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C++ schedule_selector函数代码示例

本文整理汇总了C++中schedule_selector函数的典型用法代码示例。如果您正苦于以下问题:C++ schedule_selector函数的具体用法?C++ schedule_selector怎么用?C++ schedule_selector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schedule_selector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: CC_CALLBACK_1

void CGameView::onEnter()
{
    Layer::onEnter();
    //----------------------------------------------------
    //FIXME 
    count = 0;
    

    Size visibleSize    = Director::getInstance()->getVisibleSize();
    Vec2 origin         = Director::getInstance()->getVisibleOrigin();

    // add a "close" icon to exit the progress. it's an autorelease object
    auto closeItem = MenuItemImage::create(
        "CloseNormal.png",
        "CloseSelected.png",
        CC_CALLBACK_1(CGameView::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);

    //----------------------------------------------------

    log("CGameView OnEnter...");

    auto lisnter = EventListenerTouchOneByOne::create();

    lisnter->onTouchBegan = CC_CALLBACK_2(CGameView::onTouchBegan, this);
    lisnter->onTouchEnded = CC_CALLBACK_2(CGameView::onTouchEnded, this);
    lisnter->onTouchMoved = CC_CALLBACK_2(CGameView::onTouchMove, this);

    _eventDispatcher->addEventListenerWithSceneGraphPriority(lisnter, this);

    //--------------------------------------------------------------------

    m_pPath             = new CPath();
	m_pDrawNode			= DrawNode::create();    	      	
    m_pSp               = CMySprite::create();
    m_pPlayer           = CGamePlayer::create();
    m_pShowArea         = CShowArea::create();
    m_pGameLogic        = CGameLogic::create();
    
    //------------------------------------

	m_pSp->setPath(m_pPath);
    m_pSp->setPlayer(m_pPlayer);
    m_pSp->setShowArea(m_pShowArea);
    m_pSp->setVisible(false);
          
    m_pShowArea->setPath(m_pPath);
    m_pShowArea->setPosition(origin);


    m_pPlayer->m_refSp              = m_pSp;
    m_pPlayer->setVisible(false);

    m_pGameLogic->m_refPath         = m_pPath;
    m_pGameLogic->m_refPlayer       = m_pPlayer;
    m_pGameLogic->m_refShowArea     = m_pShowArea;
    m_pGameLogic->m_refSp           = m_pSp; 
    m_pGameLogic->setAnchorPoint(Vec2::ZERO);
   
    //----------------------------
		
    addChild(m_pShowArea);	
	addChild(m_pSp);
	addChild(m_pDrawNode);
    addChild(m_pGameLogic);
    addChild(m_pPlayer);

    //------------------------------------    	
	
	m_oAllRander.push_back(m_pSp);
    m_oAllRander.push_back(m_pShowArea);
    m_oAllRander.push_back(m_pPath); 
    m_oAllRander.push_back(m_pPlayer);
    
    //----------------------------------------  

    m_oAllRunner.push_back(m_pSp);
    m_oAllRunner.push_back(m_pPlayer);   
	
    //------------------------------------------ 

    CEventDispatcher::getInstrance()->regsiterEvent(EVENT_WIN, this);
    CEventDispatcher::getInstrance()->regsiterEvent(EVENT_TIMEOUT, this);
    CEventDispatcher::getInstrance()->regsiterEvent(EVENT_PLAYERDIE, this);

    setState(STATE_INIT);                         
	schedule(schedule_selector(CGameView::run));
}
开发者ID:liyan998,项目名称:LineGame,代码行数:95,代码来源:GameView.cpp

示例2: switch

void MainMenuScene::dataLoaded(float percent)
{
	switch (loadingCount)
	{
		case ACTION_RUN:
		{
			CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfoAsync("animations/ChenXiaoGeRunning.ExportJson",this, schedule_selector(MainMenuScene::dataLoaded));
		}
		break;
	
	default:
		{

			CCScene * newscene  = CCScene::create();
			GameScene* gameScene =  GameScene::newGameScene();
			CCTransitionFade* gameSceneTransition =  CCTransitionFade::create(0.5, gameScene, ccWHITE);
			CCDirector::sharedDirector()->replaceScene(gameSceneTransition);
		}
		break;
	}	
	loadingCount++;
}
开发者ID:RaoZiJian,项目名称:ParkourSample,代码行数:22,代码来源:MainMenuScene.cpp

示例3: ccp

//////////////////////////////////////////////////////////////////////////////////////////
//  Creates the context of the game.  Adds background, the score text onto the
// game.
//  Also setups the game scheduling and other handlers.
//////////////////////////////////////////////////////////////////////////////////////////
bool GameScene::init()
{
    if (!CCLayer::init()) {
        return false;
    }

    windowSize = CCDirector::sharedDirector()->getVisibleSize();
    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();

    // setup game scheduling/handling/other attributes
    _score = 0;
    _modifier = 1;
    _lastPairMatched = false;
    _pairsMatched = 0;
    this->_gameOver = false;
    this->_lastElapsedTime = GameUtils::getCurrentTime();
    CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect(
        "bubble_pop.mp3");
    CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect(
        "bubble_pop_2.mp3");
    this->setTouchEnabled(true);

    // add background
    _background = CCSprite::create(BackgroundImage);
    _background->setPosition(
        ccp(windowSize.width / 2 + origin.x, windowSize.height / 2 + origin.y));
    this->addChild(_background, ZIndexBackground);

    // add score label
    char scoreText[25];
    sprintf(scoreText, " %d", _score);
    _scoreLabel = CCLabelTTF::create(scoreText, "Marker Felt.ttf", LABEL_FONT_SIZE);
    _scoreLabel->setColor(GameUtils::getRandomColor3B());
    _scoreLabel->setAnchorPoint(ccp(0, 0));
    _scoreLabel->cocos2d::CCNode::setPosition(
        ccp(LABEL_MARGIN, windowSize.height - topScreenAdjust()));
    this->addChild(_scoreLabel, ZIndexGameTextLabels);

    //add modifier label
    char modifierText[15];
    sprintf(modifierText, "%dx", _modifier);
    _modifierLabel = CCLabelTTF::create(modifierText, "Marker Felt.ttf", LABEL_FONT_SIZE);
    _modifierLabel->setColor(GameUtils::getRandomColor3B());
    _modifierLabel->setAnchorPoint(ccp(0, 0));
    _modifierLabel->cocos2d::CCNode::setPosition(ccp(windowSize.width - _modifierLabel->getContentSize().width - (LABEL_MARGIN * 1.75), windowSize.height - topScreenAdjust()));
    this->addChild(_modifierLabel, ZIndexGameTextLabels);

    // add go image
    _goTextImage = CCMenuItemImage::create("text_go.png", "text_go.png", this, NULL);
    _goTextImage->setPosition(ccp(windowSize.width / 2, windowSize.height / 2));
    this->addChild(_goTextImage, ZIndexGoImage);

    // add initial balls
    _ballArray = *new std::vector<Ball*>();
    for (int i = 0; i < STARTING_BALLS / 2; i++) {
        createNewBalls();
    }

    this->schedule(schedule_selector(GameScene::GameUpdate), 0.01);

    return true;
}
开发者ID:AndrewZurn,项目名称:BubbleBounce-mobile,代码行数:67,代码来源:GameScene.cpp

示例4: schedule

//------------------------------------------------------------------
//
// SchedulerUpdateFromCustom
//
//------------------------------------------------------------------
void SchedulerUpdateFromCustom::onEnter()
{
    SchedulerTestLayer::onEnter();

    schedule(schedule_selector(SchedulerUpdateFromCustom::schedUpdate), 2.0f);
}
开发者ID:charlesa101,项目名称:cocos2d-x,代码行数:11,代码来源:SchedulerTest.cpp

示例5: unschedule

void PlayScene::update(float delta) {
  if (sharedDelegate()->CheckRecv()) {
    unschedule(schedule_selector(PlayScene::update));
  }
}
开发者ID:f17qh,项目名称:crazyass,代码行数:5,代码来源:play_scene.cpp

示例6: menu_selector


//.........这里部分代码省略.........
	////Button Exit
	{
		CCMenuItemImage *pExitButton = CCMenuItemImage::create(
			"MainMenuScene\\exit1.png",
			"MainMenuScene\\exit2.png",
			this,
			menu_selector(CMainMenuScene::menuCloseCallback));
		pExitButton->setPosition(LOCATION_BUTTON_EXIT);
		m_pMenu->addChild(pExitButton);
	}
	
	//BUtton About
	{
		CCMenuItemImage *pAboutButton = CCMenuItemImage::create(
			"MainMenuScene\\about1.png",
			"MainMenuScene\\about2.png",
			this,
			menu_selector(CMainMenuScene::menuAboutCallback));
		pAboutButton->setPosition(LOCATION_BUTTON_ABOUT);
		m_pMenu->addChild(pAboutButton);
	}

	//Button Option
	{
		CCMenuItemImage *pOptionsButton = CCMenuItemImage::create(
			"MainMenuScene\\option1.png",
			"MainMenuScene\\option2.png",
			this,
			menu_selector(CMainMenuScene::menuOptionsCallback));
		pOptionsButton->setPosition(LOCATION_BUTTON_OPTION);
		m_pMenu->addChild(pOptionsButton);
	}

	//Button Help
	{
		CCMenuItemImage *pHelpButton = CCMenuItemImage::create(
			"MainMenuScene\\help1.png",
			"MainMenuScene\\help2.png",
			this,
			menu_selector(CMainMenuScene::menuHelpCallback));
		pHelpButton->setPosition(LOCATION_BUTTON_HELP);
		m_pMenu->addChild(pHelpButton);
	}
	
	this->addChild(m_pMenu, 1);



	//Background
	CCSprite* pSprite = CCSprite::create("MainMenuScene\\protectlane.png");
	pSprite->setPosition( ccp(size.width/2, size.height/2) );
	this->addChild(pSprite, 0);

	//Animation Fire
	CMySprite* pAnimFire=new CMySprite("Tower\\tower.sprite");
	pAnimFire->setPosition(LOCATION_ANIM_FIRE);
	pAnimFire->setScale(1.5f);
	this->addChild(pAnimFire);
	pAnimFire->PlayAnimation(FIRE_TOWER, 0.4f, true, false);


	/************************************************************************/
	/* Pop up Menu                                                          */
	/************************************************************************/
	CCMenuItemImage *pYesItem = CCMenuItemImage::create(
		"Button\\yes-down.png",
		"Button\\yes-up.png",
		this,
		menu_selector(CMainMenuScene::PopupYesCallback));
	//pYesItem->setPosition(size.width/2.0f + 100.0f, size.height/2.0f);
	pYesItem->setPosition(220.0f, 0.0f);
	CCMenuItemImage *pNoItem = CCMenuItemImage::create(
		"Button\\no-down.png",
		"Button\\no-up.png",
		this,
		menu_selector(CMainMenuScene::PopupNoCallback));
	//pNoItem->setPosition(size.width/2.0f + 150.0f, size.height/2.0f);
	pNoItem->setPosition(380.0f, 0.0f);
	m_pBlurLayer = CCLayerColor::create();
	m_pBlurLayer->setOpacityModifyRGB(true);
	m_pBlurLayer->setColor(ccc3(0,0,0));
	m_pBlurLayer->setOpacity(150);
	this->addChild(m_pBlurLayer, ZORDER_GAMEPLAY_COLOR_LAYER, TAG_GAMEPLAY_COLOR_LAYER);
	
	//set position of Popup
	pPopupBackground = CCSprite::create("Button\\popup1.png");
	pPopupBackground->setPosition(ccp( size.width/2, size.height/2 ));	
	this->addChild(pPopupBackground,ZORDER_GAMEPLAY_COLOR_LAYER + 1, TAG_GAMEPLAY_COLOR_LAYER + 1);

	m_pPopupMenu = CCMenu::create(pYesItem, NULL);
	m_pPopupMenu->addChild(pNoItem);	
	this->addChild(m_pPopupMenu,ZORDER_GAMEPLAY_COLOR_LAYER + 1, TAG_GAMEPLAY_COLOR_LAYER + 1);

	EnablePopupMenu(false);

	schedule(schedule_selector(CMainMenuScene::update));
	CCDirector::sharedDirector()->getTouchDispatcher()->removeAllDelegates();
	setTouchEnabled(false);
	return true;
}
开发者ID:chiehfc,项目名称:protect-land,代码行数:101,代码来源:MainMenuScene.cpp

示例7: CC_RETURN_IF

void CATouchController::touchMoved()
{
    CC_RETURN_IF(ccpDistance(m_tFirstPoint, m_pTouch->getLocation()) < _px(32));
    
    m_tFirstPoint = CCPointZero;
    
    if (!m_vTouchMovedsViewCache.empty())
    {
        bool isScheduledPassing = CAScheduler::isScheduled(schedule_selector(CATouchController::passingTouchesViews), this);
        
        CAScheduler::unschedule(schedule_selector(CATouchController::passingTouchesViews), this);
        
        while (!m_vTouchMovedsViewCache.empty())
        {
            CAResponder* responder = m_vTouchMovedsViewCache.back();
            CCPoint pointOffSet = CCPointZero;
            if (CAView* v = dynamic_cast<CAView*>(responder))
            {
                pointOffSet = ccpSub(v->convertToNodeSpace(m_pTouch->getLocation()),
                                     v->convertToNodeSpace(m_pTouch->getPreviousLocation()));
            }
            else if (CAViewController* c = dynamic_cast<CAViewController*>(responder))
            {
                pointOffSet = ccpSub(c->getView()->convertToNodeSpace(m_pTouch->getLocation()),
                                     c->getView()->convertToNodeSpace(m_pTouch->getPreviousLocation()));
            }
            else
            {
                pointOffSet = ccpSub(m_pTouch->getLocation(), m_pTouch->getPreviousLocation());
            }
            
            pointOffSet.x = fabsf(pointOffSet.x);
            pointOffSet.y = fabsf(pointOffSet.y);
            
            do
            {
                CC_BREAK_IF(!responder->isTouchMovedListenHorizontal() && pointOffSet.x >= pointOffSet.y);
                CC_BREAK_IF(!responder->isTouchMovedListenVertical() && pointOffSet.x < pointOffSet.y);
                m_vTouchMovedsView.pushBack(m_vTouchMovedsViewCache.back());
            }
            while (0);
            
            m_vTouchMovedsViewCache.popBack();
        }
        
        
        CAVector<CAResponder * > tTouchesViews = m_vTouchesViews;
        if (!m_vTouchMovedsView.empty())
        {
            if (!isScheduledPassing)
            {
                
                CAVector<CAResponder*>::iterator itr;
                //
                for (itr = m_vTouchMovedsView.begin(); itr != m_vTouchMovedsView.end(); itr++)
                {
                    m_vTouchesViews.eraseObject(*itr, true);
                }
                //
                
                for (itr=m_vTouchesViews.begin(); itr!=m_vTouchesViews.end(); itr++)
                {
                    (*itr)->ccTouchCancelled(m_pTouch, m_pEvent);
                }
            }
            
            {
                m_vTouchesViews.clear();
                
                for (int i=0; i<m_vTouchMovedsView.size(); i++)
                {
                    CAResponder* responder = m_vTouchMovedsView.at(i);
                    CCPoint pointOffSet = CCPointZero;
                    if (CAView* v = dynamic_cast<CAView*>(responder))
                    {
                        pointOffSet = ccpSub(v->convertToNodeSpace(m_pTouch->getLocation()),
                                             v->convertToNodeSpace(m_pTouch->getPreviousLocation()));
                    }
                    else if (CAViewController* c = dynamic_cast<CAViewController*>(responder))
                    {
                        pointOffSet = ccpSub(c->getView()->convertToNodeSpace(m_pTouch->getLocation()),
                                             c->getView()->convertToNodeSpace(m_pTouch->getPreviousLocation()));
                    }
                    else
                    {
                        pointOffSet = ccpSub(m_pTouch->getLocation(), m_pTouch->getPreviousLocation());
                    }
                    
                    if (responder->isTouchMovedListenHorizontal()
                        && fabsf(pointOffSet.x) >= fabsf(pointOffSet.y))
                    {
                        CC_CONTINUE_IF(responder->isSlidingMinX() && pointOffSet.x > 0);
                        CC_CONTINUE_IF(responder->isSlidingMaxX() && pointOffSet.x < 0);
                    }
                    
                    if (responder->isTouchMovedListenVertical()
                        && fabsf(pointOffSet.x) < fabsf(pointOffSet.y))
                    {
                        CC_CONTINUE_IF(responder->isSlidingMinY() && pointOffSet.y > 0);
                        CC_CONTINUE_IF(responder->isSlidingMaxY() && pointOffSet.y < 0);
//.........这里部分代码省略.........
开发者ID:zhaojietong,项目名称:CrossApp,代码行数:101,代码来源:CATouchDispatcher.cpp

示例8: CC_CALLBACK_1

bool GamePlayScene::init() {

	if (!LayerColor::initWithColor(Color4B(0, 255, 255, 255))) {
		return false;
	}

	this->setKeypadEnabled(true);


	_holdBack = Sprite::create("commons/images/holdback.png");
	_holdBack->setPosition(Vec2(240, 400));
	this->addChild(_holdBack, 0);

	_slideBack = Sprite::create("commons/images/slideback.png");
	_slideBack->setAnchorPoint(Vec2(0.5, 0.0));
	_slideBack->setPosition(Vec2(240, 0));
	this->addChild(_slideBack, 1);




	_stageButton = MenuItemImage::create(
		"playscene/images/stage.png",
		"playscene/images/stageclicked.png",
		CC_CALLBACK_1(GamePlayScene::menuCloseCallback, this));
	_stageButton->setAnchorPoint(Vec2(0.5, 0.5));
	_stageButton->setPosition(Vec2(-190, 360));
	_stageButton->setTag(1);


	_homeButton = MenuItemImage::create(
		"playscene/images/home.png",
		"playscene/images/homeclicked.png",
		CC_CALLBACK_1(GamePlayScene::menuCloseCallback, this));
	_homeButton->setAnchorPoint(Vec2(0.5, 0.5));
	_homeButton->setPosition(Vec2(-130, 360));
	_homeButton->setTag(2);

	_muteButton = MenuItemImage::create(
		"playscene/images/sound.png",
		"playscene/images/sound.png",
		CC_CALLBACK_1(GamePlayScene::menuCloseCallback, this));
	_muteButton->setAnchorPoint(Vec2(0.5, 0.5));
	_muteButton->setPosition(Vec2(200, 360));
	_muteButton->setTag(3);


	_resetButton = MenuItemImage::create(
		"playscene/images/return.png",
		"playscene/images/returnclicked.png",
		CC_CALLBACK_1(GamePlayScene::menuCloseCallback, this));
	_resetButton->setAnchorPoint(Vec2(0.5, 0.5));
	_resetButton->setPosition(Vec2(0, -360));
	_resetButton->setTag(4);

	auto menu = Menu::create(_stageButton, _homeButton, _muteButton, _resetButton,NULL);

	menu->setPosition(Vec2(240, 400));

	this->addChild(menu, 3);

	layer_top = MapLayer::create();
	layer_top->setPosition(Vec2(40, 200));
	layer_top->setContentSize(Size(400, 400));
	layer_top->retain();
	this->addChild(layer_top, 2);


	this->schedule(schedule_selector(GamePlayScene::backgroundSlideSchedule), 20.0f, CC_REPEAT_FOREVER, 20.0f);

	return true;
}
开发者ID:tooOpen,项目名称:Thinking-snake-game,代码行数:72,代码来源:GamePlayScene.cpp

示例9: scheduleOnce

void AndroidLoad::SetTime(float t)
{
    scheduleOnce(schedule_selector(AndroidLoad::ChangeScene) , t);
}
开发者ID:CooloiStudio,项目名称:Cocos2d-x_oHitx,代码行数:4,代码来源:AndroidLoadScene.cpp

示例10: onEnterTransitionDidFinish

void LoadingScene::onEnterTransitionDidFinish() {
    CCScene::onEnterTransitionDidFinish();
    this->scheduleOnce(schedule_selector(LoadingScene::loadPublicResource), 0.05);
}
开发者ID:itita,项目名称:2-z-q-x-,代码行数:4,代码来源:LoadingScene.cpp

示例11: stop

void LayerGame::stop()
{
    this->unschedule(schedule_selector(LayerGame::update));
}
开发者ID:yitianljt,项目名称:ShareTest_git,代码行数:4,代码来源:LayerGame.cpp

示例12: start

void LayerGame::start()
{
    this->schedule(schedule_selector(LayerGame::update), 0.1f);
    this->schedule(schedule_selector(LayerGame::addBlock), 3.0f );
}
开发者ID:yitianljt,项目名称:ShareTest_git,代码行数:5,代码来源:LayerGame.cpp

示例13: scheduleOnce

void PopupLayer::runPublishAnmi()
{
	Util::playAudioEffect(MASHANGKAIJIANG, false);
	scheduleOnce(schedule_selector( PopupLayer::realRunPublishAnmi),3.0f);
}
开发者ID:coolshou,项目名称:richer,代码行数:5,代码来源:PopupLayer.cpp

示例14: ccp

bool GameLayer::init() {
	if (!CCLayer::init()) {
		return false;
	}

	//if(self=[super init]){
	this->setTouchEnabled(true);

	//this->initObjects();
	enemies = CCArray::create();
	enemies->retain();
	bullets = CCArray::create();
	bullets->retain();
	props = CCArray::create();
	props->retain();

	superBullet = false;
	bombCount = 0;
	score = 0;
	//this->getWinsize();
	winSize = CCDirector::sharedDirector()->getWinSize();
	//资源加载
	CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("gameArts.plist");
	//CCSpriteBatchNode *spriteSheet = CCSpriteBatchNode::create("gameArts.png");
	//背景控制
	backgroundSprite_1 = CCSprite::create("background_2.png");
	backgroundSprite_2 = CCSprite::create("background_2.png");
	//减去2px可以让两个背景块有细微重叠,会看到两个背景块中间的细缝.
	backgroundHeight = backgroundSprite_1->boundingBox().size.height - 3;

	backgroundSprite_1->setAnchorPoint(ccp(0.5f, 0));
	backgroundSprite_2->setAnchorPoint(ccp(0.5f, 0));

	backgroundSprite_1->setPosition(ccp(winSize.width/2, 0));
	backgroundSprite_2->setPosition(ccp(winSize.width/2, backgroundHeight));

	this->addChild(backgroundSprite_1, 0);
	this->addChild(backgroundSprite_2, 0);
	//this->loadBackgroundSprites();
	//this->startBackgroundMoving();
	this->moveBackgroundDownWithSprite(backgroundSprite_1);
	this->moveBackgroundDownWithSprite(backgroundSprite_2);

	//玩家飞机的生成和控制
	playerPlane = CCSprite::create("hero_fly_1.png");
	playerPlane->setPosition(ccp(winSize.width/2, 0.2*winSize.height));
	this->addChild(playerPlane, 3);
	//this->setTouchEnabled(true);

	CCAction * planeAction = this->frameAnimationWithFrameName("hero_fly_%i.png", 2, 0.2f, 0);
	playerPlane->runAction(planeAction);
	CCNode::onEnter();
	//子弹生成和控制
	this->schedule(schedule_selector(GameLayer::shootBullet), 0.2f);
	//if(1)return true;
	//敌机生成和控制
	this->schedule(schedule_selector(GameLayer::showEnemy), 0.8f);
	//if(1)return true;
	//碰撞检测
	this->schedule(schedule_selector(GameLayer::checkingCollision));

	bomb = CCSprite::create("bomb.png");
	bomb->setAnchorPoint( ccp(0, 0));
	bomb->setPosition( ccp(winSize.width*0.05, winSize.width*0.05));
	this->addChild(bomb);
	bomb->setVisible(false);

	//道具生成和控制
	this->schedule(schedule_selector(GameLayer::showProp), 20.0f);
	//分数标签
	scoreLabel = CCLabelTTF::create("Score:0", "MarkerFelt-Thin",
			winSize.height * 0.0625);
	scoreLabel->setColor(ccc3(0, 0, 0));
	scoreLabel->setAnchorPoint(ccp(0, 1));
	scoreLabel->setPosition(ccp(0, winSize.height));
	this->addChild(scoreLabel);
	//}
	return true;
}
开发者ID:humphery755,项目名称:cocos2d-x,代码行数:79,代码来源:GameLayer.cpp

示例15: purgeData

void EnemyInfoController::purgeData() {
    CCDirector::sharedDirector()->getScheduler()->unscheduleSelector(schedule_selector(EnemyInfoController::onEnterFrame), _instance);
    CC_SAFE_RELEASE_NULL( _instance );
    _instance = NULL;
}
开发者ID:ourgames,项目名称:dc208,代码行数:5,代码来源:EnemyInfoController.cpp


注:本文中的schedule_selector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。