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C++ Armature::getBoundingBox方法代码示例

本文整理汇总了C++中Armature::getBoundingBox方法的典型用法代码示例。如果您正苦于以下问题:C++ Armature::getBoundingBox方法的具体用法?C++ Armature::getBoundingBox怎么用?C++ Armature::getBoundingBox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Armature的用法示例。


在下文中一共展示了Armature::getBoundingBox方法的1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


//.........这里部分代码省略.........
	end_fight_cancel_button->setPosition(Vec2(140, 30));
	end_fight_cancel_button->addTouchEventListener([=](Ref* pSender, Widget::TouchEventType type){
		end_fight_dialog_bg->setVisible(false);
	});

	end_fight_dialog_bg->setVisible(false);

	end_fight_button->addTouchEventListener([=](Ref* pSender, Widget::TouchEventType type){
		if (type == Widget::TouchEventType::ENDED){
			end_fight_dialog_bg->setVisible(true);
		}
	});

	// ⑤创建事件监听器
	auto gameListener = EventListenerTouchOneByOne::create();
	// 响应触摸事件函数
	gameListener->onTouchBegan = [](Touch* touch, Event* event){return true; };
	gameListener->onTouchEnded = [=](Touch *touch, Event *event){
		// OpenGL坐标
		Vec2 touchLocation = touch->getLocation();
		// 将触摸点坐标转换成相对的Node坐标
		Vec2 nodeLocation = this->convertToNodeSpace(touchLocation);
		// 玩家镜像反转
		if (_player->getPosition().x > nodeLocation.x) {
			if (_player->isFlippedX() == true){
				_player->setFlippedX(false);
			}
		}
		else{
			if (_player->isFlippedX() == false)
				_player->setFlippedX(true);
		}

		// 用玩家位置作为起点,触摸点作为终点,转换为网格坐标,在地图上查找最佳到达路径
		Vec2 from = tileCoordForPosition(_player->getPosition());
		Vec2 to = tileCoordForPosition(nodeLocation);
		// 如果终点是不可通过(即有障碍物)的位置,则直接return
		int tileGid = _collidable->getTileGIDAt(to);
		if (tileGid) {
			// 使用GID来查找指定tile的属性,返回一个Value
			Value properties = _tileMap->getPropertiesForGID(tileGid);
			// 返回的Value实际是一个ValueMap
			ValueMap map = properties.asValueMap();
			// 查找ValueMap,判断是否有”可碰撞的“物体,如果有,直接返回
			std::string value = map.at("collidable").asString();
			if (value.compare("true") == 0) {
				return;
			}
		}

		/**************玩家精灵移动到指定位置************************/
		// 在玩家精灵移动过程中,如果用户在此触摸屏幕移动玩家时,如果精灵没有运行动作,直接执行移动动作
		if (_player->getNumberOfRunningActions() == 0) {
			this->playerMover(nodeLocation);
		}
		else
		{
			//如果精灵正在运行动作,先停止精灵动作和层动作,再执行移动动作
			_player->stopAllActions();
			this->stopAllActions();
			this->playerMover(nodeLocation);
		}

		// 接触传送门, 如果boss被杀死, 则传送回主场景.
		if (_player->getBoundingBox().intersectsRect(armature->getBoundingBox())){
			if (monster_1->isVisible()==false){
				_player->setExp(_player->getExp() + 200);
				_player->setGold(_player->getGold() + 1000);
				XmlTools::writePlayerData(_player);

				const string player_task = FileUtils::getInstance()->fullPathForFilename("data/kill_count.xml");
				ssize_t  player_taskFile_size;
				char* pPlayerTaskContent = (char*)FileUtils::getInstance()->getFileData(player_task, "r", &player_taskFile_size);
				TiXmlDocument* player_task_el = new TiXmlDocument();
				player_task_el->Parse(pPlayerTaskContent, 0, TIXML_ENCODING_UTF8);
				TiXmlElement* rootElement = player_task_el->RootElement();//Root
				TiXmlElement* player_kill_count_1 = rootElement->FirstChildElement();
				string accept = player_kill_count_1->GetText();
				TiXmlElement* player_kill_count_2 = player_kill_count_1->NextSiblingElement();
				stringstream ss;
				string kill_count = player_kill_count_2->GetText();
				int kill_count_int;
				ss << kill_count;
				ss >> kill_count_int;

				if (accept=="true"){
					kill_count_int += 1;
					player_kill_count_2->Clear();
					string kill_count_str;
					stringstream ss;
					ss << kill_count_int;
					ss >> kill_count_str;
					TiXmlText* kill_count_text = new TiXmlText(kill_count_str.c_str());
					player_kill_count_2->LinkEndChild(kill_count_text);
					player_task_el->SaveFile(player_task.c_str());
				}
				
				auto transform_to = TransitionSplitCols::create(2.0f, Game::createScene());
				Director::getInstance()->pushScene(transform_to);
			}
开发者ID:Coulometer,项目名称:cocos2d_Graduation_Project,代码行数:101,代码来源:FiledScene.cpp


注:本文中的Armature::getBoundingBox方法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。