本文整理汇总了C++中MenuItemToggle::setPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ MenuItemToggle::setPosition方法的具体用法?C++ MenuItemToggle::setPosition怎么用?C++ MenuItemToggle::setPosition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MenuItemToggle
的用法示例。
在下文中一共展示了MenuItemToggle::setPosition方法的4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
// on "init" you need to initialize your instance
bool OptionsMenu::init()
{
Size visibleSize = CCDirector::sharedDirector()->getVisibleSize();
Vec2 origin = CCDirector::sharedDirector()->getVisibleOrigin();
scrollingBgLayer = new ScrollingBgLayer(3.0);
this->addChild(scrollingBgLayer);
LabelBMFont *nameLabel = LabelBMFont::create("Options Menu","PixelFont.fnt");
nameLabel->setPosition(visibleSize.width/2, visibleSize.height * 0.8);
this->addChild(nameLabel);
MenuItemImage *presetItem = MenuItemImage::create("_bookgame_UI__resume.png",
"_bookgame_UI__resume.png",
CC_CALLBACK_1(OptionsMenu::reset, this));
presetItem->setPosition(ccp(visibleSize.width/2 - visibleSize.width * 0.125, visibleSize.height * 0.5));
MenuItemImage *pmainMenuItem = MenuItemImage::create("_bookgame_UI_mainmenu.png",
"_bookgame_UI_mainmenu.png",
CC_CALLBACK_1(OptionsMenu::mainMenu, this));
pmainMenuItem->setPosition(Vec2(visibleSize.width/2 + visibleSize.width * 0.125, visibleSize.height * 0.5 ));
//sound onoff items
soundOnItem = MenuItemImage::create("_bookgame_UI_soundON.png","_bookgame_UI_soundON.png", this,NULL);
soundOffItem = MenuItemImage::create("_bookgame_UI_soundOFF.png","_bookgame_UI_soundOFF.png", this,NULL);
bool isPaused = CCUserDefault::sharedUserDefault()->getBoolForKey("tinyBazooka_kSoundPausedKey");
MenuItemToggle* soundToggleItem;
if(isPaused == false) {
soundToggleItem = MenuItemToggle::createWithTarget(this,menu_selector(OptionsMenu::SoundOnOff),
soundOnItem, soundOffItem,NULL);
} else {
soundToggleItem = MenuItemToggle::createWithTarget(this,menu_selector(OptionsMenu::SoundOnOff),
soundOffItem, soundOnItem,NULL);
}
soundToggleItem->setPosition(ccp(visibleSize.width* 0.5, visibleSize.height * 0.5 ));
// create menu, it's an autorelease object
Menu* pMenu = Menu::create(pmainMenuItem, presetItem,soundToggleItem, NULL);
pMenu->setPosition(Vec2::ZERO);
this->addChild(pMenu, 10);
this->scheduleUpdate();
return true;
}
示例2: init
bool UILayoutTest_Layout_Relative_Location_Editor::init()
{
if (UIScene_Editor::init())
{
_layout = static_cast<Layout*>(cocostudio::GUIReader::getInstance()->widgetFromJsonFile("cocosui/UIEditorTest/UILayout/Relative_Align_Location/windows_ui_relative_align_location.json"));
_touchGroup->addChild(_layout);
this->configureGUIScene();
Menu* menu = static_cast<Menu*>(getChildByTag(1));
MenuItemToggle* menuItemToggle = static_cast<MenuItemToggle*>(menu->getChildByTag(1));
MenuItem* selectedItem = menuItemToggle->getSelectedItem();
menuItemToggle->setPosition(Vec2(VisibleRect::center().x, VisibleRect::center().y + selectedItem->getContentSize().height * 4.25f));
return true;
}
return false;
}
示例3: okCallback
void HelloWorld::okCallback(Ref* pSender)
{
if(!m_bg)
{
m_runLayer = Layer::create();
this->addChild(m_runLayer);
int dirSel = m_dirSelItem->getSelectedIndex();
switch (dirSel)
{
case 0:
m_bg = ScrollingBackground::create(ScrollDirection::SD_RIGHT_TO_LEFT);
m_direction = ScrollDirection::SD_RIGHT_TO_LEFT;
break;
case 1:
m_bg = ScrollingBackground::create(ScrollDirection::SD_LEFT_TO_RIGHT);
m_direction = ScrollDirection::SD_LEFT_TO_RIGHT;
break;
case 2:
m_bg = ScrollingBackground::create(ScrollDirection::SD_TOP_TO_BOTTOM);
m_direction = ScrollDirection::SD_TOP_TO_BOTTOM;
break;
case 3:
m_bg = ScrollingBackground::create(ScrollDirection::SD_BOTTOM_TO_TOP);
m_direction = ScrollDirection::SD_BOTTOM_TO_TOP;
break;
default:
break;
}
m_runLayer->addChild(m_bg,1);
for (int i = 1; i < 5; i++)
{
addBgSprite(i);
}
/*
//当有一个背景精灵彻底离开屏幕的时候的消息,两种方式
if(m_modeSelItem->getSelectedIndex()==0)
m_bg->setBgChangeEventListener(this,bgSpriteChangeEvent(HelloWorld::loopBgChangeCallback)); //循环模式
else
m_bg->setBgChangeEventListener(this,bgSpriteChangeEvent(HelloWorld::dropBgChangeCallback)); //丢弃模式
*/
//当有一个背景精灵彻底离开屏幕的时候的消息,两种方式
if(m_modeSelItem->getSelectedIndex()==0)
m_bg->setBgChangeEventListener(CC_CALLBACK_3(HelloWorld::loopBgChangeCallback,this)); //循环模式
else
m_bg->setBgChangeEventListener(CC_CALLBACK_3(HelloWorld::dropBgChangeCallback,this)); //丢弃模式
/*
//当背景精灵移动时候的消息,两种方式
m_bg->setBgMoveEventListener(this,bgSpriteMoveEvent(HelloWorld::bgMoveCallback));
*/
//当背景精灵移动时候的消息,两种方式
m_bg->setBgMoveEventListener(CC_CALLBACK_2(HelloWorld::bgMoveCallback,this));
m_velocity = 300.0f;
m_bgSprite = m_bg->getCurBgSprite();
m_bg->beginContinuousScroll(m_velocity);
//一个跟随背景移动的物体
m_pItem = Sprite::create("item.png");
m_pItem->setAnchorPoint(Vec2(0.5f,0.5f));
m_pItem->setPosition(Vec2(0.0f,0.0f));
m_runLayer->addChild(m_pItem,2);
//pItem锚点一直都是(0.5,0.5),坐标一直是(0.0,0.0),注意看当画面切换的时候他会出现在哪里
//背景精灵精灵的锚点不同,会影响pItem的位置
m_pItem->setPosition(m_bg->getCurBgSprite()->getPosition());
/*下面的是一些菜单的设置,不看也可以*/
Size visibleSize = Director::getInstance()->getVisibleSize();
//返回按钮
MenuItemFont* back = MenuItemFont::create("back",CC_CALLBACK_1(HelloWorld::backCallback,this));
back->setAnchorPoint(Vec2(1.0f,1.0f));
back->setPosition(Vec2(visibleSize.width/2.0f,visibleSize.height/2.0f));
//设置相反速度的按钮
MenuItemFont* reverse = MenuItemFont::create("reverse",CC_CALLBACK_1(HelloWorld::reverseCallback,this));
//暂停
MenuItemToggle* pause = MenuItemToggle::createWithCallback(CC_CALLBACK_1(HelloWorld::pauseCallback,this),
MenuItemFont::create("pause"),
MenuItemFont::create("resume"),
NULL);
pause->setPosition(Vec2(0.0f,50.0f));
//上一个画面
MenuItemImage* lastBg = MenuItemImage::create("lastBgNor.png","lastBgCli.png","",CC_CALLBACK_1(HelloWorld::nextBgCallback,this));
lastBg->setTag(0);
lastBg->setAnchorPoint(Vec2(0.0f,0.5f));
lastBg->setPosition(Vec2(-visibleSize.width/2.0f,0.0f));
//下一个画面
//.........这里部分代码省略.........
示例4: init
bool Developer::init()
{
if( !Layer::init() ){
return false;
}
UserDefault *defaults = UserDefault::getInstance();
// 添加背景图片
auto sprite = Sprite::create("scene_abo.png");
sprite->setPosition(Point(GAME_SCREEN_WIDTH/2,GAME_SCREEN_HEIGHT/2));
sprite->setScaleX(GAME_SCREEN_WIDTH / sprite->getContentSize().width);
sprite->setScaleY(GAME_SCREEN_HEIGHT / sprite->getContentSize().height);
this->addChild(sprite);
// 添加返回主菜单按钮
auto backItem = MenuItemImage::create(
"btn_ret.png",
"btn_ret.png",
CC_CALLBACK_1(Developer::menuBackCallback, this));
backItem->setPosition(Vec2(backItem->getContentSize().width/2,GAME_SCREEN_HEIGHT-backItem->getContentSize().height/2));
MenuItemImage *_turnOn,*_turnOff;
_turnOn = MenuItemImage::create(
"btn_musOn.png",
"btn_musOn.png");
_turnOff = MenuItemImage::create(
"btn_musOff.png",
"btn_musOff.png");
MenuItemImage *_trnOn,*_trnOff;
_trnOn = MenuItemImage::create(
"btn_musOn.png",
"btn_musOn.png");
_trnOff = MenuItemImage::create(
"btn_musOff.png",
"btn_musOff.png");
// 音乐开关
MenuItemToggle *musicItem = MenuItemToggle::createWithCallback(CC_CALLBACK_1(Developer::menuMusicCallback, this), _turnOn,_turnOff, NULL);
musicItem->setPosition(Point(GAME_SCREEN_WIDTH/1.4,GAME_SCREEN_HEIGHT/1.8));
// 音效开关
MenuItemToggle *soundItem = MenuItemToggle::createWithCallback(CC_CALLBACK_1(Developer::menuSoundCallback, this), _trnOn,_trnOff, NULL);
soundItem->setPosition(Point(GAME_SCREEN_WIDTH/1.4,GAME_SCREEN_HEIGHT/1.4));
auto menu = Menu::create(backItem,musicItem,soundItem, NULL);
menu->setPosition(Vec2::ZERO);
this -> addChild( menu );
TTFConfig config("Marker Felt.ttf",28);
// 关于
auto labelAbout = Label::createWithTTF(config, "追梦赤子心");
labelAbout -> setPosition(Point( GAME_SCREEN_WIDTH/2 , GAME_SCREEN_HEIGHT/1.2));
labelAbout->setColor(Color3B(35,35,35));
this->addChild(labelAbout);
if (defaults->getBoolForKey(MUSIC_KEY)) {
musicItem->setSelectedIndex(0);
}
else {
musicItem->setSelectedIndex(1);
}
if (defaults->getBoolForKey(SOUND_KEY)) {
soundItem->setSelectedIndex(0);
}
else {
soundItem->setSelectedIndex(1);
}
return true;
}