本文整理汇总了C++中CCMenu::setVisible方法的典型用法代码示例。如果您正苦于以下问题:C++ CCMenu::setVisible方法的具体用法?C++ CCMenu::setVisible怎么用?C++ CCMenu::setVisible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::setVisible方法的10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: makeSelectSpriteButton
void NovelScene::makeSelectSpriteButton(string str1, int next1Id, string str2, int next2Id)
{
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCMenu* pMenu = (CCMenu*) this->getChildByTag(kTag_MenuSelect);
if (pMenu)
{
pMenu->setVisible(true);
MenuItemSelectLabelSprite* menuSprite1 = (MenuItemSelectLabelSprite*) pMenu->getChildByTag(kTag_MenuSelect1);
menuSprite1->setNovelText(str1.c_str(), next1Id);
MenuItemSelectLabelSprite* menuSprite2 = (MenuItemSelectLabelSprite*) pMenu->getChildByTag(kTag_MenuSelect2);
menuSprite2->setNovelText(str2.c_str(), next2Id);
}
else
{
//선택지1
MenuItemSelectLabelSprite* menuSprite1 = MenuItemSelectLabelSprite::createWithLabelSprite("menu_button.png", str1.c_str(), "Arial", BASE_FONT_SIZE, ccBLACK, ccBLUE, ccRED, next1Id, this, menu_selector(NovelScene::menuSelectCallback));
menuSprite1->setPosition(ccp(winSize.width * 0.5, winSize.height * 0.55));
menuSprite1->setTag(kTag_MenuSelect1);
menuSprite1->setZOrder(kZOrder_MenuSelect);
//선택지2
MenuItemSelectLabelSprite* menuSprite2 = MenuItemSelectLabelSprite::createWithLabelSprite("menu_button.png", str2.c_str(), "Arial", BASE_FONT_SIZE, ccBLACK, ccBLUE, ccRED, next2Id, this, menu_selector(NovelScene::menuSelectCallback));
menuSprite2->setPosition(ccp(winSize.width * 0.5, winSize.height * 0.45));
menuSprite2->setTag(kTag_MenuSelect2);
menuSprite2->setZOrder(kZOrder_MenuSelect);
//메뉴 작성
pMenu = CCMenu::create(menuSprite1, menuSprite2, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, kZOrder_MenuSelect, kTag_MenuSelect);
}
}
示例2: ccTouchEnded
void RPGMapSceneLayer::ccTouchEnded(CCTouch* touch, CCEvent* event)
{
if(this->m_touchedDialogNPC)
{
CCTMXTiledMap *bgMap = (CCTMXTiledMap*)this->getChildByTag(kRPGMapSceneLayerTagBgMap);
CCPoint point = touch->getLocation();
point = bgMap->convertToNodeSpace(point);
if(this->m_touchedDialogNPC->boundingBox().containsPoint(point))
{
this->m_touchedDialogNPC->stopAutoMove(); //暂时停止自动移动
this->enabledControl(false);
string content = this->m_touchedDialogNPC->m_content->getCString();
RPGMapDialogLayer *dialogLayer = RPGMapDialogLayer::create(this->m_stringList, &this->m_db, this->m_touchedDialogNPC);
this->addChild(dialogLayer);
CCMenu *mainMenu = (CCMenu*)bgMap->getChildByTag(kRPGMapSceneLayerTagMainMenu);
mainMenu->setVisible(false);
//player和NPC互相对着
RPGMapRoleSprite *player = (RPGMapRoleSprite*)bgMap->getChildByTag(kRPGMapSceneLayerTagPlayer);
switch (this->m_dialogDirection)
{
case kRPGMapSceneLayerDialogDirectionUp:
{
player->setDirection(kRPGMapRoleSpriteDirectionDown);
this->m_touchedDialogNPC->setDirection(kRPGMapRoleSpriteDirectionUp);
}
break;
case kRPGMapSceneLayerDialogDirectionDown:
{
player->setDirection(kRPGMapRoleSpriteDirectionUp);
this->m_touchedDialogNPC->setDirection(kRPGMapRoleSpriteDirectionDown);
}
break;
case kRPGMapSceneLayerDialogDirectionLeft:
{
player->setDirection(kRPGMapRoleSpriteDirectionRight);
this->m_touchedDialogNPC->setDirection(kRPGMapRoleSpriteDirectionLeft);
}
break;
case kRPGMapSceneLayerDialogDirectionRight:
{
player->setDirection(kRPGMapRoleSpriteDirectionLeft);
this->m_touchedDialogNPC->setDirection(kRPGMapRoleSpriteDirectionRight);
}
break;
default:
break;
}
}
}
this->m_touchedDialogNPC = NULL;
this->m_dialogDirection = kRPGMapSceneLayerDialogDirectionNone;
}
示例3: init
bool HSGameFrisbee::init()
{
CCMenu* pSetingMenu = HS_FIND_UI_MENU("UI_HEbinggaojiduchangxin_Xitongtuibiao_01");
//ÒôЧ
HS_SET_MENU_TARGET("UI_HEbinggaojiduchangxin_shezhi_0",this,HSGameFrisbee::Call_Muisc);
//ÒôÀÖ
HS_SET_MENU_TARGET("UI_HEbinggaojiduchangxin_shezhi_1",this,HSGameFrisbee::Call_Sound);
//°ïÖú
HS_SET_MENU_TARGET("UI_HEbinggaojiduchangxin_shezhi_2",this,HSGameFrisbee::Call_Help);
//¹ØÓÚ
HS_SET_MENU_TARGET("UI_HEbinggaojiduchangxin_shezhi_3",this,HSGameFrisbee::Call_About);
for (int i=0;i<50;++i)
{
CCString* ui = CCString::createWithFormat("UI_HEbinggaojiduchangxin_shezhi_%d",i);
CCMenu* otherMenu = HS_FIND_UI_MENU(ui->getCString());
if (!otherMenu)
{
continue;
}
_MenuItem tempMenuItem;
tempMenuItem.pNode = otherMenu;
tempMenuItem.srcPos = pSetingMenu->getPosition();
tempMenuItem.endPos = otherMenu->getPosition();
m_menuList.push_back(tempMenuItem);
otherMenu->setPosition(pSetingMenu->getPosition());
otherMenu->setVisible(false);
}
return true;
}
示例4: joystickEndedFunc
void RPGMapSceneLayer::joystickEndedFunc()
{
CCTMXTiledMap *bgMap = (CCTMXTiledMap*)this->getChildByTag(kRPGMapSceneLayerTagBgMap);
RPGMapRoleSprite *player = (RPGMapRoleSprite*)bgMap->getChildByTag(kRPGMapSceneLayerTagPlayer);
CCMenu *mainMenu = (CCMenu*)bgMap->getChildByTag(kRPGMapSceneLayerTagMainMenu);
mainMenu->setVisible(true);
player->stopMove();
}
示例5: 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6: 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7: enabledControl
void RPGMapSceneLayer::enabledControl(bool enabled)
{
CCTMXTiledMap *bgMap = (CCTMXTiledMap*)this->getChildByTag(kRPGMapSceneLayerTagBgMap);
CCMenu *mainMenu = (CCMenu*)bgMap->getChildByTag(kRPGMapSceneLayerTagMainMenu);
OzgJoystickLayer *joystick = (OzgJoystickLayer*)this->getChildByTag(kRPGMapSceneLayerTagJoystick);
if(enabled)
{
CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 1, true);
joystick->active();
mainMenu->setVisible(true);
}
else
{
CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);
joystick->inactive();
mainMenu->setVisible(false);
}
}
示例8: init
bool GameMainLayer::init()
{
if (!CCLayer::init())
return false;
CCSize size = CCDirector::sharedDirector()->getVisibleSize();
CCPoint originPoint = CCDirector::sharedDirector()->getVisibleOrigin();
map = new GameObjMap();
map->setAnchorPoint(ccp(0, 1));
map->setPosition(ccpSub(ccp(0, size.height), originPoint));
this->addChild(map, 0);
hero = new GameObjHero();
hero->setScale(0.5f);
hero->setPosition(ccpAdd(ccp(100, 160), originPoint));
this->addChild(hero, 1);
gameMark = new GameMark();
this->addChild(gameMark, 4);
//游戏结束
gameOver = CCSprite::create("gameover.png");
gameOver->setScale(0.5f);
gameOver->setPosition(ccp(size.width/2, size.height/2 + 70));
gameOver->setVisible(false);
this->addChild(gameOver, 5);
//菜单项
CCMenuItemImage *pCloseItem = CCMenuItemImage::create("back.png", "back.png", this, menu_selector(GameMainLayer::menuBackCallback));
pCloseItem->setPosition(ccp(size.width/2, size.height/2 - 50));
pCloseItem->setScale(0.5f);
CCMenu *pMenu = CCMenu::create(pCloseItem, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, 5, 25);
pMenu->setVisible(false);
pMenu->setEnabled(false);
this->isOver = false;
this->scheduleUpdate();
return true;
}
示例9: Load
void HSEmailSystemLayer::Load()
{
CCSprite* pBackground = HSCCSprite::create("Image/BEIJING.png");
pBackground->setPosition(HSBase::GetTemplateScreenCentre());
this->addChild(pBackground);
HSTool::SetNodeFilldScreen(pBackground);
HSReadUI::ShareReadUI()->ReadUI("Image/EmailSystem.data","Image/",this);
CCSprite* pMoneyFrame = HS_FIND_UI_PANEL_SPRITE("UI_Jinbidiandikuang","Jinbidiandikuang");
CCTexture2D* pMoneyTexture = CCTextureCache::sharedTextureCache()->addImage("Image/moneyNumber.png");
m_pMoney = CCLabelAtlas::create("0","Image/moneyNumber.png",pMoneyTexture->getPixelsWide() / 11,pMoneyTexture->getPixelsHigh(),'0');
m_pMoney->setAnchorPoint(HS_ANCHOR_CENTER);
m_pMoney->setPosition(HS_SizeHalf_Point(pMoneyFrame->getContentSize()));
pMoneyFrame->addChild(m_pMoney);
CCSprite* pEmailSystemFrame = HS_FIND_UI_PANEL_SPRITE("UI_FriendFrame","gerenxinxilanfanwei");
m_pEmailListView = HSEmailListVeiw::create(pEmailSystemFrame->getContentSize(),CCSizeMake(505,100),HS_GAME_CACHE()->m_EmailResponse.emaillist_size());
CCPoint pos = CCPointZero;
pos.x = -pEmailSystemFrame->getContentSize().width / 2.f - 15.f;
pos.y = pEmailSystemFrame->getPosition().y - pEmailSystemFrame->getContentSize().height / 2.f - 20.f;
m_pEmailListView->setPosition(pos);
pEmailSystemFrame->getParent()->addChild(m_pEmailListView,1000);
m_pEmailListView->reloadData();
HS_SET_MENU_TARGET("UI_fh_01",this,HSEmailSystemLayer::Call_Back);
HS_SET_MENU_TARGET("UI_Goumaijinbianniu_01",this,HSEmailSystemLayer::Call_Shop);
if (HS_GAME_CACHE()->m_EmailResponse.emaillist_size() == 0)
{
CCMenu* pMenu = HS_FIND_UI_MENU("UI_quanbulingqu");
pMenu->setVisible(false);
}else{
HS_SET_MENU_TARGET("UI_quanbulingqu",this,HSEmailSystemLayer::Call_AllRevc);
}
this->schedule(schedule_selector(HSEmailSystemLayer::Updata));
}
示例10: ccTouchBegan
bool RPGMapSceneLayer::ccTouchBegan(CCTouch* touch, CCEvent* event)
{
CCTMXTiledMap *bgMap = (CCTMXTiledMap*)this->getChildByTag(kRPGMapSceneLayerTagBgMap);
RPGMapRoleSprite *player = (RPGMapRoleSprite*)bgMap->getChildByTag(kRPGMapSceneLayerTagPlayer);
//循环判断点击了哪一个NPC,如果有点中则m_isTouchedNPC为true
for (int i = 0; i < bgMap->getChildren()->count(); i++)
{
CCObject *item = bgMap->getChildren()->objectAtIndex(i);
if(dynamic_cast<RPGMapRoleSprite*>(item) != NULL)
{
RPGMapNPCRoleSprite *npc = (RPGMapNPCRoleSprite*)item;
if(npc->m_type == kRPGMapRoleSpriteTypeNPC)
{
//判断player是否存在该NPC的四个方向(距离为一格),存在则为true
bool exist = false;
if(player->getPosition().equals(ccpAdd(npc->getPosition(), ccp(0, GAME_TMX_ROLE_HEIGHT))))
{
//上
exist = true;
this->m_dialogDirection = kRPGMapSceneLayerDialogDirectionUp;
}
else if(player->getPosition().equals(ccpAdd(npc->getPosition(), ccp(0, -GAME_TMX_ROLE_HEIGHT))))
{
//下
exist = true;
this->m_dialogDirection = kRPGMapSceneLayerDialogDirectionDown;
}
else if(player->getPosition().equals(ccpAdd(npc->getPosition(), ccp(-GAME_TMX_ROLE_WIDTH, 0))))
{
//左
exist = true;
this->m_dialogDirection = kRPGMapSceneLayerDialogDirectionLeft;
}
else if(player->getPosition().equals(ccpAdd(npc->getPosition(), ccp(GAME_TMX_ROLE_WIDTH, 0))))
{
//右
exist = true;
this->m_dialogDirection = kRPGMapSceneLayerDialogDirectionRight;
}
if(exist)
{
CCPoint point = touch->getLocation();
point = bgMap->convertToNodeSpace(point);
if(npc->boundingBox().containsPoint(point))
{
this->m_touchedDialogNPC = npc;
break;
}
}
}
}
}
//如果是点中了NPC则进入ccTouchEnded的处理
if(this->m_touchedDialogNPC)
return true;
else
{
//传入到摇杆的事件处理
CCMenu *mainMenu = (CCMenu*)bgMap->getChildByTag(kRPGMapSceneLayerTagMainMenu);
mainMenu->setVisible(false);
return false;
}
}