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C++ Vec2函数代码示例

本文整理汇总了C++中Vec2函数的典型用法代码示例。如果您正苦于以下问题:C++ Vec2函数的具体用法?C++ Vec2怎么用?C++ Vec2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Vec2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: cpVert2Point

static Vec2 cpVert2Point(const cpVect &vert)
{
    return Vec2(vert.x, vert.y);
}
开发者ID:FenneX,项目名称:FenneXEmptyProject,代码行数:4,代码来源:CCPhysicsDebugNode.cpp

示例2: drawCenter

	void drawCenter(const Vec2 &center, const Size<double> &size)
	{
		draw(Vec2(center.x - size.width / 2, center.y - size.height / 2), size);
	}
开发者ID:tenonno,项目名称:dxlib-2,代码行数:4,代码来源:Texture.hpp

示例3: MAX

void RichText::formarRenderers()
{
    if (_ignoreSize)
    {
        float newContentSizeWidth = 0.0f;
        float newContentSizeHeight = 0.0f;
        
        Vector<Node*>* row = (_elementRenders[0]);
        float nextPosX = 0.0f;
        for (ssize_t j=0; j<row->size(); j++)
        {
            Node* l = row->at(j);
            l->setAnchorPoint(Vec2::ZERO);
            l->setPosition(Vec2(nextPosX, 0.0f));
            _elementRenderersContainer->addChild(l, 1);
            Size iSize = l->getContentSize();
            newContentSizeWidth += iSize.width;
            newContentSizeHeight = MAX(newContentSizeHeight, iSize.height);
            nextPosX += iSize.width;
        }
        _elementRenderersContainer->setContentSize(Size(newContentSizeWidth, newContentSizeHeight));
    }
    else
    {
        float newContentSizeHeight = 0.0f;
        float *maxHeights = new float[_elementRenders.size()];
        
        for (size_t i=0; i<_elementRenders.size(); i++)
        {
            Vector<Node*>* row = (_elementRenders[i]);
            float maxHeight = 0.0f;
            for (ssize_t j=0; j<row->size(); j++)
            {
                Node* l = row->at(j);
                maxHeight = MAX(l->getContentSize().height, maxHeight);
            }
            maxHeights[i] = maxHeight;
            newContentSizeHeight += maxHeights[i];
        }
        
        
        float nextPosY = _customSize.height;
        for (size_t i=0; i<_elementRenders.size(); i++)
        {
            Vector<Node*>* row = (_elementRenders[i]);
            float nextPosX = 0.0f;
            nextPosY -= (maxHeights[i] + _verticalSpace);
            
            for (ssize_t j=0; j<row->size(); j++)
            {
                Node* l = row->at(j);
                l->setAnchorPoint(Vec2::ZERO);
                l->setPosition(Vec2(nextPosX, nextPosY));
                _elementRenderersContainer->addChild(l, 1);
                nextPosX += l->getContentSize().width;
            }
        }
        _elementRenderersContainer->setContentSize(_contentSize);
        delete [] maxHeights;
    }
    
    size_t length = _elementRenders.size();
    for (size_t i = 0; i<length; i++)
	{
        Vector<Node*>* l = _elementRenders[i];
        l->clear();
        delete l;
	}    
    _elementRenders.clear();
    
    if (_ignoreSize)
    {
        Size s = getVirtualRendererSize();
        this->setContentSize(s);
    }
    else
    {
        this->setContentSize(_customSize);
    }
    updateContentSizeWithTextureSize(_contentSize);
    _elementRenderersContainer->setPosition(_contentSize.width / 2.0f, _contentSize.height / 2.0f);
}
开发者ID:ElvisQin,项目名称:genius-x,代码行数:82,代码来源:UIRichText.cpp

示例4: Vec2

Vec2 Vec2::operator +( const float rhs ) const
{
  return Vec2( x + rhs, y + rhs );
}
开发者ID:SniperSmiley,项目名称:Programming-Samples,代码行数:4,代码来源:Vec2.cpp

示例5: physics

bool PlatformerEntityController::update(TimeValue time)
{
    // Check there is a character controller to work with
    if (!getEntity()->characterController_)
    {
        LOG_ERROR << "Entity does not have a character controller: " << *getEntity();
        return true;
    }

    // The maximum update rate is tied to the physics update rate
    auto timePerSubstep = physics().getSubstepSize();

    // Work out how many physics steps there are to run
    timeSinceLastUpdate_ += std::min(time, TimeValue(0.1f));
    auto substepCount = timeSinceLastUpdate_ / timePerSubstep;
    if (substepCount == 0)
        return true;

    // Roll over any unused time to future frames
    timeSinceLastUpdate_ -= timePerSubstep * substepCount;

    auto seconds = (physics().getSubstepSize() * substepCount).toSeconds();

    // If 10ms has elapsed then add a new past world position
    auto currentTime = platform().getTime();
    if (pastWorldPositions_.empty() || (currentTime - pastWorldPositions_[0].time).toMilliseconds() > 10.0f)
        pastWorldPositions_.prepend(PastWorldPosition(currentTime, getEntity()->getWorldPosition().toVec2()));

    // Cull outdated past world positions (> 100ms old)
    while ((currentTime - pastWorldPositions_.back().time).toMilliseconds() > 100.0f)
        pastWorldPositions_.popBack();

    // Determine actual velocity after accounting for collisions, this is only possible if there are sufficient samples
    if (pastWorldPositions_.size() >= 2)
    {
        const auto& p0 = pastWorldPositions_[0];

        for (auto i = 1U; i < pastWorldPositions_.size(); i++)
        {
            if ((p0.time - pastWorldPositions_[i].time).toSeconds() > 0.05f)
            {
                velocity_ = (p0.position - pastWorldPositions_[i].position) /
                    (p0.time - pastWorldPositions_[i].time).toSeconds();
                break;
            }
        }
    }

    // Check for a down axis collision and use the result to track falling distances and report falls
    fallDistance_ = 0.0f;
    auto collisionNormal = Vec3();
    if (physics().getCharacterControllerDownAxisCollision(getEntity()->characterController_, collisionNormal))
    {
        // Report a fall if the character controller was previously not on the ground
        if (reportFallWhenNextOnGround_)
        {
            fallDistance_ = maximumYSinceLastOnGround_ - getEntity()->getWorldPosition().y;
            reportFallWhenNextOnGround_ = false;
        }

        maximumYSinceLastOnGround_ = getEntity()->getWorldPosition().y;
    }
    else
    {
        // The controller is not in contact with the ground so a fall should be reported when the controller is next on
        // the ground, the final fall distance is determined based on how high the controller got since it was last on
        // the ground.
        reportFallWhenNextOnGround_ = true;
        maximumYSinceLastOnGround_ = std::max(maximumYSinceLastOnGround_, getEntity()->getWorldPosition().y);
    }

    // Keyboard control of movement
    auto movement = Vec2();
    if (isUserInputAllowed_ && platform().isKeyPressed(moveLeftKey_))
        movement -= Vec2::UnitX;
    if (isUserInputAllowed_ && platform().isKeyPressed(moveRightKey_))
        movement += Vec2::UnitX;
    if (isJumping_)
        movement.x *= jumpHorizontalMovementScale_;

    // Calculate any movement offset needed for jumping
    auto jumpOffset = 0.0f;
    if (isJumping_)
    {
        // Check whether the character controller has hit something above it. If it has, and the surface hit is fairly
        // close to horizontal, then the jump terminates immediately
        if (physics().getCharacterControllerUpAxisCollision(getEntity()->characterController_, collisionNormal))
            isJumping_ = collisionNormal.dot(-Vec3::UnitY) < 0.95f;

        if (isJumping_)
        {
            auto jumpTimeElapsed = (currentTime - jumpStartTime_).toSeconds();
            if (jumpTimeElapsed >= jumpTime_ * 2.0f)
                isJumping_ = false;
            else
            {
                // Calculate the vertical jump movement for this timestep
                auto t0 = jumpTimeElapsed / jumpTime_;
                auto t1 = std::max(jumpTimeElapsed - seconds, 0.0f) / jumpTime_;

//.........这里部分代码省略.........
开发者ID:savant-nz,项目名称:carbon,代码行数:101,代码来源:PlatformerEntityController.cpp

示例6: addChild

bool ControlButtonTest_HelloVariableSize::init()
{
    if (ControlScene::init())
    {
        auto screenSize = Director::getInstance()->getWinSize();
        
        // Defines an array of title to create buttons dynamically
        std::vector<std::string> vec;
        vec.push_back("Hello");
        vec.push_back("Variable");
        vec.push_back("Size");
        vec.push_back("!");
        
        auto layer = Node::create();
        addChild(layer, 1);
        
        double total_width = 0, height = 0;
        
        int i = 0;
        
        for (auto& title : vec)
        {
            // Creates a button with this string as title
            ControlButton *button = standardButtonWithTitle(title.c_str());
            if (i == 0)
            {
                button->setOpacity(50);
                button->setColor(Color3B(0, 255, 0));
            }
            else if (i == 1)
            {
                button->setOpacity(200);
                button->setColor(Color3B(0, 255, 0));
            }
            else if (i == 2)
            {
                button->setOpacity(100);
                button->setColor(Color3B(0, 0, 255));
            }
            
            button->setPosition(total_width + button->getContentSize().width / 2, button->getContentSize().height / 2);
            layer->addChild(button);
            
            // Compute the size of the layer
            height = button->getContentSize().height;
            total_width += button->getContentSize().width;
            i++;
        }

        layer->setAnchorPoint(Vec2 (0.5, 0.5));
        layer->setContentSize(Size(total_width, height));
        layer->setPosition(screenSize.width / 2.0f, screenSize.height / 2.0f);
        
        // Add the black background
        auto background = Scale9Sprite::create("extensions/buttonBackground.png");
        background->setContentSize(Size(total_width + 14, height + 14));
        background->setPosition(screenSize.width / 2.0f, screenSize.height / 2.0f);
        addChild(background);
        return true;
    }
    return false;
}
开发者ID:AomXD,项目名称:workspace,代码行数:62,代码来源:CCControlButtonTest.cpp

示例7: sprintf

void RunnerSprite::extralInit(){
    auto roleGroup = this->mMap->getObjectGroup("role");
    ValueMap obj = static_cast<ValueMap>(roleGroup->getObject("player"));
    
    float spX = obj["x"].asFloat();
    float spY = obj["y"].asFloat();

    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("playerrun.plist", "playerrun.png");
    mRunner = cocos2d::Sprite::createWithSpriteFrameName("image1.png");
    mRunner->setPosition(Vec2(spX,spY));
    mRunner->setAnchorPoint(Vec2(0.5,0.0));
    
    mMap->addChild(mRunner);
    auto runAnim = Animation::create();
    for(int i = 1;i<17;i++){
        char nameBuf[100] = {0};
        sprintf(nameBuf, "image%d.png",i);
        auto frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(nameBuf);
        runAnim->addSpriteFrame(frame);
    }
    runAnim->setDelayPerUnit(0.06f);
    runAnim->setRestoreOriginalFrame(true);
    AnimationCache::getInstance()->addAnimation(runAnim,"runAction");
    
    
    
    auto colGroup = mMap->getObjectGroup("collision");
    auto colObj = colGroup->getObjects();
    CCLOG("objs %lu",colObj.size());
    
    barriers.reserve(colObj.size());
    
    for(ValueVector::iterator it  = colObj.begin(); it != colObj.end(); ++it) {
        ValueMap mp = it->asValueMap();
        barriers.push_back(Rect(mp["x"].asFloat(), mp["y"].asFloat(), mp["width"].asFloat(), mp["height"].asFloat()));
    }
    
    auto colGroup2 = mMap->getObjectGroup("collision");
    auto colObj2 = colGroup2->getObjects();
    CCLOG("objs %lu",colObj.size());
    
    goldens.reserve(colObj2.size());
    goldenSs.reserve(colObj2.size());
    int i = 0;
    for(ValueVector::iterator it  = colObj2.begin(); it != colObj2.end(); ++it) {
        ValueMap mp = it->asValueMap();
        goldens.push_back(Rect(mp["x"].asFloat(), mp["y"].asFloat(), mp["width"].asFloat(), mp["height"].asFloat()));
        auto gold =  Sprite::create("gold.png");
        gold->setAnchorPoint(Vec2(0.5,0.5));
        gold->setPosition(Vec2(mp["x"].asFloat(), mp["y"].asFloat() + 180));
        gold->setScale(0.2, 0.2);
        gold->setTag(2800+i);
        mMap->getLayer("ground")->addChild(gold);
        goldenSs.push_back(gold);
        i++;
    }
    
    
    setRunState(kROLERUN);
    
    auto runAim = RepeatForever::create(Animate::create(AnimationCache::getInstance()->getAnimation("runAction"))) ;
    this->mRunner->runAction(runAim);
    
    gNum = 0;
    mNum = 0;

}
开发者ID:whtoo,项目名称:RunCPP,代码行数:67,代码来源:Runner.cpp

示例8:

ShaderNode::ShaderNode()
:_center(Vec2(0.0f, 0.0f))
,_resolution(Vec2(0.0f, 0.0f))
,_time(0.0f)
{
}
开发者ID:AppleJDay,项目名称:cocos2d-x,代码行数:6,代码来源:ShaderTest.cpp

示例9: CC_CALLBACK_2

RenderTextureZbuffer::RenderTextureZbuffer()
{
    auto listener = EventListenerTouchAllAtOnce::create();
    listener->onTouchesBegan = CC_CALLBACK_2(RenderTextureZbuffer::onTouchesBegan, this);
    listener->onTouchesMoved = CC_CALLBACK_2(RenderTextureZbuffer::onTouchesMoved, this);
    listener->onTouchesEnded = CC_CALLBACK_2(RenderTextureZbuffer::onTouchesEnded, this);
    _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
    
    auto size = Director::getInstance()->getWinSize();
    auto label = Label::createWithTTF("vertexZ = 50", "fonts/Marker Felt.ttf", 64);
    label->setPosition(Vec2(size.width / 2, size.height * 0.25f));
    this->addChild(label);

    auto label2 = Label::createWithTTF("vertexZ = 0", "fonts/Marker Felt.ttf", 64);
    label2->setPosition(Vec2(size.width / 2, size.height * 0.5f));
    this->addChild(label2);

    auto label3 = Label::createWithTTF("vertexZ = -50", "fonts/Marker Felt.ttf", 64);
    label3->setPosition(Vec2(size.width / 2, size.height * 0.75f));
    this->addChild(label3);

    label->setPositionZ(50);
    label2->setPositionZ(0);
    label3->setPositionZ(-50);

    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("Images/bugs/circle.plist");
    mgr = SpriteBatchNode::create("Images/bugs/circle.png", 9);
    this->addChild(mgr);
    sp1 = Sprite::createWithSpriteFrameName("circle.png");
    sp2 = Sprite::createWithSpriteFrameName("circle.png");
    sp3 = Sprite::createWithSpriteFrameName("circle.png");
    sp4 = Sprite::createWithSpriteFrameName("circle.png");
    sp5 = Sprite::createWithSpriteFrameName("circle.png");
    sp6 = Sprite::createWithSpriteFrameName("circle.png");
    sp7 = Sprite::createWithSpriteFrameName("circle.png");
    sp8 = Sprite::createWithSpriteFrameName("circle.png");
    sp9 = Sprite::createWithSpriteFrameName("circle.png");

    mgr->addChild(sp1, 9);
    mgr->addChild(sp2, 8);
    mgr->addChild(sp3, 7);
    mgr->addChild(sp4, 6);
    mgr->addChild(sp5, 5);
    mgr->addChild(sp6, 4);
    mgr->addChild(sp7, 3);
    mgr->addChild(sp8, 2);
    mgr->addChild(sp9, 1);

    sp1->setPositionZ(400);
    sp2->setPositionZ(300);
    sp3->setPositionZ(200);
    sp4->setPositionZ(100);
    sp5->setPositionZ(0);
    sp6->setPositionZ(-100);
    sp7->setPositionZ(-200);
    sp8->setPositionZ(-300);
    sp9->setPositionZ(-400);

    sp9->setScale(2);
    sp9->setColor(Color3B::YELLOW);
}
开发者ID:289997171,项目名称:cocos2d-x,代码行数:61,代码来源:RenderTextureTest.cpp

示例10: if

void GameNext::update(float dt)
{
    //Director::getInstance()->replaceScene(GameMain::createScene());
    
    //std::string str = Value(game_round-1).asString();
    second = second + 1;
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();
    
    if(second == 10){

        
        std::string pass_pic = "next/next" + gr_pic + "_" + gl_pic + ".png";
        auto gameover_pass_pic = Sprite::create(pass_pic);
        gameover_pass_pic->setPosition(Vec2(origin.x + visibleSize.width/2-20,
                                            origin.y + visibleSize.height/2+150));
        this->addChild(gameover_pass_pic,103);
        
    }else if (second == 50)
    {
        //if(game_level-1==5)
        if(game_level-1==2)
        {
            Director::getInstance()->replaceScene(First::createScene());
        }
        else if((game_level-1)<=2)
        {
            Director::getInstance()->replaceScene(GameMain::createScene());

        }
    }


    
    
    /*
    if(second == 10)
    {
        auto gameover_bg = Sprite::create("setting/passpic_bg.png");
        gameover_bg->setPosition(Vec2(origin.x + visibleSize.width/2,
                                      origin.y + visibleSize.height/2));
        
        
        
        log("%f",visibleSize.width/2);
        log("%f",visibleSize.height/2);
        
        
        
        this->addChild(gameover_bg,102);
        
        std::string pass_pic = "level/level"+ str +".png";
        auto gameover_pass_pic = Sprite::create(pass_pic);
        gameover_pass_pic->setPosition(Vec2(origin.x + visibleSize.width/2-20,
                                            origin.y + visibleSize.height/2+150));
        this->addChild(gameover_pass_pic,103);
        
    }else if (second == 30)
    {
        
        std::string pass_pic = "level/level"+ str +"_ok.png";
        auto gameover_bg = Sprite::create(pass_pic);
        gameover_bg->setPosition(Vec2(origin.x + visibleSize.width/2+250,
                                      origin.y + visibleSize.height/2+180));
        this->addChild(gameover_bg,103);
    }else if (second == 50)
    {
        
        std::string pass_pic = "level/level"+ str +"_got.png";
        auto gameover_bg = Sprite::create(pass_pic);
        gameover_bg->setPosition(Vec2(origin.x + visibleSize.width/2,
                                      origin.y + visibleSize.height/2-50));
        this->addChild(gameover_bg,103);
        
        
        
        auto feed_this = CCLabelTTF::create("",  "Arial", 50);
        feed_this->setColor(cocos2d::Color3B(100, 60, 60));
        feed_this->retain();
        feed_this->setPosition(origin.x + visibleSize.width/2-10,
                               origin.y + visibleSize.height/2-68);
        char str_1[100];
        sprintf(str_1, " %d ", feed_index);
        feed_this->setString(str_1);
        feed_this->setVisible(true);
        this->addChild(feed_this, 103);
        
    }else if (second == 70)
    {
        std::string pass_pic = "level/level"+ str +"_oh.png";
        auto gameover_bg = Sprite::create(pass_pic);
        gameover_bg->setPosition(Vec2(origin.x + visibleSize.width/2+285,
                                      origin.y + visibleSize.height/2-60));
        this->addChild(gameover_bg,103);
    }else if (second == 120)
    {
        if(baby>0)
        {
            std::string pass_pic = "level/level"+ str +"_gotnew.png";
            auto gameover_bg = Sprite::create(pass_pic);
//.........这里部分代码省略.........
开发者ID:kimikimi911,项目名称:growup,代码行数:101,代码来源:GameNext.cpp

示例11: Size

// on "init" you need to initialize your instance
bool S_About::init()
{
	m_bClose = false;

	// super init 

	if ( !BaseScene::init((E::P.C100)) )
	{
		return false;
	}

	m_titleBar = TitleBar::create(S("About", "关于"));
	this->addChild(m_titleBar, 1000);

	m_heartBtn = EdgedBallButton::create(CC_CALLBACK_1(S_About::menuCallback, this));
	m_heartBtn->setScale(0.3f);
	m_heartBtn->setPosition(Vec2(48, 40));
	m_heartBtn->setTag(TAG_BACK);
	m_titleBar->addChild(m_heartBtn, 1000);

	m_heartIcon = Sprite::create("ui/ob_go_back.png");
	m_heartIcon->setColor(C3B(E::P.C700));
	m_heartIcon->setScale(0.9f);
	m_heartIcon->setAnchorPoint(Vec2(0.5, 0.5));
	m_heartIcon->setPosition(m_heartBtn->getContentSize() / 2);
	m_heartBtn->addChild(m_heartIcon, 1000);
	
	// create solid color background
	m_btmBg = BallButton::create(E::P.C50);
	m_btmBg->setScale(0.3f);
	m_btmBg->setPosition(Vec2(E::visibleWidth/2, 128+(-9/15.0f)*128));
//	m_btmBg->setTag(TAG_BTM_BG);
	this->addChild(m_btmBg, 0);

	// create solid color background
	m_bgTop = LayerColor::create(C4B(E::P.C100));
//	m_bgTop->setTag(TAG_BG_TOP);
	m_bgTop->setContentSize(Size(E::visibleWidth, E::visibleHeight - BTM_HEIGHT));
	m_bgTop->setPosition(0, BTM_HEIGHT);
	this->addChild(m_bgTop, 0);

	// create the shadow
	m_shadow = Sprite::create("ui/shadow.png");
	m_shadow->setScale(1.0f);
	m_shadow->setAnchorPoint(Vec2(0, 1));
	m_shadow->setScaleX(E::visibleWidth / DESIGNED_WIDTH);
	m_shadow->setPosition(0, BTM_HEIGHT);
//	m_shadow->setTag(TAG_SHADOW);
	m_shadow->setOpacity(0);
	this->addChild(m_shadow, 0);

//============================================================
	auto icon = Sprite::create("icon.png");
	icon->setScale(0.6f);
	icon->setPosition(E::visibleWidth/2, E::originY + 640 - 24);
	this->addChild(icon, 0);
	
	auto lbTitle = Label::createWithTTF(GAME_TITLE, FONT_BOLD, 24, 
		Size(256, 32), TextHAlignment::CENTER, TextVAlignment::CENTER);
	lbTitle->setPosition(E::visibleWidth/2, E::originY + 480 + 32);
	lbTitle->setAnchorPoint(Vec2(0.5, 0.5));
	lbTitle->setColor(C3B(E::P.C900));
	this->addChild(lbTitle, 0);

	auto lbVersion = Label::createWithTTF("Ver: " VERSION, FONT_MAIN, 24, 
		Size(256, 32), TextHAlignment::CENTER, TextVAlignment::CENTER);
	lbVersion->setPosition(E::visibleWidth/2, E::originY + 480);
	lbVersion->setAnchorPoint(Vec2(0.5, 0.5));
	lbVersion->setColor(C3B(E::P.C900));
	this->addChild(lbVersion, 0);

#define OFFSET_Y__ (320)
	
	auto iconCharmy = Sprite::create("g_charmy_av.png");
	iconCharmy->setScale(0.6f);
	iconCharmy->setAnchorPoint(Vec2(0, 0.5));
	iconCharmy->setPosition(E::originX + 24, E::originY + OFFSET_Y__);
	this->addChild(iconCharmy, 0);

	auto lbCharmy = Label::createWithTTF(S("CharmySoft", "尘泯网络"), FONT_BOLD, 28, 
		Size(320, 64), TextHAlignment::CENTER, TextVAlignment::CENTER);
	lbCharmy->setPosition(E::visibleWidth/2 + 80, E::originY + OFFSET_Y__ + 48);
	lbCharmy->setAnchorPoint(Vec2(0.5, 0.5));
	lbCharmy->setColor(C3B(E::P.C900));
	this->addChild(lbCharmy, 0);

	auto lbCharmyDetail = Label::createWithTTF(S("Charmy Game and Software Development", "尘羽泯游戏软件开发"), FONT_MAIN, 24, 
		Size(320, 64), TextHAlignment::CENTER, TextVAlignment::CENTER);
	lbCharmyDetail->setPosition(E::visibleWidth/2 + 80, E::originY + OFFSET_Y__ );
	lbCharmyDetail->setAnchorPoint(Vec2(0.5, 0.5));
	lbCharmyDetail->setColor(C3B(E::P.C900));
	this->addChild(lbCharmyDetail, 0);

	auto lbLink = Label::createWithTTF(S("http://www.CharmySoft.com", "www.CharmySoft.com"), FONT_MAIN, 24, 
		Size(256, 64), TextHAlignment::CENTER, TextVAlignment::CENTER);
	lbLink->setPosition(E::visibleWidth/2 + 80, E::originY + OFFSET_Y__ - 48);
	lbLink->setAnchorPoint(Vec2(0.5, 0.5));
	lbLink->setColor(C3B(E::P.C900));
	this->addChild(lbLink, 0);
//.........这里部分代码省略.........
开发者ID:Ratel13,项目名称:arkaflow,代码行数:101,代码来源:AboutScene.cpp

示例12: glfwGetCursorPos

Vec2 GameWindow::GetWindowMPos()
{
    double mousex, mousey;
    glfwGetCursorPos(wnd, &mousex, &mousey);
    return Vec2(mousex, mousey);
}
开发者ID:mechacrash,项目名称:raindrop,代码行数:6,代码来源:GameWindow.cpp

示例13: InitPositions

void LightManager::InitPositions()
{
	m_positions.push_back(Vec2(0,0)); //dummy
	m_positions.push_back(Vec2(50 + 15, 95 - 10)); //1
	m_positions.push_back(Vec2(222+18, 94 - 7));
	m_positions.push_back(Vec2(60 + 15, 201- 7)); //2
	m_positions.push_back(Vec2(217 + 15, 200 - 5));
	m_positions.push_back(Vec2(86 + 10, 290 - 5)); //3
	m_positions.push_back(Vec2(209 + 13, 290 - 5));
	m_positions.push_back(Vec2(93 + 11, 356)); //4
	m_positions.push_back(Vec2(204 + 10, 357 - 3));
	m_positions.push_back(Vec2(102 + 10, 414-1)); //5
	m_positions.push_back(Vec2(202 + 5, 416 - 3));
	m_positions.push_back(Vec2(110 + 7, 468)); //6
	m_positions.push_back(Vec2(194 + 11, 470));
}
开发者ID:kimsin3003,项目名称:X10,代码行数:16,代码来源:LightManager.cpp

示例14: Vec2

bool RunnerSprite::isCollisionWithRight(cocos2d::Rect box){
    auto manBox = mRunner->boundingBox();
    Vec2 manPoint = Vec2(manBox.getMaxX(),manBox.getMidY());
    return box.containsPoint(manPoint);
}
开发者ID:whtoo,项目名称:RunCPP,代码行数:5,代码来源:Runner.cpp

示例15: calculateItemPositionWithAnchor

static Vec2 calculateItemPositionWithAnchor(Widget* item, const Vec2& itemAnchorPoint)
{
    Vec2 origin(item->getLeftBoundary(), item->getBottomBoundary());
    Size size = item->getContentSize();
    return origin + Vec2(size.width * itemAnchorPoint.x, size.height * itemAnchorPoint.y);
}
开发者ID:253056965,项目名称:cocos2d-x-lite,代码行数:6,代码来源:UIListView.cpp


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