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C++ LabelTTF::setZOrder方法代码示例

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


在下文中一共展示了LabelTTF::setZOrder方法的2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: gameOver

void GamePlay::gameOver(float dt) {
//	Director::getInstance()->pause();
	gameState = End;
//invisible frame ready
	if (frameReady != NULL) {
		for (int i = 0; i < SUM_NUM; i++)
			frameReady[i]->setVisible(false);
	}

	boardWin = Sprite::create("board.png");
	boardWin->setPosition(Vec2(-visibleSize.width / 4, visibleSize.height / 2));
	boardWin->setZOrder(30);
	this->addChild(boardWin);
	float haflHeight = boardWin->getContentSize().height / 2;
	float haflWidth = boardWin->getContentSize().width / 2;

	auto jumpto = JumpTo::create(0.5,
			Vec2(visibleSize.width / 2, visibleSize.height / 2 - 3 * PADDING),
			PADDING * 3, 4);
	boardWin->runAction(jumpto);

	updatehightestRecord();

	if (onSound)
		CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect(
				"sound/music_win.ogg");
//congratulation
	Sprite* congratulation = Sprite::create("congratulation.png");
	congratulation->setPosition(
			Vec2(haflWidth,
					haflHeight * 2 - 3 * PADDING
							- congratulation->getContentSize().height));
	congratulation->setZOrder(40);
	boardWin->addChild(congratulation);

//highscore
	Sprite* newhighscore = Sprite::create("newhighscore.png");
	newhighscore->setPosition(
			Vec2(haflWidth,
					congratulation->getPositionY()
							- congratulation->getContentSize().height / 2
							- newhighscore->getContentSize().height / 2
							- 2 * PADDING));
	newhighscore->setZOrder(40);
	boardWin->addChild(newhighscore);

	//TODO
	if (timeplay > 0)
		NativeUtils::submitScore(
				getLeaderBoard(GamePlay::instance()->getLevel()),
				timeplay * 1000);
	if (timeplay > highScore) {
		newhighscore->setVisible(false);
	} else {
		newhighscore->setVisible(true);
	}

//gameover text
	Sprite* gameovertext = Sprite::create("gameovertext.png");
	gameovertext->setPosition(
			Vec2(4 * PADDING + gameovertext->getContentSize().width / 2,
					newhighscore->getPositionY()
							- newhighscore->getContentSize().height / 2
							- gameovertext->getContentSize().height / 2
							- 2 * PADDING));
	gameovertext->setZOrder(40);
	boardWin->addChild(gameovertext);

	float sizewidth = gameovertext->getContentSize().width;
	float sizeheight = gameovertext->getContentSize().height;
//show score
	LabelTTF *currentscore = LabelTTF::create("00:00", "fonts/hlvgchac.ttf",
			40);
	currentscore->setZOrder(50);
	currentscore->setColor(Color3B(Color3B::BLUE));
	showTextTime(currentscore, timeplay);
	currentscore->setPositionX(
			sizewidth + PADDING + currentscore->getContentSize().width / 2);
	currentscore->setPositionY(sizeheight / 2);
	gameovertext->addChild(currentscore);

	LabelTTF *highscore = LabelTTF::create("00:00", "fonts/hlvgchac.ttf", 40);
	highscore->setZOrder(50);
	highscore->setColor(Color3B(Color3B::BLUE));
	showTextTime(highscore, highScore);
	highscore->setPositionX(
			sizewidth + PADDING + currentscore->getContentSize().width / 2);
	highscore->setPositionY(highscore->getContentSize().height / 2);
	gameovertext->addChild(highscore);

	std::string miniModeSprite = getLevelString(
			GamePlay::instance()->getLevel());
	Sprite* miniMode = Sprite::create("mini" + miniModeSprite + ".png");
	miniMode->setPosition(
			Vec2(
					haflWidth * 2 - miniMode->getContentSize().width / 2
							- 3 * PADDING,
					gameovertext->getPositionY()
							+ miniMode->getContentSize().height / 2
							+ 2 * PADDING));
//.........这里部分代码省略.........
开发者ID:reddevil138,项目名称:NineGaps,代码行数:101,代码来源:GamePlay.cpp

示例2: init


//.........这里部分代码省略.........

		float baseY = frameReady[0]->getPositionY();
		if (i % 3 == 0)
			paddingY = paddingX * ((int) i / 3 + 1);
		framePlay[i]->setPositionY(baseY - paddingY);
		framePlay[i]->score = 0;
		framePlay[i]->isFixed = false;
		for (int j = 0; j < GamePlay::instance()->getLevel(); j++) {
			if (arrNum[i] == arrayLevel[j]) {
				framePlay[i]->score = arrNum[i];
				//TODO
				framePlay[i]->isFixed = true;
				framePlay[i]->setDisplayFrame(
						SpriteFrame::create(
								"frame" + std::to_string(arrNum[i]) + ".png",
								framePlay[i]->getTextureRect()));
			}
		}
//		CCLog("frameplay[%d] = %d", i, framePlay[i]->score);
		this->addChild(framePlay[i]);
	}

	//load number button
	//TODO
	std::string name = "number";
	MoveTo* actionBy;
	int k = 0;
	for (int i = 0; i < SUM_NUM; i++) {
		numberBtn[i] = TouchSprite::create(
				name + std::to_string(i + 1) + ".png");
		numberBtn[i]->setTag(TAG_NUMBER + i);
		numberBtn[i]->setPositionY(visibleSize.height + 3 * PADDING);
		numberBtn[i]->setPositionX(frameReady[i]->getPositionX());
		numberBtn[i]->setZOrder(10);
		numberBtn[i]->isHidden = false;
		this->addChild(numberBtn[i]);
		actionBy = MoveTo::create(0.4, frameReady[i]->getPosition());
		auto easeAction = EaseBounceInOut::create(actionBy);

		for (int j = 0; j < GamePlay::instance()->getLevel(); j++) {
			if ((i + 1) == arrayLevel[j]) {
				numberBtn[i]->isHidden = true;
				numberBtn[i]->setVisible(false);
			}
		}

		if (numberBtn[i]->isHidden == false) {
			auto delay = DelayTime::create(0.2 * (k + 1));
			auto sequence = Sequence::create(delay, easeAction, nullptr);
			numberBtn[i]->runAction(sequence);
			k++;
		}
	}

	if (frameReady != NULL) {
		for (int i = 0; i < SUM_NUM; i++)
			frameReady[i]->setVisible(false);
	}

	//create result frame and equal character
	Sprite* frameEqual[SUM_COM / 2];
	Sprite* characterEqual[SUM_COM / 2];
	for (int i = 0; i < SUM_COM / 2; i++) {
		characterEqual[i] = Sprite::create("icon_equal.png");
		frameEqual[i] = Sprite::createWithTexture(frameReady[i]->getTexture());
		frameEqual[i]->setTag(TAG_FRAME_EQUAL + i);
开发者ID:reddevil138,项目名称:NineGaps,代码行数:67,代码来源:GamePlay.cpp


注:本文中的LabelTTF::setZOrder方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。