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C++ CCArray::addObject方法代码示例

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


在下文中一共展示了CCArray::addObject方法的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: sprintf

TeslaItem::TeslaItem(const int id, const int friendId)
:MovingObstacle(id),
_friendId(friendId)
{
    CCSpriteFrameCache* cache = CCSpriteFrameCache::sharedSpriteFrameCache();
    
    this->initWithSpriteFrameName("teslaItem1.png");
    
    CCArray* animFrames = CCArray::createWithCapacity(10);
    
    char str[100] = {0};
    for (int i = 0; i < 30; ++i) {
        int animNumber = i < 15 ? i + 1 : 30 - i;
        sprintf(str, "teslaItem%d.png", animNumber);
        CCSpriteFrame* frame = cache->spriteFrameByName(str);
        animFrames->addObject(frame);
    }
    
    CCAnimation* animation = CCAnimation::createWithSpriteFrames(animFrames);
    animation->setDelayPerUnit(1 / 30.0f);
    CCAnimate* animate = CCAnimate::create(animation);
    this->runAction(CCRepeatForever::create(animate));
}
开发者ID:DmitriyKirakosyan,项目名称:NinjaBallIOS,代码行数:23,代码来源:TeslaItem.cpp

示例2: runFullAnimation

void Image::runFullAnimation(float delay, bool invert)
{
    CCAssert(spriteSheet != NULL, "Image runFullAnimation called on an object without spritesheet");
    CCArray* animationFrames = CCArray::createWithCapacity(spritesName->count());
    for(int i = 0; i < spritesName->count(); i++)
    {
        CCSpriteFrame* spriteFrame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(((CCString*)spritesName->objectAtIndex(invert ? spritesName->count() - i - 1 : i))->getCString());
        CCAnimationFrame* frame = new CCAnimationFrame();
        frame->initWithSpriteFrame(spriteFrame, 1, NULL);
        frame->autorelease();
        animationFrames->addObject(frame);
    }
    CCAction* action = CCRepeatForever::create(CCAnimate::create(CCAnimation::create(animationFrames, delay)));
    if(runningAnimation != action)
    {
        if(runningAnimation != NULL)
        {
            delegate->stopAction(runningAnimation);
        }
        delegate->runAction(action);
        runningAnimation = action;
    }
}
开发者ID:nikhildhamsaniya,项目名称:FenneX,代码行数:23,代码来源:Image.cpp

示例3: textHandler

    void textHandler(void *ctx, const char *ch, int len)
    {
        CC_UNUSED_PARAM(ctx);
        if (m_tState == SAX_NONE)
        {
            return;
        }

        CCSAXState curState = m_tStateStack.empty() ? SAX_DICT : m_tStateStack.top();
        CCString *pText = new CCString();
        pText->m_sString = std::string((char*)ch,0,len);

        switch(m_tState)
        {
        case SAX_KEY:
            m_sCurKey = pText->m_sString;
            break;
        case SAX_INT:
        case SAX_REAL:
        case SAX_STRING:
            {
                if (SAX_ARRAY == curState)
                {
                    m_pArray->addObject(pText);
                }
                else if (SAX_DICT == curState)
                {
                    CCAssert(!m_sCurKey.empty(), "not found key : <integet/real>");
                    m_pCurDict->setObject(pText, m_sCurKey);
                }
                break;
            }
        default:
            break;
        }
        pText->release();
    }
开发者ID:QiMa,项目名称:Cocos2dWindows,代码行数:37,代码来源:CCFileUtils.cpp

示例4: init

// on "init" you need to initialize your instance
bool Game::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !CCLayer::init() )
    {
        return false;
    }

    loadBg();
    loadCards();
    
    CCSize size = CCDirector::sharedDirector()->getWinSize();
    char name[20];

     CCSpriteFrameCache* cache =CCSpriteFrameCache::sharedSpriteFrameCache();
    CCArray * sArr = CCArray::create();
    for(int i=1;i<14;i++){
        sprintf(name,"FP%d.BMP",i);
        CCSpriteFrame* frame =cache->spriteFrameByName(name);
        
        CardSprite* sprite =CardSprite::createWithFrame(frame);
        sprite->setPosition(ccp(-50,-50));
        sprite->setTag(i);
        sArr->addObject(sprite);
        addChild(sprite);
    }
    CCObject* pObj;
    int i=1;
    CCARRAY_FOREACH(sArr, pObj)
    {
        CardSprite* cs = (CardSprite*)pObj;
     	CCActionInterval *actionTo = CCMoveTo::create(4.0f,
                                                      ccp(140+i*25,size.height/4));
        cs->runAction(actionTo);
        i++;
    }
开发者ID:RonberKing,项目名称:IosExample,代码行数:38,代码来源:GameScene.cpp

示例5: init

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !CCLayer::init() )
    {
        return false;
    }
    
    glClearColor(1, 1, 1, 1);

    CCSprite *sprite = CCSprite::create("CloseNormal.png");
    this->addChild(sprite);
    sprite->setPosition(ccp(240, 160));
    sprite->setScale(2.f);
    CCSize ss = sprite->getContentSize();
    CCOrbitCamera *orbit = CCOrbitCamera::create(5.f, 5.f, 0, 0, 360, 90, -45);
    CCMoveBy *moveBy = CCMoveBy::create(5.f, ccp(100, 0));
    sprite->runAction(CCSequence::create(orbit,moveBy));
    
    CCArray *array = CCArray::create();
    array->addObject(this);
    
    CCDirector::sharedDirector()->getScheduler()->scheduleSelector(schedule_selector(HelloWorld::updateabc), this, 2.f, false);
    
    CCMenuItemImage *i = CCMenuItemImage::create("CloseNormal.png", NULL, this, menu_selector(HelloWorld::clicked));
    CCMenu *menu = CCMenu::create(i,NULL);
    menu->setPosition(100, 100);
    this->addChild(menu);
    
    CCTexture2D *t = WGDirector::textureWithCString("Map_6.png");
    CCSprite *sp = CCSprite::createWithTexture(t);
    this->addChild(sp);
    
    
    return true;
}
开发者ID:edwardair,项目名称:Project,代码行数:38,代码来源:HelloWorldScene.cpp

示例6: loadProducts

void INSPayment_iOS::loadProducts(inewsoft::ol::LoadProductCallback callback)
{
    if(!this->productTable.empty() && productsState == inewsoft::ol::kProductsStateLoaded)
    {
        callback(true);
        return;
    }
    else if(this->productsState == inewsoft::ol::kProductsStateLoading)
    {
        this->loadProductCallback = callback;
        return;
    }
    
    /// loald product from developer server firstly
    this->productsState = inewsoft::ol::kProductsStateLoading;
    Payment::loadProducts([this, callback](bool succeed){
        if(succeed) {
            INSStore::sharedStore()->registerTransactionObserver(this);
            CCArray* productsId = new CCArray();
            productsId->autorelease();
            
            for(auto iter = this->productTable.begin(); iter != this->productTable.end(); ++iter)
            {
                productsId->addObject(newCCString(iter->second.id.c_str()));
            }
            
            this->loadProductCallback = callback;
            INSStore::sharedStore()->loadProducts(productsId, this);
        }
        else {
            this->productsState = inewsoft::ol::kProductsStateUnload;
            callback(false);
            
        }
    });
}
开发者ID:xubingyue,项目名称:libxstudio365,代码行数:36,代码来源:INSPayment_iOS.cpp

示例7: ccp

//构造函数
Ship::Ship()
{
    this->speed = 220;
    this->bulletSpeed = 900;
    this->HP = 5;
    this->bulletTypeValue = 1;
    this->bulletPowerValue = 1;
    this->throwBombing = false;
    this->canBeAttack = true;
    this->isThrowingBomb = false;
    this->zOrder = 3000;
    this->maxBulletPowerValue = 4;
    this->appearPosition = ccp(160, 60);
    this->hurtColorLife = 0;
    this->active = true;
    this->timeTick = 0;

    this->initWithSpriteFrameName("ship01.png");
    this->setTag(zOrder);
    this->setPosition(this->appearPosition);


    CCSpriteFrameCache *cache = CCSpriteFrameCache::sharedSpriteFrameCache();
    CCSpriteFrame *frame0 = cache->spriteFrameByName("ship01.png");
    CCSpriteFrame *frame1 = cache->spriteFrameByName("ship02.png");
    CCArray *frames = CCArray::createWithCapacity(2);
    frames->addObject(frame0);
    frames->addObject(frame1);
    CCAnimation *animation = CCAnimation::createWithSpriteFrames(frames, 0.1f);
    CCAnimate *animate = CCAnimate::create(animation);
    this->runAction(CCRepeatForever::create(animate));

    this->schedule(schedule_selector(Ship::shoot),0.2f);

    this->born();
}
开发者ID:fordream,项目名称:wanghe-project,代码行数:37,代码来源:Ship.cpp

示例8: loadCardsFromXml

void CardScene::loadCardsFromXml()
{
	TiXmlDocument doc;

	//list of card for scroll layer init
	CCArray* cardList = CCArray::create();

	if ( doc.LoadFile(CARDS_XML) )
	{
		TiXmlElement* cards_tag = doc.FirstChildElement();
		TiXmlElement* card_tag = cards_tag->FirstChildElement();
		
		while ( card_tag )
		{
			int number = 0; 
			card_tag->QueryIntAttribute("number", &number);

			const char* path = card_tag->Attribute("path");
			const char* description_id = card_tag->Attribute("description_id");

			//TODO: load description from L10n(Localization) file with description_id

			//create card and add to card list
			Card* card = Card::create(number, path, description_id);
			cardList->addObject( card );
			
			card_tag = card_tag->NextSiblingElement();
		}
	}


	m_pScrollList = CCScrollLayer::create(cardList);
	m_pScrollList->setPosition( ccp(0, 0) );
	addChild( m_pScrollList );

}
开发者ID:MazurenkoZhenya,项目名称:evolution,代码行数:36,代码来源:CardScene.cpp

示例9: if

//------------------------------------------------------------------------------
CCArray*    LHLayer::spritesWithTag(int tag){
#if COCOS2D_VERSION >= 0x00020000
    CCArray* array = CCArray::create();
#else
    CCArray* array = CCArray::array();
#endif
    
    CCArray* children = getChildren();
    for(int i = 0; i < children->count(); ++i){
        CCNode* node = (CCNode*)children->objectAtIndex(i);
        
        if(LHSprite::isLHSprite(node)){
            if(node->getTag() == tag)
                array->addObject(node);
        }
        else if(LHBatch::isLHBatch(node)){
            array->addObjectsFromArray(((LHBatch*)node)->spritesWithTag(tag));
        }
        else if(LHLayer::isLHLayer(node)){
            array->addObjectsFromArray(((LHLayer*)node)->spritesWithTag(tag));
        }
    }
    return array;       
}
开发者ID:AaronlAvaf,项目名称:Nextpeer-UFORUN,代码行数:25,代码来源:LHLayer.cpp

示例10: createHeroMovingAnimationByDirection

CCAnimation* AnimationManager::createHeroMovingAnimationByDirection(HeroDirection direction)
{
	CCTexture2D *heroTexture = CCTextureCache::sharedTextureCache()->addImage("Hero_image.png");
	CCSpriteFrame *frame0, *frame1, *frame2;
	CCArray* animFrames ;
	//第二个参数表示显示区域的x, y, width, height,根据direction来确定显示的y坐标
	
	
	frame0 = CCSpriteFrame::createWithTexture(heroTexture, cocos2d::CCRectMake(eSize*0, eSize*direction, eSize, eSize));
	frame1 = CCSpriteFrame::createWithTexture(heroTexture, cocos2d::CCRectMake(eSize*1, eSize*direction, eSize, eSize));

	
	 animFrames = new CCArray(2);
	animFrames->addObject(frame0);
	animFrames->addObject(frame1);
	
	

	CCAnimation* animation = CCAnimation::createWithSpriteFrames(animFrames, 0.09f);

	animFrames->release();
	
	return animation;
}
开发者ID:fordream,项目名称:strangeAdventure,代码行数:24,代码来源:AnimationManager.cpp

示例11: SpawnCrow

void Obstacle::SpawnCrow(int xOffset)
{
    CCArray *allFrames = new CCArray();
    for (int i = 0 ; i <= 14 ; i++)
    {
        char fn[64];
        sprintf(fn, "Fly00%d.png" , i );
        allFrames->addObject(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(fn));
    }
    
    CCAnimation *crowAnim = CCAnimation::createWithSpriteFrames(allFrames, 0.04f * 1);
    CCAction *crowAction = CCRepeatForever::create(CCAnimate::create(crowAnim));
    crowAction->retain();
    
    obstacleSprite = CCSprite::createWithSpriteFrameName("Fly000.png");
    obstacleSprite->setPosition(ccp(winSize.width + xOffset * SPAWN_OFFSET  , winSize.height - obstacleSprite->getContentSize().height));
    this->addChild(obstacleSprite);
    
    obstacleSprite->runAction(crowAction);
    moveOnce = true;
//    obstacleSprite->runAction(CCSequence::createWithTwoActions(CCMoveTo::create(1,
//                                                                                ccp( winSize.width - obstacleSprite->getContentSize().width , obstacleSprite->getPosition().y)),
//                                                               CCCallFunc::create(this, callfunc_selector(Obstacle::MoveCrow))));
}
开发者ID:jojizaidi,项目名称:Gnome,代码行数:24,代码来源:Obstacle.cpp

示例12: createAnimWithFrameNameAndNum

CCAnimation* AnimationUtil::createAnimWithFrameNameAndNum( const char* name, int iNum, float delay, unsigned int iLoops) {
    CCSpriteFrameCache* cache = CCSpriteFrameCache::sharedSpriteFrameCache();

    CCArray* framesArray = CCArray::create();

    CCSpriteFrame* frame = NULL;
    int index = 1;
    for(int i = 1; i <= iNum; i++) {
        frame = cache->spriteFrameByName(CCString::createWithFormat("%s%d.png", name, i)->getCString());

        if(frame == NULL) {
            break;
        }

        framesArray->addObject(frame);
    }

    CCAnimation* animation = CCAnimation::createWithSpriteFrames(framesArray);
    animation->setLoops(iLoops);
    animation->setRestoreOriginalFrame(true);
    animation->setDelayPerUnit(delay);

    return animation;
}
开发者ID:ruozigongzuoshi,项目名称:goddessemblem,代码行数:24,代码来源:AnimationUtil.cpp

示例13: goToMapScene

//public
void RPGStartSceneLayer::goToMapScene()
{
    CCArray *loadTextures = CCArray::create();
    loadTextures->addObject(CCString::create("map.png"));
    loadTextures->addObject(CCString::create("main.png"));
    loadTextures->addObject(CCString::create("joystick.png"));
    loadTextures->addObject(CCString::create("actor4_0.png"));
    loadTextures->addObject(CCString::create("actor111.png"));
    loadTextures->addObject(CCString::create("actor113.png"));
    loadTextures->addObject(CCString::create("actor114.png"));
    loadTextures->addObject(CCString::create("actor115.png"));
    loadTextures->addObject(CCString::create("actor117.png"));
    loadTextures->addObject(CCString::create("actor120.png"));
    
    CCMenu *mainMenu = (CCMenu*)this->getChildByTag(kRPGStartSceneLayerTagMainMenu);
    mainMenu->setEnabled(false);
    
    CCScene *s = RPGLoadingSceneLayer::scene(loadTextures, NULL, "single_map");
    CCTransitionFade *t = CCTransitionFade::create(GAME_SCENE, s);
    CCDirector::sharedDirector()->replaceScene(t);
}
开发者ID:jonesgithub,项目名称:OzgGameRPG,代码行数:22,代码来源:RPGStartSceneLayer.cpp

示例14: init

void Effect::init(int type)
{
    effectid=type;
    switch (type)
    {
        case 1:
        {
            CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("effect1.plist");
            CCArray *animFrames = CCArray::create();
            firtPngName="1000.png";
            effectName="effect1";
            char str[64] = {0};
            for (int i = 0; i <6; ++i)
            {
                sprintf(str, "100%d.png", i);
                CCSpriteFrame *frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(str);
                animFrames->addObject(frame);
            }
            CCAnimation *animation = CCAnimation::createWithSpriteFrames(animFrames, 0.1);
            // 帧动画命名
            CCAnimationCache::sharedAnimationCache()->addAnimation(animation,effectName.c_str());
            break;
        }
        case 2:
        {
            CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("effect2.plist");
            CCArray *animFrames = CCArray::create();
            firtPngName="2000.png";
            effectName="effect2";
            char str[64] = {0};
            for (int i = 0; i <2; ++i)
            {
                sprintf(str, "200%d.png", i);
                CCSpriteFrame *frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(str);
                animFrames->addObject(frame);
            }
            CCAnimation *animation = CCAnimation::createWithSpriteFrames(animFrames, 0.1);
            // 帧动画命名
            CCAnimationCache::sharedAnimationCache()->addAnimation(animation,effectName.c_str());
            break;
        }
        case 3:
        {
            CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("effect3.plist");
            CCArray *animFrames = CCArray::create();
            firtPngName="3000.png";
            effectName="effect3";
            char str[64] = {0};
            for (int i = 0; i <1; ++i)
            {
                sprintf(str, "300%d.png", i);
                CCSpriteFrame *frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(str);
                animFrames->addObject(frame);
            }
            CCAnimation *animation = CCAnimation::createWithSpriteFrames(animFrames, 0.1);
            // 帧动画命名
            CCAnimationCache::sharedAnimationCache()->addAnimation(animation,effectName.c_str());
            break;
        }
        case 4:
        {
            CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("effect4.plist");
            CCArray *animFrames = CCArray::create();
            firtPngName="4000.png";
            effectName="effect4";
            char str[64] = {0};
            for (int i = 0; i <1; ++i)
            {
                sprintf(str, "400%d.png", i);
                CCSpriteFrame *frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(str);
                animFrames->addObject(frame);
            }
            CCAnimation *animation = CCAnimation::createWithSpriteFrames(animFrames, 0.1);
            // 帧动画命名
            CCAnimationCache::sharedAnimationCache()->addAnimation(animation,effectName.c_str());
            break;
        }
        case 5:
        {
            CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("effect5.plist");
            CCArray *animFrames = CCArray::create();
            firtPngName="5000.png";
            effectName="effect5";
            char str[64] = {0};
            for (int i = 0; i <1; ++i)
            {
                sprintf(str,"500%d.png", i);
                CCSpriteFrame *frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(str);
                animFrames->addObject(frame);
            }
            CCAnimation *animation = CCAnimation::createWithSpriteFrames(animFrames, 0.1);
            // 帧动画命名
            CCAnimationCache::sharedAnimationCache()->addAnimation(animation,effectName.c_str());
            break;
        }
        case 6:
        {
            CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("effect6.plist");
            CCArray *animFrames = CCArray::create();
            firtPngName="6000.png";
//.........这里部分代码省略.........
开发者ID:EvilStart,项目名称:shuihucard,代码行数:101,代码来源:Effect.cpp

示例15:

CCArray * Utils::getLevelTools(int levelNum) {
	CCArray * tools = CCArray::createWithCapacity(14);
	switch (levelNum) {
		case 1:
			{
				Bridge * t1 = Bridge::create();
				tools->addObject(t1);
			}
			break;
		case 2:
			{
				Bridge * t1 = Bridge::create();
				Bridge * t2 = Bridge::create();
				tools->addObject(t1);
				tools->addObject(t2);
			}
			break;
		case 3:
			{
				Bridge * t1 = Bridge::create();
				Bridge * t2 = Bridge::create();
				Bridge * t3 = Bridge::create();
				Bridge * t4 = Bridge::create();
				Bridge * t5 = Bridge::create();
				tools->addObject(t1);
				tools->addObject(t2);
				tools->addObject(t3);
				tools->addObject(t4);
				tools->addObject(t5);
			}
			break;
		case 4:
			{
				Bridge * t1 = Bridge::create();
				Bridge * t2 = Bridge::create();
				Bridge * t3 = Bridge::create();
				Bridge * t4 = Bridge::create();
				tools->addObject(t1);
				tools->addObject(t2);
				tools->addObject(t3);
				tools->addObject(t4);
			}
			break;
		case 5:
			{
				Spring * t1 = Spring::create();
				Spring * t2 = Spring::create();
				tools->addObject(t1);
				tools->addObject(t2);
			}
			break;
		case 6:
			{
				Bridge * t1 = Bridge::create();
				Bridge * t2 = Bridge::create();
				Spring * t3 = Spring::create();
				Spring * t4 = Spring::create();
				Spring * t5 = Spring::create();
				Spring * t6 = Spring::create();
				tools->addObject(t1);
				tools->addObject(t2);
				tools->addObject(t3);
				tools->addObject(t4);
				tools->addObject(t5);
				tools->addObject(t6);
			}
			break;
		case 7:
			{
				Bridge * t1 = Bridge::create();
				Bridge * t2 = Bridge::create();
				Spring * t3 = Spring::create();
				Spring * t4 = Spring::create();
				tools->addObject(t1);
				tools->addObject(t2);
				tools->addObject(t3);
				tools->addObject(t4);
			}
			break;
		case 8:
			{
				Pole * t1 = Pole::create();
				Pole * t2 = Pole::create();
				Pole * t3 = Pole::create();
				Pole * t4 = Pole::create();
				Pole * t5 = Pole::create();
				Pole * t6 = Pole::create();
				Pole * t7 = Pole::create();
				Pole * t8 = Pole::create();
				Pole * t9 = Pole::create();
				Pole * t10 = Pole::create();
				Pole * t11 = Pole::create();
				Pole * t12 = Pole::create();
				Pole * t13 = Pole::create();
				Pole * t14 = Pole::create();
				tools->addObject(t1);
				tools->addObject(t2);
				tools->addObject(t3);
				tools->addObject(t4);
				tools->addObject(t5);
//.........这里部分代码省略.........
开发者ID:jackmichel,项目名称:Elis-Escape,代码行数:101,代码来源:Utils.cpp


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