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C++ setScaleX函数代码示例

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

//------------------------------------------------------------------
//
// MenuLayer2
//
//------------------------------------------------------------------
MenuLayer2::MenuLayer2()
{
    for( int i=0;i < 2;i++ ) 
    {
        auto item1 = MenuItemImage::create(s_PlayNormal, s_PlaySelect, CC_CALLBACK_1(MenuLayer2::menuCallback, this));
        auto item2 = MenuItemImage::create(s_HighNormal, s_HighSelect, CC_CALLBACK_1(MenuLayer2::menuCallbackOpacity, this));
        auto item3 = MenuItemImage::create(s_AboutNormal, s_AboutSelect, CC_CALLBACK_1(MenuLayer2::menuCallbackAlign, this));
        
        item1->setScaleX( 1.5f );
        item2->setScaleX( 0.5f );
        item3->setScaleX( 0.5f );
        
        auto menu = Menu::create(item1, item2, item3, nullptr);
        
        auto s = Director::getInstance()->getWinSize();
        menu->setPosition(Vec2(s.width/2, s.height/2));

        menu->setTag( kTagMenu );
        
        addChild(menu, 0, 100+i);

        _centeredMenu = menu->getPosition();
    }

    _alignedH = true;
    alignMenusH();
}
开发者ID:AppleJDay,项目名称:cocos2d-x,代码行数:32,代码来源:MenuTest.cpp

示例2: getPosition

void MonsterTwoSprite::AI(Point playerPos)
{
	NPCSprite::AI(playerPos);

	//实现自己的AI

	Point pos = getPosition();

	//怪物比玩家的x坐标大表示怪物在右边
	if (pos.x > playerPos.x)
	{
		m_npc->changeDir(Left);
		setScaleX(1);
	}
	else
	{
		m_npc->changeDir(Right);
		setScaleX(-1);
	}

	float distance = pos.distance(playerPos);

	if (distance <= MONSTER_AI_SHOOT_DISTANCE)
	{
		this->startShoot();
	}
	else
	{
		this->closeShoot();
	}
}
开发者ID:minigame,项目名称:JTW,代码行数:31,代码来源:MonsterSprite.cpp

示例3: init

// on "init" you need to initialize your instance
bool LoginScene::init()
{
	//////////////////////////////
	// 1. super init first
	if (!Layer::init())
	{
		return false;
	}
	m_iCurMsgIndex = 0;

	Size visibleSize = Director::getInstance()->getVisibleSize();
	Vec2 origin = Director::getInstance()->getVisibleOrigin();
	//背景
	auto lsBg = Sprite::create("storybg.png");
	lsBg->setPosition(Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2));
	lsBg->setScaleX(visibleSize.width / 640);
	lsBg->setScaleY(visibleSize.height / 960);
	this->addChild(lsBg, 0, 0);
	//对话框
	auto chatBg = Sprite::create("chatbg.png");
	chatBg->setPosition(Vec2(origin.x + visibleSize.width / 2, origin.y + chatBg->getContentSize().height / 2));
	chatBg->setScaleX(visibleSize.width / 640);
	chatBg->setScaleY(visibleSize.height / 960);
	this->addChild(chatBg, 1, TAG_CHAT_BG);

	//
	readStoryJson();
	showNextMsg();

	return true;
}
开发者ID:chongtianfeiyu,项目名称:CardGameDemo,代码行数:32,代码来源:LoginScene.cpp

示例4: addChild

void BattleFieldUI::touchButtonInit()
{//init touch buttons 
	auto _setBtn = Sprite::createWithSpriteFrameName("UI-1136-640_06.png");
	_setBtn->setPosition3D(Vec3(VisibleSize.width - 50, VisibleSize.height - 50, 3));
	_setBtn->setScale(0.8);
	_setBtn->setGlobalZOrder(10);
	addChild(_setBtn, 3);

	auto _chest = Sprite::createWithSpriteFrameName("chest.png");
	_chest->setPosition3D(Vec3(VisibleSize.width - 100, VisibleSize.height - 50, 3));
	_chest->setScale(0.8);
	_chest->setGlobalZOrder(10);
	addChild(_chest, 3);

	auto _coin = Sprite::createWithSpriteFrameName("coins.png");
	_coin->setPosition3D(Vec3(VisibleSize.width - 300, VisibleSize.height - 50, 3));
	_coin->setScaleX(0.8);
	_coin->setScaleY(0.8);
	_coin->setGlobalZOrder(10);
	addChild(_coin, 3);

	auto _chestAmount = Sprite::createWithSpriteFrameName("UI-1.png");
	_chestAmount->setPosition3D(Vec3(VisibleSize.width - 170, VisibleSize.height - 50, 3));
	_chestAmount->setScaleX(0.8);
	_chestAmount->setScaleY(0.7);
	_chestAmount->setGlobalZOrder(9);
	addChild(_chestAmount, 2);

	auto _coinAmount = Sprite::createWithSpriteFrameName("UI-1.png");
	_coinAmount->setPosition3D(Vec3(VisibleSize.width - 370, VisibleSize.height - 50, 3));
	_coinAmount->setScaleX(0.8);
	_coinAmount->setScaleY(0.7);
	_coinAmount->setGlobalZOrder(9);
	addChild(_coinAmount, 2);
}
开发者ID:WhatTeam,项目名称:FantasyLand,代码行数:35,代码来源:BattleFieldUI.cpp

示例5: updatemonstermove

void battbleScene::updatemonstermove(float dt)
{
    std::vector<Monster*>::iterator t;
    for(t=monsterArr.begin();t!=monsterArr.end();t++)
       {
           auto monster=(*t);
           if(monster->fsm->_currentState=="beingHit")
           {
               continue;
           }
           if(hero->getPosition().x>monster->getPosition().x)
           {
               monster->setScaleX(-1);
               monster->boolstate->setScaleX(-1);
           }
           else
           {
               monster->setScaleX(1);
               monster->boolstate->setScaleX(1);
           }
           
           if((distance(hero->getPosition(),monster->getPosition()))<500)
           {
               if((distance(hero->getPosition(),monster->getPosition()))<100)
               {
                  
                   monster->fsm->doEvent("attack1");
                   hero->stopAllActions();
                   hero->resumestate();
                   hero->currentblood-=monster->attck;
                   if(hero->currentblood<=0)
                   {
                       hero->fsm->doEvent("die");
                       scheduleOnce([this](float dt){
                           this->getParent()->getParent()->addChild(Interfactionlayer::create(402));
                           Director::getInstance()->pause();
                       }, 1, "gameover");
                       
                   }
                   else {
                   hero->fsm->doEvent("beHit");
                   }
                   ((Movehandler*) this->getParent()->getChildByTag(998))->updatedetal();
                   continue;
               }
               monster->fsm->doEvent("run");
               movemonster(monster);
           }
          else
          {
               monster->fsm->doEvent("stop");
          }
       }
}
开发者ID:baokuanze,项目名称:RPG,代码行数:54,代码来源:battblegamebg.cpp

示例6: setScaleX

	void Skin::setSkinData(const Node& var)
	{
		m_sSkinData = var;
		
		setScaleX(m_sSkinData.scaleX);
		setScaleY(m_sSkinData.scaleY);

		setScaleX(m_sSkinData.scaleX);
		setScaleY(m_sSkinData.scaleY);
		setRotation(CC_RADIANS_TO_DEGREES(m_sSkinData.skewX));
		setPosition(ccp(m_sSkinData.x, m_sSkinData.y));

		m_tSkinTransform = nodeToParentTransform();
	}
开发者ID:bo-jwolf,项目名称:Graduation,代码行数:14,代码来源:CSSkin.cpp

示例7: getAnimation

void WarriorNode::update_ui()
{
    const std::string direction_str = _current_direction == up ? "B" :
                                      (_current_direction == down ? "F" : "S");

    const std::string state_str = _current_state == stand ? "stand" :
                                  (_current_state == run ? "run" : "fight");

    getAnimation()->play(direction_str + state_str);

    if (_current_direction == left || _current_direction == right)
        setScaleX(_current_direction == right ? -1.0f : 1.0f);
    else
        setScaleX(1.0f);
}
开发者ID:yubinyyy,项目名称:mota,代码行数:15,代码来源:Warrior.cpp

示例8: getPosition

void FDirSprite::chgDir(float dx, float dy)
{
    const cocos2d::Vec2& pos = getPosition();
    bool left = (m_curDir == FDIR_LEFT_UP || m_curDir == FDIR_LEFT_DOWN);
    bool up = (m_curDir == FDIR_RIGHT_UP || m_curDir == FDIR_LEFT_UP);
    
    if (pos.x > dx) {
        left = true;
    }
    else if (pos.x < dx) {
        left = false;
    }
    
    if (pos.y > dy) {
        up = false;
    }
    else if (pos.y < dy) {
        up = true;
    }
    
    int dir = left ? (up ? FDIR_LEFT_UP : FDIR_LEFT_DOWN) : (up ? FDIR_RIGHT_UP : FDIR_RIGHT_DOWN);
    
    if (dir != m_curDir) {
        m_curDir = dir;
        
        setScaleX(left ? -1 : 1);
        setSpriteFrame(m_lstFrames[up ? (m_frameNums + m_curIndex) : m_curIndex]);
    }
}
开发者ID:zhs007,项目名称:porcupine,代码行数:29,代码来源:fdirsprite.cpp

示例9: init

bool GameOver::init(){
	if(!Layer::init())
		return false;
	//定义背景
	auto sprite = Sprite::create("background.jpg");
	//float windowWidth=Director::getInstance()->getWinSize().width;
	//float windowHeight=Director::getInstance()->getWinSize().height;
	float imgWidth=sprite->getTextureRect().getMaxX();
	float imgHeight=sprite->getTextureRect().getMaxY();
	sprite->setScaleX(GAME_SCREEN_WIDTH/imgWidth);
	sprite->setScaleY(GAME_SCREEN_HEIGHT/imgHeight);
	sprite->setPosition(GAME_SCREEN_WIDTH/2,GAME_SCREEN_HEIGHT/2);
	this->addChild(sprite, 0);
	//定义标题
	auto labelTitle=Label::createWithTTF("GAME OVER", "fonts/showg.ttf", FONT_SUPER_LARGE);
	labelTitle->setPosition(Point(GAME_SCREEN_WIDTH/2,GAME_SCREEN_HEIGHT*3/4));
	labelTitle->setColor(Color3B(238,149,114));
	this->addChild(labelTitle);
	//定义restart
	auto labelRestart=Label::createWithTTF("Restart", "fonts/arial.ttf", FONT_SMALL);
	labelRestart->setColor(Color3B(238,149,114));
	auto menuItemLabel=MenuItemLabel::create(labelRestart,CC_CALLBACK_1(GameOver::restart,this));
	menuItemLabel->setPosition(Point(GAME_SCREEN_WIDTH-labelRestart->getContentSize().width,GAME_SCREEN_HEIGHT*3/5));
	auto menu=Menu::create(menuItemLabel,NULL);
	menu->setPosition(Point::ZERO);
	this->addChild(menu);

	return true;
}
开发者ID:haoyangt,项目名称:Projects,代码行数:29,代码来源:GameOverScene.cpp

示例10: setEnabled

void UIWidget::copyProperties(UIWidget *widget)
{
    setEnabled(widget->isEnabled());
    setVisible(widget->isVisible());
    setBright(widget->isBright());
    setTouchEnabled(widget->isTouchEnabled());
    m_bTouchPassedEnabled = false;
    setZOrder(widget->getZOrder());
    setUpdateEnabled(widget->isUpdateEnabled());
    setTag(widget->getTag());
    setName(widget->getName());
    setActionTag(widget->getActionTag());
    m_bIgnoreSize = widget->m_bIgnoreSize;
    m_tSize = widget->m_tSize;
    m_tCustomSize = widget->m_tCustomSize;
    copySpecialProperties(widget);
    m_eSizeType = widget->getSizeType();
    m_tSizePercent = widget->m_tSizePercent;
    m_ePositionType = widget->m_ePositionType;
    m_tPositionPercent = widget->m_tPositionPercent;
    setPosition(widget->getPosition());
    setAnchorPoint(widget->getAnchorPoint());
    setScaleX(widget->getScaleX());
    setScaleY(widget->getScaleY());
    setRotation(widget->getRotation());
    setRotationX(widget->getRotationX());
    setRotationY(widget->getRotationY());
    setFlipX(widget->isFlipX());
    setFlipY(widget->isFlipY());
    setColor(widget->getColor());
    setOpacity(widget->getOpacity());
    setCascadeOpacityEnabled(widget->isCascadeOpacityEnabled());
    setCascadeColorEnabled(widget->isCascadeColorEnabled());
    onSizeChanged();
}
开发者ID:mcodegeeks,项目名称:OpenKODE-Framework,代码行数:35,代码来源:UIWidget.cpp

示例11: CC_CALLBACK_1

bool QuitMenu::init()
{
	if (!Layer::init())
	{
		//auto label = Label::createWithSystemFont("Hello World", "Arial", 96);
		//label->setAnchorPoint(cocos2d::Vec2(0.0, 0.0));
		//this->addChild(label, 1);
		return false;
	}
	auto bg =
		Sprite::create("MainMenuScreen/BackgroundTemp.jpeg");
	auto areYouSureItem =
		MenuItemImage::create("QuitScreen/AreYouSureText.png",
		"QuitScreen/AreYouSureText.png");
	auto yesItem =
		MenuItemImage::create("QuitScreen/YesButton.png",
		"QuitScreen/YesButton.png",
		CC_CALLBACK_1(QuitMenu::menuCloseCallback, this));
	auto noItem =
		MenuItemImage::create("QuitScreen/NoButton.png",
		"QuitScreen/NoButton.png",
		CC_CALLBACK_1(QuitMenu::resume, this));
	Size visibleSize = Director::getInstance()->getVisibleSize();
	bg->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 2));
	bg->setScaleX(visibleSize.width / bg->getContentSize().width);
	bg->setScaleY(visibleSize.height / bg->getContentSize().height);
	auto menu = Menu::create(areYouSureItem, yesItem, noItem, NULL);
	menu->alignItemsVerticallyWithPadding(visibleSize.height / 4);
	this->addChild(bg);
	this->addChild(menu);

	return true;
}
开发者ID:TS64,项目名称:GamesDevicesProject1Android,代码行数:33,代码来源:QuitMenu.cpp

示例12: Value

bool GameNext::init()
{
    //////////////////////////////
    // 1. super init first
    if (!Scene::init())
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();
    
    /////////////////////////////

    
    if(game_round<=9)
    {
        gr_pic = "0" + Value(game_round).asString();
    }else if(game_round>=10)
    {
        gr_pic = Value(game_round).asString();
    }
    
    if((game_level-1)<=9)
    {
        gl_pic = "0" + Value(game_level-1).asString();
    }else if((game_level-1)>=10)
    {
        gl_pic = Value(game_level-1).asString();
    }
    
    
    //被弄成灰色的截图
    auto ac = Sprite::create(picNext);
    ac->setAnchorPoint(Vec2(0,0));
    ac->setPosition(Vec2(0,0));
    ac->setScaleX(visibleSize.width/ac->getTextureRect().getMaxX()); //设置精灵宽度缩放比例
    ac->setScaleY(visibleSize.height/ac->getTextureRect().getMaxY());
    this->addChild(ac,100);
    
    
    //半透明层,在截图之上
    LayerColor* layerColor = CCLayerColor::create();
    layerColor->setColor(cocos2d::Color3B(0, 0, 0));
    layerColor->setOpacity(150);
    layerColor->setContentSize(Size(visibleSize.width, visibleSize.height));
    this->addChild(layerColor,101);
    
    
    //next小方块的背景
    auto gameover = Sprite::create("setting/gamenext.png");
    gameover->setPosition(Vec2(origin.x + visibleSize.width/2,origin.y + visibleSize.height/2));
    this->addChild(gameover,102);
    
    
    scheduleUpdate();
    
    return true;
    
}
开发者ID:kimikimi911,项目名称:growup,代码行数:60,代码来源:GameNext.cpp

示例13: loadFromCache

bool PlanetSprite::init()
{
    if(!Sprite3D::init())
        return false;

    //Loads the mesh from cache
    loadFromCache(PLANET_MESH_MARS);
    //Loads the texture
    setTexture(PLANET_TEXTURE_MARS);

    //Calculates a random rotation speed and Z axis inclination
    int rotationSpeed = RandomHelper::random_int(1, 3);
    unsigned int axisInclinitation = RandomHelper::random_int(-90, 90);

    //Calculates a random sacale
    float scale = RandomHelper::random_real(1.f, 3.f);

    //Calculates a irregular scale
    float scaleX = RandomHelper::random_real(1.0f, 1.25f) * scale;
    float scaleY = RandomHelper::random_real(1.0f, 1.25f) * scale;
    float scaleZ = RandomHelper::random_real(1.0f, 1.25f) * scale;

    setScaleX(scaleX);
    setScaleY(scaleY);
    setScaleZ(scaleZ);

    setRotation3D(Vec3(0, 0, axisInclinitation));

    runAction(RepeatForever::create(RotateBy::create(rotationSpeed, Vec3(0, 360, 0))));

    return true;
}
开发者ID:Skillath,项目名称:ET-Wars,代码行数:32,代码来源:PlanetSprite.cpp

示例14: init

bool UpgradeMenu::init()
{
	if (!Layer::init())
	{
		return false;
	}
	CCSize s = CCDirector::sharedDirector()->getWinSize();
	auto mySprite = Sprite::create("UpgradeScreen/tutorial.png");
	mySprite->setScaleX((s.width / mySprite->getContentSize().width));
	mySprite->setScaleY((s.height / mySprite->getContentSize().height));
	// bottom left
	mySprite->setAnchorPoint(cocos2d::Vec2(0, 0));
	this->addChild(mySprite, -1);

	auto mainMenuItem =
		MenuItemImage::create("UpgradeScreen/Menu_Button.png",
		"UpgradeScreen/Menu_Button(Click).png",
		CC_CALLBACK_1(UpgradeMenu::activateMainMenuScene, this));
	
	auto menu = Menu::create(mainMenuItem, NULL);

	// Returns visible size of OpenGL window in points.
	Size visibleSize = Director::getInstance()->getVisibleSize();
	menu->setPosition(150, s.height - 100);
	this->addChild(menu);

	return true;
}
开发者ID:JohnKavanagh1050,项目名称:Bawse-Phighter-Android,代码行数:28,代码来源:UpgradeScene.cpp

示例15:

CoreElementBullet::CoreElementBullet(const std::string& armatureName, const std::string& effectArmatureName, float radian, float speed, const cocos2d::Vec2& position)
{
    _speedX = std::cos(radian) * speed;
    _speedY = -std::sin(radian) * speed;

    _armature = CoreElementGame::instance->factory.buildArmature(armatureName);
    _armatureDisplay = (dragonBones::CCArmatureDisplay*)_armature->getDisplay();
    _armatureDisplay->setPosition(position);
    _armatureDisplay->setRotation(radian * dragonBones::RADIAN_TO_ANGLE);
    _armature->getAnimation().play("idle");

    if (!effectArmatureName.empty())
    {
        _effect = CoreElementGame::instance->factory.buildArmature(effectArmatureName);
        const auto effectDisplay = (dragonBones::CCArmatureDisplay*)_effect->getDisplay();
        effectDisplay->setPosition(position);
        effectDisplay->setRotation(radian * dragonBones::RADIAN_TO_ANGLE);
        effectDisplay->setScaleX(cocos2d::random(1.f, 2.f));
        effectDisplay->setScaleY(cocos2d::random(1.f, 1.5f));
        if (cocos2d::random(0.f, 1.f) < 0.5f)
        {
            effectDisplay->setScaleY(effectDisplay->getScaleY());
        }

        _effect->getAnimation().play("idle");

        dragonBones::WorldClock::clock.add(_effect);
        CoreElementGame::instance->addChild(effectDisplay);
    }

    dragonBones::WorldClock::clock.add(_armature);
    CoreElementGame::instance->addChild(_armatureDisplay);
}
开发者ID:machs,项目名称:DragonBonesCPP,代码行数:33,代码来源:CoreElement.cpp


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