当前位置: 首页>>代码示例>>C++>>正文


C++ CCArray::objectAtIndex方法代码示例

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

void GameUI_MainTitle::fb_Callback_Login(bool ret)
{
    if(ret == true)
    {
        CCArray* friList = Facebook_Manager::sharedInstance()->getFriendList();
        for(int i=0; i<friList->count(); ++i)
        {
            Facebook_Account* fri = (Facebook_Account*)friList->objectAtIndex(i);
            Facebook_Manager::sharedInstance()->GetPicture(fri->fbID, this);
        }
    }
    else
    {
        
    }
}
开发者ID:bwjdrl2,项目名称:Infinity,代码行数:16,代码来源:GameUI_MainTitle.cpp

示例2: makeAFocusOfListForMotion

void MainScene::makeAFocusOfListForMotion()
{
    CCArray* items = motionlist->getItems();
    for (int i = 0; i < items->count(); i++) {
        Layout * bg = (Layout*)items->objectAtIndex(i);
        
        if (i == xSkill->getCurAtkIndex()) {
            bg->setBackGroundColorType(LAYOUT_COLOR_SOLID);
            bg->setBackGroundColor(ccBLACK);
        }
        else
        {
            bg->setBackGroundColorType(LAYOUT_COLOR_NONE);
        }
    }
}
开发者ID:aababy,项目名称:Tool,代码行数:16,代码来源:MainScene.cpp

示例3: disposeNodes

void Map::disposeNodes()
{
	int n = nodes->count();
	int m;
	for (int i = 0; i < n; i ++)
	{
		CCArray* colList = (CCArray*) nodes->objectAtIndex(i);
		m = colList->count();
		for (int j = 0; j < n; j++)
		{
			delete colList->objectAtIndex(j);
		}
		delete colList;
	}
	delete nodes;
}
开发者ID:spzktshow,项目名称:isoMap,代码行数:16,代码来源:MapData.cpp

示例4: getChildren

//------------------------------------------------------------------------------
CCArray*    LHLayer::allLayers(void){
#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(LHLayer::isLHLayer(node)){
            array->addObject(node);
        }
    }
    return array;
}
开发者ID:AaronlAvaf,项目名称:Nextpeer-UFORUN,代码行数:17,代码来源:LHLayer.cpp

示例5: reorderZindex

void reorderZindex()
{
    GraphicLayer* layer = GraphicLayer::sharedLayer();
    CCArray* children = layer->getChildren();
    if(children != NULL)
    {
        for(int i = 0 ; i < children->count(); i++)
        {
            RawObject* child = (RawObject*)children->objectAtIndex(i);
            if(child->getZOrder() != 0)
            {
                layer->reorderChild(child, child->getZOrder());
            }
        }
    }
}
开发者ID:poplax,项目名称:FenneXEmptyProject,代码行数:16,代码来源:FenneXCCBLoader.cpp

示例6: if

//------------------------------------------------------------------------------
LHBezier*   LHLayer::bezierWithUniqueName(const std::string& name){
    CCArray* children = getChildren();
    for(int i = 0; i < children->count(); ++i){
        CCNode* node = (CCNode*)children->objectAtIndex(i);
        if(LHBezier::isLHBezier(node)){
            if(((LHBezier*)node)->getUniqueName() == name)
                return (LHBezier*)node;
        }
        else if(LHLayer::isLHLayer(node)){
            LHBezier* child = ((LHLayer*)node)->bezierWithUniqueName(name);
            if(child)
                return child;
        }
    }
    return NULL;    
}
开发者ID:AaronlAvaf,项目名称:Nextpeer-UFORUN,代码行数:17,代码来源:LHLayer.cpp

示例7: initStars

//初始化矩阵数据
void RootEngine::initStars()
{
    dataSource = CCArray::create();
    blocksInSameColor = CCArray::create();
    checkedBlocks = CCArray::create();
    allNodes = CCArray::create();
    allNodes->retain();
    dataSource->retain();
    blocksInSameColor->retain();
    checkedBlocks->retain();
    
    Size contentSize = containerView->getContentSize();
    perWidth = contentSize.width/lineCount;
    perHeight = perWidth;
    
    CCArray* nameArray = CCArray::create();
    for (int i = 0; i<typeCount; i++) {
        __String* s = __String::createWithFormat("img_star_%02d.png",i);
        nameArray->addObject(s);
    }
    
    for (int i = 0; i<lineCount; i++) {
        CCArray* lineArray = CCArray::create();
        dataSource->addObject(lineArray);
        for (int j = 0; j<rowCount; j++) {
            int type = arc4random()%typeCount;
            StarModel* model = new StarModel();
            model->type = type;
            model->line = i;
            model->row = j;
            lineArray->addObject(model);
            
            __String* file = (__String*)nameArray->objectAtIndex(model->type);
            Sprite* bSprite = Sprite::create(file->getCString());
            bSprite->setPosition(Point((i+ 0.5)*this->perHeight, (j+0.5)*this->perWidth));
            bSprite->setScale(CommonUtil::getScaleForTargetWithImage(perWidth, bSprite));
            containerView->addChild(bSprite);
            
            StarNode* node = new StarNode();
            node->sprite = bSprite;
            node->model = model;
            node->targetCenter = bSprite->getPosition();
            model->node = node;
            allNodes->addObject(node);
        }
    }
}
开发者ID:MakaZeng,项目名称:MakaPopStar,代码行数:48,代码来源:RootEngine.cpp

示例8: checkDeleteBubbles

void GameBoard::checkDeleteBubbles(Bubble * bubble){
    CCArray * neighbors = getNeighbors(bubble);
    neighbors->retain();
    Bubble * tempBubble;
    bool hasChecked = false;
    CCPoint *point;
    CCPoint *checkedPoint;
    for(int i = 0; i < neighbors->count(); i++){
        point = (CCPoint *) neighbors->objectAtIndex(i);
        //CCLOG("P:%i", (int) point->y);
        //CCLOG("PP:%i", (int) point->x);
        tempBubble = getBubble(point->y, point->x);
        if (tempBubble == NULL) {
            continue;
        }
        tempBubble->retain();
        
        for (int j = 0; j < bubblesChecked->count(); j++) {
            checkedPoint = (CCPoint *) bubblesChecked->objectAtIndex(j);
            //            CCLOG("XX:%i", (int) checkedPoint->x);
            //            CCLOG("YX:%i", (int) checkedPoint->y);
            //            CCLOG("XXX:%i", (int) tempBubble->col);
            //            CCLOG("YXX:%i", (int) tempBubble->row);
            if (checkedPoint->x == tempBubble->col && checkedPoint->y == tempBubble->row) {
                hasChecked = true;
                break;
            }
        }
        
        if (hasChecked) {
            hasChecked = false;
            continue;
        }else{
            bubblesChecked->addObject(point);
        }
        
        //        CCLOG("ID:%i", (int) tempBubble->bubbleID);
        //        CCLOG("X:%i", (int) point->x);
        //        CCLOG("Y:%i", (int) point->y);
        
        if(bubble->bubbleID == tempBubble->bubbleID){
            bubblesDeleted->addObject(point);
            checkDeleteBubbles(tempBubble);
        }
    }
    return ;
}
开发者ID:SnackGame,项目名称:Snack_Games,代码行数:47,代码来源:GameBoard.cpp

示例9: GetActionByName

UIAction* UIActionManager::GetActionByName(const char* jsonName,const char* actionName)
{
    CCArray* actionList = (CCArray*)(m_pActionDic->objectForKey(jsonName));
    if (!actionList)
    {
        return NULL;
    }
    for (int i=0; i<actionList->count(); i++)
    {
        UIAction* action = dynamic_cast<UIAction*>(actionList->objectAtIndex(i));
        if (strcmp(actionName, action->getName()) == 0)
        {
            return action;
        }
    }
    return NULL;
}
开发者ID:chenxu111,项目名称:Cocos2d-x-For-CocoStudio,代码行数:17,代码来源:UIActionManager.cpp

示例10: getButtonAtPosition

Image* Scene::getButtonAtPosition(Vec2 position, bool state)
{
    Image* target = NULL;
    CCArray* objects = GraphicLayer::sharedLayer()->allVisibleObjectsAtPosition(position);
    for(int i = 0; i < objects->count() && target == NULL; i++)
    {
        RawObject* obj = (RawObject*)objects->objectAtIndex(i);
        if(obj->isVisible() && obj->getEventActivated() && !obj->getEventName().empty() && obj->getEventName()[0] != '\0' && dynamic_cast<Image*>(obj) != NULL)
        {
            //If state = false, the object imagefile must finish by "-on" and and have an _OriginalImageFile
            char *end = strrchr(((Image*)obj)->getImageFile().c_str(), '-');
            if(state || (end && strcmp(end, "-on") == 0 && obj->getEventInfos()->objectForKey("_OriginalImageFile") != NULL))
                target = (Image*)obj;
        }
    }
    return target;
}
开发者ID:makkajai,项目名称:FenneX,代码行数:17,代码来源:Scene.cpp

示例11: update

void TestColliderDetector::update(float delta)
{
    armature2->setVisible(true);

    CCRect rect = bullet->boundingBox();

    // This code is just telling how to get the vertex.
    // For a more accurate collider detection, you need to implemente yourself.
    CCDictElement *element = NULL;
    CCDictionary *dict = armature2->getBoneDic();
    CCDICT_FOREACH(dict, element)
    {
        CCBone *bone = static_cast<CCBone*>(element->getObject());
        CCArray *bodyList = bone->getColliderBodyList();

        CCObject *object = NULL;
        CCARRAY_FOREACH(bodyList, object)
        {
            ColliderBody *body = static_cast<ColliderBody*>(object);
            CCArray *vertexList = body->getCalculatedVertexList();

            float minx, miny, maxx, maxy = 0;
            int length = vertexList->count();
            for (int i = 0; i<length; i++)
            {
                CCContourVertex2 *vertex = static_cast<CCContourVertex2*>(vertexList->objectAtIndex(i));
                if (i == 0)
                {
                  minx = maxx = vertex->x;
                  miny = maxy = vertex->y;
                }
                else
                {
                    minx = vertex->x < minx ? vertex->x : minx;
                    miny = vertex->y < miny ? vertex->y : miny;
                    maxx = vertex->x > maxx ? vertex->x : maxx;
                    maxy = vertex->y > maxy ? vertex->y : maxy;
                }
            }
            CCRect temp = CCRectMake(minx, miny, maxx - minx, maxy - miny);

            if (temp.intersectsRect(rect))
            {
                armature2->setVisible(false);
            }
        }
开发者ID:76299500,项目名称:cocos2d-x,代码行数:46,代码来源:ArmatureScene.cpp

示例12: executeNodeEvent

int CCLuaEngine::executeNodeEvent(CCNode* pNode, int nAction)
{
    CCLuaValueDict event;
    switch (nAction)
    {
        case kCCNodeOnEnter:
            event["name"] = CCLuaValue::stringValue("enter");
            break;

        case kCCNodeOnExit:
            event["name"] = CCLuaValue::stringValue("exit");
            break;

        case kCCNodeOnEnterTransitionDidFinish:
            event["name"] = CCLuaValue::stringValue("enterTransitionFinish");
            break;

        case kCCNodeOnExitTransitionDidStart:
            event["name"] = CCLuaValue::stringValue("exitTransitionStart");
            break;

        case kCCNodeOnCleanup:
            event["name"] = CCLuaValue::stringValue("cleanup");
            break;

        default:
            return 0;
    }

    m_stack->clean();
    m_stack->pushCCLuaValueDict(event);

    CCArray *listeners = pNode->getAllScriptEventListeners();
    CCScriptHandlePair *p;
    for (int i = listeners->count() - 1; i >= 0; --i)
    {
        p = dynamic_cast<CCScriptHandlePair*>(listeners->objectAtIndex(i));
        if (p->event != NODE_EVENT || p->removed) continue;
        m_stack->copyValue(1);
        m_stack->executeFunctionByHandler(p->listener, 1);
        m_stack->settop(1);
    }

    m_stack->clean();
    return 0;
}
开发者ID:fordream,项目名称:quick,代码行数:46,代码来源:CCLuaEngine.cpp

示例13: ccTouchesMoved

void XTLayer::ccTouchesMoved(cocos2d::CCSet* _touches, cocos2d::CCEvent* event)
{
    this->_touchHasMoved = true;
    CCArray *allTouches = xtAllTouchextromSet(_touches);
    
    CCTouch* fingerOne = (CCTouch *)allTouches->objectAtIndex(0);
    CCPoint pointOne = CCDirector::sharedDirector()->convertToUI(fingerOne->getLocationInView());
    
    CCPoint location = this->convertToNodeSpace(pointOne);
    this->xtActualPoint = location;
    
    CCLog("Position:%f,%f",location.x,location.y);
    // Passthrough
    this->xtTouchesMoved(location);
    this->xtTouchesMoved(_touches, event);

}
开发者ID:dragonWin147,项目名称:CrazyTaxiGame,代码行数:17,代码来源:XTLayer.cpp

示例14: keyboardWillShow

/**
*   键盘将要出现的时候
*/
void LoginView::keyboardWillShow(CCIMEKeyboardNotificationInfo& info)
{
    CCLog("LoginView:keyboardWillShowAt(origin:%f,%f, size:%f,%f)",
        info.end.origin.x, info.end.origin.y, info.end.size.width, info.end.size.height);

    if (! this->mTrackNodeArray)
    {
        return;
    }

    CCNode* trackNode = NULL ;
    CCRect rectTracked ;
    for(int i=0; i<this->mTrackNodeArray->count(); i++) 
    {
        trackNode = (CCNode*) this->mTrackNodeArray->objectAtIndex(i) ;

        rectTracked = getRect(trackNode);
        CCLog("LoginView:trackingNodeAt(origin:%f,%f, size:%f,%f)",
            rectTracked.origin.x, rectTracked.origin.y, rectTracked.size.width, rectTracked.size.height);

        // if the keyboard area doesn't intersect with the tracking node area, nothing need to do.
        if (! CCRect::CCRectIntersectsRect(rectTracked, info.end))
        {
            continue ;
        }

        // assume keyboard at the bottom of screen, calculate the vertical adjustment.
        float adjustVert = info.end.getMaxY() - rectTracked.getMinY();
        CCLog("LoginView:needAdjustVerticalPosition(%f)", adjustVert);

        // move all the children node of KeyboardNotificationLayer
        CCArray* children = getChildren();
        CCNode* node = 0;
        int count = children->count();
        CCPoint pos;
        for (int i = 0; i < count; ++i)
        {
            node = (CCNode*)children->objectAtIndex(i);
            pos = node->getPosition();
            pos.y += adjustVert;
            node->setPosition(pos);
        }
    }

    
}
开发者ID:fengmm521,项目名称:qipaiproject,代码行数:49,代码来源:LoginView.cpp

示例15: tick

void HelloWorld::tick(float dt) {


    //=================================
    CCPoint backgroundScrollVert = ccp(-2000, 0);
    pBackgroundNode->setPosition(ccpAdd(pBackgroundNode->getPosition(), ccpMult(backgroundScrollVert, dt)));

    CCArray *BackGrounds = CCArray::createWithCapacity(2);
    BackGrounds->addObject(pSprite);
    BackGrounds->addObject(pNextSprite);
    for ( int ii = 0; ii < BackGrounds->count(); ii++ ) {
        CCSprite * BackGround = (CCSprite *)(BackGrounds->objectAtIndex(ii));
        float xPosition = pBackgroundNode->convertToWorldSpace(BackGround->getPosition()).x;
        float size = BackGround->getContentSize().width;
        if ( xPosition < -size/2 ) {
            pBackgroundNode->incrementOffset(ccp(BackGround->getContentSize().width*2,0),BackGround);
        }
    }


    //===================================

    pworld->Step(dt, 10, 10);
    for(b2Body *b = pworld->GetBodyList(); b; b=b->GetNext()) {
        if (b->GetUserData() != NULL) {

            if(b->GetType() == b2_dynamicBody)
            {
                CCSprite *ballData = (CCSprite *)b->GetUserData();
                ballData->setPosition(ccp(b->GetPosition().x * PTM_RATIO,
                                          b->GetPosition().y * PTM_RATIO));
                ballData->setRotation (-1 * CC_RADIANS_TO_DEGREES(b->GetAngle()));
            }

            /*else if(b->GetType() == b2_staticBody)
            {
            	CCSprite *ballData = (CCSprite *)b->GetUserData();
            	ballData->setPosition(ccp(b->GetPosition().x * PTM_RATIO,
            		b->GetPosition().y * PTM_RATIO));
            	ballData->setRotation (-1 * CC_RADIANS_TO_DEGREES(b->GetAngle()));
            }*/
        }
    }

}
开发者ID:nazib07,项目名称:BouncingBall,代码行数:45,代码来源:HelloWorldScene.cpp


注:本文中的CCArray::objectAtIndex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。