本文整理汇总了C++中ActionTimeline::gotoFrameAndPlay方法的典型用法代码示例。如果您正苦于以下问题:C++ ActionTimeline::gotoFrameAndPlay方法的具体用法?C++ ActionTimeline::gotoFrameAndPlay怎么用?C++ ActionTimeline::gotoFrameAndPlay使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ActionTimeline
的用法示例。
在下文中一共展示了ActionTimeline::gotoFrameAndPlay方法的5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: init
bool WelcomeStudioScene::init(){
if (!CCLayer::init()) {
return false;
}
m_rootNode=NodeReader::getInstance()->createNode("Blackcat_1/Blackcat_1.ExportJson");
ActionTimeline* action = ActionTimelineCache::getInstance()->createAction("Blackcat_1/Blackcat_1.ExportJson");
m_rootNode->runAction(action);
action->gotoFrameAndPlay(0, action->getDuration(), true);
for (int i=0; i<m_rootNode->getChildrenCount(); i++) {
Widget* child=(Widget*)m_rootNode->getChildren()->objectAtIndex(i);
if (child->getTag()==-1) {
Button* button=(Button*)UIHelper::seekWidgetByTag(child, 136);
if(button){
button->addTouchEventListener(this, toucheventselector(WelcomeStudioScene::touchEvent));
}
}
}
this->addChild(m_rootNode);
return true;
}
示例2: onEnter
//TestProjectNodeForSimulator
//InnerActionFrame make InnerAction Play until action's duration or next InnerActionFrame
void TestProjectNodeForSimulator::onEnter()
{
ActionTimelineBaseTest::onEnter();
Node* node = CSLoader::getInstance()->createNodeWithFlatBuffersForSimulator("ActionTimeline/TestAnimation.csd");
ActionTimeline* action = cocostudio::timeline::ActionTimelineCache::getInstance()->createActionWithFlatBuffersForSimulator("ActionTimeline/TestAnimation.csd");
node->runAction(action);
action->gotoFrameAndPlay(0, true);
node->setPosition(-300, -300);
addChild(node);
// test for when ProjectNode file lost
Node* lackProjectNodefileNode = CSLoader::getInstance()->createNodeWithFlatBuffersForSimulator("ActionTimeline/TestNullProjectNode.csd");
ActionTimeline* lackProjectNodefileAction = cocostudio::timeline::ActionTimelineCache::getInstance()->createActionWithFlatBuffersForSimulator("ActionTimeline/TestNullProjectNode.csd");
lackProjectNodefileNode->runAction(lackProjectNodefileAction);
lackProjectNodefileAction->gotoFrameAndPlay(0);
addChild(lackProjectNodefileNode);
}
示例3:
void TestActionTimelineIssueWith2SameActionInOneNode::onEnter()
{
CCFileUtils::getInstance()->addSearchPath("ActionTimeline");
ActionTimelineBaseTest::onEnter();
Node* node = CSLoader::createNode("ani2.csb");
ActionTimeline* action = CSLoader::createTimeline("ani2.csb");
node->setPosition(Vec2(150, 100));
node->runAction(action);
action->gotoFrameAndPlay(0);
this->addChild(node);
}
示例4: init
// on "init" you need to initialize your instance
bool ChooseCharacterLayer::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}
m_RootNode = static_cast<Layout*>(CSLoader::createNode("ChooseCharacterLayer.csb"));
this->addChild(m_RootNode);
ActionTimeline* action = CSLoader::createTimeline("ChooseCharacterLayer.csb");
action->gotoFrameAndPlay(0);
m_RootNode->runAction(action);
if (kIsPayTest) {
APTools::PrintUIWidgetChildrenInfo(m_RootNode);
}
auto Button_fanhui=dynamic_cast<ui::Button*>(Helper::seekWidgetByName(m_RootNode, "Button_fanhui"));
if (Button_fanhui) {
Button_fanhui->addTouchEventListener(CC_CALLBACK_2(ChooseCharacterLayer::Button_fanhui_BtnOnTouch, this));
}
auto Button_kaishi=dynamic_cast<ui::Button*>(Helper::seekWidgetByName(m_RootNode, "Button_kaishi"));
if (Button_kaishi) {
Button_kaishi->addTouchEventListener(CC_CALLBACK_2(ChooseCharacterLayer::Button_kaishi_BtnOnTouch, this));
}
//加粒子
Size winSize = Director::getInstance()->getWinSize();
ParticleSystem *kaiping=ParticleSystemQuad::create("imgs/kaipian_lizi_2.plist");
kaiping->setPosition(apccp(0.5, 0.3));
this->addChild(kaiping,200);
setDataView();
return true;
}
示例5: init
// on "init" you need to initialize your instance
bool MainMapScene::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}
auto seq=Sequence::create(RotateBy::create(1, 10), NULL);
auto replay=RepeatForever::create(seq);
m_RootNode = static_cast<Layout*>(CSLoader::createNode("MainMapScene.csb"));
this->addChild(m_RootNode);
ActionTimeline* action = CSLoader::createTimeline("MainMapScene.csb");
action->gotoFrameAndPlay(0);
m_RootNode->runAction(action);
if (kIsPayTest) {
APTools::PrintUIWidgetChildrenInfo(m_RootNode);
}
//总战斗力
m_SumPower=dynamic_cast<TextBMFont*>(Helper::seekWidgetByName(m_RootNode, "BitmapFontLabel_zhanli"));
for (int i=1; i<=3; i++) {
auto imgName=__String::createWithFormat("Image_yuan_%d",i);
auto img=dynamic_cast<ImageView*>(Helper::seekWidgetByName(m_RootNode, imgName->getCString()));
if (img) {
img->runAction(replay->clone());
}
}
for (int i=1; i<=2; i++) {
auto btnName=__String::createWithFormat("Button_tianjia_%d", i);
auto btn=dynamic_cast<ui::Button*>(Helper::seekWidgetByName(m_RootNode, btnName->getCString()));
if (btn) {
btn->addTouchEventListener(CC_CALLBACK_2(MainMapScene::Button_Shop_BtnOnTouch, this));
}
}
auto Button_guanka_3=dynamic_cast<ui::Button*>(Helper::seekWidgetByName(m_RootNode, "Button_guanka_3"));
if (Button_guanka_3) {
Button_guanka_3->setTag(3);
Button_guanka_3->addTouchEventListener(CC_CALLBACK_2(MainMapScene::Button_play_BtnOnTouch, this));
}
auto Button_guanka_2=dynamic_cast<ui::Button*>(Helper::seekWidgetByName(m_RootNode, "Button_guanka_2"));
if (Button_guanka_2) {
Button_guanka_2->setTag(2);
Button_guanka_2->addTouchEventListener(CC_CALLBACK_2(MainMapScene::Button_play_BtnOnTouch, this));
}
auto Button_guanka_1=dynamic_cast<ui::Button*>(Helper::seekWidgetByName(m_RootNode, "Button_guanka_1"));
if (Button_guanka_1) {
Button_guanka_1->setTag(1);
Button_guanka_1->addTouchEventListener(CC_CALLBACK_2(MainMapScene::Button_play_BtnOnTouch, this));
}
auto Button_DayReward=dynamic_cast<ui::Button*>(Helper::seekWidgetByName(m_RootNode, "Button_gongneng_6"));
if (Button_DayReward) {
Button_DayReward->addTouchEventListener(CC_CALLBACK_2(MainMapScene::Button_DayReward_BtnOnTouch, this));
}
auto Button_Equip=dynamic_cast<ui::Button*>(Helper::seekWidgetByName(m_RootNode, "Button_gongneng_1"));
if (Button_Equip) {
Button_Equip->addTouchEventListener(CC_CALLBACK_2(MainMapScene::Button_Equip_BtnOnTouch, this));
}
auto Button_EquipUpgrade=dynamic_cast<ui::Button*>(Helper::seekWidgetByName(m_RootNode, "Button_gongneng_2"));
if (Button_EquipUpgrade) {
Button_EquipUpgrade->addTouchEventListener(CC_CALLBACK_2(MainMapScene::Button_EquipUpgrade_BtnOnTouch, this));
}
auto Button_SkillUpgrade=dynamic_cast<ui::Button*>(Helper::seekWidgetByName(m_RootNode, "Button_gongneng_3"));
if (Button_SkillUpgrade) {
Button_SkillUpgrade->addTouchEventListener(CC_CALLBACK_2(MainMapScene::Button_SkillUpgrade_BtnOnTouch, this));
}
auto Button_Lottery=dynamic_cast<ui::Button*>(Helper::seekWidgetByName(m_RootNode, "Button_gongneng_4"));
if (Button_Lottery) {
Button_Lottery->addTouchEventListener(CC_CALLBACK_2(MainMapScene::Button_Lottery_BtnOnTouch, this));
}
auto Button_Shop=dynamic_cast<ui::Button*>(Helper::seekWidgetByName(m_RootNode, "Button_gongneng_5"));
if (Button_Shop) {
Button_Shop->addTouchEventListener(CC_CALLBACK_2(MainMapScene::Button_Shop_BtnOnTouch, this));
}
tCoin=dynamic_cast<ui::Text*>(Helper::seekWidgetByName(m_RootNode, "Text_jinbishuliang"));
tDiamond=dynamic_cast<ui::Text*>(Helper::seekWidgetByName(m_RootNode, "Text_zuanshishu"));
updateLabel();
SoundBLL::getInstance()->playbackground(kStartMusic);
return true;
}