本文整理汇总了C++中LabelTTF类的典型用法代码示例。如果您正苦于以下问题:C++ LabelTTF类的具体用法?C++ LabelTTF怎么用?C++ LabelTTF使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了LabelTTF类的15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: title
void BaseTest::onEnter()
{
Layer::onEnter();
// add title and subtitle
std::string str = title();
const char * pTitle = str.c_str();
LabelTTF* label = LabelTTF::create(pTitle, "Arial", 32);
addChild(label, 9999);
label->setPosition( Point(VisibleRect::center().x, VisibleRect::top().y - 30) );
std::string strSubtitle = subtitle();
if( ! strSubtitle.empty() )
{
LabelTTF* l = LabelTTF::create(strSubtitle.c_str(), "Thonburi", 16);
addChild(l, 9999);
l->setPosition( Point(VisibleRect::center().x, VisibleRect::top().y - 60) );
}
// add menu
// CC_CALLBACK_1 == std::bind( function_ptr, instance, std::placeholders::_1, ...)
MenuItemImage *item1 = MenuItemImage::create(s_pathB1, s_pathB2, CC_CALLBACK_1(BaseTest::backCallback, this) );
MenuItemImage *item2 = MenuItemImage::create(s_pathR1, s_pathR2, CC_CALLBACK_1(BaseTest::restartCallback, this) );
MenuItemImage *item3 = MenuItemImage::create(s_pathF1, s_pathF2, CC_CALLBACK_1(BaseTest::nextCallback, this) );
Menu *menu = Menu::create(item1, item2, item3, NULL);
menu->setPosition(Point::ZERO);
item1->setPosition(Point(VisibleRect::center().x - item2->getContentSize().width*2, VisibleRect::bottom().y+item2->getContentSize().height/2));
item2->setPosition(Point(VisibleRect::center().x, VisibleRect::bottom().y+item2->getContentSize().height/2));
item3->setPosition(Point(VisibleRect::center().x + item2->getContentSize().width*2, VisibleRect::bottom().y+item2->getContentSize().height/2));
addChild(menu, 9999);
}
示例2: sprintf
bool GameOver::init()
{
Layer::init();
Size winSize = Director::getInstance()->getVisibleSize();
Sprite* bg = Sprite::createWithSpriteFrameName("background_2.png");
this->addChild(bg);
bg->setAnchorPoint(Point::ZERO);
Sprite* showScore = Sprite::create("[email protected]");
this->addChild(showScore);
showScore->setPosition(winSize.width/2 ,winSize.height/2 + 50);
int res = InGameLayer::getScore();
char chres[100];
sprintf(chres,"%d ",res);
LabelTTF* scorettf = LabelTTF::create(chres,"WRYH",48);
this->addChild(scorettf);
scorettf->setPosition(showScore->getPosition() - Point(0,50));
//退出游戏按钮
Sprite* closeSprite = Sprite::create("gameover.png");
MenuItemSprite *closed = MenuItemSprite::create(closeSprite,NULL,NULL,
CC_CALLBACK_1(GameOver::closeGame,this));
Menu* closeMenu = Menu::create(closed,NULL);
this->addChild(closeMenu);
closeMenu->setPosition(winSize.width*2/3,winSize.height/3);
//重新开始游戏按钮
Sprite* reStrart = Sprite::create("reStrart.png");
MenuItemSprite *reStrartSprite = MenuItemSprite::create(reStrart,NULL,NULL,
CC_CALLBACK_1(GameOver::reStrartGame,this));
Menu* reStrartMenu = Menu::create(reStrartSprite,NULL);
this->addChild(reStrartMenu);
reStrartMenu->setPosition(winSize.width/3,winSize.height/3);
return true;
}
示例3: setTouchEnabled
void TestUseMutiplePicture::onEnter()
{
ArmatureTestLayer::onEnter();
setTouchEnabled(true);
displayIndex = 0;
armature = Armature::create("Knight_f/Knight");
armature->getAnimation()->playByIndex(0);
armature->setPosition(Point(VisibleRect::center().x, VisibleRect::left().y));
armature->setScale(1.2f);
addChild(armature);
std::string weapon[] = {"weapon_f-sword.png", "weapon_f-sword2.png", "weapon_f-sword3.png", "weapon_f-sword4.png", "weapon_f-sword5.png", "weapon_f-knife.png", "weapon_f-hammer.png"};
for (int i = 0; i < 7; i++)
{
Skin *skin = Skin::createWithSpriteFrameName(weapon[i].c_str());
armature->getBone("weapon")->addDisplay(skin, i);
}
// CCSpriteDisplayData displayData;
// for (int i = 0; i < 7; i++)
// {
// displayData.setParam(weapon[i].c_str());
// armature->getBone("weapon")->addDisplay(&displayData, i);
// }
LabelTTF *l = LabelTTF::create("This is a weapon!", "Arial", 18);
l->setAnchorPoint(Point(0.2f, 0.5f));
armature->getBone("weapon")->addDisplay(l, 7);
}
示例4: aboutGameCallback
void HelloWorld::aboutGameCallback(Object* pSender)
{
Size size = Director::sharedDirector()->getWinSize();
//显示关于的内容
LabelTTF* label = LabelTTF::create("Made by LJW", "Arial", 30);
label->setPosition(Point(size.width / 2, size.height / 2));
Scene* s = Scene::create();
Layer* layer = Layer::create();
layer->addChild(label, 1);
//返回按钮
LabelTTF* pBackLabel = LabelTTF::create("Back", "Arial", 30);
MenuItemLabel* pBackItem = MenuItemLabel::create(pBackLabel, this, menu_selector(HelloWorld::backGameCallback));
Menu* pBackMenu = Menu::create(pBackItem, NULL);
pBackItem->setPosition(Point(size.width - 50, 50));
pBackMenu->setPosition(CCPointZero);
layer->addChild(pBackMenu, 1);
s->addChild(layer);
Director::sharedDirector()->replaceScene(s);
//s->release();
//layer->release();
}
示例5: getPropListData
void LevelStartView::initPropList(cocos2d::Layer * pStart)
{
std::vector<std::string> propList;
getPropListData(propList);
size_t i = 0;
for (std::map<std::string, std::string>::iterator it = m_propList.begin(); it != m_propList.end(); ++it)
{
Sprite* pPropList = static_cast<Sprite *>(pStart->getChildByName(propList.at(i++)));
Size s = pPropList->getContentSize();
Sprite* pProp = Sprite::create(it->first);
pProp->setScale(1.2f);
pProp->setPosition(s.width / 2, s.height / 2);
pProp->setTag(i + 1);
pPropList->addChild(pProp);
LabelTTF* propFee = LabelTTF::create(it->second, "fonts/Marker Felt.ttf",36);
propFee->setFontFillColor(ccc3(126, 126, 126));
propFee->setPosition(s.width-20, -s.height/2+20);
pPropList->addChild(propFee);
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(true);
listener->onTouchBegan = CC_CALLBACK_2(LevelStartView::onTouchBegan, this);
listener->onTouchMoved = CC_CALLBACK_2(LevelStartView::onTouchMoved, this);
listener->onTouchEnded = CC_CALLBACK_2(LevelStartView::onTouchEnded, this);
this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, pProp);
}
}
示例6: addChild
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
Sprite *bg = Sprite::create("bg.jpg");
bg->setPosition(visibleSize/2);
addChild(bg);
LabelTTF *label = LabelTTF::create("Show Next Scene", "Coureir", 36);
addChild(label);
label->setPosition(visibleSize/2);
EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = [label](Touch *t,Event *e){
if (label->getBoundingBox().containsPoint(t->getLocation())) {
Director::getInstance()->replaceScene(TransitionPageTurn::create (1,ImageScene::createScene(),0));
};
return false;
};
Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, label);
return true;
}
示例7: setTouchEnabled
MainMenuLayer::MainMenuLayer()
{
setTouchEnabled(true);
// Font Item
gdraw = new GLESDebugDraw();
setTouchEnabled(true);
setAccelerometerEnabled(true);
MenuItemFont::setFontSize(40);
MenuItemFont::setFontName("fonts/Courier New.ttf");
MenuItemFont* item = MenuItemFont::create("Play", CC_CALLBACK_1(MainMenuLayer::menuCallback, this));
MenuItemFont* item1 = MenuItemFont::create("Exit", CC_CALLBACK_1(MainMenuLayer::menuExitCallback, this));
Menu* menu = Menu::create(item, item1, nullptr);
addChild(menu, -1);
menu->alignItemsVertically();
menu->setPosition(screenWidth / 2, screenHeight / 2);
LabelTTF *label = LabelTTF::create("Tilter 2D", "fonts/Marker Felt.ttf", 50);
addChild(label, -1);
label->setColor(Color3B(255, 0, 0));
label->setPosition(Point(screenWidth / 2, screenHeight - 50));
}
示例8: init
bool GameOver::init() {
if(!Layer::init()){
return false;
}
auto visibleSize = Director::getInstance()->getVisibleSize();
auto origin = Director::getInstance()->getVisibleOrigin();
LabelTTF* thanks = LabelTTF::create("Thanks for playing +Neuron", "Serif", 50);
thanks->setPosition(Point(visibleSize.width/2, visibleSize.height - thanks->getContentSize().height*2));
this->addChild(thanks);
auto _nickname_input = new TextFieldTTFDefault();
_nickname_input->autorelease();
_nickname_input->onEditingEnd = CC_CALLBACK_1(GameOver::getNickName, this);
this->addChild(_nickname_input);
/*
*Todo accion por fuera de INIT genera un fallo de segmentacion
*??como hacer para aparecer el boton despues de escribir el nombre?
* -intente con updateGame, fallo de segmentacion
* -intente desde getNickname, fallo de segmentacion
*/
/*
auto endGameItem = MenuItemImage::create(
"botones/salir.png",
"botones/salir.png",
CC_CALLBACK_0(GameOver::closeAndSave, this)
);
endGameItem->setPosition(Point(visibleSize.width - endGameItem->getContentSize().width + origin.x, visibleSize.height/5 + origin.y));
endGameItem->runAction(Hide::create());
auto menu = Menu::create(endGameItem, NULL);
menu->setPosition(Point::ZERO);
_nickname_input->addChild(menu);*/
return true;
}
示例9: onEnter
void PauseTest::onEnter()
{
//
// This test MUST be done in 'onEnter' and not on 'init'
// otherwise the paused action will be resumed at 'onEnter' time
//
ActionManagerTest::onEnter();
LabelTTF* l = LabelTTF::create("After 5 seconds grossini should move", "Thonburi", 16);
addChild(l);
l->setPosition( ccp(VisibleRect::center().x, VisibleRect::top().y-75) );
//
// Also, this test MUST be done, after [super onEnter]
//
Sprite* grossini = Sprite::create(s_pPathGrossini);
addChild(grossini, 0, kTagGrossini);
grossini->setPosition(VisibleRect::center() );
Action* action = MoveBy::create(1, ccp(150,0));
Director* pDirector = Director::sharedDirector();
pDirector->getActionManager()->addAction(action, grossini, true);
schedule( schedule_selector(PauseTest::unpause), 3);
}
示例10: standardButtonWithTitle
ControlButton* standardButtonWithTitle( const char * bgname, const char * bgseledname, const char * title){
//Creates and return a button with a default background and title color.
// Scale9Sprite *backgroundButton = Scale9Sprite::create(bgname);//按下前
// Scale9Sprite *backgroundHighlightedButton = Scale9Sprite::create(bgseledname);//按下后
ControlButton* btn = ControlButton::create();
btn->setPreferredSize(Size(522, 88));
Scale9Sprite* normal = Scale9Sprite::create(bgname);
Scale9Sprite* select = Scale9Sprite::create(bgseledname);
Scale9Sprite* hightlight = Scale9Sprite::create(bgseledname);
Scale9Sprite* disable = Scale9Sprite::create(bgname);
btn->setBackgroundSpriteForState(normal, Control::State::NORMAL);
btn->setBackgroundSpriteForState(select, Control::State::SELECTED);
btn->setBackgroundSpriteForState(hightlight, Control::State::HIGH_LIGHTED);
btn->setBackgroundSpriteForState(disable, Control::State::DISABLED);
LabelTTF *titleButton = LabelTTF::create(title, "AmericanTypewriter", 30);//添加文字
titleButton->setAnchorPoint(Point(0.5f, 0.5f));
titleButton->setPosition(Point(btn->getContentSize().width/2, btn->getContentSize().height/2));
titleButton->setColor(Color3B::BLACK);//设置文字点击前的颜色
titleButton->setTag(1000);
btn->addChild(titleButton);
return btn;
}
示例11: sprintf
void TestAsynchronousLoading::onEnter()
{
ArmatureTestLayer::onEnter();
//CCLOG("armature version : %s", armatureVersion());
backItem->setEnabled(false);
restartItem->setEnabled(false);
nextItem->setEnabled(false);
char pszPercent[255];
sprintf(pszPercent, "%s %f", subtitle().c_str(), 0.0f);
LabelTTF *label = (LabelTTF *)getChildByTag(10001);
label->setString(pszPercent);
//! create a new thread to load data
ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/knight.png", "armature/knight.plist", "armature/knight.xml", this, schedule_selector(TestAsynchronousLoading::dataLoaded));
ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/weapon.png", "armature/weapon.plist", "armature/weapon.xml", this, schedule_selector(TestAsynchronousLoading::dataLoaded));
ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/robot.png", "armature/robot.plist", "armature/robot.xml", this, schedule_selector(TestAsynchronousLoading::dataLoaded));
ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/cyborg.png", "armature/cyborg.plist", "armature/cyborg.xml", this, schedule_selector(TestAsynchronousLoading::dataLoaded));
ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/Dragon.png", "armature/Dragon.plist", "armature/Dragon.xml", this, schedule_selector(TestAsynchronousLoading::dataLoaded));
ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/Cowboy.ExportJson", this, schedule_selector(TestAsynchronousLoading::dataLoaded));
//! load data directly
// ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/knight.png", "armature/knight.plist", "armature/knight.xml");
// ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/weapon.png", "armature/weapon.plist", "armature/weapon.xml");
// ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/robot.png", "armature/robot.plist", "armature/robot.xml");
// ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/cyborg.png", "armature/cyborg.plist", "armature/cyborg.xml");
// ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/Dragon.png", "armature/Dragon.plist", "armature/Dragon.xml");
// ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/Cowboy.ExportJson");
}
示例12: init
// Initializes the GameOver
bool GameOver::init()
{
if (!Layer::init()) {
return false;
}
// Creates the GameOver text
LabelTTF* gameOverText = LabelTTF::create("Game Over",
String::createWithFormat("%s.ttf", FONT_MAIN)->getCString(), 50);
gameOverText->setPosition(Point(DESIGN_WIDTH / 2, DESIGN_HEIGHT * .8));
this->addChild(gameOverText, 1);
// Creates the buttons for the menu
auto replayButton = MenuItemImage::create("replay.png", "replay.png", CC_CALLBACK_0(GameOver::replay, this));
auto menuButton = MenuItemImage::create("replay.png", "replay.png", CC_CALLBACK_0(GameOver::mainMenu, this));
// Creates the menu and adds the buttons
Menu* menu = Menu::create(replayButton, menuButton, NULL);
menu->alignItemsVerticallyWithPadding(30);
this->addChild(menu, 1);
this->setVisible(false);
return true;
}
示例13: add_option
void MyListView::add_option(const char* name)
{
Sprite* option = Sprite::create("situ_item_background_normal.png");
option->setPosition(0,-options_vec.size()*option_height-option_height);
option->setCascadeOpacityEnabled(true);
option->setOpacity(0);
LabelTTF* label = LabelTTF::create(name,"Arial",50);
label->setFontFillColor(Color3B(249,222,144));
label->setPosition(option->getBoundingBox().size.width/2,option->getBoundingBox().size.height/2);
option->addChild(label);
this->addChild(option);
this->options_vec.pushBack(option);
if(options_vec.size()*option_height+option_height>height)
{
height = options_vec.size()*option_height+option_height;
}
}
示例14: Point
void NetworkTestView::init(Scene* scene) {
_scene = scene;
Node* node = Node::create();
node->setPosition(LayoutUtils::visibleCenter() - Point(240, 160));
_scene->addChild(node, Z_ORDER_ROOT, TAG_ROOT);
// background
Point bgPos(240, 160);
float bgScale = 2.0f * ImageUtils::scale4OneSizeImage();
Sprite* bg = Sprite::create("bg.png");
bg->setScale(bgScale);
bg->setPosition(bgPos);
node->addChild(bg, INT_MIN);
// back button
Button* btnBack = WidgetUtils::createTTFButton("Back", "orange", [this]() {
emitSelectBack();
});
btnBack->setPosition(Point(430, 295));
node->addChild(btnBack, INT_MAX);
// get button
Button* btnGet = WidgetUtils::createTTFButton("Get", [this]() {
get();
});
btnGet->setPosition(Point(240, 295));
node->addChild(btnGet, Z_ORDER_BTN_GET);
// result label
LabelTTF* lblResult = LabelTTF::create("", "Helvetica", 16, Size(460, 250), TextHAlignment::LEFT, TextVAlignment::TOP);
lblResult->setPosition(Point(240, 135));
node->addChild(lblResult, Z_ORDER_RESULT, TAG_RESULT);
}
示例15:
LabelTTF *CCActionTest::createTestLabel(const std::string &name)
{
LabelTTF *label = LabelTTF::create(name, "Arial", 20);
label->setPosition(Point(200, 200));
addChild(label);
return label;
}