本文整理汇总了C++中CSprite::getPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ CSprite::getPosition方法的具体用法?C++ CSprite::getPosition怎么用?C++ CSprite::getPosition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CSprite
的用法示例。
在下文中一共展示了CSprite::getPosition方法的3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: onTouchMoved
void LevelScene::onTouchMoved(Touch* touch, Event* event) {
Point point = this->convertTouchToNodeSpace(touch);
Point vectorMove = Point::ZERO;
if (!this->isMoved) {
vectorMove = point - this->firstPoint;
} else {
vectorMove = point - this->movePoint;
}
this->updateLevelLayer(vectorMove);
this->movePoint = point;
this->isMoved = true;
// update flash
{
Point point = this->convertTouchToNodeSpace(touch);
point = point - this->levelLayer->getPosition();
for (int i = 0; i < this->levelLayer->getChildren().size(); i++) {
CSprite* levelFace = dynamic_cast<CSprite*>(this->levelLayer->getChildren().at(i));
if (levelFace != NULL) {
RectBody* levelBody = new RectBody(levelFace->getContentSize().width, levelFace->getContentSize().height);
levelBody->setPosition(levelFace->getPosition());
}
}
}
}
示例2: onTouchBegan
bool LevelScene::onTouchBegan(Touch* touch, Event* event) {
Point point = this->convertTouchToNodeSpace(touch);
this->isMoved = false;
this->isTouched = false;
RectBody* chapterLayerBody = new RectBody(this->levelLayer->getContentSize().width, this->levelLayer->getContentSize().height);
chapterLayerBody->setPosition(this->levelLayer->getPosition() + Point(chapterLayerBody->getWidth() / 2, chapterLayerBody->getHeight() / 2));
if (chapterLayerBody->contains(point)) {
this->isTouched = true;
this->firstPoint = point;
// update flash
{
Point point = this->convertTouchToNodeSpace(touch);
point = point - this->levelLayer->getPosition();
for (int i = 0; i < this->levelLayer->getChildren().size(); i++) {
CSprite* levelFace = dynamic_cast<CSprite*>(this->levelLayer->getChildren().at(i));
if (levelFace != NULL) {
RectBody* levelBody = new RectBody(levelFace->getContentSize().width, levelFace->getContentSize().height);
levelBody->setPosition(levelFace->getPosition());
}
}
}
return true;
}
return false;
}
示例3: onTouchEnded
void LevelScene::onTouchEnded(Touch* touch, Event* event) {
if (this->dialogLayer->isVisible()) {
return;
}
this->updatePageAuto();
Point point = this->convertTouchToNodeSpace(touch);
bool moveTooFar = false;
float dx = point.x - this->firstPoint.x;
float dy = point.y - this->firstPoint.y;
if (abs(dx) > CONF_TOUCH_RANGE || abs(dy) > CONF_TOUCH_RANGE) {
moveTooFar = true;
}
point = point - this->levelLayer->getPosition();
for (int i = 0; i < this->levelLayer->getChildren().size(); i++) {
CSprite* levelFace = dynamic_cast<CSprite*>(this->levelLayer->getChildren().at(i));
if (levelFace != NULL) {
RectBody* levelBody = new RectBody(levelFace->getContentSize().width, levelFace->getContentSize().height);
levelBody->setPosition(levelFace->getPosition());
if (levelBody->contains(point)) {
if (!moveTooFar && levelFace->getTag() != -1) {
DataEvent* gameEvent = new DataEvent();
gameEvent->setEventCode(EVT_START_LEVEL);
gameEvent->setArgumentInt(levelFace->getTag());
this->fireEvent(gameEvent);
this->_eventDispatcher->removeEventListener(this->touchListener);
}
break;
}
}
}
}