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C++ CCTexture2D::setTexParameters方法代码示例

本文整理汇总了C++中CCTexture2D::setTexParameters方法的典型用法代码示例。如果您正苦于以下问题:C++ CCTexture2D::setTexParameters方法的具体用法?C++ CCTexture2D::setTexParameters怎么用?C++ CCTexture2D::setTexParameters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CCTexture2D的用法示例。


在下文中一共展示了CCTexture2D::setTexParameters方法的6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: generateTexture

CCTexture2D* Sky::generateTexture()
{
    CCRenderTexture* pRenderTexture = CCRenderTexture::create(m_nTextureSize, m_nTextureSize);
    pRenderTexture->beginWithClear(0.55f, 0.80f, 0.86f, 1.0f);
    
    //gradient
    float alpha = 1.0f;
    ccColor4B color1 = {255, 255, 255, 0};
    ccColor4B color2 = {255, 255, 255, 255};
    CCLayerGradient* pLayerColor = CCLayerGradient::create(color1, color2);
    pLayerColor->setContentSize(CCSizeMake(m_nTextureSize, m_nTextureSize));
    pLayerColor->setPosition(ccp(0, 0));
    pLayerColor->visit();
    
    //noise
    CCSprite* pSprite = CCSprite::create("noise.png");
    pSprite->setPosition(ccp(m_nTextureSize / 2, m_nTextureSize / 2));
    pSprite->setBlendFunc((ccBlendFunc){GL_DST_COLOR, GL_ZERO});
    pSprite->setScale(m_nTextureSize / 512.0f);
    pSprite->visit();
    
    pRenderTexture->end();
    CCTexture2D* pTex = pRenderTexture->getSprite()->getTexture();
    ccTexParams params = {GL_NEAREST, GL_NEAREST, GL_REPEAT, GL_REPEAT};
    pTex->setTexParameters(&params);
    return pTex;

}
开发者ID:Ratel13,项目名称:TinyWingsX,代码行数:28,代码来源:Sky.cpp

示例2: generateBackground

	void TilemapRender::generateBackground()
	{
		ostringstream texturePath;
		texturePath<<"resources.pak/terrain/";
		texturePath<<m_SetID<<"-14.png";
		
		CCRenderTexture* rt = CCRenderTexture::create(64,64);
		rt->begin();
		CCSprite* tile1 = CCSprite::create(texturePath.str().c_str());
		tile1->setAnchorPoint(ccp(0,0));
		tile1->setPosition(ccp(0,0));
		tile1->visit();
		rt->end();

		CCTexture2D* texture = rt->getSprite()->getTexture();
		ccTexParams tp = {GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT};
		texture->setTexParameters(&tp);
		m_SpriteB->setTexture(texture);
		m_SpriteB->setTextureRect(CCRectMake(0, 0, m_MapWidth*64, m_MapHeight*64));
	}
开发者ID:ngoaho91,项目名称:bamboocc,代码行数:20,代码来源:TileMapRender.cpp

示例3: init

// on "init" you need to initialize your instance
bool LevelGameScene::init()
{
	if ( !CCLayerColor::initWithColor( ccc4(100, 100, 100, 255) ) )
	{
		return false;
	}

	CCSize vs = CCDirector::sharedDirector()->getVisibleSize();
	CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();

	// Fondo con la textura de madera
	ccTexParams tp = { GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT};
	CCTexture2D* texture = CCTextureCache::sharedTextureCache()->addImage("purty_wood.png");
				 texture->setTexParameters(&tp);
	CCSprite* background = CCSprite::createWithTexture(texture, CCRectMake(0, 0, vs.width, vs.height));
			  background->setPosition( ccp( vs.width/2, vs.height/2 ) );

	this->addChild(background, 1);

	CCMenuItem* level1 = CCMenuItemImage::create("btn_level_1.png", "btn_level_1_h.png", this, menu_selector(LevelGameScene::level1Callback));
				level1->setPosition(ccp(vs.width/2 - 275, vs.height/2));

	CCMenuItem* level2 = CCMenuItemImage::create("btn_level_2.png", "btn_level_2_h.png", this, menu_selector(LevelGameScene::level2Callback));
				level2->setPosition(ccp(vs.width/2, vs.height/2));

	CCMenuItem* level3 = CCMenuItemImage::create("btn_level_3.png", "btn_level_3_h.png", this, menu_selector(LevelGameScene::level3Callback));
				level3->setPosition(ccp(vs.width/2 + 275, vs.height/2));

	CCMenu* menu = CCMenu::create(level1, level2, level3, NULL);
			menu->setPosition(ccp(0,0));

	this->addChild(menu, 5);

    this->setTouchEnabled(true);

    return true;
}
开发者ID:juaniiton1,项目名称:PFC,代码行数:38,代码来源:LevelGameScene.cpp

示例4: init


//.........这里部分代码省略.........
    menu->setPosition(ccp(0,0));

    // Velocidad
    CCString* stringVel = CCString::createWithFormat("%d km/h", (int)_vel);
    _labelVel = CCLabelTTF::create(stringVel->getCString(), "fonts/FrancoisOne.ttf", 30, CCSizeMake(140, 50), kCCTextAlignmentCenter);
    _labelVel->setColor(ccc3(255,255,255));
    _labelVel->setPosition(ccp(vs.width - 72, 50));

    // Distancia
    CCString* stringDist = CCString::createWithFormat("%d m", (int)_dist);
    _labelDist = CCLabelTTF::create(stringDist->getCString(), "fonts/FrancoisOne.ttf", 30, CCSizeMake(140, 50), kCCTextAlignmentCenter);
    _labelDist->setColor(ccc3(255,255,255));
    _labelDist->setPosition(ccp(72, 50));

    // Tiempo
    int hs = _time/3600000;
    int mins = (_time%3600000)/60000;
    int ss = ((_time%3600000)%60000)/1000;
    int ms = ((_time%3600000)%60000)%1000;
    CCString* stringTime = CCString::createWithFormat("%d:%02d:%03d", mins, ss, ms);
    _labelTime = CCLabelTTF::create(stringTime->getCString(), "fonts/FrancoisOne.ttf", 30, CCSizeMake(140, 50), kCCTextAlignmentCenter);
    _labelTime->setColor(ccc3(255,255,255));
    _labelTime->setPosition(ccp(vs.width - 72, vs.height - 50));

    // Click to start
    _labelStart = CCLabelTTF::create("Click to Start", "fonts/FrancoisOne.ttf", 50, CCSizeMake(200, 200), kCCTextAlignmentCenter);
    _labelStart->setColor(ccc3(255,255,255));
    _labelStart->setPosition(ccp(vs.width/2, vs.height/2));
    _labelStart->retain();

    // Hierba
    ccTexParams tp = { GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT};
    CCTexture2D* texture = CCTextureCache::sharedTextureCache()->addImage("texture_grass2.jpg");
    texture->setTexParameters(&tp);
    _grass = CCSprite::createWithTexture(texture, CCRectMake(0, 0, vs.width, vs.height + 256));
    _grass->setPosition( ccp( vs.width/2, vs.height/2 + 128 ) );

    // Carretera
    texture = CCTextureCache::sharedTextureCache()->addImage("texture_road2.jpg");
    texture->setTexParameters(&tp);
    _road = CCSprite::createWithTexture(texture, CCRectMake(0, 0, 512, vs.height + 512));
    _road->setPosition( ccp( vs.width/2, vs.height/2 + 256 ) );

    // Pianos
    texture = CCTextureCache::sharedTextureCache()->addImage("piano.png");
    texture->setTexParameters(&tp);
    _piano1 = CCSprite::createWithTexture(texture, CCRectMake(0, 0, 64, vs.height + 64));
    _piano1->setPosition( ccp(vs.width * 0.15, vs.height / 2 + 32) );
    _piano2 = CCSprite::createWithTexture(texture, CCRectMake(0, 0, 64, vs.height + 64));
    _piano2->setPosition( ccp(vs.width * 0.85, vs.height / 2 + 32) );

    // Coche
    _car = CCSprite::create("car_above_blue.png");
    _car->setPosition(ccp(vs.width/2, 50));

    // Creamos los indicadores de curva
    _curvasI = new CCArray;
    _curvasD = new CCArray;

    for (int i = 1; i <= 5; i++) {
        CCString* str_curvaI = CCString::createWithFormat("curva_izq_%d.png", i);
        CCString* str_curvaD = CCString::createWithFormat("curva_der_%d.png", i);
        CCSprite* curvaI = CCSprite::create(str_curvaI->getCString());
        curvaI->setOpacity(0);
        curvaI->setPosition(ccp(vs.width/2, vs.height/4*3));
        CCSprite* curvaD = CCSprite::create(str_curvaD->getCString());
开发者ID:juaniiton1,项目名称:PFC,代码行数:67,代码来源:GameScene.cpp

示例5: init

// on "init" you need to initialize your instance
bool HelloWorld::init() {
	//////////////////////////////
	// 1. super init first
	if (!CCLayer::init()) {
		return false;
	}

	//	CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
	//	CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
	//
	//	/////////////////////////////
	//	// 2. add a menu item with "X" image, which is clicked to quit the program
	//	//    you may modify it.
	//
	//	// add a "close" icon to exit the progress. it's an autorelease object
	//	CCMenuItemImage *pCloseItem = CCMenuItemImage::create("CloseNormal.png",
	//			"CloseSelected.png", this,
	//			menu_selector(HelloWorld::menuCloseCallback));
	//
	//	pCloseItem->setPosition(
	//			ccp(origin.x + visibleSize.width - pCloseItem->getContentSize().width/2 ,
	//					origin.y + pCloseItem->getContentSize().height/2));
	//
	//	// create menu, it's an autorelease object
	//	CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
	//	pMenu->setPosition(CCPointZero);
	//	this->addChild(pMenu, 1);
	//
	//	/////////////////////////////
	//	// 3. add your codes below...
	//
	//	// add a label shows "Hello World"
	//	// create and initialize a label
	//
	//	CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Arial", 24);
	//
	//	// position the label on the center of the screen
	//	pLabel->setPosition(ccp(origin.x + visibleSize.width/2,
	//			origin.y + visibleSize.height - pLabel->getContentSize().height));
	//
	//	// add the label as a child to this layer
	//	this->addChild(pLabel, 1);
	//
	//	// add "HelloWorld" splash screen"
	//	CCSprite* pSprite = CCSprite::create("HelloWorld.png");
	//
	//	// position the sprite on the center of the screen
	//	pSprite->setPosition(
	//			ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
	//
	//	// add the sprite as a child to this layer
	//	this->addChild(pSprite, 0);

	loadTextures();
	reset();

	CCSize winSize = CCDirector::sharedDirector()->getWinSize();
	ccTexParams tp = { GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_CLAMP_TO_EDGE };

	CCTexture2D* skyTexture =
			CCTextureCache::sharedTextureCache()->textureForKey("sky.png");
	skyTexture->setTexParameters(&tp);
	_sky = CCSprite::createWithTexture(skyTexture,
			CCRectMake(0, 0, winSize.width, 512));
	_sky->setPosition(ccp(winSize.width / 2, winSize.height - 256));
	this->addChild(_sky, 0);

	CCTexture2D* mountainTexture =
			CCTextureCache::sharedTextureCache()->textureForKey("horizon.png");
	mountainTexture->setTexParameters(&tp);
	_mountain = CCSprite::createWithTexture(mountainTexture,
			CCRectMake(0, 0, winSize.width, 512));
	_mountain->setPosition(ccp(winSize.width / 2, 0));
	this->addChild(_mountain, 0);

	CCTexture2D* forestTexture =
			CCTextureCache::sharedTextureCache()->textureForKey(
					"background.png");
	forestTexture->setTexParameters(&tp);
	_forest2 = Forest::create();
	_forest2->setForestTexture(forestTexture);
	this->addChild(_forest2, 0);

	_forest = Forest::create();
	_forest->setForestTexture(forestTexture);
	this->addChild(_forest, 0);

	CCTexture2D* pathTexture =
			CCTextureCache::sharedTextureCache()->textureForKey("path.png");
	pathTexture->setTexParameters(&tp);
	_path = Path::create();
	_path->setPathTexture(pathTexture);
	this->addChild(_path, 0);

	//	CCLOG("begin add shadow");
	//	CCTexture2D* shadowTexture =
	//			CCTextureCache::sharedTextureCache()->textureForKey("shadow.png");
	//	_shadow = Shadow::create();
	//	_shadow->setShadowTexture(shadowTexture);
//.........这里部分代码省略.........
开发者ID:253627764,项目名称:Runfield,代码行数:101,代码来源:HelloWorldScene.cpp

示例6: init

// on "init" you need to initialize your instance
bool GameScene::init()
{
	if ( !CCLayer::init() )
	{
		return false;
	}

	CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
	CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();

	// Fondo con la textura de madera
	ccTexParams tp = { GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT};
	CCTexture2D* texture = CCTextureCache::sharedTextureCache()->addImage("purty_wood.png");
				 texture->setTexParameters(&tp);
	CCSprite* background = CCSprite::createWithTexture(texture, CCRectMake(0, 0, visibleSize.width, visibleSize.height));
			  background->setPosition( ccp( visibleSize.width/2, visibleSize.height/2 ) );

	this->addChild(background, 1);

	CCSprite* con_smile = CCSprite::create("con_wait.png", CCRectMake(0,0,64,64) );
			  con_smile->setPosition( ccp(visibleSize.width - 64, visibleSize.height - 64) );
	this->addChild(con_smile, 2);

	int aux_nleds = GameManager::sharedGameManager()->getNLeds();
	bool connected = GameManager::sharedGameManager()->getConnected();

	CCMenuItem *btn_clear = CCMenuItemImage::create("btn_clear.png", "btn_clear_h.png", this, menu_selector(GameScene::menuClearCallback));
				btn_clear->setPosition(ccp(visibleSize.width/2, visibleSize.height - 60));

	CCMenuItem *button_back = CCMenuItemImage::create("btn_volver.png", "btn_volver_h.png", this, menu_selector(GameScene::menuBackCallback));
				button_back->setPosition(ccp(origin.x + 105, visibleSize.height - 60));

	CCMenu* menu;

	if (connected) {
		con_smile->setTexture(CCTextureCache::sharedTextureCache()->addImage("con_ok.png"));

		CCMenuItem *button_send = CCMenuItemImage::create("btn_enviar.png", "btn_enviar_h.png", this, menu_selector(GameScene::menuSendCallback));
					button_send->setPosition(ccp(visibleSize.width - 105, origin.y + 60));
		menu = CCMenu::create(button_send, button_back, btn_clear, NULL);

	} else {
		menu = CCMenu::create(button_back, btn_clear, NULL);
	}

	menu->setPosition(ccp(0,0));
	this->addChild(menu, 5);

	scrollView = CCScrollView::create(CCSizeMake(visibleSize.width, visibleSize.height/3));
	scrollView->setContentSize(CCSizeMake(140*aux_nleds, visibleSize.height/3));
	scrollView->setDirection(kCCScrollViewDirectionHorizontal);
	scrollView->setPosition(ccp(10, visibleSize.height/3));
	scrollView->setTouchEnabled(true);
	this->addChild(scrollView, 5);

	menu_leds = CCMenu::create();
	menu_leds->setPosition(ccp(0,0));
	scrollView->addChild(menu_leds, 5);

	_labels = CCArray::create();
	_labels->retain();

	for (int i=0; i<aux_nleds; i++) {

		CCMenuItem *item_led = CCMenuItemImage::create("LED3.png", "LED3.png", this, menu_selector(GameScene::itemLedCallback));
		//CCSprite *sprite = CCSprite::create( "LED3.png", CCRectMake(0,0,120,120) );
		item_led->setAnchorPoint(CCPointZero);
		item_led->setPosition(ccp(140*i + 10, 0));
		item_led->setTag(i);
		menu_leds->addChild(item_led);

		CCString* i_str = CCString::createWithFormat("%d", i+1);
		CCLabelTTF *label = CCLabelTTF::create(i_str->getCString(), "Helvetica", 25, CCSizeMake(50, 30), kCCTextAlignmentCenter);
		label->setPosition(ccp(140*i + 45, 130));
		label->setAnchorPoint(CCPointZero);
		label->setTag(123);
		label->setColor(ccc3(0,0,255));
		label->setHorizontalAlignment(kCCTextAlignmentCenter);
		scrollView->addChild(label);
		_labels->insertObject(label, i);
	}

	_palette = CCSprite::create( "256colour.png", CCRectMake(0,0,512,128) );
	_palette->setPosition( ccp( origin.x + 256, origin.y + 64 ) );
	this->addChild(_palette, 5);

	_ledsSelected = CCArray::create();
	_ledsSelected->retain();

    this->setTouchEnabled(true);

    return true;
}
开发者ID:juaniiton1,项目名称:PFC,代码行数:94,代码来源:GameScene.cpp


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