本文整理汇总了C++中CButton::runAction方法的典型用法代码示例。如果您正苦于以下问题:C++ CButton::runAction方法的具体用法?C++ CButton::runAction怎么用?C++ CButton::runAction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CButton
的用法示例。
在下文中一共展示了CButton::runAction方法的4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: heroCall
void CSharpTollgate::heroCall(CCNode* pNode)
{
CTableViewCell *node = (CTableViewCell*)pNode;
CButton *btn = (CButton*)node->getChildByTag(1);
//人物会动
CCScaleTo *tobig = CCScaleTo::create(0.55f,1.0*btn->getScaleX(),1.0*btn->getScaleY());
CCScaleTo *toSmall = CCScaleTo::create(0.55f,0.96*btn->getScaleX(), 0.96*btn->getScaleY());
btn->runAction(CCRepeatForever::create(CCSequence::create(toSmall,tobig,nullptr)));
}
示例2: checkShowActivity
void CMainCityUI::checkShowActivity( CCObject* pObj )
{
if(DataCenter::sharedData()->getUser()->getUserData()->getFirstLogin())
{
CButton *btn = (CButton*)m_ui->getChildByTag(Activity_Btn);
btn->runAction(CCCallFuncN::create(this, callfuncN_selector(CMainCityUI::onTimeWaitCityAction)));
DataCenter::sharedData()->getUser()->getUserData()->setFirstLogin(false);
}
}
示例3: initLogin
void LoginLayerUC::initLogin()
{
CCLOG("LoginLayerUC::initLogin");
if(m_ui!=nullptr)
{
return;
}
//播放背景音乐
PlayBackgroundMusic(BGM_Login,true);
m_ui = LoadComponent("EnterGameUC.xaml");
m_ui->setTag(1);
m_ui->setPosition(VCENTER);
m_LayoutRoot->addChild(m_ui, 2);
//自己的登陆框隐藏
m_pLoginLay = (CLayout *)m_ui->getChildByTag(10);
m_pLoginLay->setVisible(false);
//选择好的服务器列表
m_pCurrentServerUI = (CLayout *)m_ui->findWidgetById("current_server");
m_pCurrentServerUI->setVisible(true);
//默认服务器
updateSelectServer();
//服务器选区
CLayout* pLayout = (CLayout*)m_ui->findWidgetById("serverCell");
pLayout->retain();
m_ui->removeChild(pLayout);
m_pCell = pLayout;
//获取空的滑动列表Scroll
m_pTableView = (CTableView*)m_ui->findWidgetById("serverScroll");
m_pTableView->setDirection(eScrollViewDirectionVertical);
m_pTableView->setSizeOfCell(m_pCell->getContentSize());
m_pTableView->setCountOfCell(m_serverInfo.server_list().size());
m_pTableView->setBounceable(true);
m_pTableView->setDataSourceAdapter(this, ccw_datasource_adapter_selector(LoginLayerUC::tableviewDataSource));
m_pTableView->reloadData();
//按钮打开服务器列表
CImageView* pBtnServer = (CImageView*)m_ui->findWidgetById("serverBtn");
//快速登录按钮
CButton * pQuickLogin = (CButton *)m_ui->getChildByTag(1);
pQuickLogin->setOnClickListener(this,ccw_click_selector(LoginLayerUC::onQuickLogin));
CCActionInterval *scaleSmall = CCScaleTo::create(0.9f,0.98f);
CCFadeTo *out = CCFadeTo::create(0.9f,60);
CCSpawn *spawn = CCSpawn::createWithTwoActions(scaleSmall,out);
CCActionInterval *scaleBig = CCScaleTo::create(1.2f,1.0f);
CCFadeTo *in = CCFadeTo::create(1.2f,255);
CCSpawn *spawn1 = CCSpawn::createWithTwoActions(scaleBig,in);
CCSequence *seque = CCSequence::createWithTwoActions(spawn,spawn1);
CCRepeatForever *action = CCRepeatForever::create(seque);
pQuickLogin->runAction(action);
pQuickLogin->setVisible(true);
//清除用户信息
DataCenter::sharedData()->getUser()->clear();
//版本做相对位置处理
CLabel* pLabel = (CLabel *)m_ui->findWidgetById("version");
pLabel->setAnchorPoint(ccp(1.0f, 0.0f));
pLabel->setPosition(ccp(VRIGHT-20, VBOTTOM+20));
CC_SAFE_RETAIN(pLabel);
pLabel->removeFromParentAndCleanup(true);
this->addChild(pLabel);
CC_SAFE_RELEASE(pLabel);
pLabel->setString(CCString::createWithFormat("Version:%s", m_serverInfo.game_version().c_str())->getCString());
//隐藏服务器列表
showServerList();
hideServerList();
//TODO
//初始化UC_SDK?-放在最前面
//还是点击登录再初始化?
//点击登录再初始化吧
//初始化完直接请求登录
//先连接连接服务器
const Server& gameServer = m_serverInfo.server_list().Get(m_iSelectServerIndex);
//检查服务器是否可用
if(!checkServerStatus(gameServer))
{
return;
}
LinkedGameServer(gameServer);
}
示例4: onEnter
//.........这里部分代码省略.........
vip->setTouchEnabled(true);
vip->setOnClickListener(this,ccw_click_selector(CMainCityUI::onVip));
//添加签到,充值等其他入口
CAccessLayer* pAccess = CAccessLayer::create();
this->addChild(pAccess, 99);
CSceneManager::sharedSceneManager()->addMsgObserver(UPDATE_HERO,this,GameMsghandler_selector(CMainCityUI::updateRoleProperty));
CSceneManager::sharedSceneManager()->addMsgObserver(TASK_NOTICE,this,GameMsghandler_selector(CMainCityUI::updateTaskNotice));
CSceneManager::sharedSceneManager()->addMsgObserver(MAIL_NOTICE,this,GameMsghandler_selector(CMainCityUI::updateMailNotice));
CSceneManager::sharedSceneManager()->addMsgObserver(UPDATE_FUNCTIONOPEN,this,GameMsghandler_selector(CMainCityUI::updateFuctionOpen));
CSceneManager::sharedSceneManager()->addMsgObserver(UPDATE_GAMETIP,this,GameMsghandler_selector(CMainCityUI::updateGameTip));
CSceneManager::sharedSceneManager()->addMsgObserver(SHOW_HEAD,this,GameMsghandler_selector(CMainCityUI::showHead));
CCSprite *red = (CCSprite*)(m_ui->findWidgetById("redPoint"));
CCSprite *mailPoint = (CCSprite*)(m_ui->findWidgetById("mailPoint"));
if (user->getRoleAction()<user->getActionLimit())
{
this->schedule(schedule_selector(CMainCityUI::updateActionTime),user->getInterval()*60);
}
GetTcpNet->registerMsgHandler(FriendReqNumMsg,this,CMsgHandler_selector(CMainCityUI::processNetMsg));
GetTcpNet->registerMsgHandler(CBExchangeMsg,this,CMsgHandler_selector(CMainCityUI::exchangeMsg));
//正在引导,不自动弹窗
if(user->getNewStep()==2||user->getNewStep()==17/*CGuideManager::getInstance()->getIsRunGuide()*/)
{
DataCenter::sharedData()->setCityActionType(CA_None);
}
else if(user->getNewStep()<=0 || user->getNewStep()>=100)
{
//自动弹签到
runAction(CCSequence::createWithTwoActions(CCDelayTime::create(0.7f), CCCallFunc::create(this, callfunc_selector(CMainCityUI::autoShowSign))));
}
switch (DataCenter::sharedData()->getCityActionType())
{
case CA_Levelup:
{
CButton *btn = (CButton*)m_ui->getChildByTag(HeroInfo_Btn);
btn->runAction(CCSequence::create(CCDelayTime::create(0.6f),
CCCallFuncN::create(this, callfuncN_selector(CMainCityUI::onTimeWaitCityAction)),
NULL));
DataCenter::sharedData()->setCityActionType(CA_None);
}
break;
case CA_GoToChapater:
{
CButton *btn = (CButton*)m_ui->getChildByTag(Battle_Btn);
btn->runAction(CCSequence::create(CCDelayTime::create(0.2f),
CCCallFuncN::create(this, callfuncN_selector(CMainCityUI::onTimeWaitCityAction)),
NULL));
m_bShowChapterFlag = true;
DataCenter::sharedData()->setCityActionType(CA_None);
}
break;
case CA_GoToStage:
{
this->runAction(CCSequence::create(CCDelayTime::create(0.8f),
CCCallFunc::create(this, callfunc_selector(CMainCityUI::runTollgatepreviewCallBack)),
NULL));
DataCenter::sharedData()->setCityActionType(CA_None);
}break;
default:
break;