本文整理汇总了C++中CCNode::setPositionX方法的典型用法代码示例。如果您正苦于以下问题:C++ CCNode::setPositionX方法的具体用法?C++ CCNode::setPositionX怎么用?C++ CCNode::setPositionX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CCNode
的用法示例。
在下文中一共展示了CCNode::setPositionX方法的7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: onEnter
void GameAbout::onEnter()
{
CCLayer::onEnter();
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCNode* menu = this->getChildByTag(4);
menu->setPositionX(-100);
menu->runAction(CCEaseSineIn::create(CCMoveBy::create(0.5,ccp(100,0))));
CCNode* moon = this->getChildByTag(1);
moon->setPosition(ccp(size.width/3*2,0));
moon->runAction(CCEaseSineIn::create(CCMoveBy::create(0.5,ccp(-size.width/3,0))));
CCNode* aboutTitle = this->getChildByTag(3);
aboutTitle->setPositionY(size.height+20);
aboutTitle->runAction(CCEaseSineIn::create(CCMoveBy::create(0.5,ccp(0,-40))));
CCNode* tb = this->getChildByTag(2);
tb->setPositionX(-200);
tb->runAction(CCEaseSineIn::create(CCMoveTo::create(0.5,ccp(size.width/2,size.height/2))));
CCNode* info = this->getChildByTag(5);
info->setPositionX(-200);
info->runAction(CCEaseSineIn::create(CCMoveTo::create(0.5,ccp(size.width/2,size.height/2+20))));
}
示例2: reArrange
void VEScrollView::reArrange()
{
CCArray *children = m_pContainer->getChildren();
float posX = -m_viewSize.width/2.f;
float posY = m_viewSize.height/2.f;
for(int i = 0; i < m_pContainer->getChildrenCount(); i++)
{
CCNode *node = (CCNode*)children->objectAtIndex(i);
CCSize nodeSize = node->getContentSize();
node->setAnchorPoint(ccp(0.5, 0.5));
switch (m_eType) {
case SCROLLVIEW_HORIZONTAL:
node->setPositionX(posX+nodeSize.width/2.f);
posX += nodeSize.width;
break;
case SCROLLVIEW_VERTICAL:
node->setPositionY(posY-nodeSize.height/2.f);
posY -= nodeSize.height;
break;
default:
CCLOG("wrong scroll type");
break;
}
//float nodeY = m_pContainer->getPositionY()+h;
//node->setVisible(nodeY<nodeSize.height && nodeY>-m_viewSize.height);
//if(dynamic_cast<CCLayer*>(node))
// dynamic_cast<CCLayer*>(node)->setTouchEnabled(nodeY<nodeSize.height && nodeY>-m_viewSize.height);
}
switch (m_eType) {
case SCROLLVIEW_HORIZONTAL:
posX += m_viewSize.width/2.f;
m_contentSize.width = abs(posX);
m_contentSize.height = m_viewSize.height;
break;
case SCROLLVIEW_VERTICAL:
posY -= m_viewSize.height/2.f;
m_contentSize.width = m_viewSize.width;
m_contentSize.height = abs(posY);
break;
default:
CCLOG("wrong scroll type");
break;
}
}
示例3: onEnter
void GameAbout::onEnter()
{
CCLayer::onEnter();
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCNode *mainMenu = this->getChildByTag(4);
mainMenu->setPositionX(-100);
mainMenu->runAction(CCSequence::create(CCEaseElasticIn::create(CCMoveBy::create(1.5f, ccp(100, 0))),
CCCallFunc::create(this, callfunc_selector(GameAbout::menuEnter)),
NULL));
CCNode *aboutTitle = this->getChildByTag(3);
aboutTitle->setPositionY(size.height + 20);
aboutTitle->runAction(CCEaseElasticIn::create(CCMoveBy::create(1.5f, ccp(0, -40))));
CCNode *frame = this->getChildByTag(2);
frame->setPositionX(-200);
frame->runAction(CCEaseElasticIn::create(CCMoveTo::create(1.5f, ccp(size.width/2, size.height/2))));
CCNode *bgStar = this->getChildByTag(1);
bgStar->setPositionX(size.width/3 * 2);
bgStar->runAction(CCMoveBy::create(1.5f, ccp(-size.width/3, 0)));
}
示例4: sizeof
bool T27ActionMore::init()
{
BaseLayer::init();
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCNode* c = CCNode::create();
_c = c;
int actionCount = sizeof(_actionName) / sizeof(*_actionName);
for (int i = 0; i < actionCount; i++)
{
/*
CCSprite* bg = CCSprite::create("HelloWorld.png");
c->addChild(bg);
bg->setPosition(ccp(winSize.width / 2 + i*winSize.width, winSize.height / 2));
*/
CCLayerColor* layer;
if (i % 2 == 0)
{
layer = CCLayerColor::create(ccc4(192, 192, 192, 255), winSize.width, winSize.height);
}
else
{
layer = CCLayerColor::create(ccc4(128, 128, 128, 255), winSize.width, winSize.height);
}
c->addChild(layer);
layer->setPosition(ccp(i*winSize.width, 0));
/* 设置Title */
const char* title = _actionName[i];
CCLabelTTF* label = CCLabelTTF::create(title, "Arial", 36);
layer->addChild(label);
label->setPosition(ccp(winSize.width / 2, winSize.height - 80));
}
CCScrollView* view = CCScrollView::create(winSize, c);
view->setDirection(kCCScrollViewDirectionHorizontal);
view->setContentSize(CCSize(winSize.width*actionCount, winSize.height));
addChild(view);
c->setPositionX((1 - actionCount)*winSize.width);
// 能触摸
setTouchEnabled(true);
setTouchMode(kCCTouchesOneByOne);
return true;
}
示例5: onEnter
void GameMenuScene::onEnter(){
CCLayer::onEnter();
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCNode* mainmenu = this->getChildByTag(3);
mainmenu->setPositionX(-200);
mainmenu->runAction(CCSequence::create(
//CCEaseElasticIn::create
(CCMoveTo::create(0.5,ccp(0,0))),
CCCallFuncN::create(this->getChildByTag(3), callfuncN_selector(GameMenuScene::menuEnter)
)
,
NULL));
}
示例6: onEnter
void GameMenu::onEnter(){
CCLayer::onEnter();
CCSize size = CCDirector::sharedDirector()->getWinSize();
//界面进入时,运行菜单项进入动作
CCNode* mainmenu = this->getChildByTag(3);
mainmenu->setPositionX(-200);
mainmenu->runAction(CCSequence::create(CCEaseElasticIn::create(CCMoveTo::create(0.5,ccp(0,0))),CCCallFuncN::create(this, callfuncN_selector(GameMenu::menuEnter)),NULL));
CCNode*title = this->getChildByTag(2);
title->setPositionY(size.height + 20);
title->runAction(CCEaseElasticIn::create(CCMoveBy::create(0.5,ccp(0,-100))));
CCNode*bgstar = this->getChildByTag(1);
bgstar->setPositionX(size.width/3);
bgstar->runAction(CCMoveBy::create(0.5,ccp(size.width/3,0)));
}
示例7: showScore
void CPullMachPrizeRemainFontNode::showScore(LONGLONG lScore)
{
//计算显示分数的各位数字、位数
int nBitNum[20] = {0};
int nBitCount = 0;
computeBitNumOfScore(lScore, nBitNum, nBitCount);
int nNowBitCount = m_pFontBatchNode->getChildrenCount(); //当前分数位数
//更新显示
if (nNowBitCount == nBitCount)
{
//位数相同,直接替换纹理
for (int i = 0; i < nBitCount; ++i)
{
m_pResManager->resetSpriteFrameTexture(dynamic_cast<CCSprite *>(m_pFontBatchNode->getChildByTag(i + 1)),
sm_nFontResId[nBitNum[i]]);
}
}
else if (nNowBitCount > nBitCount)
{
//当前位数过多,删除多余的
for (int i = 0; i < nBitCount; ++i)
{
m_pResManager->resetSpriteFrameTexture(dynamic_cast<CCSprite *>(m_pFontBatchNode->getChildByTag(i + 1)),
sm_nFontResId[nBitNum[i]]);
}
for (int i = nBitCount; i < nNowBitCount; ++i)
{
m_pFontBatchNode->removeChildByTag(i + 1, true);
}
}
else
{
//当位数不足,添加子节点
for (int i = 0; i < nNowBitCount; ++i)
{
m_pResManager->resetSpriteFrameTexture(dynamic_cast<CCSprite *>(m_pFontBatchNode->getChildByTag(i + 1)),
sm_nFontResId[nBitNum[i]]);
}
for (int i = nNowBitCount; i < nBitCount; ++i)
{
CCSprite * pSprite = NULL;
if (m_pResManager->GenerateNodeByCfgID(eSpriteType_Base, sm_nFontResId[nBitNum[i]], pSprite))
{
pSprite->setAnchorPoint(CCPointZero);
pSprite->setPosition(CCPointZero);
m_pFontBatchNode->addChild(pSprite, 0, i + 1);
}
}
}
//调整数字位置
float fAllWidth = 0.0f;
for (int i = 0; i < nBitCount; ++i)
{
CCNode * pNode = m_pFontBatchNode->getChildByTag(i + 1);
pNode->setPositionX(fAllWidth);
fAllWidth += pNode->getContentSize().width;
}
return ;
}