本文整理汇总了C++中CCString::toStdString方法的典型用法代码示例。如果您正苦于以下问题:C++ CCString::toStdString方法的具体用法?C++ CCString::toStdString怎么用?C++ CCString::toStdString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CCString
的用法示例。
在下文中一共展示了CCString::toStdString方法的8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: setPlayerPosition
void HelloWorld::setPlayerPosition(cocos2d::CCPoint position)
{
CCPoint tileCoord = this->tileCoordForPosition(position);
int tileGid = _meta->tileGIDAt(tileCoord);
if (tileGid)
{
CCDictionary<std::string, CCString*> *properties = _tileMap->propertiesForGID(tileGid);
if (properties)
{
CCString *collision = properties->objectForKey("Collidable");
if (collision && (collision->toStdString().compare("True") == 0))
{
SimpleAudioEngine::sharedEngine()->playEffect("hit.caf");
return;
}
CCString *collectable = properties->objectForKey("Collectable");
if (collectable && (collectable->toStdString().compare("True") == 0))
{
_meta->removeTileAt(tileCoord);
_foreground->removeTileAt(tileCoord);
_numCollected++;
_hud->numCollectedChanged(_numCollected);
SimpleAudioEngine::sharedEngine()->playEffect("pickup.caf");
if (_numCollected == 2) {
this->win();
}
}
}
}
SimpleAudioEngine::sharedEngine()->playEffect("move.caf");
_player->setPosition(position);
}
示例2: checkCollisionForPosition
bool PtMap::checkCollisionForPosition(CCPoint position)
{
bool collidable = false;
position = tileCoordForPosition(position);
int tileGID = _metaLayer->tileGIDAt(position);
// Collision checking
// In previous Versions, this method checked for every eventuality (Water, NPCs, etc) and that was very expensive.
// Right now, it only checks for the Collidable property. Every NPC that steps on a tile makes it collidable and passable again after it
// leaves. Water is collidable, but reacts on Action and has its own water property.
if (tileGID)
{
CCStringToStringDictionary *properties = _tileMap->propertiesForGID(tileGID);
if (properties)
{
CCString *collision = properties->objectForKey("Collidable");
if (collision && strcmp(collision->toStdString().c_str(),"True") == 0)
{
// If Collidable is true, return Yes
collidable = true;
}
else
{
// If not, ... well.
collidable = false;
}
}
}
return collidable;
}
示例3: requestProductsCompleted
void CCStoreScene::requestProductsCompleted(CCArray* products, CCArray* invalidProductsId)
{
CCNative::cancelAlert();
CCNative::createAlert("LOAD PRODUCTS COMPLETED", "Load products completed. Check console output", "OK");
CCNative::showAlert();
printf("\n");
for (int i = 0; i < products->count(); ++i)
{
CCStoreProduct* product = static_cast<CCStoreProduct*>(products->objectAtIndex(i));
printf("PRODUCT ID: %s\n", product->getProductIdentifier().c_str());
printf(" localizedTitle: %s\n", product->getLocalizedTitle().c_str());
printf(" localizedDescription: %s\n", product->getLocalizedDescription().c_str());
printf(" priceLocale: %s\n", product->getPriceLocale().c_str());
printf(" price: %0.2f\n", product->getPrice());
}
printf("\n");
if (invalidProductsId->count() > 0)
{
printf("FOUND INVALID PRODUCTS ID\n");
for (int i = 0; i < invalidProductsId->count(); ++i)
{
CCString* ccid = static_cast<CCString*>(invalidProductsId->objectAtIndex(i));
printf(" %s\n", ccid->toStdString().c_str());
}
}
printf("\n");
}
示例4:
const char * CCButton::titleForState(CCControlState mState)
{
CCString * mTepNodeInList = (CCString *) (this->titleCCStrings->objectForKey((int)mState));
if (mTepNodeInList != NULL) {
return mTepNodeInList->toStdString().c_str();
}
return NULL;
}
示例5: setTitleBMFontForState
void CCControlButton::setTitleBMFontForState(const char * fntFile, CCControlState state)
{
CCString * title = this->getTitleForState(state);
if (!title)
{
title = new CCString();
}
this->setTitleLabelForState(CCLabelBMFont::labelWithString(title->toStdString().c_str(), fntFile), state);
}
示例6: getStringattributeValue
bool NiStream::getStringattributeValue(mutableDic* dic,
std::string key,
std::string& value)
{
if (dic == NULL)
return false;
CCString* keyValue = static_cast<CCString*>(dic->objectForKey(key.c_str()));
if (keyValue == NULL)
return false;
value = keyValue->toStdString();
return true;
}
示例7: setTitleForState
void CCButton::setTitleForState(const char * mTitle,CCControlState mState)
{
if (mTitle == NULL) {
return;
}
CCLabelTTF * mTepNode = (CCLabelTTF *) (this->getChildByTag(CCButtonTitleTag));
if (mTepNode != NULL) {
mTepNode->setString(mTitle);
}
else {
CCSize mContentSize = this->getContentSize();
mTepNode = CCLabelTTF::labelWithString(mTitle, "Arial", 14);
mTepNode->setTag(CCButtonTitleTag);
this->setPosition(ccp(mContentSize.width/2.0,mContentSize.height/2.0));
this->addChild(mTepNode, CCButtonZorder2);
}
CCSize mContentSize = mTepNode->getContentSize();
mContentSize.width += 8;
mContentSize.height += 6;
this->setContentSize(mContentSize);
CCString * mTepNodeInList = (CCString *) (this->titleCCStrings->objectForKey((int)mState));
if (mTepNodeInList != NULL) {
std::string mTepString = mTepNodeInList->toStdString();
std::string mTepCompareString(mTitle);
if (mTepString.compare(mTepCompareString) == 0) {
return;
}
this->titleCCStrings->removeObjectForKey((int)mState);
}
//save string
CCString * mNormalCCString = new CCString(mTitle);
mNormalCCString->autorelease();
this->titleCCStrings->setObject(mNormalCCString,mState);
}
示例8:
PtMap::PtMap(std::string mapName)
:_tileMap(NULL)
,_bgLayer(NULL)
,_gameObjects(NULL)
,_fgLayer(NULL)
,_extraLayer(NULL)
,_metaLayer(NULL)
,_npcs(NULL)
,_doors(NULL)
,_loadedMap(NULL)
,_mapSize_x(0)
,_mapSize_y(0)
{
char pTempMap[32] = {0};
sprintf(pTempMap,"%s.tmx",mapName.c_str());
CCLOG("tiledMapWithTMXFile[%s]",pTempMap);
_tileMap = CCTMXTiledMap::tiledMapWithTMXFile(pTempMap);
//[NSString stringWithFormat:@"%@.tmx",mapName]];
// Load layers and make the meta Layer invisible
_bgLayer = _tileMap->layerNamed("bg");
_fgLayer = _tileMap->layerNamed("fg");
_extraLayer = _tileMap->layerNamed("extras");
_metaLayer = _tileMap->layerNamed("meta");
_metaLayer->setIsVisible(true);
_gameObjects = _tileMap->objectGroupNamed("go");
// Cycle through all Gameobjects and check their type, sort them into arrays accordingly
_npcs = CCArray::arrayWithCapacity(10);
_doors = CCArray::arrayWithCapacity(10);
for (int i = 0; i < _gameObjects->getObjects()->count(); i += 1)
{
if (_gameObjects->getObjects()->getObjectAtIndex(i))
{
CCString *objectType = _gameObjects->getObjects()->getObjectAtIndex(i)->objectForKey("type");
if (objectType && strcmp(objectType->toStdString().c_str(),"NPC") == 0)
{
_npcs->addObject(_gameObjects->getObjects()->getObjectAtIndex(i));
}
else
{
if (objectType && strcmp(objectType->toStdString().c_str(),"door") == 0)
{
_doors->addObject(_gameObjects->getObjects()->getObjectAtIndex(i));
CCLOG("Door count is %i",_doors->count());
}
}
}
}
// Set mapsize properties (actual size)
_mapSize_x = _tileMap->getTileSize().width * _tileMap->getMapSize().width;
_mapSize_y = _tileMap->getTileSize().height * _tileMap->getMapSize().height;
// Mapname property
CC_SAFE_DELETE(_loadedMap);
_loadedMap = new std::string(mapName);
}