本文整理汇总了C++中CCUserDefault::getIntegerForKey方法的典型用法代码示例。如果您正苦于以下问题:C++ CCUserDefault::getIntegerForKey方法的具体用法?C++ CCUserDefault::getIntegerForKey怎么用?C++ CCUserDefault::getIntegerForKey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CCUserDefault
的用法示例。
在下文中一共展示了CCUserDefault::getIntegerForKey方法的10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: load
void Config::load() {
CCUserDefault* ud = CCUserDefault::sharedUserDefault();
m_mute = ud->getBoolForKey(CONFIG_KEY_MUTE);
m_hasSavedPuzzle = ud->getBoolForKey(CONFIG_KEY_HASSAVEDPUZZLE);
m_highScore = ud->getIntegerForKey(CONFIG_KEY_HIGHSCORE);
m_highLevel = ud->getIntegerForKey(CONFIG_KEY_HIGHLEVEL);
if (m_hasSavedPuzzle) {
m_savedScore = ud->getIntegerForKey(CONFIG_KEY_SAVEDSCORE);
m_savedTarget = ud->getIntegerForKey(CONFIG_KEY_SAVEDTARGET);
m_savedLevel = ud->getIntegerForKey(CONFIG_KEY_SAVEDLEVEL);
m_savedRow = ud->getIntegerForKey(CONFIG_KEY_SAVEDROW);
m_savedCol = ud->getIntegerForKey(CONFIG_KEY_SAVEDCOL);
m_savedPuzzle = ud->getStringForKey(CONFIG_KEY_SAVEDPUZZLE);
}
}
示例2: readLocalDataToRunTime
void LocalData::readLocalDataToRunTime()
{
CCUserDefault* userDefault = CCUserDefault::sharedUserDefault();
RunTimeData::getInstance()->hasMusic = userDefault->getBoolForKey("hasmusic", true);
std::string levelStr = userDefault->getStringForKey("levelStarStr", "");
RunTimeData::getInstance()->passedLevel = userDefault->getIntegerForKey("passedLevelNum", 1);
RunTimeData::getInstance()->startNum = userDefault->getIntegerForKey("totalStarNum", 0);
RunTimeData::getInstance()->annihilatorNum = userDefault->getIntegerForKey("annihilator", 0);
RunTimeData::getInstance()->isFirstTime = userDefault->getBoolForKey("isFirstTime", true);
if (levelStr.length() != 0){
strcpy(RunTimeData::getInstance()->levelStars, levelStr.c_str());
}
RunTimeData::getInstance()->isFirstTime = userDefault->getBoolForKey("guiderecord", true);
}
示例3: saveScore
void GameScene::saveScore()
{
CCUserDefault* ud = CCUserDefault::sharedUserDefault();
int rank;
for( rank=1; rank<= 5 ; ++rank){
char key[4];
sprintf( key, "Score%dth", rank);
int score = ud->getIntegerForKey(key,0);
if( score < m_score )
break;
}
for( int i = 5; i > rank ; --i){
char key_src[4];
sprintf( key_src, "Score%dth", i-1);
char key_dst[4];
sprintf( key_dst, "Score%dth", i);
ud->setIntegerForKey(key_dst, ud->getIntegerForKey(key_src,0));
}
char key[4];
sprintf( key, "Score%dth", rank);
ud->setIntegerForKey(key, m_score);
CCSprite* crown = NULL;
switch(rank){
case 1:
crown = CCSprite::create("crown_gold.png");
break;
case 2:
crown = CCSprite::create("crown_silver.png");
break;
case 3:
crown = CCSprite::create("crown_bronze.png");
break;
}
if( crown ){
crown->setPosition(ccp(m_winSize.width/2,m_winSize.height * 0.7));
crown->setOpacity(0);
crown->setScale(0);
this->addChild(crown,kZOrderScore,kTagCrown);
CCDelayTime* delay = CCDelayTime::create(0.8f);
CCFadeIn* fadein = CCFadeIn::create(0.5f);
CCScaleTo* zoomin = CCScaleTo::create(0.5f,1.0f);
CCCallFuncN* callfunc = CCCallFuncN::create(this,callfuncN_selector(GameScene::callSkewAnim));
crown->runAction(CCSequence::create(delay, CCSpawn::createWithTwoActions(fadein, zoomin),callfunc,NULL));
}
}
示例4: load
bool GameData::load()
{
#if (ANDROIDSAVEBYUSERDEFAULT == 1 && CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
gd_isBeginner = JNI_getBool("IsBeginner", true);
if (gd_isBeginner) {
return false;
}
gd_highScore = JNI_getInt("HighScore", 0);
gd_gold = JNI_getInt("Gold", 0);
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
CCUserDefault* read = CCUserDefault::sharedUserDefault();
gd_isBeginner = read->getBoolForKey("IsBeginner", true);
if (gd_isBeginner) {
return false;
}
gd_highScore = read->getIntegerForKey("HighScore", 0);
gd_gold = read->getIntegerForKey("Gold", 0);
#endif
return true;
}
示例5: load
bool GameData::load()
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
CCUserDefault* read = CCUserDefault::sharedUserDefault();
_isExisted = read->getBoolForKey("IsExisted");
if (!_isExisted) {
return false;
}
_highScore = read->getIntegerForKey("HighScore");
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
_isExisted = JNI_getBool("IsExisted", false);
if (!_isExisted) {
return false;
}
_highScore = JNI_getInt("HighScore", 0);
#endif
return true;
}
示例6: load
void GameConfig::load()
{
std::string playerUID = PlayerData::getInstance()->player->uid;
CCUserDefault* user = CCUserDefault::sharedUserDefault();
showInstanceStage = user->getBoolForKey((playerUID + "_instance_stage").c_str(),
false);
showSoulExchange = user->getBoolForKey((playerUID + "_soul_exchange").c_str(),
false);
showShuffleRelation = user->getBoolForKey((playerUID + "_shuffle_relation").c_str(), false);
firstTimeNeili = user->getBoolForKey((playerUID + "_first_time_neili").c_str(), true);
firstTimeShowInstance = user->getBoolForKey((playerUID + "_first_time_instance").c_str(), true);
firstTimeZhuansheng = user->getBoolForKey((playerUID + "_first_time_zhuansheng").c_str(), true);
openInstanceStep = user->getIntegerForKey((playerUID + "_open_instance").c_str(), 0);
openJueDing10 = user->getBoolForKey((playerUID + "_open_jueding10").c_str(), false);
showDragHint = user->getBoolForKey((playerUID + "_show_drag_hint").c_str(), true);
showAttrHint = user->getBoolForKey((playerUID + "_show_attr_hint").c_str(), true);
}
示例7: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
CCDirector* pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
// turn on display FPS
pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
float fx = winSize.width / DESIGN_RESOLUTION_WIDTH;
float fy = winSize.height / DESIGN_RESOLUTION_HEIGHT;
if (fx > fy)
g_fResScale = fx;
else
g_fResScale = fy;
// create a scene. it's an autorelease object
// run
CCUserDefault* userdata = CCUserDefault::sharedUserDefault();
if (!userdata->getIntegerForKey(LEVEL))
{
userdata->setIntegerForKey(LEVEL, 1);
}
CCScene *pScene = LogoScene::scene();
pDirector->runWithScene(pScene);
// pDirector->runWithScene(CarGame::scene());
// pDirector->runWithScene(NinjaScene::scene());
return true;
}
示例8: shared
GameConfig* GameConfig::shared()
{
static GameConfig* config = NULL;
if(config == NULL)
{
config = new GameConfig();
CCUserDefault* user = CCUserDefault::sharedUserDefault();
config->tutorialMode = (TutorialProgress)user->getIntegerForKey(CONFIG_TUTORIAL_PROGRESS, TutorialSkip);
config->mEnableSFX = user->getBoolForKey(CONFIG_SFX_KEY, true);
config->mEnableBGM = user->getBoolForKey(CONFIG_BGM_KEY, true);
config->mEnableAndroidHD = user->getBoolForKey(CONFIG_ANDROID_HD_KEY, false);
config->stageTab = -1;
config->stageId = -1;
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
config->useTouchSmooth = true;
#else
config->useTouchSmooth = false;
#endif
}
return config;
}
示例9: currentLevel
Level Level::currentLevel() {
CCUserDefault* db = CCUserDefault::sharedUserDefault();
int number = db->getIntegerForKey(CURRENT_LEVEL_KEY, DEFAULT_LEVEL);
return Level::levelFor(number);
}
示例10: init
// Initialize our Main Menu Layer, and add the initial main menu with the title screen, play button and about button.
bool GameOverLayer::init()
{
// Initialize the parent
if (!CCLayer::init()) return false;
// Load the high scores
CCUserDefault *store = CCUserDefault::sharedUserDefault();
int bestScore = store->getIntegerForKey("best-score", 0);
int bestDistance = store->getIntegerForKey("best-distance", 0);
int bestDifficulty = store->getIntegerForKey("best-difficulty", 0);
bool newRecord = false;
if (GameManager::sharedGameManager()->getScore() > bestScore && GameManager::sharedGameManager()->getDistance() > bestDistance)
{
bestScore = GameManager::sharedGameManager()->getScore();
bestDistance = GameManager::sharedGameManager()->getDistance();
bestDifficulty = GameManager::sharedGameManager()->getDifficulty();
store->setIntegerForKey("best-score", bestScore);
store->setIntegerForKey("best-distance", bestDistance);
store->setIntegerForKey("best-difficulty", bestDifficulty);
store->flush();
newRecord = true;
}
// Set the screen size to the full dimensions of the device (full screen)
this->setContentSize(SCREEN_SIZE);
float labelScaleText = 1.2f;
if (GameManager::sharedGameManager()->getDeviceType() == kDeviceTypeAndroid854x480 ||
GameManager::sharedGameManager()->getDeviceType() == kDeviceTypeAndroid800x480 ||
GameManager::sharedGameManager()->getDeviceType() == kDeviceTypeAndroid800x400 ||
GameManager::sharedGameManager()->getDeviceType() == kDeviceTypeAndroid720x480)
{
labelScaleText = 0.9f;
}
else if (GameManager::sharedGameManager()->getDeviceSize() == kDeviceSizeNormal)
{
labelScaleText = 1.0f;
}
else if (GameManager::sharedGameManager()->getDeviceSize() == kDeviceSizeSmall)
{
labelScaleText = 0.5f;
}
CCSprite *gameOverTitle = CCSprite::createWithSpriteFrameName("game_over.png");
gameOverTitle->setScale(0.9f);
gameOverTitle->setPosition(ccp(SCREEN_WIDTH/2, SCREEN_HEIGHT*0.8));
this->addChild(gameOverTitle);
CCString *score = CCString::createWithFormat("YOUR SCORE: %i", GameManager::sharedGameManager()->getScore());
CCLabelBMFont *scoreLabel = CCLabelBMFont::create(score->getCString(), "myGlyphs.fnt");
scoreLabel->setScale(labelScaleText);
scoreLabel->setPosition(ccp(SCREEN_WIDTH/2, SCREEN_HEIGHT*0.65));
this->addChild(scoreLabel);
CCString *distance = CCString::createWithFormat("YOUR DISTANCE: %i", GameManager::sharedGameManager()->getDistance());
CCLabelBMFont *distanceLabel = CCLabelBMFont::create(distance->getCString(), "myGlyphs.fnt");
distanceLabel->setScale(labelScaleText);
distanceLabel->setPosition(ccp(SCREEN_WIDTH/2, SCREEN_HEIGHT*0.59));
this->addChild(distanceLabel);
CCString *ydifficulty;
switch (GameManager::sharedGameManager()->getDifficulty())
{
case 3:
ydifficulty = CCString::create("HARD");
break;
case 2:
ydifficulty = CCString::create("MEDIUM");
break;
default:
ydifficulty = CCString::create("EASY");
}
CCString *difficulty = CCString::createWithFormat("YOUR DIFFICULTY: %s", ydifficulty->getCString());
CCLabelBMFont *difficultyLabel = CCLabelBMFont::create(difficulty->getCString(), "myGlyphs.fnt");
difficultyLabel->setScale(labelScaleText);
difficultyLabel->setPosition(ccp(SCREEN_WIDTH/2, SCREEN_HEIGHT*0.53));
this->addChild(difficultyLabel);
CCString *highScore = CCString::createWithFormat("HIGH SCORE: %i", bestScore);
CCLabelBMFont *highScoreLabel = CCLabelBMFont::create(highScore->getCString(), "myGlyphs.fnt");
highScoreLabel->setScale(labelScaleText);
highScoreLabel->setPosition(ccp(SCREEN_WIDTH/2, SCREEN_HEIGHT*0.43));
this->addChild(highScoreLabel);
CCString *highDistance = CCString::createWithFormat("BEST DISTANCE: %i", bestDistance);
CCLabelBMFont *highDistanceLabel = CCLabelBMFont::create(highDistance->getCString(), "myGlyphs.fnt");
highDistanceLabel->setScale(labelScaleText);
highDistanceLabel->setPosition(ccp(SCREEN_WIDTH/2, SCREEN_HEIGHT*0.37));
this->addChild(highDistanceLabel);
CCString *bdifficulty;
switch (bestDifficulty)
{
case 3:
bdifficulty = CCString::create("HARD");
break;
case 2:
//.........这里部分代码省略.........