本文整理汇总了C++中CCScale9Sprite::setTag方法的典型用法代码示例。如果您正苦于以下问题:C++ CCScale9Sprite::setTag方法的具体用法?C++ CCScale9Sprite::setTag怎么用?C++ CCScale9Sprite::setTag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CCScale9Sprite
的用法示例。
在下文中一共展示了CCScale9Sprite::setTag方法的2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: DerSelMenu
bool ToTextLayer::DerSelMenu(Script* ts){
do{
CC_BREAK_IF(!ts);
//CCDictionary* attrs = ts->attributes;
CCArray* scrs = ts->scriptnodes;
int n = ts->m_snum;
int maxleng = 0; /* <最大字长 */
CCArray* tm = CCArray::createWithCapacity(n);
for(int i=0;i<n;i++){
Script* tmp = (Script*) scrs->objectAtIndex(i); //set more here if you want more.
float sf = 1;
CCSprite* spriteNormal;
CCSprite* spriteSelected;
CCSprite* spriteDisabled;
spriteNormal = CCSprite::create("Images/menuitemsprite2.png", CCRectMake(0,23*2/sf,70/sf,23/sf));
spriteSelected = CCSprite::create("Images/menuitemsprite2.png", CCRectMake(0,23*1/sf,70/sf,23/sf));
spriteDisabled = CCSprite::create("Images/menuitemsprite2.png", CCRectMake(0,23*0,70/sf,23/sf));
SpriteTextMenuItem* item2 = new SpriteTextMenuItem();
item2->autorelease();
item2->initWithNormalSprite(spriteNormal, spriteSelected, spriteDisabled,this, menu_selector(ToTextLayer::menucallback) );
item2->settext(tmp->getstring("content"), FNT_CHN, 24);
item2->setSData(tmp->getint("jump"));
item2->setTag(100+i);
maxleng = max(maxleng, strlen(tmp->getstring("content")));
tm->insertObject(item2,i);
}
sel_menu = MouseMenu::createWithArray(tm);
sel_menu->setTouchEnabled(false);
sel_menu->alignItemsVertically();
sel_menu->setTag(MENUTAG);
sel_menu->setPosition(ccp(s.width/2, s.height/2));
sel_menu->f_setaligntype(1);
addChild(sel_menu);
float t_width,t_height;
t_width = maxleng * 30;
t_height = n * 30;
CCScale9Sprite* nback = CCScale9Sprite::create("Images/popup_back.png");
nback->setContentSize(CCSize(t_width+ 23,t_height+ 22));
nback->setAnchorPoint(ccp(0.5,0.5));
nback->setPosition(s.width/2, s.height/2 - t_height/2 +30 );
nback->setOpacity(200);
nback->setTag(MENUTAG+1);
addChild(nback,-1);
e_layerstate = 1;
return true;
}while(0);
return false;
}
示例2: init
bool Scene_GameItem::init()
{
//////////////////////////////
// 1. super init first
if ( !CCLayer::init() )
{
return false;
}
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
//background
// CCSprite* pSpriteBG = CCSprite::createWithSpriteFrameName("bg.png");
// pSpriteBG->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
// pSpriteBG->setColor(ccGRAY);
// by wsp
// CCSprite* pSpriteBG = CCSprite::createWithSpriteFrameName("GameSceneBg/GameBg.png");
// pSpriteBG->setAnchorPoint(ccp(0.f,0.f));
CCScale9Sprite* pSpriteBG = CCScale9Sprite::create("./CocoStudioResources/GameSceneBg/GameBg.png");
pSpriteBG->setAnchorPoint(ccp(0.f,0.f));
pSpriteBG->setContentSize(CCSizeMake(visibleSize.width,visibleSize.height));
this->addChild(pSpriteBG, 0);
pSpriteBG->setTag(eGameItemTagBg);
CCSprite* pSpriteBGTop = CCSprite::create();
pSpriteBGTop->setTag(eGameItemTagBgTop);
this->addChild(pSpriteBGTop, 0);
ul = UILayer::create();
auto myLayout = dynamic_cast<Layout*>(GUIReader::shareReader()->widgetFromJsonFile(CStringUtil::convertToUIResPath("Item.json").c_str()));
ul->addWidget(myLayout);
ul->setContentSize(visibleSize);
this->addChild(ul, 1, 100);
//返回按钮.
returnBtn = dynamic_cast<UIButton*>(ul->getWidgetByName("Return"));
returnBtn->setPressedActionEnabled(true);
returnBtn->addReleaseEvent(this, coco_releaseselector(Scene_GameItem::returnBtnCallBack));
//开始游戏按钮.
UIButton* startGameBtn = dynamic_cast<UIButton*>(ul->getWidgetByName("StartGame"));
// startGameBtn->setPressedActionEnabled(true);
startGameBtn->addReleaseEvent(this, coco_releaseselector(Scene_GameItem::startGameCallBack));
//道具按钮.
UIButton* itemBtn1 = dynamic_cast<UIButton*>(ul->getWidgetByName("ItemBtn1"));
itemBtn1->setTag(Btn_1);
itemBtn1->addReleaseEvent(this, coco_releaseselector(Scene_GameItem::itemBtnCallBack));
UIButton* itemBtn2 = dynamic_cast<UIButton*>(ul->getWidgetByName("ItemBtn2"));
itemBtn2->setTag(Btn_2);
itemBtn2->addReleaseEvent(this, coco_releaseselector(Scene_GameItem::itemBtnCallBack));
UIButton* itemBtn3 = dynamic_cast<UIButton*>(ul->getWidgetByName("ItemBtn3"));
itemBtn3->setTag(Btn_3);
itemBtn3->addReleaseEvent(this, coco_releaseselector(Scene_GameItem::itemBtnCallBack));
UIButton* itemBtn4 = dynamic_cast<UIButton*>(ul->getWidgetByName("ItemBtn4"));
itemBtn4->setTag(Btn_4);
itemBtn4->addReleaseEvent(this, coco_releaseselector(Scene_GameItem::itemBtnCallBack));
//勋章任务点击.
taskBtn = dynamic_cast<UIButton*>(ul->getWidgetByName("TitleBtn"));
taskBtn->addReleaseEvent(this, coco_releaseselector(Scene_GameItem::taskBtnCallBack));
taskBtn->setPressedActionEnabled(true);
rankBtn = dynamic_cast<UIButton*>(ul->getWidgetByName("RankingBtn"));
rankBtn->addReleaseEvent(this, coco_releaseselector(Scene_GameItem::rankBtnCallBack));
rankBtn->setPressedActionEnabled(true);
CTaskMan::sharedInstance().requestDayTaskSelect(GameShare_Global::shareGlobal()->gameType);
//人物动画
auto pRole = CCSprite::create("role/pig_tl/1.png");
pRole->setTag(AniLayerTag);
this->addChild(pRole,1);
return true;
}