0, 0));
    pBlack->setAnchorPoint(ccp(0, 0));
    pBlack->setColor(ccc3(0, 0, 0));
    pBlack->setOpacity(150);
    this->addChild(pBlack, 0);

    spriteClass = new SpriteClass();

    // make pop-up background
    spriteClass->spriteObj.push_back( SpriteObject::Create(1, "background/bg_board_brown.png1",
                                      ccp(0, 0), ccp(49, 458), CCSize(982, 1073), "", "Layer", tLayer, 1) );
    spriteClass->spriteObj.push_back( SpriteObject::Create(1, "background/bg_board_yellow.png1",
                                      ccp(0, 0), ccp(75, 492), CCSize(929, 904), "", "Layer", tLayer, 1) );
    spriteClass->spriteObj.push_back( SpriteObject::Create(0, "letter/letter_todaystarcandy_groupfriend_select.png", ccp(0, 0), ccp(103, 1429), CCSize(0, 0), "", "Layer", tLayer, 1) );
    spriteClass->spriteObj.push_back( SpriteObject::Create(0, "button/btn_x_brown.png",
                                      ccp(0, 0), ccp(900, 1420), CCSize(0, 0), "", "Layer", tLayer, 1) );

    // bottom background
    spriteClass->spriteObj.push_back( SpriteObject::Create(1, "background/bg_board_brown.png2",
                                      ccp(0, 0), ccp(49, 198), CCSize(982, 223), "", "Layer", tLayer, 1) );
    spriteClass->spriteObj.push_back( SpriteObject::Create(1, "background/bg_board_yellow.png2",
                                      ccp(0, 0), ccp(77, 228), CCSize(929, 177), "", "Layer", tLayer, 1) );


    // bottom 5 profile 중에 내 프로필

    spriteClass->spriteObj.push_back( SpriteObject::CreateFromSprite(0, MyInfo::GetProfile(), ccp(0, 0), ccp(100+5, 254+11), CCSize(0,0), "", "Layer", tLayer, 5, 0, 255, 0.95f) );
    spriteClass->spriteObj.push_back( SpriteObject::Create(0, "background/bg_profile.png1", ccp(0, 0), ccp(100, 254), CCSize(0, 0), "", "Layer", tLayer, 5) );

    // bottom button
    spriteClass->spriteObj.push_back( SpriteObject::Create(0, "button/btn_red_mini.png",
                                      ccp(0, 0), ccp(750, 262), CCSize(0, 0), "", "Layer", tLayer, 1) );
    spriteClass->spriteObj.push_back( SpriteObject::Create(0, "letter/letter_confirm_mini.png",
                                      ccp(0.5, 0), ccp(spriteClass->spriteObj[spriteClass->spriteObj.size()-1]->sprite->getContentSize().width/2, 27), CCSize(0, 0), "button/btn_red_mini.png", "0", NULL, 1, 1) );
}
开发者ID:playdandi,项目名称:CocoDrawingMagic,代码行数:38,代码来源:CocoRoomTodayCandy.cpp


注:本文中的CCRectMake函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。