本文整理汇总了C++中CCParticleSystem::setPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ CCParticleSystem::setPosition方法的具体用法?C++ CCParticleSystem::setPosition怎么用?C++ CCParticleSystem::setPosition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CCParticleSystem
的用法示例。
在下文中一共展示了CCParticleSystem::setPosition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: skillAction
void Role::skillAction(SkillState sk){
switch (sk) {
case Skill_Blood:{
SimpleAudioEngine::sharedEngine()->playEffect(S_BLOOD);
CCParticleSystem* particle = CCParticleSystemQuad::create("Teleport.plist");
particle->setStartColor(ccc4f(0.5, 0.5, 0.5, 1));
particle->setPosition(this->getObjPosition());
GameLogic::Singleton()->getPView()->addChild(particle,99,Blood_Particle_Tag);
float bloodValue = GameLogic::Singleton()->getBlood();
GameLogic::Singleton()->setBlood(bloodValue += bloodValue * 0.1);//10%
CCLOG("+=================Blood Skill Open===============+");
}
break;
case Skill_Sprint:{
int deltaTime = 2.0f;
if (_skState == Skill_Sprint)
deltaTime += 2.0f;
else
_skState = Skill_Sprint;
this->setObjRotation(0);
SimpleAudioEngine::sharedEngine()->playEffect(S_SPRINT);
CCParticleSystem* particle = CCParticleSystemQuad::create("Sprint.plist");
particle->setPosition(ccpAdd(this->getObjPosition(),ccp(30,0)));
GameLogic::Singleton()->getPView()->addChild(particle,99,Sprint_Tag);
_standardPoint.x = 200;
this->runAction(CCSequence::create(CCDelayTime::create(deltaTime),
CCCallFuncND::create(this,callfuncND_selector(Role::sprintFunc),this),
NULL));
}
break;
case Skill_Wave:{
SimpleAudioEngine::sharedEngine()->playEffect(S_WAVE);
this->deleteObjectsInWave();
CCSprite* waveSpr = CCSprite::createWithSpriteFrameName("Wave.png");
waveSpr->setScale(0.1f);
waveSpr->setPosition(ccp(15, 15));
CCSpawn* spawnAction = CCSpawn::create(CCScaleTo::create(0.5f, 1.5f),
CCFadeOut::create(0.5f),
NULL);
CCSequence* sequceceAction = CCSequence::create(spawnAction,
CCCallFuncND::create(this, callfuncND_selector(Role::waveFunc),this),
NULL);
CCSpeed* aSpeed = CCSpeed::create(sequceceAction, 2.5f);
waveSpr->runAction(aSpeed);
this->addChild(waveSpr,99,Wave_Tag);
}
break;
default:
break;
}
}
示例2: initRain
void TestParticle::initRain()
{
CCParticleSystem *emitter = CCParticleRain::create();
emitter->retain();
addChild(emitter, 10);
CCPoint p = emitter->getPosition();
emitter->setPosition( ccp( p.x, p.y-100) );
emitter->setLife(4);
emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("fire.png") );
emitter->setPosition(ccp(400,50));
emitter->release();
}
示例3: getChildByTag
void ParticlePerformTest4::doTest()
{
CCSize s = CCDirector::sharedDirector()->getWinSize();
CCParticleSystem *particleSystem = (CCParticleSystem*) getChildByTag(kTagParticleSystem);
// duration
particleSystem->setDuration(-1);
// gravity
particleSystem->setGravity(ccp(0,-90));
// angle
particleSystem->setAngle(90);
particleSystem->setAngleVar(0);
// radial
particleSystem->setRadialAccel(0);
particleSystem->setRadialAccelVar(0);
// speed of particles
particleSystem->setSpeed(180);
particleSystem->setSpeedVar(50);
// emitter position
particleSystem->setPosition(ccp(s.width/2, 100));
particleSystem->setPosVar(ccp(s.width/2,0));
// life of particles
particleSystem->setLife(2.0f);
particleSystem->setLifeVar(1);
// emits per frame
particleSystem->setEmissionRate(particleSystem->getTotalParticles() / particleSystem->getLife());
// color of particles
ccColor4F startColor = {0.5f, 0.5f, 0.5f, 1.0f};
particleSystem->setStartColor(startColor);
ccColor4F startColorVar = {0.5f, 0.5f, 0.5f, 1.0f};
particleSystem->setStartColorVar(startColorVar);
ccColor4F endColor = {0.1f, 0.1f, 0.1f, 0.2f};
particleSystem->setEndColor(endColor);
ccColor4F endColorVar = {0.1f, 0.1f, 0.1f, 0.2f};
particleSystem->setEndColorVar(endColorVar);
// size, in pixels
particleSystem->setEndSize(64.0f);
particleSystem->setStartSize(64.0f);
particleSystem->setEndSizeVar(0);
particleSystem->setStartSizeVar(0);
// additive
particleSystem->setBlendAdditive(false);
}
示例4: gravityShock
void ParticleLayer::gravityShock(CCObject *pdata)
{
CCDictionary *dict = dynamic_cast<CCDictionary*>(pdata);
float x = dynamic_cast<CCFloat*>(dict->objectForKey("x"))->getValue();
float y = dynamic_cast<CCFloat*>(dict->objectForKey("y"))->getValue();
CCParticleSystem *emitter = createExplodingRing();
emitter->setPosition(ccp(x, y));
}
示例5: CCPointMake
IntervalLayer::IntervalLayer()
{
m_time0 = m_time1 = m_time2 = m_time3 = m_time4 = 0.0f;
CCSize s = CCDirector::sharedDirector()->getWinSize();
// sun
CCParticleSystem* sun = CCParticleSun::node();
sun->setTexture(CCTextureCache::sharedTextureCache()->addImage("Images/fire.png"));
sun->setPosition( CCPointMake(s.width-32,s.height-32) );
sun->setTotalParticles(130);
sun->setLife(0.6f);
this->addChild(sun);
// timers
m_label0 = CCLabelBMFont::labelWithString("0", "fonts/bitmapFontTest4.fnt");
m_label1 = CCLabelBMFont::labelWithString("0", "fonts/bitmapFontTest4.fnt");
m_label2 = CCLabelBMFont::labelWithString("0", "fonts/bitmapFontTest4.fnt");
m_label3 = CCLabelBMFont::labelWithString("0", "fonts/bitmapFontTest4.fnt");
m_label4 = CCLabelBMFont::labelWithString("0", "fonts/bitmapFontTest4.fnt");
scheduleUpdate();
schedule(schedule_selector(IntervalLayer::step1));
schedule(schedule_selector(IntervalLayer::step2), 0);
schedule(schedule_selector(IntervalLayer::step3), 1.0f);
schedule(schedule_selector(IntervalLayer::step4), 2.0f);
m_label0->setPosition(CCPointMake(s.width*1/6, s.height/2));
m_label1->setPosition(CCPointMake(s.width*2/6, s.height/2));
m_label2->setPosition(CCPointMake(s.width*3/6, s.height/2));
m_label3->setPosition(CCPointMake(s.width*4/6, s.height/2));
m_label4->setPosition(CCPointMake(s.width*5/6, s.height/2));
addChild(m_label0);
addChild(m_label1);
addChild(m_label2);
addChild(m_label3);
addChild(m_label4);
// Sprite
CCSprite* sprite = CCSprite::spriteWithFile(s_pPathGrossini);
sprite->setPosition( CCPointMake(40,50) );
CCJumpBy* jump = CCJumpBy::actionWithDuration(3, CCPointMake(s.width-80,0), 50, 4);
addChild(sprite);
sprite->runAction( CCRepeatForever::actionWithAction(
(CCActionInterval*)(CCSequence::actions(jump, jump->reverse(), NULL ))
)
);
// pause button
CCMenuItem* item1 = CCMenuItemFont::itemFromString("Pause", this, menu_selector(IntervalLayer::onPause) );
CCMenu* menu = CCMenu::menuWithItems(item1, NULL);
menu->setPosition( CCPointMake(s.width/2, s.height-50) );
addChild( menu );
}
示例6: createParticleEffect
void HelloWorld::createParticleEffect(const char* filename, float x, float y, ccColor4F startColor, float duration, float endSize) {
CCParticleSystem* emitter = CCParticleSystemQuad::create(filename);
emitter->setPosition(x,y);
emitter->setStartColor(startColor);
emitter->setDuration(duration);
emitter->setEndSize(endSize);
emitter->setAutoRemoveOnFinish(true);
addChild(emitter, 10);
}
示例7: updateParticleDisplay
void CCDisplayFactory::updateParticleDisplay(CCBone *bone, CCNode *display, float dt, bool dirty)
{
CCParticleSystem *system = (CCParticleSystem *)display;
CCBaseData node;
CCTransformHelp::matrixToNode(bone->nodeToArmatureTransform(), node);
system->setPosition(node.x, node.y);
system->setScaleX(node.scaleX);
system->setScaleY(node.scaleY);
system->update(dt);
}
示例8: CS_DISPLAY_PARTICLE_UPDATE
void CS_DISPLAY_PARTICLE_UPDATE(Bone *bone, DecorativeDisplay *decoDisplay, float dt, bool dirty)
{
CCParticleSystem *system = (CCParticleSystem*)decoDisplay->getDisplay();
Node node;
TransformHelp::matrixToNode(bone->nodeToArmatureTransform(), node);
system->setPosition(node.x, node.y);
system->setScaleX(node.scaleX);
system->setScaleY(node.scaleY);
system->update(dt);
}
示例9: initFlower
void TestParticle::initFlower()
{
CCParticleSystem *emitter = CCParticleFlower::create();
emitter->retain();
addChild(emitter,10);
// emitter->setStartSize(20.f);
emitter->setSpeed(100.f);
emitter->setTexture(CCTextureCache::sharedTextureCache()->addImage("stars.png"));
emitter->setPosition(ccp(size.width/6*1,size.height-250));
emitter->release();
}
示例10: initSpiral
void TestParticle::initSpiral()
{
CCParticleSystem *emitter = CCParticleSpiral::create();
emitter->retain();
addChild(emitter,10);
emitter->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
emitter->setPosition(ccp(250,50));
emitter->release();
}
示例11: initSun
void TestParticle::initSun()
{
CCParticleSystem *emitter = CCParticleSun::create();
emitter->retain();
addChild(emitter,10);
emitter->setStartSize(20.f);
emitter->setSpeed(50.f);
emitter->setTexture(CCTextureCache::sharedTextureCache()->addImage("fire.png"));
emitter->setPosition(ccp(size.width/6*4,size.height-85));
emitter->release();
}
示例12: initFirework
void TestParticle::initFirework()
{
CCParticleSystem *emitter = CCParticleFireworks::create();
emitter->retain();
addChild(emitter,10);
emitter->setStartSize(20.0f);
emitter->setSpeed(150.0f);
emitter->setTexture(CCTextureCache::sharedTextureCache()->addImage("stars.png"));
//emitter->setDuration(5.0f);
emitter->setPosition(ccp(size.width/6*2,size.height-150));
emitter->release();
}
示例13: initExplosion
void TestParticle::initExplosion()
{
CCParticleSystem *emitter = CCParticleExplosion::create();
emitter->retain();
addChild(emitter, 10);
emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("stars.png") );
emitter->setAutoRemoveOnFinish(true);
emitter->setPosition(ccp(400,50));
emitter->release();
}
示例14: initSmoke
void TestParticle::initSmoke()
{
CCParticleSystem *emitter = CCParticleSmoke::create();
emitter->retain();
this->addChild(emitter, 10);
emitter->setStartSize(20.0f);
//emitter->setTotalParticles(300);
emitter->setSpeed(150.0f); //设置速度
emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("fire.png") ); //设置图片
//emitter->setDuration(5.0f); //设置时间
emitter->setPosition(ccp(size.width/6,size.height-150)); //设置初始位置
emitter->release();
}
示例15: initSnow
void TestParticle::initSnow()
{
CCParticleSystem *emitter = CCParticleSnow::create();
emitter->retain();
addChild(emitter, 10);
CCPoint p = emitter->getPosition();
emitter->setPosition( ccp( p.x, p.y-110) );
emitter->setLife(3);
emitter->setLifeVar(1);
// gravity
emitter->setGravity(ccp(0,-10));
// speed of particles
emitter->setSpeed(130);
emitter->setSpeedVar(30);
ccColor4F startColor = emitter->getStartColor();
startColor.r = 0.9f;
startColor.g = 0.9f;
startColor.b = 0.9f;
emitter->setStartColor(startColor);
ccColor4F startColorVar = emitter->getStartColorVar();
startColorVar.b = 0.1f;
emitter->setStartColorVar(startColorVar);
emitter->setEmissionRate(emitter->getTotalParticles()/emitter->getLife());
emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage("snow.png"));
emitter->setPosition(ccp(0,480));
emitter->release();
}