本文整理汇总了C++中CImageView::runAction方法的典型用法代码示例。如果您正苦于以下问题:C++ CImageView::runAction方法的具体用法?C++ CImageView::runAction怎么用?C++ CImageView::runAction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CImageView
的用法示例。
在下文中一共展示了CImageView::runAction方法的4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: onEnter
void CTopLayer::onEnter()
{
BaseLayer::onEnter();
this->setTouchPriority(-100);
UserData *user = DataCenter::sharedData()->getUser()->getUserData();
m_coinLabel = (CLabel*)m_ui->getChildByTag(13);
m_coinLabel->setString(ToString(user->getCoin()));
m_moneyLabel = (CLabel*)m_ui->getChildByTag(14);
m_moneyLabel->setString(ToString(user->getRoleGold()));
//
m_foodLabel = (CLabel*)m_ui->getChildByTag(17);
//m_foodLabel->setString(ToString(user->getRoleFood()));
m_foodLabel->setString(ToString(user->getFriends()));
CLabel *action = (CLabel*)(m_ui->findWidgetById("action"));
action->setString(CCString::createWithFormat("%d/%d",user->getRoleAction(),user->getActionLimit())->getCString());
CButton* add_food = (CButton*)m_ui->findWidgetById("btn_add_food");
CButton* add_copper = (CButton*)m_ui->findWidgetById("btn_add_copper");
CButton* add_soul = (CButton*)m_ui->findWidgetById("btn_add_soul");
CButton* add_gold = (CButton*)m_ui->findWidgetById("btn_add_gold");
CButton* add_friendship = (CButton*)m_ui->findWidgetById("btn_add_friendship");
add_food->getSelectedImage()->setScale(1.1f);
add_copper->getSelectedImage()->setScale(1.1f);
add_soul->getSelectedImage()->setScale(1.1f);
add_gold->getSelectedImage()->setScale(1.1f);
add_friendship->getSelectedImage()->setScale(1.1f);
add_food->setOnClickListener(this, ccw_click_selector(CTopLayer::onAddResourceBtn));
add_copper->setOnClickListener(this, ccw_click_selector(CTopLayer::onAddResourceBtn));
add_soul->setOnClickListener(this, ccw_click_selector(CTopLayer::onAddResourceBtn));
add_gold->setOnClickListener(this, ccw_click_selector(CTopLayer::onAddResourceBtn));
add_friendship->setOnClickListener(this, ccw_click_selector(CTopLayer::onAddResourceBtn));
CSceneManager::sharedSceneManager()->addMsgObserver(UPDATE_HERO,this,GameMsghandler_selector(CTopLayer::updateRoleProperty));
//绑定场景隐藏和显示的消息
NOTIFICATION->addObserver(this, callfuncO_selector(CTopLayer::show), SHOW_TOP_LAYER, nullptr);
NOTIFICATION->addObserver(this, callfuncO_selector(CTopLayer::hide), HIDE_TOP_LAYER, nullptr);
CImageView *coin = (CImageView*)(m_ui->findWidgetById("coin"));
CCAnimation *coinAnim = AnimationManager::sharedAction()->getAnimation("7033");
coinAnim->setDelayPerUnit(0.3f);
coin->runAction(CCRepeatForever::create(CCAnimate::create(coinAnim)));
CImageView *gold = (CImageView*)(m_ui->findWidgetById("gold"));
CCAnimation *goldAnim = AnimationManager::sharedAction()->getAnimation("7034");
goldAnim->setDelayPerUnit(0.3f);
gold->runAction(CCRepeatForever::create(CCAnimate::create(goldAnim)));
}
示例2: onEnter
void CSmeltArmor::onEnter()
{
BaseLayer::onEnter();
//四个选择框
for (unsigned int i=0; i<4; ++i)
{
CCheckBox *checkBtn = (CCheckBox*)(m_pBaseInfo[i]->findWidgetById("check"));
checkBtn->setOnCheckListener(this,ccw_check_selector(CSmeltArmor::onCheckAttr));
}
//选择武器
CButton *select = (CButton*)(m_ui->findWidgetById("select"));
select->setOnClickListener(this, ccw_click_selector(CSmeltArmor::onSelectItem));
//洗练
CButton *refine = (CButton*)(m_ui->findWidgetById("refine"));
refine->setOnClickListener(this, ccw_click_selector(CSmeltArmor::onRefineItem));
//初始化火
initFire();
//旋转圈
CImageView *circleFire = (CImageView*)(m_ui->findWidgetById("fire_circle"));
circleFire->setScale(1.95f);
circleFire->runAction(CCRepeatForever::create(CCRotateBy::create(1.0f, 60)));
circleFire->runAction(CCRepeatForever::create(CCSequence::createWithTwoActions(CCScaleTo::create(1.2f, 2.1f), CCScaleTo::create(1.2f, 1.95f))));
GetTcpNet->registerMsgHandler(SmeltArmorMsg,this,CMsgHandler_selector(CSmeltArmor::proceesMessage));
GetTcpNet->registerMsgHandler(SmeltDataRequestMsg,this,CMsgHandler_selector(CSmeltArmor::proceesMessage));
CSceneManager::sharedSceneManager()->addMsgObserver(UPDATE_HERO, this, GameMsghandler_selector(CSmeltArmor::roleUpdate));
CSceneManager::sharedSceneManager()->addMsgObserver(UPDATE_ITEM_DATA, this, GameMsghandler_selector(CSmeltArmor::updateStar));
}
示例3: callBackForTotalSignEffectOneFrameLater
void CSignLayer::callBackForTotalSignEffectOneFrameLater()
{
//隐藏黄标
m_pYellowTip->setVisible(false);
//触摸屏蔽
MaskLayer* pLayer1 = MaskLayer::create("CSignLayer::callBackForTotalSignEffect1");
pLayer1->setOpacity(0);
LayerManager::instance()->push(pLayer1);
MaskLayer* lay = MaskLayer::create("CSignLayer::callBackForTotalSignEffect2");
lay->setContentSize(CCSizeMake(1138,640));
lay->setAnchorPoint(ccp(0.5f, 0.5f));
lay->setPosition(VCENTER);
lay->setOpacity(0);
LayerManager::instance()->push(lay);
//开宝箱
int iIndexTotal = checkTotalBox();
if(iIndexTotal==-1)
{
//触摸释放
LayerManager::instance()->pop();
LayerManager::instance()->pop();
return;
}
int iTag = 9065+iIndexTotal;
CCString* pStr = CCString::createWithFormat("%d", iTag);
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile(CCString::createWithFormat("skill/%s.plist", pStr->getCString())->getCString());
AnimationManager::sharedAction()->ParseAnimation(pStr->getCString());
CCAnimation *culAnim = AnimationManager::sharedAction()->getAnimation(pStr->getCString());
culAnim->setDelayPerUnit(0.15f);
CCAnimate* pAnimate = CCAnimate::create(culAnim);
CImageView *mask = (CImageView*)m_ui->findWidgetById(CCString::createWithFormat("mask%d",iIndexTotal+1)->getCString());
mask->setVisible(false);
CImageView* pSprite = UICloneMgr::cloneImageView(mask);
pSprite->setVisible(true);
pSprite->setId("mask_copy");
pSprite->runAction(CCSequence::create(
pAnimate,
CCCallFunc::create(this, callfunc_selector(CSignLayer::callBackForTotalSignEffectEnd)),
nullptr
));
mask->getParent()->addChild(pSprite);
}
示例4: addTableCell
void CHandBookHeroLayer::addTableCell( unsigned int uIdx, CTableViewCell * pCell )
{
//先克隆外框条
CLayout *pLay = UICloneMgr::cloneLayout(m_pCellBlank);
//对应数据
AtlasIns *pAtlasIns = m_AtlasResponse.mutable_atlas_list()->Mutable(uIdx);
//赋值
for (unsigned int i=1; i<=10; i++)
{
CCNode *child = pLay->getChildByTag(i);
pLay->removeChild(child);
child->setTag(i);
pCell->addChild(child);
pCell->setTag(uIdx);
}
//1-活动底板
{
CImageView* pBoard = dynamic_cast<CImageView*>(pCell->getChildByTag(1));
pBoard->setTouchEnabled(true);
pBoard->setOnClickListener(this, ccw_click_selector(CHandBookHeroLayer::onClickBlank));
if ( uIdx==m_iSelectIndex )
{
pBoard->setTexture(CCTextureCache::sharedTextureCache()->addImage("handBook/bookbg_2.png"));
}
else
{
pBoard->setTexture(CCTextureCache::sharedTextureCache()->addImage("handBook/bookbg_1.png"));
}
}
//2-组合名字
{
CLabel* pLabel = dynamic_cast<CLabel*>(pCell->getChildByTag(2));
}
//3-//组合描述
{
CLabel* pLabel = dynamic_cast<CLabel*>(pCell->getChildByTag(3));
}
//4-礼品背景
//5-礼品
//10-文字
{
CImageView* pGiftBg = dynamic_cast<CImageView*>(pCell->getChildByTag(4));
CImageView* pGift = dynamic_cast<CImageView*>(pCell->getChildByTag(5));
CLabel* pLabel = dynamic_cast<CLabel*>(pCell->getChildByTag(10));
pLabel->setVisible(false);
pGift->stopAllActions();
//奖励领取标志 0未领取(不可领取),1未领取(可领取状态),2 已领取
switch (pAtlasIns->get_prize())
{
case 0:
{
pGiftBg->setShaderProgram(ShaderDataMgr->getShaderByType(ShaderStone));
pGift->setShaderProgram(ShaderDataMgr->getShaderByType(ShaderStone));
}break;
case 1:
{
pGiftBg->setShaderProgram(ShaderDataMgr->getShaderByType(ShaderDefault));
pGift->setShaderProgram(ShaderDataMgr->getShaderByType(ShaderDefault));
ResetAnchorPointAndKeepSamePos(pGift, CCPointCenter);
pGift->runAction(CCRepeatForever::create(CCSequence::createWithTwoActions(CCScaleTo::create(0.3f, 0.75f), CCScaleTo::create(0.3f, 0.7f))));
}break;
case 2:
{
pGiftBg->setVisible(false);
pGift->setVisible(false);
pLabel->setVisible(true);
}break;
default:
break;
}
}
//7-进度条
//8-进度数字
//9-进度图标
{
CProgressBar* pProgress = dynamic_cast<CProgressBar*>(pCell->getChildByTag(7));
CLabel* pLabel = dynamic_cast<CLabel*>(pCell->getChildByTag(8));
pLabel->setTouchEnabled(true);
pLabel->setOnClickListener(this, ccw_click_selector(CHandBookHeroLayer::onClickScoreIcon));
CImageView* pIcon = dynamic_cast<CImageView*>(pCell->getChildByTag(9));
pIcon->setTouchEnabled(true);
pIcon->setOnClickListener(this, ccw_click_selector(CHandBookHeroLayer::onClickScoreIcon));
}
//.........这里部分代码省略.........