本文整理汇总了C++中CCMenu::runAction方法的典型用法代码示例。如果您正苦于以下问题:C++ CCMenu::runAction方法的具体用法?C++ CCMenu::runAction怎么用?C++ CCMenu::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CCMenu
的用法示例。
在下文中一共展示了CCMenu::runAction方法的12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: createPlayAgainButton
void GameOverLayer::createPlayAgainButton()
{
// Create the startButton
CCSprite *playAgainButtonSpriteUp = CCSprite::createWithSpriteFrameName("playagain_button.png");
CCSprite *playAgainButtonSpriteDown = CCSprite::createWithSpriteFrameName("playagain_button.png");
// Scale the down to 90% so that it looks like the button was pressed
playAgainButtonSpriteDown->setScale(0.9f);
CCMenuItemSprite *playAgainButton = CCMenuItemSprite::create(playAgainButtonSpriteUp, playAgainButtonSpriteDown, this, menu_selector(GameOverLayer::playAgainButtonTouched));
playAgainButton->setPositionX(-playAgainButton->getContentSize().width/1.2);
playAgainButton->runAction(CCRepeatForever::create(CCSequence::createWithTwoActions(CCScaleTo::create(1.0f, 1.2f), CCScaleTo::create(1.0f, 1.0f))));
// Create the mainButton
CCSprite *mainButtonSpriteUp = CCSprite::createWithSpriteFrameName("main_button.png");
CCSprite *mainButtonSpriteDown = CCSprite::createWithSpriteFrameName("main_button.png");
// Scale the down to 90% so that it looks like the button was pressed
mainButtonSpriteDown->setScale(0.9f);
CCMenuItemSprite *mainButton = CCMenuItemSprite::create(mainButtonSpriteUp, mainButtonSpriteDown, this, menu_selector(GameOverLayer::mainButtonTouched));
mainButton->setPositionX(mainButton->getContentSize().width/1.2);
// Create the start game menu
CCMenu *gameMenu = CCMenu::create(playAgainButton, mainButton, NULL);
// Set the initial position off screen
gameMenu->setPosition(ccp(SCREEN_WIDTH/2, -SCREEN_HEIGHT));
// Set the tag of the start menu so that we can refer to it later using getChildByTag(...)
gameMenu->setTag(kGameOverLayer_PlayAgainMenu);
// Create and run an animation that will slide the start game menu in from below the screen to its intended location
CCActionInterval *moveAction = CCMoveTo::create(0.3f, ccp(SCREEN_WIDTH/2, SCREEN_HEIGHT*0.15));
CCFiniteTimeAction *easeIn = CCEaseIn::create(moveAction, 0.2f);
gameMenu->runAction(easeIn);
// Add the start menu to the layer
this->addChild(gameMenu);
}
示例2: showRetryButtons
void GameScene::showRetryButtons()
{
CCMenuItemImage* retryButton = CCMenuItemImage::create(
"ButtonRetry.png","ButtonRetry.png", this, menu_selector(GameScene::tapRetryButton));
CCMenuItemImage* wallButton = CCMenuItemImage::create(
"ButtonWall.png", "ButtonWall.png" , this, menu_selector(GameScene::tapWallButton));
CCMenuItemImage* titleButton = CCMenuItemImage::create(
"ButtonTitle.png","ButtonTitle.png", this, menu_selector(GameScene::tapTitleButton));
CCMenu* menu = CCMenu::create(retryButton, wallButton, titleButton, NULL);
menu->alignItemsHorizontallyWithPadding( 30.0f);
menu->setOpacity(0);
//menu->setPosition(ccp(m_winSize.width / 2,m_winSize.height * 1.2));
//menu->setPosition(ccp(m_winSize.width / 2,m_winSize.height/ 4 - 10));
this->addChild(menu,kZOrderScore,kTagMenu);
CCFiniteTimeAction* initFade = CCFadeTo::create(0.0f,0);
CCFiniteTimeAction* initMove = CCMoveTo::create(0.0f,ccp(m_winSize.width / 2,50.0f - 10.0f));
CCSequence* initMix = CCSequence::createWithTwoActions(initFade,initMove);
CCFiniteTimeAction* fade = CCFadeIn::create(1.5f);
CCFiniteTimeAction* move = CCMoveBy::create(1.5f,ccp(0,10.0f));
CCSpawn* mix = CCSpawn::createWithTwoActions(fade,move);
CCActionInterval* easeMix = CCEaseIn::create( CCSequence::createWithTwoActions(initMix,mix), 2.0f);
menu->runAction(easeMix);
}
示例3: init
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !CCLayer::init() )
{
return false;
}
/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// add a "close" icon to exit the progress. it's an autorelease object
CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
this,
menu_selector(HelloWorld::menuCloseCallback) );
pCloseItem->setPosition( ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20) );
// create menu, it's an autorelease object
CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
pMenu->setPosition( CCPointZero );
this->addChild(pMenu, 1);
/* Label */
CCLabelTTF* pLabel = CCLabelTTF::create("Colorful Touch-x", "Hevetica-BoldOblique", 100);
CCSize size = CCDirector::sharedDirector()->getWinSize();
pLabel->setPosition( ccp(size.width / 2, size.height/2+100) );
this->addChild(pLabel, 1);
/* Image */
CCSprite* pSprite = CCSprite::create("space_bg8.jpg");
pSprite->setPosition( ccp(size.width/2, size.height/2) );
this->addChild(pSprite, 0);
/* Play the Game */
CCMenuItemFont::setFontName("Hevetica-BoldOblique");
CCMenuItemFont::setFontSize(50);
CCMenuItemFont* item = CCMenuItemFont::create("play the game", this, menu_selector(HelloWorld::PlayTheGame));
CCMenu *menu = CCMenu::menuWithItem(item);
menu->setPosition(CCPointMake(size.width/2, size.height/2-150));
CCFadeTo* fadeIn = CCFadeTo::actionWithDuration(1.0f, 127);
CCFadeTo* fadeOut = CCFadeTo::actionWithDuration(1.0f, 255);
CCSequence *pulseSequence = CCSequence::actionOneTwo(fadeIn, fadeOut);
CCRepeatForever *repeat = CCRepeatForever::actionWithAction(pulseSequence);
menu->runAction(repeat);
this->addChild(menu,1);
/* Back Particle */
BackParticle *backParticle = (BackParticle *)BackParticle::create();
this->addChild(backParticle);
return true;
}
示例4: setover
void GameMain::setover() {
CCMenu* pMenu = (CCMenu *)this->getChildByTag(25);
pMenu->setVisible(true);
pMenu->setEnabled(true);
gameover->setVisible(true);
gameover->setScale(0);
pMenu->setScale(0);
pMenu->runAction(CCScaleTo::create(0.5,1));
gameover->runAction(CCScaleTo::create(0.5,0.5));
isover = true;
}
示例5:
void LevelGame04::meCallback(CCObject* pSender)
{
isMenu++;
if(isMenu == 3)
{
CCMenu *pmenu = (CCMenu *)getChildByTag(103);
//CCFiniteTimeAction *scale = CCScaleTo::create(2.0f,2);
CCFiniteTimeAction *blick=CCBlink::create(0.5f,10);
//CCAction *action = CCSpawn::create(scale,blick,NULL);
pmenu->runAction(blick);
this->scheduleOnce(schedule_selector(LevelGame04::gamewin), 1.0f);
}
}
示例6: cancelDetail
void MyBuildingCard::cancelDetail(cocos2d::CCNode *psender) {
CCSprite* detailback = (CCSprite*)activeCard->getParent()->getChildByTag(detailBackTag);
detailback->runAction(CCSequence::create(CCEaseInOut::create(CCMoveTo::create(0.2, ccp(detailback->getPosition().x,-detailback->getContentSize().height/2-100)),2),GXRemoveFromParentsAction::create(), NULL));
activeCard->runAction(CCSequence::create(CCDelayTime::create(0.2),CCEaseInOut::create(CCScaleTo::create(0.2, 1),2),NULL));
activeCard->runAction(CCSequence::create(CCDelayTime::create(0.2),CCEaseInOut::create(CCMoveTo::create(0.2, oriPosition),2),CCCallFunc::create(this,callfunc_selector(MyBuildingCard::reorderCall)),NULL));
CCMenu* grayMenu = (CCMenu*)activeCard->getParent()->getChildByTag(grayTag);
grayMenu->runAction(CCSequence::create(CCDelayTime::create(0.2),CCFadeOut::create(0.2),GXRemoveFromParentsAction::create(),NULL));
}
示例7: setOver
void GameMainLayer::setOver()
{
//游戏结束
CCMenu *pMenu = (CCMenu *)this->getChildByTag(25);
pMenu->setVisible(true);
pMenu->setEnabled(true);
pMenu->setScale(0);
pMenu->runAction(CCScaleTo::create(0.5f, 1));
gameOver->setVisible(true);
gameOver->setScale(0);
gameOver->runAction(CCScaleTo::create(0.5f, 0.5f));
this->isOver = true;
}
示例8: showResetButton
void LevelEndView::showResetButton() {
CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
CCSprite* up = CCSprite::spriteWithSpriteFrameName("button_reset.png");
CCSprite* down = CCSprite::spriteWithSpriteFrameName("button_reset_down.png");
ButtonSpriteMenuItem* button = ButtonSpriteMenuItem::itemFromNormalSprite(up, down, controller_,
menu_selector(GameScene::restartGame));
CCMenu* menu = CCMenu::menuWithItem(button);
menu->setPosition(ccp(310, -40));
addChild(menu);
CCMoveBy* menuMoveUp = CCMoveBy::actionWithDuration(0.15, ccp(0, 80));
CCEaseBackOut* menuEase = CCEaseBackOut::actionWithAction(menuMoveUp);
menu->runAction(menuEase);
}
示例9: showLevelsButton
void LevelEndView::showLevelsButton() {
CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
CCSprite* up = CCSprite::spriteWithSpriteFrameName("button_back.png");
CCSprite* down = CCSprite::spriteWithSpriteFrameName("button_back_down.png");
ButtonSpriteMenuItem* button = ButtonSpriteMenuItem::itemFromNormalSprite(up, down, controller_,
menu_selector(GameScene::levelSelect));
CCMenu* menu = CCMenu::menuWithItem(button);
menu->setPosition(ccp(170, -40));
addChild(menu);
CCMoveBy* menuMoveUp = CCMoveBy::actionWithDuration(0.15, ccp(0, 80));
CCEaseBackOut* menuEase = CCEaseBackOut::actionWithAction(menuMoveUp);
CCCallFunc* showNext = CCCallFunc::actionWithTarget(this, callfunc_selector(LevelEndView::showResetButton));
CCSequence* sequence = CCSequence::actionOneTwo(menuEase, showNext);
menu->runAction(sequence);
}
示例10: endGame
void HelloWorld::endGame()
{
gameend = true;
setTouchEnabled(false);
if(this->bird->getPosition().y>320){
CCLog("%f",this->bird->getPosition().y);
this->bird->dead();
}
unscheduleUpdate();
unschedule(schedule_selector(HelloWorld::addBar));
//this->removeChild(this->bird);
CCSprite *gameover = CCSprite::createWithSpriteFrameName("gameover.png");
gameover->setPosition(ccp(this->screenSize.width/2,this->screenSize.height/2));
gameover->runAction(CCMoveTo::create(0.5f,ccp(this->screenSize.width/2,this->screenSize.height/2+240)));
addChild(gameover,1,1);
//CCMenuItemImage *gameoverMenuItem = CCMenuItemImage::create("start.png","start.png",this,menu_selector(HelloWorld::gameEndCallback));
CCMenuItemSprite *gameoverMenuItem = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("start.png"),
CCSprite::createWithSpriteFrameName("start.png"),this,menu_selector(HelloWorld::gameEndCallback));
CCMenu *menu = CCMenu::create(gameoverMenuItem, NULL);
//b2BodyDef gameoverMenuItemDef;
//gameoverMenuItemDef.type = b2_staticBody;
///gameoverMenuItemDef.position = b2Vec2(this->screenSize.width/2/RATIO,this->screenSize.height/2/RATIO);
//b2Body *gameoverBody = this->world->CreateBody(&gameoverMenuItemDef);
//menu->setPosition( CCPointZero );
menu->setPosition(ccp(this->screenSize.width/2,this->screenSize.height/2-100));
menu->setOpacity(0);
CCActionInterval* move = CCMoveBy::create(0.5, ccp(0,100));
CCActionInterval* show = CCFadeIn::create(0.5);
CCAction* action = CCSpawn::create( show, move, NULL);
CCFiniteTimeAction* taction = CCSequence::create(CCDelayTime::create(0.3),action,NULL);
menu->runAction(taction);
addChild(menu,1,2);
}
示例11: showButtons
void LevelEndView::showButtons() {
CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
CCSprite* up = CCSprite::spriteWithSpriteFrameName("button_play.png");
CCSprite* down = CCSprite::spriteWithSpriteFrameName("button_play_down.png");
ButtonSpriteMenuItem* button = ButtonSpriteMenuItem::itemFromNormalSprite(up, down, controller_,
menu_selector(GameScene::nextLevel));
CCMenu* menu = CCMenu::menuWithItem(button);
menu->setPosition(ccp(screenSize.width/2, -40));
addChild(menu);
CCMoveBy* menuMoveUp = CCMoveBy::actionWithDuration(0.15, ccp(0, 80));
CCEaseBackOut* menuEase = CCEaseBackOut::actionWithAction(menuMoveUp);
CCCallFunc* showNext = CCCallFunc::actionWithTarget(this, callfunc_selector(LevelEndView::showLevelsButton));
CCCallFunc* showLevel = CCCallFunc::actionWithTarget(this, callfunc_selector(LevelEndView::showLevel));
CCFiniteTimeAction* sequence = CCSequence::actions(menuEase, showNext, showLevel, NULL);
menu->runAction(sequence);
}
示例12: CreateMenu
bool JS_Result::CreateMenu()
{
bool bRet = false;
do
{
s = CCDirector::sharedDirector()->getWinSize();
// OK 버튼
CCMenuItemImage* pDoneItem = CCMenuItemImage::create("common/game/button_ok.png", "common/game/button_ok_s.png", this, menu_selector(JS_Result::menuClickCallback));
pDoneItem->setTag(1);
CCMenu* pMenu = CCMenu::create();
pMenu->addChild(pDoneItem);
pMenu->setPosition(ccp(0, 0));
this->addChild(pMenu, 100);
//////////////////////////////////////////////////////////////////////////////////////////
CCMoveTo* pMoveTo = NULL;
CCFiniteTimeAction *actionDone = NULL;
CCFiniteTimeAction *seq = NULL;
#if(DEBUG_PLATFORM == CC_PLATFORM_ANDROID)
pMoveTo = CCMoveTo::create(0.3f, ccp(0, 580));
#else
pMoveTo = CCMoveTo::create(0.3f, ccp(0, 600));
#endif
actionDone = CCCallFuncN::create( pMenu, NULL);
seq = CCSequence::create(pMoveTo, actionDone, NULL);
pMenu->runAction(seq);
bRet = true;
} while(0);
return bRet;
}