本文整理汇总了C++中CCMoveBy::reverse方法的典型用法代码示例。如果您正苦于以下问题:C++ CCMoveBy::reverse方法的具体用法?C++ CCMoveBy::reverse怎么用?C++ CCMoveBy::reverse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CCMoveBy
的用法示例。
在下文中一共展示了CCMoveBy::reverse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: repeatAction
void LevelManager::repeatAction(CCNode* psender)
{
CCDelayTime* delay = CCDelayTime::create(1);
CCMoveBy* mv = CCMoveBy::create(1,ccp(100+100*CCRANDOM_0_1(),0));
CCFiniteTimeAction* seq = CCSequence::create(delay,mv,delay->copy(), mv->reverse(), NULL);
psender->runAction(CCRepeatForever::create((CCActionInterval*)seq));
}
示例2: onEnter
//------------------------------------------------------------------
//
// Layer Clip
//
//------------------------------------------------------------------
void CommonLayerClip::onEnter()
{
CommonDemo::onEnter();
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
// clip layer
CCSprite* flag = CCSprite::create("Images/usa_flag.jpg");
CCLayerClip* layer = CCLayerClip::create(cc4RED);
layer->ignoreAnchorPointForPosition(false);
layer->setContentSize(CCSizeMake(visibleSize.width / 2,
flag->getContentSize().height));
layer->setPosition(ccp(origin.x + visibleSize.width / 2,
origin.y + visibleSize.height / 2));
addChild(layer);
// add flag to clip layer
flag->setAnchorPoint(ccp(0, 0.5f));
flag->setPosition(ccp(layer->getContentSize().width,
layer->getContentSize().height / 2));
layer->addChild(flag);
// let flag move to see clip effect
CCMoveBy* move = CCMoveBy::create(5, ccp(-flag->getContentSize().width - layer->getContentSize().width, 0));
CCFiniteTimeAction* back = (CCFiniteTimeAction*)move->reverse();
CCSequence* seq = CCSequence::createWithTwoActions(move, back);
flag->runAction(CCRepeatForever::create(seq));
}
示例3: init
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !CCLayerColor::initWithColor(ccc4(255, 255, 255, 255)) )
{
return false;
}
CCSprite *pBackground = CCSprite::create("Images/background.png");
pBackground->setAnchorPoint(ccp(0, 0));
CCParallaxNode *pVoidNode = CCParallaxNode::create();
pVoidNode->addChild(pBackground, 1, ccp(1.0f, 0.0f), ccp(0, 0));
CCMoveBy *go = CCMoveBy::create(4, ccp(-160, 0));
CCActionInterval *goBack = go->reverse();
CCSequence *seq = CCSequence::create(go, goBack, NULL);
CCAction *act = CCRepeatForever::create(seq);
pVoidNode->runAction(act);
this->addChild(pVoidNode);
return true;
}
示例4: onEnter
void LayerIgnoreAnchorPointPos::onEnter()
{
LayerTest::onEnter();
CCSize s = CCDirector::sharedDirector()->getWinSize();
CCLayerColor *l = CCLayerColor::create(ccc4(255, 0, 0, 255), 150, 150);
l->setAnchorPoint(ccp(0.5f, 0.5f));
l->setPosition(ccp( s.width/2, s.height/2));
CCMoveBy *move = CCMoveBy::create(2, ccp(100,2));
CCMoveBy * back = (CCMoveBy *)move->reverse();
CCSequence *seq = CCSequence::create(move, back, NULL);
l->runAction(CCRepeatForever::create(seq));
this->addChild(l, 0, kLayerIgnoreAnchorPoint);
CCSprite *child = CCSprite::create("Images/grossini.png");
l->addChild(child);
CCSize lsize = l->getContentSize();
child->setPosition(ccp(lsize.width/2, lsize.height/2));
CCMenuItemFont *item = CCMenuItemFont::create("Toogle ignore anchor point", this, menu_selector(LayerIgnoreAnchorPointPos::onToggle));
CCMenu *menu = CCMenu::create(item, NULL);
this->addChild(menu);
menu->setPosition(ccp(s.width/2, s.height/2));
}
示例5: CloseMouth
void FlyLamaSprite::CloseMouth(float) {
this->lamaBody->setTexture(CCTextureCache::sharedTextureCache()->textureForKey("pilot/lama_whole.png"));
this->lamaFace->setVisible(false);
this->BlinkAnimation();
CCMoveBy* move = CCMoveBy::create(0.05f, ccp(-3, 0));
this->lamaBody->runAction(move);
CCMoveBy* verse = CCMoveBy::create(0.1f, ccp(6, 0));
CCSequence* pse = CCSequence::create(verse, verse->reverse(), NULL);
CCRepeat* rpt = CCRepeat::create(pse, 20);
this->lamaBody->runAction(rpt);
}
示例6: enable
bool MissileAttack::enable()
{
if (distance < 120)
{
CCPoint p(0, -10);
CCAffineTransform transform = CCAffineTransformRotate(CCAffineTransformIdentity, angle);
p = CCPointApplyAffineTransform(p, transform);
CCMoveBy * move = CCMoveBy::create(0.1f, p);
CCActionInterval * rev = move->reverse();
CCAction * seq = CCSequence::create(move, rev, NULL);
getParent()->runAction(seq);
return false;
}
return true;
}
示例7: init
bool Boss::init(){
if ( !CCSprite::init() )
{
return false;
}
this->initWithFile(s_boss_one);
m_bomb = new Enemy();
m_bomb->autorelease();
m_bomb->initWithFile(s_boss_one_bomb);
addChild(m_bomb,1);
CCSize size = this->getContentSize();
m_bomb->setAnchorPoint(ccp(0.5,0.8));
m_bomb->setPosition(ccp(size.width/2,size.height/2));
CCDelayTime *delay = CCDelayTime::create(1);
CCMoveBy *mv = CCMoveBy::create(6, ccp(300, 0));
CCFiniteTimeAction *seq = CCSequence::create(delay, mv, delay->copy(), mv->reverse(), NULL);
this->runAction(CCRepeatForever::create((CCActionInterval*)seq));
this->schedule(schedule_selector(Boss::calRoat),1);
childrenInit();
}
示例8: setStatus
void GameScene::setStatus(int state){
CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
CCPoint center = ccp(screenSize.width * 0.5, screenSize.height * 0.5);
GameState = state;
if (state == GameReady) {
//
newRecord = false;
pipeCount = 0;
//remove pipes if have
for (int i = pipesArray->count()-1; i >= 0; i--) {
Pipe *pi = (Pipe*)pipesArray->objectAtIndex(i);
actionNode->removeChild(pi);
}
pipesArray->removeAllObjects();
//score
score = 0;
scoreTip->setCount(score);
//show
stateTipReady->setOpacity(255);
help->setOpacity(255);
//bg
CCArray *bgAnimArray = Utils::createAnimArray("bg", 2);
int bgRand = 0 + rand() % (1 - 0 + 1);
bg->setDisplayFrame((CCSpriteFrame *)bgAnimArray->objectAtIndex(bgRand));
//bird
CCMoveBy *birdMove = CCMoveBy::create(0.5, ccp(0, 10));
CCRepeatForever *upDown = CCRepeatForever::create(CCSequence::create(birdMove, birdMove->reverse(), NULL));
upDown->setTag(ActionTagBirdUpDown);
bird->runAction(upDown);
bird->setInit();
bird->setPosition(ccpAdd(center, ccp(-60, 0)));
bird->setRotation(0);
//land
CCAction *landMove = CCRepeatForever::create (CCSequence::create(CCMoveTo::create(48/SpeedLand, ccp(-48, 0)), CCMoveTo::create(0, ccp(0, 0)), NULL));
landMove->setTag(ActionTagLandMove);
land->runAction(landMove);
}
else if (state == GameRun) {
//bird cancel upDown
bird->stopActionByTag(ActionTagBirdUpDown);
//tip and help fade action
float durFade = 0.1;
CCFadeOut *fade1 = CCFadeOut::create(durFade);
CCFadeOut *fade2 = (CCFadeOut*)fade1->copy();
stateTipReady->runAction(fade1);
help->runAction(fade2);
this->unscheduleUpdate();
this->scheduleUpdate();
this->unschedule(schedule_selector(GameScene::setPipes));
this->schedule(schedule_selector(GameScene::setPipes), (screenSize.width/2 + 30)/SpeedPipe, kCCRepeatForever, 1);
}
else if (state == GameEnd) {
this->unscheduleUpdate();
this->unschedule(schedule_selector(GameScene::setPipes));
//pipe action
for (int i = 0 ; i < pipesArray->count(); i++) {
Pipe *pi = (Pipe*)pipesArray->objectAtIndex(i);
//pi->stopActionByTag(ActionTagPipeMove);
pi->setAniNodeMoveSpeed(ccp(0, 0));
}
//land action
land->stopAllActions();
//layerColor
color->runAction(CCSequence::create(CCFadeIn::create(0.1), CCFadeOut::create(0.1), NULL));
//actionNode
actionNode->runAction(CCShake::createWithStrength(0.5, 20, 5));
//best score
int highScore = GameData::instance()->getGDHighScore();
if (score > highScore) {
GameData::instance()->setGDHighScore(score);
newRecord = true;
}
//gold
GameData::instance()->setGDGold(goldCount);
}
}
示例9: init
//.........这里部分代码省略.........
//两片树叶
//树叶1
CCSprite* pSprite_leaf1 = CCSprite::createWithSpriteFrameName("leaf1.png");
pSprite_leaf1->setPosition( ccpAdd(VisibleRect::center(), ccp(0,pSprite_leaf1->getContentSize().height/2*3)) );
this->addChild(pSprite_leaf1);
pSprite_leaf1->setAnchorPoint(ccp(0.5f,0.0f)); //设置锚点为中下点
//不停摆动的动画
CCActionInterval* rotateAction1 = CCRotateBy::create(0.1f,25.0f);
CCActionInterval* rotateAction2 = CCRotateTo::create(0.1f, -25.0f);
CCDelayTime* sleep_rotate = CCDelayTime::create(4.0f);
pSprite_leaf1->runAction(CCRepeatForever::create((CCActionInterval*)(CCSequence::create(rotateAction1, rotateAction2,rotateAction1, rotateAction2,sleep_rotate, NULL))));
//树叶2
CCSprite* pSprite_leaf2 = CCSprite::createWithSpriteFrameName("leaf2.png");
pSprite_leaf2->setPosition( ccpAdd(VisibleRect::center(), ccp(pSprite_leaf1->getContentSize().width,pSprite_leaf1->getContentSize().height/2*3)) );
this->addChild(pSprite_leaf2);
pSprite_leaf2->setAnchorPoint(ccp(0.5f,0.0f)); //设置锚点为中下点
CCDelayTime* sleep_rotate_2 = CCDelayTime::create(2.0f);
pSprite_leaf2->runAction(CCRepeatForever::create((CCActionInterval*)(CCSequence::create(sleep_rotate_2,rotateAction1, rotateAction2,rotateAction1, rotateAction2,sleep_rotate_2, NULL))));
//小岛
CCSprite* pSprite_Island = CCSprite::create("island.png");
pSprite_Island->setPosition(VisibleRect::center());
this->addChild(pSprite_Island, 0);
//设置选项(左)
CCMenuItemSprite* pMenuItemSprite_small_left = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("small_item_normal.png"), CCSprite::createWithSpriteFrameName("small_item_pressed.png") , this, menu_selector(HelloWorld::menuCallback));
CCMenu* pSpriteMenu_small_left = CCMenu::create(pMenuItemSprite_small_left,NULL);
pSpriteMenu_small_left->setPosition( ccpAdd(VisibleRect::center(),ccp( - pSprite_Island->getContentSize().width / 2 ,- pSprite_Island->getContentSize().height/3)) );
this->addChild(pSpriteMenu_small_left ,1);
//帮助选项(右)
CCMenuItemSprite* pMenuItemSprite_small_right = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("small_item_normal.png"), CCSprite::createWithSpriteFrameName("small_item_pressed.png") , this,menu_selector(HelloWorld::menuCallback));
CCMenu* pSpriteMenu_small_right = CCMenu::create(pMenuItemSprite_small_right,NULL);
pSpriteMenu_small_right->setPosition( ccpAdd(VisibleRect::center(),ccp( pSprite_Island->getContentSize().width / 2 ,- pSprite_Island->getContentSize().height/3)) );
this->addChild(pSpriteMenu_small_right ,1);
//开始游戏选项
CCMenuItemSprite* pMenuItemSprite = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("start_normal.png"), CCSprite::createWithSpriteFrameName("start_pressed.png"), this,menu_selector(HelloWorld::menuCallback));
pMenuItemSprite->setTag(MENU_ID_START);
CCMenu* pSpriteMenu = CCMenu::create(pMenuItemSprite,NULL);
pSpriteMenu->setPosition( ccpAdd(VisibleRect::bottom(),ccp(0,pMenuItemSprite->getContentSize().height/2*3)) );
this->addChild(pSpriteMenu ,1);
//关于我们选项
CCMenuItemSprite* pMenuItemSprite_about = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("about_us_normal.png"), CCSprite::createWithSpriteFrameName("about_us_pressed.png"), this,menu_selector(HelloWorld::menuCallback));
pMenuItemSprite_about->setTag(MENU_ID_ABOUT);
CCMenu* pSpriteMenu_about = CCMenu::create(pMenuItemSprite_about,NULL);
pSpriteMenu_about->setPosition( ccpAdd(pSpriteMenu->getPosition(),ccp(- (pMenuItemSprite_about->getContentSize().width+(36*SCALE_FACTOR)),0 )) );
this->addChild(pSpriteMenu_about ,1);
//左上角心跳选项
CCMenuItemSprite* pMenuItemSprite_heart = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("heart_normal.png"), CCSprite::createWithSpriteFrameName("heart_pressed.png") , this,menu_selector(HelloWorld::menuCallback));
CCMenu* pSpriteMenu_heart = CCMenu::create(pMenuItemSprite_heart,NULL);
pSpriteMenu_heart->setPosition( ccpAdd(VisibleRect::leftTop(),ccp(pMenuItemSprite_heart->getContentSize().width / 2 + top_distance , -pMenuItemSprite_heart->getContentSize().height / 2 - top_distance)) );
this->addChild(pSpriteMenu_heart ,1);
//添加跳动的动画效果
CCActionInterval* scaleAction1 = CCScaleTo::create(0.1f, 1.2f, 1.2f);
CCActionInterval* scaleAction2 = CCScaleTo::create(0.1f, 1.0f, 1.0f);
CCDelayTime* sleep = CCDelayTime::create(1.0f);
CCActionInterval* seq = (CCActionInterval*)(CCSequence::create(scaleAction1, scaleAction2,scaleAction1, scaleAction2,sleep, NULL));
CCActionInterval* rep = CCRepeatForever::create(seq);
pMenuItemSprite_heart->runAction(rep);
//小飞块
CCSprite* pS_fly = CCSprite::createWithSpriteFrameName("fly.png");
pS_fly->setPosition( ccpAdd( pSpriteMenu_heart->getPosition() , ccp(pS_fly->getContentSize().width, -pS_fly->getContentSize().height*2) ) );
this->addChild(pS_fly);
//添加上下来回移动的动画效果
CCMoveBy *move = CCMoveBy::create(3.5f,ccp(0,pS_fly->getContentSize().height));
pS_fly->runAction(CCRepeatForever::create(static_cast<CCSequence *>(CCSequence::create(move,move->reverse(),NULL))));
return true;
}
示例10: ccTouchBegan
bool MonsterLayer::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
{
if (m_status == SLEEP && !m_isMagicMatrixAvailable)
return false;
CCPoint touchPos = pTouch->getLocation();
CCLOG("%f,%f",touchPos.x,touchPos.y);
int iMonsterCount = m_data->size();
float fScreenHeight = CCDirector::sharedDirector()->getVisibleSize().height;
if (touchPos.y > fScreenHeight - TOP_BORDER_HEIGHT) {
if (m_isMagicMatrixAvailable) {
CCSize magicTagSize = m_magicTag->getContentSize();
CCPoint middlePoint = m_magicTag->getPosition();
if (touchPos.x > middlePoint.x - magicTagSize.width*0.5
&& touchPos.x < middlePoint.x + magicTagSize.width*0.5
&& touchPos.y > middlePoint.y - magicTagSize.height*0.5
&& touchPos.y < middlePoint.y + magicTagSize.height*0.5) {
if (m_magicPointer->getScale() != 1)
m_magicPointer->setScale(1);
m_magicPointer->runAction(CCFadeIn::create(0.1f));
setStatus(SPECIAL_ATTACK_PRE);
return true;
}
}
}
if (m_status == WAIT_TARGET) {
if (touchPos.y < PLAYER_SPRITE_HEIGHT) {
this->setStatus(SLEEP);
return false;
}
else {
for (int i = 0;i<iMonsterCount;++i) {
if (m_data->at(i)->getStatus() == DEAD)
continue;
CCSize size = this->getChildByTag(i)->getContentSize();
CCPoint middlePoint = this->getChildByTag(i)->getPosition();
float fLeftCornerX = middlePoint.x - size.width/2;
if (touchPos.x > fLeftCornerX && touchPos.x < fLeftCornerX + size.width) {
CCMoveBy *pMoveAction = CCMoveBy::create(0.05f,ccp(10,10));
this->getChildByTag(i)->runAction(CCRepeat::create(
CCSequence::createWithTwoActions(pMoveAction,pMoveAction->reverse()),4));
this->getChildByTag(i)->runAction(CCMoveTo::create(0.05f,m_originalPos.at(i)));
this->setStatus(TARGET_SELECTED);
CCLOG("Target is %d",i);
m_target = i;
return false;
}
}
}
}
else if (m_status == SPECIAL_ATTACK) {
CC_ASSERT(m_bubbles);
CCObject *bubble = NULL;
CCLOG("All have %d bubbles",m_bubbles->count());
CCARRAY_FOREACH(m_bubbles,bubble) {
CCSprite *bubbleSprite = (CCSprite*)bubble;
CCPoint middlePoint = bubbleSprite->getPosition();
CCSize size = bubbleSprite->getContentSize();
if (touchPos.x > middlePoint.x-size.width*0.5 && touchPos.x < middlePoint.x+size.width*0.5
&& touchPos.y > middlePoint.y-size.height*0.5 && touchPos.y < middlePoint.y+size.height*0.5) {
//bubbleSprite->cleanup();
bubbleSprite->stopAllActions();
CCSpriteFrameCache *cache = CCSpriteFrameCache::sharedSpriteFrameCache();
CCAnimation *breakAnimation = CCAnimation::create();
breakAnimation->addSpriteFrame(cache->spriteFrameByName("paopao_m6"));
breakAnimation->addSpriteFrame(cache->spriteFrameByName("paopao_m7"));
breakAnimation->addSpriteFrame(cache->spriteFrameByName("paopao_m8"));
breakAnimation->addSpriteFrame(cache->spriteFrameByName("paopao_m9"));
breakAnimation->addSpriteFrame(cache->spriteFrameByName("paopao_m10"));
breakAnimation->setDelayPerUnit(0.1f);
breakAnimation->setLoops(1);
breakAnimation->setRestoreOriginalFrame(false);
bubbleSprite->runAction(CCSequence::createWithTwoActions(CCAnimate::create(breakAnimation),
CCFadeOut::create(0.1f)));
m_BubbleHit++;
m_bubbles->removeObject(bubbleSprite,true);
CCLOG("Bubble touched retain count:%u",bubbleSprite->retainCount());
//removeChild(bubbleSprite,true);
float currentPercent = m_longHPBar->getPercentage();
m_longHPBar->runAction(CCProgressFromTo::create(0.1f,currentPercent,currentPercent-10.0));
break;
}
}
示例11:
CCAction *SudokuActionManager::createFailInputCellAction(CCPoint pt){
CCMoveBy *acMove = CCMoveBy::create(0.2,pt);
CCRotateBy *rotate = CCRotateBy::create(0.2,80.f);
CCJumpBy *jump = CCJumpBy::create(0.5,ccp(0,0),25,5);
CCSequence *inputCellAction = CCSequence::create(acMove,rotate, rotate->reverse(), acMove->reverse(), jump, NULL);
return inputCellAction;
}
示例12: init
// on "init" you need to initialize your instance
bool StartMenu::init()
{
//////////////////////
// 1. super init first
if ( !CCLayer::init() )
{
return false;
}
CCTexture2D *shipTexture = CCTextureCache::sharedTextureCache()->addImage(s_ship01);
// 添加Android的按键处理,这里加了全局代理
this->setKeypadEnabled(true);
CostomeKeyPadDelegae *keyDelegate = new CostomeKeyPadDelegae();
keyDelegate->autorelease();
CCDirector::sharedDirector()->getKeypadDispatcher()->addDelegate(keyDelegate);
//////////////////
// 2. add main menu ,logo, loading, and ships
winSize = CCDirector::sharedDirector()->getWinSize();
CCSprite* sl = CCSprite::create(s_loading);
sl->setAnchorPoint(ccp(0, 0));
this->addChild(sl,0,1);
CCSprite* logo = CCSprite::create(s_logo);
logo->setAnchorPoint(ccp(0.5, 1));
logo->setPosition(ccp(winSize.width/2, winSize.height-100));
this->addChild(logo, 10, 1);
CCSprite* newGameNormal = CCSprite::create(s_menu, CCRectMake(0, 0, 126, 33));
CCSprite* newGameSelected = CCSprite::create(s_menu, CCRectMake(0, 33, 126, 33));
CCSprite* newGameDisabled = CCSprite::create(s_menu, CCRectMake(0, 33*2, 126, 33));
CCSprite* gameSettingNormal = CCSprite::create(s_menu, CCRectMake(126, 0, 126, 33));
CCSprite* gameSettingNSelected = CCSprite::create(s_menu, CCRectMake(126, 33, 126, 33));
CCSprite* gameSettingDesabled = CCSprite::create(s_menu, CCRectMake(126, 33*2, 126, 33));
CCSprite* aboutNormal = CCSprite::create(s_menu, CCRectMake(252, 0, 126, 33));
CCSprite* aboutSelected = CCSprite::create(s_menu, CCRectMake(252, 33, 126, 33));
CCSprite* aboutDesabled = CCSprite::create(s_menu, CCRectMake(252, 33*2, 126, 33));
CCMenuItemSprite* newGame = CCMenuItemSprite::create(newGameNormal, newGameSelected, newGameDisabled, this, menu_selector(StartMenu::flareEffect));
newGame->setScale(1.5f);
CCMenuItemSprite* gameSetting = CCMenuItemSprite::create(gameSettingNormal, gameSettingNSelected, gameSettingDesabled, this, menu_selector(StartMenu::menuCallback));
gameSetting->setScale(1.5f);
gameSetting->setTag(20);
CCMenuItemSprite* about = CCMenuItemSprite::create(aboutNormal, aboutSelected, aboutDesabled, this, menu_selector(StartMenu::menuCallback));
about->setScale(1.5f);
about->setTag(21);
// 最后一个参数要是NULL
CCMenu* menu = CCMenu::create(newGame, gameSetting, about, NULL);
menu->alignItemsVerticallyWithPadding(30);
this->addChild(menu, 1, 2);
menu->setPosition(ccp(winSize.width / 2, winSize.height / 2 - 80));
this->schedule(schedule_selector(StartMenu::update), 0.1);
// ships
CCTexture2D *textCache = CCTextureCache::sharedTextureCache()->textureForKey(s_ship01);
m_ship = CCSprite::createWithTexture(textCache, CCRectMake(0, 45, 60, 38));
this->addChild(m_ship, 0, 4);
CCPoint position = ccp(CCRANDOM_0_1() * winSize.width, 0);
m_ship->setPosition(position);
m_ship->runAction(CCMoveBy::create(2, ccp(CCRANDOM_0_1() * winSize.width, position.y + winSize.height + 100)));
if (Config::sharedConfig()->getAudioState()&&!Config::sharedConfig()->isOptions()&&!Config::sharedConfig()->isAbout()) {
SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.7);
SimpleAudioEngine::sharedEngine()->playBackgroundMusic(s_mainMainMusic, true);
}
Config::sharedConfig()->setOptions(false);
Config::sharedConfig()->setAbout(false);
CCSprite* fragment = CCSprite::create();
fragment->initWithFile(s_fragment);
this->addChild(fragment,1000);
fragment->setPosition(ccp(240,300));
CCOrbitCamera * orbit = CCOrbitCamera::create(0.3, 1, 0, 0, 360, 0, 0);//(8, 1, 0, 0, 360, 90, -45)
fragment->runAction(CCRepeatForever::create(orbit));
/////////////////////////////////////////////////////////////////////////////
CCSprite *sprite = CCSprite::create();
sprite->initWithFile(s_fire);
this->addChild(sprite,10);
sprite->setPosition(ccp(100,200));
CCMyParticleSun *system = CCMyParticleSun::create();
sprite->addChild(system,10);
CCSize size = sprite->getContentSize();
system->setPosition(ccp(size.width/2,size.height/2));
CCMoveBy *by = CCMoveBy::create(5,ccp(400,100));
CCFiniteTimeAction *seq = CCSequence::create(by, by->reverse(), NULL);
sprite->runAction(CCRepeatForever::create((CCActionInterval*)seq));
/*
CCTexture2D *temp = CCTextureCache::sharedTextureCache()->addImage(s_boss_one);
CCTexture2D* texture = Util::getGrayTexture(temp);
//.........这里部分代码省略.........