本文整理汇总了C++中LayerColor::addChild方法的典型用法代码示例。如果您正苦于以下问题:C++ LayerColor::addChild方法的具体用法?C++ LayerColor::addChild怎么用?C++ LayerColor::addChild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LayerColor
的用法示例。
在下文中一共展示了LayerColor::addChild方法的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: init
bool SkillTableView::init()
{
if (!Node::init())
return false;
LayerColor* bg = LayerColor::create(Color4B(255, 255, 255, 127), 450, 500);
bg->setPosition(bg->getContentSize()/-2);
this->addChild(bg, -1);
CCLabelTTF* title = CCLabelTTF::create("技能列表", "fonts/Marker Felt.ttf", 40);
title->setPosition(Point(bg->getContentSize().width/2, bg->getContentSize().height-30));
bg->addChild(title);
ControlButton* button = ControlButton::create(Scale9Sprite::create("ui/closed_normal.png"));
button->setBackgroundSpriteForState(Scale9Sprite::create("ui/closed_selected.png"), Control::State::HIGH_LIGHTED);
button->setPreferredSize(Size(57, 58));
button->setPosition(ccpSub(ccpAdd(bg->getPosition(), bg->getContentSize()), button->getContentSize()/2));
this->addChild(button);
button->addTargetWithActionForControlEvents(GAME_UILAYER, cccontrol_selector(GameInfoUIController::removeSmallMenuAndButton), Control::EventType::TOUCH_UP_INSIDE);
// button->setTouchPriority(0);
m_skillTableView = TableView::create(this, Size(420, 420));
m_skillTableView->setPosition(Point(15, 15));
// m_skillTableView->setDirection(kCCScrollViewDirectionVertical);
m_skillTableView->setDelegate(this);
// m_skillTableView->setVerticalFillOrder(kCCTableViewFillTopDown);
bg->addChild(m_skillTableView);
m_skillTableView->reloadData();
return true;
}
示例2: Point
Layer *TDDSuiteLayer::createStatusBarLayer()
{
Size screenSize = TDDHelper::getScreenSize();
int midY = kStatusBarHeight/2;
int margin = 10;
Point leftAnchor = Point(0, 0.5);
Point rightAnchor = Point(1, 0.5);
// Layer containter
LayerColor *layer = LayerColor::create(kColorToolBar, screenSize.width, kStatusBarHeight);
//
Label *leftLabel = TDDHelper::createLabel("Left", kStatusBarFontSize, Color3B::WHITE);
leftLabel->setAnchorPoint(leftAnchor);
leftLabel->setPosition(Point(margin, midY));
layer->addChild(leftLabel);
mStatusLeftLabel = leftLabel;
Label *rightLabel = TDDHelper::createLabel("Right", kStatusBarFontSize, Color3B::WHITE);
rightLabel->setAnchorPoint(rightAnchor);
rightLabel->setPosition(Point(screenSize.width - margin, midY));
layer->addChild(rightLabel);
// Setting Right Label
char text[200];
sprintf(text, "%s %s (%d)", APP_NAME, VERSION, BUILD);
rightLabel->setString(text);
return layer;
}
示例3: createNumCard
void Game2048::initUI()
{
//scene -> gameLayer -> root / uiNode
LayerColor *gameLayer = LayerColor::create(Color4B(0xff, 0xff, 0xf0, 0xff));
this->addChild(gameLayer);
Node *root = Node::create();
gameLayer->addChild(root);
Node *uiNode = Node::create();
gameLayer->addChild(uiNode);
lblScore = Label::createWithTTF("", "fonts/Marker Felt.ttf", 24);
lblScore->setPosition(Vec2(DISPLAY_CX, DISPLAY_HEIGHT * 4 / 5));
uiNode->addChild(lblScore);
//root -> bg
bgSize = DISPLAY_WIDTH - offsetW;
LayerColor *bgLayer = LayerColor::create(Color4B(0xcd, 0xba, 0x96, 0xff), bgSize, bgSize);
bgLayer->setPosition(Point(DISPLAY_CX,DISPLAY_CY));
bgLayer->setAnchorPoint(Point(0.5, 0.5));
bgLayer->ignoreAnchorPointForPosition(false);
root->addChild(bgLayer);
//NumNode
numSize = (bgSize - offsetW) / s_row ;
for (int i = 0; i < s_row; i++)
{
for (int j = 0; j < s_row; j++)
{
int numberX = numSize*(i+0.5) + DISPLAY_CX - bgSize/2 + offsetW/2 ;
int numberY = numSize*(j+0.5) + DISPLAY_CY - bgSize/2 + offsetW/2;
Node *numNode = Node::create();
numNode->setPosition(Point(numberX, numberY));
root->addChild(numNode);
//bg
LayerColor *numBg = LayerColor::create(Color4B(200, 190, 180, 0xff), numSize-offsetW/2, numSize-offsetW/2);
numBg->setAnchorPoint(Point(0.5, 0.5));
numBg->ignoreAnchorPointForPosition(false);
numNode->addChild(numBg);
//card
cardNumbers[i][j] = 0;
Node *cardNode = createNumCard(cardNumbers[i][j]);
cardNodes[i][j] = cardNode;
numNode->addChild(cardNode);
}
}
randomCreateNum();
randomCreateNum();
}
示例4: 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;
}
示例5: lostGame
//游戏失败
void HWorld::lostGame()
{
//添加失败界面
auto size=Director::getInstance()->getWinSize();
const char* pic = "";
if(isGetNewRecord)
{
pic = "win1.png";
}else
{
pic = "lost1.png";
}
LayerColor* layer = LayerColor::create(Color4B(0, 0, 0, 190), size.width, size.height);
Sprite* sp = Sprite::create(pic);
sp->setPosition(Vec2(size.width*0.5,size.height*0.5));
layer->addChild(sp);
addChild(layer,100);
//添加一个按钮用于返回Menu
Label* ttback =Label::createWithSystemFont("返回主菜单", "Helvetica-Bold", 23);
MenuItemLabel* menuLabel= MenuItemLabel::create(ttback, CC_CALLBACK_1(HWorld::backMenu, this));
menuLabel->setPosition(Vec2(0,-200));
Menu* menu =Menu::create(menuLabel,NULL);
addChild(menu,100);
//停止游戏
Director::getInstance()->pause();
SimpleAudioEngine::getInstance()->stopBackgroundMusic();
SimpleAudioEngine::getInstance()->stopAllEffects();
}
示例6: lostGame
//游戏失败场景
void HWorld::lostGame()
{
Size size = Director::getInstance()->getWinSize();
//创建一个带有颜色的层
LayerColor *layer = LayerColor::create(Color4B(0, 0, 0, 190),size.width,size.height);
//创建背景图片精灵
Sprite * sp = Sprite::create("game_lost.png");
sp->setPosition(Point(size.width/2, size.height/2));
layer->addChild(sp);
this->addChild(layer,100);
//设置菜单项字体
MenuItemFont::setFontName("Arial");
//设置菜单项字体大小
MenuItemFont::setFontSize(26);
//创建一个只有字体的Menu按钮
MenuItemFont *item1 = MenuItemFont::create("返回主菜单", CC_CALLBACK_1(HWorld::backMenu, this));
//菜单选项卡在Menu中的坐标系是以屏幕的中点为原点
item1->setPosition(Point(0 , -200));
Menu * menu = Menu::create(item1,NULL);
this->addChild(menu,100);
//游戏暂停
Director::getInstance()->pause();
}
示例7: createBottomBar
//TODO 屏蔽事件穿透
void BattleScene::createBottomBar()
{
LayerColor *bottom = LayerColor::create(Color4B(0, 0, 100, 100));
bottom->setContentSize(Size(WINSIZE.width, 120));
bottom->setPosition(Point(0, 0));
addChild(bottom);
int totalCount = 11;
int index = 0;
Vector<MenuItem *> items;
auto soldierInCamp = BattleData::getInstance()->getAttackSoldierInCamp();
map<int, vector<DSoldier *>>::iterator it;
for(it=soldierInCamp.begin(); it!=soldierInCamp.end(); it++)
{
MenuItemImage *item = MenuItemImage::create("ui/616.0.png", "ui/617.0.png", "ui/618.0.png", CC_CALLBACK_1(BattleScene::selectArmy, this));
item->setTag(it->first);
items.pushBack(item);
index++;
//head
Size size = item->getContentSize();
char img[20];
sprintf(img, "ui/%d.png", it->first / 100);
auto head = Sprite::create(img);
head->setAnchorPoint(Point(0.5, 0.5));
head->setPosition(size.width/2, size.height/2);
item->addChild(head);
char text[20];
sprintf(text, "X %d", it->second.size());
TTFConfig config("fonts/tahoma.ttf",16);
auto count = Label::createWithTTF(config, text, TextHAlignment::LEFT);
count->setPosition(size.width/2, size.height - count->getContentSize().height);
item->addChild(count);
//初始化为第一个兵种
if (m_selectedSoldierType <= 0)
{
m_selectedSoldierType = it->first;
}
}
for (int i = index; i < totalCount; i++)
{
MenuItemImage *item = MenuItemImage::create("ui/616.0.png", "ui/617.0.png", "ui/618.0.png", CC_CALLBACK_1(BattleScene::selectArmy, this));
item->setEnabled(false);
items.pushBack(item);
}
Size bottomSize = bottom->getContentSize();
Sprite *spItem = Sprite::create("ui/618.0.png");
Size itemSize = spItem->getContentSize();
float padding = (bottomSize.width - itemSize.width * totalCount) / (totalCount + 1);
UIRadioButton *radio = UIRadioButton::createWithArray(items);
radio->alignItemsHorizontallyWithPadding(padding);
radio->setPosition(Point(bottomSize.width / 2, bottomSize.height / 2));
radio->setSelectedIndex(0);
bottom->addChild(radio);
}
示例8: 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;
}
示例9: win
//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));
}
示例10: Point
Layer *TDDSuiteLayer::createToolBarLayer()
{
Size screenSize = TDDHelper::getScreenSize();
int midY = kToolBarHeight/2;
int inputW = 140;
int menuW = 70;
int backX = 40;
int findX = screenSize.width - menuW/2;
int inputH = kToolBarHeight - 10;
int inputX = findX - 10 - menuW / 2 - inputW / 2;
LayerColor *menuLayer = LayerColor::create(kColorToolBar, screenSize.width, kToolBarHeight);
Menu *menuBack = TDDHelper::createMenu(Point(backX, midY), "Back",
CC_CALLBACK_1(TDDSuiteLayer::goBack, this));
menuLayer->addChild(menuBack);
mEditFilter = TDDHelper::createEditBox(menuLayer, Point(inputX, midY), Size(inputW, inputH));
mEditFilter->setText(TDDHelper::getFilter());
mEditFilter->setDelegate(this);
Menu *menuFind = TDDHelper::createMenu(Point(findX, midY), "Find",
CC_CALLBACK_1(TDDSuiteLayer::filterTest, this));
menuLayer->addChild(menuFind);
return menuLayer;
}
示例11: dead
//游戏失败
void Breakout::dead() {
blood = 0;
pT->setPercentage(blood);
unschedule(schedule_selector(Breakout::update));
unschedule(schedule_selector(Breakout::showTime));
ParticleSystemQuad* fireWorks = ParticleSystemQuad::create("fire.plist");
fireWorks->setPosition(player->getPosition());
this->addChild(fireWorks);
this->removeChild(player);
LayerColor* gameOverLayer = LayerColor::create(Color4B(128, 128, 128, 128));
Label* over = Label::createWithSystemFont("Game Over", "Arial", 80);
over->setPosition(origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2);
gameOverLayer->addChild(over);
this->addChild(gameOverLayer, 5);
}
示例12: 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;
}
}
示例13: init
bool CoverLayer::init()
{
if (!Layer::init()) {
return false;
}
_fWidth = COMWinSize().width/2;
_fHeight = 0.75*COMWinSize().width/2;
LayerColor* layerBg = LayerColor::create(Color4B(104,177,59,255));
//LayerColor* layerBg = LayerColor::create(Color4B(146,220,121,255));
//LayerColor* layerBg = LayerColor::create(Color4B(130,207,191,255));
addChild(layerBg,0);
Sprite* spBook = Sprite::create("image/cover_bookshelf.png");
spBook->setPosition(Point(COMWinSize().width/2,(COMWinSize().height-_fHeight*2)/2+_fHeight*2));
layerBg->addChild(spBook);
_menuLayer = Layer::create();
_menuLayer->setVisible(false);
addChild(_menuLayer);
_LayerBtnStart = LayerColor::create(Color4B(101,233,232,255), _fWidth, _fHeight);
_LayerBtnRecord = LayerColor::create(Color4B(70,187,242,255), _fWidth, _fHeight);
_LayerBtnSet = LayerColor::create(Color4B(250,138,73,255), _fWidth, _fHeight);
_LayerBtnComment = LayerColor::create(Color4B(159,213,111,255), _fWidth, _fHeight);
_LayerBtnStart->setPosition(Point(0-_fWidth,_fHeight));
_menuLayer->addChild(_LayerBtnStart);
_LayerBtnRecord->setPosition(Point(_fWidth+_fWidth,_fHeight));
_menuLayer->addChild(_LayerBtnRecord);
_LayerBtnSet->setPosition(Point(0-_fWidth,0));
_menuLayer->addChild(_LayerBtnSet);
_LayerBtnComment->setPosition(Point(_fWidth+_fWidth,0));
_menuLayer->addChild(_LayerBtnComment);
return true;
}
示例14: onEnter
void TransitionCrossFade::onEnter()
{
TransitionScene::onEnter();
// create a transparent color layer
// in which we are going to add our rendertextures
Color4B color(0,0,0,0);
Size size = _director->getWinSize();
LayerColor* layer = LayerColor::create(color);
// create the first render texture for inScene
RenderTexture* inTexture = RenderTexture::create((int)size.width, (int)size.height,Texture2D::PixelFormat::RGBA8888,GL_DEPTH24_STENCIL8);
if (nullptr == inTexture)
{
return;
}
inTexture->getSprite()->setAnchorPoint( Vec2::ANCHOR_MIDDLE );
inTexture->setPosition(size.width/2, size.height/2);
inTexture->setAnchorPoint( Vec2::ANCHOR_MIDDLE );
// render inScene to its texturebuffer
inTexture->begin();
_inScene->visit();
inTexture->end();
// create the second render texture for outScene
RenderTexture* outTexture = RenderTexture::create((int)size.width, (int)size.height,Texture2D::PixelFormat::RGBA8888,GL_DEPTH24_STENCIL8);
outTexture->getSprite()->setAnchorPoint( Vec2::ANCHOR_MIDDLE );
outTexture->setPosition(size.width/2, size.height/2);
outTexture->setAnchorPoint( Vec2::ANCHOR_MIDDLE );
// render outScene to its texturebuffer
outTexture->begin();
_outScene->visit();
outTexture->end();
// create blend functions
BlendFunc blend1 = {GL_ONE, GL_ONE}; // inScene will lay on background and will not be used with alpha
BlendFunc blend2 = {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}; // we are going to blend outScene via alpha
// set blendfunctions
inTexture->getSprite()->setBlendFunc(blend1);
outTexture->getSprite()->setBlendFunc(blend2);
// add render textures to the layer
layer->addChild(inTexture);
layer->addChild(outTexture);
// initial opacity:
inTexture->getSprite()->setOpacity(255);
outTexture->getSprite()->setOpacity(255);
// create the blend action
Action* layerAction = Sequence::create
(
FadeTo::create(_duration, 0),
CallFunc::create(CC_CALLBACK_0(TransitionScene::hideOutShowIn,this)),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
);
// run the blend action
outTexture->getSprite()->runAction( layerAction );
// add the layer (which contains our two rendertextures) to the scene
addChild(layer, 2, kSceneFade);
}
示例15: JuegoTerminado
void Akuerdate::JuegoTerminado(){
CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("ganar.mp3");
escuchadores = false;
juegoTerminado = true;
LayerColor *lyConseguido = LayerColor::create(Color4B(124,180,224,200));
lyConseguido->setPosition(cuadroJuego->getPosition());
lyConseguido->setContentSize(cuadroJuego->getContentSize());
lyConseguido->setLocalZOrder(20);
addChild(lyConseguido);
Sprite *foco = Sprite::create("preguntator_focoLuz.png");
foco->setScaleX(escalaAlta);
foco->setScaleY(0);
foco->setScaleZ(escalaAlta);
foco->setAnchorPoint(Vec2(0.5,1));
foco->setPosition(lyConseguido->getContentSize().width/2,lyConseguido->getContentSize().height);
lyConseguido->addChild(foco);
//animacion foco
ScaleTo *aniFoco = ScaleTo::create(0.7, escalaAlta);
foco->runAction(aniFoco);
__String *txtConsegido = __String::createWithFormat("%s %s",LanguageManager::getInstance()->getString("JUEGO_TX_FINAL_EXITO_2").c_str(),sNombreProfesion->getCString());
CCLabelTTF *txConseguido = CCLabelTTF::create(txtConsegido->getCString(), "HVD_Comic_Serif_Pro.ttf",120*escala,Size((visibleSize.width),(220*escala)*2), TextHAlignment::CENTER);
txConseguido->setColor(Color3B(25,78,121));
txConseguido->setVerticalAlignment(TextVAlignment::CENTER);
txConseguido->setAnchorPoint(Vec2(0.5,1));
txConseguido->setPosition(lyConseguido->getContentSize().width/2,visibleSize.height+(280*escala));
lyConseguido->addChild(txConseguido);
//animacion textoConsegido
MoveTo *aniTxConseguido = MoveTo::create(0.3, Vec2(lyConseguido->getContentSize().width/2,(lyConseguido->getContentSize().height)));
txConseguido->runAction(aniTxConseguido);
Sprite *pizzarra = Sprite::create("pizzarra_final_tiempo.png");
pizzarra->setScale(escalaAlta);
pizzarra->setAnchorPoint(Vec2(0.5,1));
pizzarra->setPosition(visibleSize.width,(lyConseguido->getContentSize().height)-(txConseguido->getContentSize().height));
lyConseguido->addChild(pizzarra);
CCLabelTTF *nAciertosPizarra = CCLabelTTF::create(reloj->getString(), "HVD_Comic_Serif_Pro.ttf",200,pizzarra->getContentSize(), TextHAlignment::CENTER);
nAciertosPizarra->setColor(Color3B(255,255,255));
nAciertosPizarra->setVerticalAlignment(TextVAlignment::CENTER);
nAciertosPizarra->setAnchorPoint(Vec2(0,0));
nAciertosPizarra->setPosition(0,0);
pizzarra->addChild(nAciertosPizarra);
//animacion pizzara
MoveTo *aniPizzarra = MoveTo::create(0.3, Vec2(lyConseguido->getContentSize().width/2,pizzarra->getPositionY()));
pizzarra->runAction(aniPizzarra);
CGestorRecursos *gRecursos = new CGestorRecursos();
CRecurso *recursoAleatorio = gRecursos->obtenerRecursoBloqueadoAleatorio();
if(recursoAleatorio!=NULL){
gRecursos->quitarRecursoBloqueado(recursoAleatorio);
Sprite *txPremio = Sprite::create("preguntator_finjuego_texto_inferior.png");
txPremio->setScale(escalaAlta);
txPremio->setAnchorPoint(Vec2(0.5,0));
txPremio->setPosition(foco->getPositionX(),foco->getPositionY()-(foco->getContentSize().height*escalaAlta));
txPremio->setOpacity(0);
lyConseguido->addChild(txPremio);
//animacion txPremio
Sequence *aniPremio1 = Sequence::create(DelayTime::create(0.7),FadeIn::create(1),NULL);
txPremio->runAction(aniPremio1);
Sprite *premio = Sprite::create(recursoAleatorio->uri->getCString());
float escalaPremio = ((pizzarra->getContentSize().height*pizzarra->getScale())/2)/premio->getContentSize().height;
float escalaPremioAncha = ((pizzarra->getContentSize().width*pizzarra->getScale()))/premio->getContentSize().width;
if(escalaPremioAncha<escalaPremio)
escalaPremio = escalaPremioAncha;
premio->setScale(escalaPremio);
premio->setAnchorPoint(Vec2(0.5,0));
premio->setPosition(txPremio->getPositionX(),txPremio->getPositionY()+(20*escalaPremio)+(txPremio->getContentSize().height*txPremio->getScaleY()));
premio->setOpacity(0);
//nuevo
if(recursoAleatorio->tipoRecurso->getValue()!=Configuracion::rcsTipoOjos&&recursoAleatorio->tipoRecurso->getValue()!=Configuracion::rcsTipoAccesorio&&recursoAleatorio->tipoRecurso->getValue()!=Configuracion::rcsTipoDientes&&recursoAleatorio->tipoRecurso->getValue()!=Configuracion::rcsTipoColor)
premio->runAction(TintTo::create(0,0,0,0));
lyConseguido->addChild(premio);
string textoTraducido1 = LanguageManager::getInstance()->getString("kitDe");
string keyTexto2 = __String::createWithFormat("tipoRecurso%i",recursoAleatorio->tipoRecurso->getValue())->getCString();
string textoTraducido2 = LanguageManager::getInstance()->getString(keyTexto2);
string textoFinal = __String::createWithFormat("%s %s",textoTraducido1.c_str(),textoTraducido2.c_str())->getCString();
CCLabelTTF *nAciertosPizarra = CCLabelTTF::create(textoFinal, "HVD_Comic_Serif_Pro.ttf",60,Size(lyConseguido->getContentSize().width,txPremio->getContentSize().height), TextHAlignment::CENTER);
nAciertosPizarra->setColor(Color3B(229,57,57));
nAciertosPizarra->setVerticalAlignment(TextVAlignment::BOTTOM);
nAciertosPizarra->setAnchorPoint(Vec2(0.5,0));
nAciertosPizarra->setPosition(txPremio->getContentSize().width/2,80);
nAciertosPizarra->setOpacity(0);
txPremio->addChild(nAciertosPizarra);
//.........这里部分代码省略.........