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C++ LayerColor类代码示例

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

LayerColor * LayerColor::create(const Color4B& color, GLfloat width, GLfloat height)
{
    LayerColor * layer = new LayerColor();
    if( layer && layer->initWithColor(color,width,height))
    {
        layer->autorelease();
        return layer;
    }
    CC_SAFE_DELETE(layer);
    return nullptr;
}
开发者ID:Jthora,项目名称:BeatRecognitionSystem,代码行数:11,代码来源:CCLayer.cpp

示例2: init

bool GameOver::init()
{
    //////////////////////////////
    // 1. super init first
    if (!Scene::init())
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();
    
    /////////////////////////////
   
    
    
    
    auto ac = Sprite::create(picOver);
    ac->setAnchorPoint(Vec2(0,0));
    ac->setPosition(Vec2(0,0));
    ac->setScaleX(visibleSize.width/ac->getTextureRect().getMaxX()); //设置精灵宽度缩放比例
    ac->setScaleY(visibleSize.height/ac->getTextureRect().getMaxY());
    
    this->addChild(ac,100);
    
    
    
    
    //半透明层
    
    LayerColor* layerColor = CCLayerColor::create();
    
    layerColor->setColor(cocos2d::Color3B(0, 0, 0));
    
    layerColor->setOpacity(150);
    
    layerColor->setContentSize(Size(visibleSize.width, visibleSize.height));
    
    this->addChild(layerColor,101);
    
    
    auto gameover = Sprite::create("setting/gameover.png");
    //gameover->setAnchorPoint(Vec2(0,0));
    gameover->setPosition(Vec2(origin.x + visibleSize.width/2,
                               origin.y + visibleSize.height/2));
    this->addChild(gameover,102);
    

    
    scheduleUpdate();
    
    return true;
    
}
开发者ID:kimikimi911,项目名称:growup,代码行数:54,代码来源:GameOver.cpp

示例3: new

LayerColor * LayerColor::create(const Color4B& color)
{
    LayerColor * layer = new (std::nothrow) LayerColor();
    if(layer && layer->initWithColor(color))
    {
        layer->autorelease();
        return layer;
    }
    CC_SAFE_DELETE(layer);
    return nullptr;
}
开发者ID:hugohuang1111,项目名称:Bird,代码行数:11,代码来源:CCLayer.cpp

示例4: addCtrlPanel

void SceneGame::addCtrlPanel()
{
	Menu* menu = Menu::create();
	this->addChild(menu);


	LayerColor* bg = LayerColor::create(Color4B(150, 80, 50, 255), winSize.width, winSize.height);
	addChild(bg, -1);
	bg->setGlobalZOrder(-300);

	MenuItemImage *regretItem = MenuItemImage::create("regret.jpg", "regret.jpg"
		, CC_CALLBACK_1(SceneGame::Regret,this));

	menu->addChild(regretItem);

	moveNode(regretItem, Vec2(160, 60));

	
	MenuItem* startServerItem = MenuItemFont::create("StartServer",CC_CALLBACK_1(SceneGame::startServer,this));
	menu->addChild(startServerItem);
	moveNode(startServerItem, Vec2(160, 0));


	MenuItem* startClientItem = MenuItemFont::create("StartClient",CC_CALLBACK_1(SceneGame::startClient,this));
	menu->addChild(startClientItem);
	moveNode(startClientItem, Vec2(160, -60));

	
	startServerItem->setUserObject(startClientItem);
	startClientItem->setUserObject(startServerItem);


	MenuItem* restartItem = MenuItemFont::create("Restart", CC_CALLBACK_1(SceneGame::Restart,this));
	menu->addChild(restartItem);
	moveNode(restartItem, Vec2(160, -120));

	if (_bRestart)
	{
		startServerItem->setEnabled(false);
		startClientItem->setEnabled(false);

		NetBattle::clear();

		if (_bRedSide)
		{
			startServer(startServerItem);
		}
		else
		{
			startClient(startClientItem);
		}
	}
}
开发者ID:Gaddient,项目名称:Chess,代码行数:53,代码来源:SceneGame.cpp

示例5: new

LayerColor* LayerColor::create()
{
    LayerColor* ret = new (std::nothrow) LayerColor();
    if (ret && ret->init())
    {
        ret->autorelease();
    }
    else
    {
        CC_SAFE_DELETE(ret);
    }
    return ret;
}
开发者ID:114393824,项目名称:Cocos2dxShader,代码行数:13,代码来源:CCLayer.cpp

示例6: unschedule

//游戏成功
void Breakout::win() {
	unschedule(schedule_selector(Breakout::update));
	unschedule(schedule_selector(Breakout::showTime));
	LayerColor* gameOverLayer = LayerColor::create(Color4B(128, 128, 128, 128));
	Label* over = Label::createWithSystemFont("You Win", "Arial", 80);
	over->setPosition(origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2);
	gameOverLayer->addChild(over);
	this->addChild(gameOverLayer, 5);
	for (int i = 0; i < enemys.size(); i++) {
		enemys.at(i)->setVelocity(Vec2(0, 0));
	}
	player->getPhysicsBody()->setVelocity(Vec2(0, 0));
}
开发者ID:CPYcpyCPY,项目名称:C-Cocos2d,代码行数:14,代码来源:BreakoutScene.cpp

示例7: setupHeader

void TDDSubMenu::setupHeader(const Color4B &headerColor)
{
	GLfloat parentH = this->getContentSize().height;
	GLfloat width = this->getContentSize().width;
	GLfloat height = kHeaderHeight;
	
	LayerColor *headerLayer = LayerColor::create(headerColor, width, height);
	Point pos = Point(0, parentH - height);
	headerLayer->setPosition(pos);
	this->addChild(headerLayer);
	
	
	// Setting Buttons
	float scale = TDDHelper::getBestScale();
	// Size screenSize = TDDHelper::getScreenSize();
	int midY = height/2;
	int buttonW = (int)(scale * 50);
	int buttonH = height;
	int leftButtonX = buttonW / 2;
	int rightButtonX = width - leftButtonX;
	int midX = width/2;
	

	Size size = Size(buttonW, buttonH);

	ControlButton *button;
	pos.x = leftButtonX;
	pos.y = midY;
	button = createButton("back", kActionTagBack, pos, size);
	headerLayer->addChild(button);
	mBackButton = button;
	
	pos.x = rightButtonX;
	pos.y = midY;
	button = createButton("hide", kActionTagToggle, pos, size);
	headerLayer->addChild(button);
	button->addTargetWithActionForControlEvents(this,
												cccontrol_selector(TDDSubMenu::touchUpInsideAction),
												Control::EventType::TOUCH_UP_INSIDE);
	mToggleButton = button;
	
	// Label
	Label *title = Label::createWithSystemFont("MENU", "Arial", 15);
	title->setColor(Color3B::WHITE);
	title->setPosition(Point(midX, midY));
	headerLayer->addChild(title);
	
	
	//
	mHeaderLayer = headerLayer;
}
开发者ID:dwdcth,项目名称:SimpleTDD-cocos2dx,代码行数:51,代码来源:TDDSubMenu.cpp

示例8: init

bool BuyChipLayer::init()
{
    if(!PokerChildLayer::init()) {
        return false;
    }
    LayerColor *layer = LayerColor::create(Color4B(100,100,100,100));
    this->addChild(layer);
    this->setTouchMode(Touch::DispatchMode::ONE_BY_ONE);
    this->setTouchEnabled(true);
    this->setSwallowsTouches(true);
    
    auto& size = Director::getInstance()->getWinSize();
    auto layout = ui::Layout::create();
    layout->setContentSize(size);
    layout->setTouchEnabled(true);
    layout->setAnchorPoint(Point::ZERO);
    this->addChild(layout, -10);
    
    auto root = CSLoader::createNode("LayerBuyChip1.csb");
    this->addChild(root);
    Size winSize = Director::getInstance()->getWinSize();
    LayerColor *layerBlack = LayerColor::create(Color4B(0, 0, 0, 100),winSize.width,winSize.height * 2);
    layerBlack->setPositionY(-winSize.height);
    this->addChild(layerBlack,-1);
    auto text_max_add = dynamic_cast<Text*>(CSLoader::seekNodeByName(root, "text_max_add"));
    auto text_min_add = dynamic_cast<Text*>(CSLoader::seekNodeByName(root, "text_min_add"));
    text_max_add->setString(tools::local_string("max_buy", "最多可添加"));
    text_min_add->setString(tools::local_string("min_buy", "最少可添加"));
    
    text_min_number_ = dynamic_cast<Text*>(CSLoader::seekNodeByName(root, "text_min_number"));
    text_max_number_ = dynamic_cast<Text*>(CSLoader::seekNodeByName(root, "text_max_number"));
    text_buy_number_ = dynamic_cast<Text*>(CSLoader::seekNodeByName(root, "text_buy_number"));
    
    auto btn_cancel = dynamic_cast<Button *>(CSLoader::seekNodeByName(root, "btn_cancel"));
    auto btn_confirm = dynamic_cast<Button*>(CSLoader::seekNodeByName(root, "btn_confirm"));
    btn_cancel->addClickEventListener(std::bind(&BuyChipLayer::click_btn_cancel, this, std::placeholders::_1));
    btn_confirm->addClickEventListener(std::bind(&BuyChipLayer::click_btn_confirm, this, std::placeholders::_1));
    btn_cancel->setTitleText(tools::local_string("cancel","取消"));
    btn_confirm->setTitleText(tools::local_string("confirm_change_password","确定"));
    
    auto btn_add = dynamic_cast<Button*>(CSLoader::seekNodeByName(root, "btn_add"));
    auto btn_sub = dynamic_cast<Button*>(CSLoader::seekNodeByName(root, "btn_sub"));
    
    btn_add->addClickEventListener(std::bind(&BuyChipLayer::click_btn_add, this, std::placeholders::_1));
    btn_sub->addClickEventListener(std::bind(&BuyChipLayer::click_btn_sub, this, std::placeholders::_1));
    
    slider_chip_ = dynamic_cast<Slider*>(CSLoader::seekNodeByName(root, "slider_chip"));
    slider_chip_->addEventListener(std::bind(&BuyChipLayer::slider_slider_chip, this, std::placeholders::_1, std::placeholders::_2));
    
    return true;
}
开发者ID:,项目名称:,代码行数:51,代码来源:

示例9: init

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.

	/**/
    // add "HelloWorld" splash screen"
	auto sprite = Sprite::create("bkq.png");
    // position the sprite on the center of the screen
    sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
    // add the sprite as a child to this layer
  //  this->addChild(sprite, 0);
	sprite->setTag(1024);

	//scheduleUpdate();
	//schedule(schedule_selector(HelloWorld::updateTest), 1.0f, kRepeatForever,5.0f);
	
	/**/
	//color4b rgbA   LayerColorĬÈÏêµã0,0
	LayerColor* redLayer = LayerColor::create(Color4B(255, 0, 0, 255), visibleSize.width / 2, visibleSize.height / 2);
	redLayer->ignoreAnchorPointForPosition(false);
	redLayer->setPosition(visibleSize / 2);
	redLayer->setAnchorPoint(Vec2(0.5, 0.5));
	this->addChild(redLayer);
	LayerColor* blueLayer = LayerColor::create(Color4B(0, 0, 255, 255), visibleSize.width / 6, visibleSize.height / 6);
	blueLayer->ignoreAnchorPointForPosition(false);
	blueLayer->setAnchorPoint(Vec2(1, 1));
	redLayer->addChild(blueLayer);

	/*
	DrawNode * rect = DrawNode::create();
	addChild(rect);
	rect->setZOrder(10);
	rect->drawSolidRect(Vec2(100,100),Vec2(300,300),Color4F(1,0,0,1));

	DrawNode * rect2 = DrawNode::create();
	addChild(rect2);
	rect2->drawSolidRect(Vec2(150, 150), Vec2(350, 350), Color4F(0, 1, 0, 1));

	DrawNode * rect3 = DrawNode::create();
	addChild(rect3);
	rect3->drawSolidRect(Vec2(200, 200), Vec2(400, 400), Color4F(0, 0, 1, 1));
	*/


    return true;
}
开发者ID:caiwb1990,项目名称:cocosClass,代码行数:59,代码来源:HelloWorldScene.cpp

示例10: init

bool GameWinLayer::init()
{
	if (!Layer::init())
	{
		return false;
	}
	Size visibleSize = Director::sharedDirector()->getVisibleSize();

	// finish layer
	LayerColor* layerColor = LayerColor::create();
	layerColor->setColor(Color3B(0, 0, 0));
	layerColor->setOpacity(150);
	layerColor->setContentSize(Size(visibleSize.width, visibleSize.height));
	this->addChild(layerColor, 1);

	return true;
}
开发者ID:MingkaiMa824,项目名称:iPhone2015,代码行数:17,代码来源:GameWinLayer.cpp

示例11: initTitulo

void Ajustes::initTitulo(){
    LayerColor *capaPosTitulo = LayerColor::create(Color4B(23, 70, 108, 210), cuadroJuego->getContentSize().width-(espacioBordesCuadro*escala*2), 200*escala);
    capaPosTitulo->setAnchorPoint(Vec2(0,1));
    capaPosTitulo->setPosition(anchoLateralCE+(espacioSuperiorBtAtras*escala),visibleSize.height-(200*escala)-(espacioSuperiorBtAtras*escala));
    capaPosTitulo->setZOrder(1);
    this->addChild(capaPosTitulo);
    

    tituloEscena = CCLabelTTF::create(LanguageManager::getInstance()->getString("AjustesLbTitulo"), "HVD_Comic_Serif_Pro.ttf", 130*escala,CCSizeMake(anchoNoLateralCE, capaPosTitulo->getContentSize().height), TextHAlignment::CENTER);
    tituloEscena->setColor(Color3B(216,254,51));
    tituloEscena->setVerticalAlignment(TextVAlignment::CENTER);
    tituloEscena->setAnchorPoint(Vec2(0, 0));
    tituloEscena->setPosition(anchoLateralCE,capaPosTitulo->getPositionY());
    tituloEscena->setZOrder(10);
    this->addChild(tituloEscena, 1);
    tituloEscena->retain();

}
开发者ID:si2info,项目名称:info.si2.mostrosity,代码行数:18,代码来源:Ajustes.cpp

示例12: getContentSize

void TTTBoard::addHorizontalGrids()
{
	Color4B color = TTT_LINE_COLOR;
	
	int numLine = mGrid - 1;
	float lineThick = 6;
	float lineWidth = getContentSize().width;
	float y = (mGridSize - lineThick/2);
	
	Point pos = Point(0, y);
	
	for(int i=0; i<numLine; i++) {
		LayerColor *line = LayerColor::create(color, lineWidth, lineThick);
		line->setPosition(pos);
		addChild(line);
		
		pos.y += mGridSize;
	}
}
开发者ID:duongbadu,项目名称:TicTacToeCcx3,代码行数:19,代码来源:TTTBoard.cpp

示例13: CC_CALLBACK_2

// on "init" you need to initialize your instance
bool Bug914Layer::init()
{
    // always call "super" init
    // Apple recommends to re-assign "self" with the "super" return value
    if (BugsTestBaseLayer::init())
    {
        auto listener = EventListenerTouchAllAtOnce::create();
        listener->onTouchesBegan = CC_CALLBACK_2(Bug914Layer::onTouchesBegan, this);
        listener->onTouchesMoved = CC_CALLBACK_2(Bug914Layer::onTouchesMoved, this);
        _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
        
        // ask director the the window size
        auto size = Director::getInstance()->getWinSize();
        LayerColor *layer;
        for( int i=0;i < 5;i++)
        {
            layer = LayerColor::create(Color4B(i*20, i*20, i*20,255));
            layer->setContentSize(Size(i*100, i*100));
            layer->setPosition(Vec2(size.width/2, size.height/2));
            layer->setAnchorPoint(Vec2(0.5f, 0.5f));
            layer->ignoreAnchorPointForPosition(false);
            addChild(layer, -1-i);
        }

        // create and initialize a Label
        auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 64.0f);
        auto item1 = MenuItemFont::create("restart", CC_CALLBACK_1(Bug914Layer::restart, this));

        auto menu = Menu::create(item1, nullptr);
        menu->alignItemsVertically();
        menu->setPosition(Vec2(size.width/2, 100));
        addChild(menu);

        // position the label on the center of the screen
        label->setPosition(Vec2( size.width /2 , size.height/2 ));

        // add the label as a child to this Layer
        addChild(label);
        return true;
    }
    return false;
}
开发者ID:AppleJDay,项目名称:cocos2d-x,代码行数:43,代码来源:Bug-914.cpp

示例14: init

bool LoadingScene::init() 
{
	if (Layer::init())
	{
		// add background to current scene
		LayerColor *bkGround = LayerColor::create(Color4B(0, 255, 255, 255));
		this->addChild(bkGround);
		LabelTTF *logo = LabelTTF::create("tashaxing's 2048", "Arial", 30);
		logo->setColor(Color3B(255, 255, 0));
		bkGround->addChild(logo);
		logo->setPosition(bkGround->getContentSize().width / 2, bkGround->getContentSize().height / 2);
		//添加音频预加载回调,注意,只有layer才能用schedule,scene不行
		this->scheduleOnce(schedule_selector(LoadingScene::loadingCallBack), 0);
		return true;
	}
	else
	{
		return false;
	}
}
开发者ID:panxunying,项目名称:iPhone2014,代码行数:20,代码来源:LoadingScene.cpp

示例15: onEnter

void GameOverDialog::onEnter() {
    Node::onEnter();

    Size visibleSize = Director::getInstance()->getVisibleSize();
    // this->setContentSize(visibleSize);

    LayerColor *background = LayerColor::create(Color4B(0, 0, 0, 178));
    this->addChild(background);
    // background->setContentSize(visibleSize);

    // TODO: We should decide winner in the game scene
    std::string filename = _playerLifePoint == _opponentLifePoint
                               ? "labelDraw.png"
                               : (_playerLifePoint > _opponentLifePoint ? "labelYouWin.png" : "labelYouLose.png");
    Sprite *title = Sprite::create(filename);
    title->setAnchorPoint(Vec2::ANCHOR_MIDDLE_TOP);
    title->setPosition(Vec2(visibleSize.width * 0.5f, visibleSize.height * 0.9f));

    std::stringstream ss;
    ss << _playerLifePoint * 100 / INITIAL_PLAYER_LIFE << "% - " << _opponentLifePoint * 100 / INITIAL_PLAYER_LIFE
       << "%";
    // TODO: Do not use magic number
    auto scoreLabel = ui::Text::create(ss.str(), FONT_DIGIT, 96);
    scoreLabel->setAnchorPoint(Vec2(0.5f, 0.5f));
    scoreLabel->setPosition(Vec2(visibleSize.width * 0.5f, visibleSize.height * 0.5f));
    scoreLabel->setColor(Color3B::WHITE);

    _button = ui::Button::create();
    _button->loadTextures("buttonOk.png", "buttonOkPressed.png");
    _button->setAnchorPoint(Vec2::ANCHOR_MIDDLE_BOTTOM);
    _button->setPosition(Vec2(visibleSize.width * 0.5f, visibleSize.height * 0.1f));
    _button->addTouchEventListener(CC_CALLBACK_2(GameOverDialog::buttonPressed, this));

    this->addChild(title);
    this->addChild(scoreLabel);
    this->addChild(_button);

    auto action = cocos2d::FadeTo::create(0.1, 178);
    background->setOpacity(0);
    background->runAction(action);
}
开发者ID:haruki-nakano,项目名称:Yuzu,代码行数:41,代码来源:GameOverDialog.cpp


注:本文中的LayerColor类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。