本文整理汇总了C++中ParticleBatchNode::setCameraMask方法的典型用法代码示例。如果您正苦于以下问题:C++ ParticleBatchNode::setCameraMask方法的具体用法?C++ ParticleBatchNode::setCameraMask怎么用?C++ ParticleBatchNode::setCameraMask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ParticleBatchNode
的用法示例。
在下文中一共展示了ParticleBatchNode::setCameraMask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: dieImpl
void GameLevel::dieImpl() {
mDieFlag = false;
pause();
// Camera effect.
getGameLayer()->getBlockRoot()->runAction(CameraShake::create(0.3f, 10));
auto hero = getHero();
// Particle effect.
ParticleSystem *ps = ParticleSystemQuad::create(DIE_FX_NAME);
ParticleBatchNode *batch = ParticleBatchNode::createWithTexture(ps->getTexture());
batch->addChild(ps);
batch->setPosition(hero->getRenderer()->getPosition());
batch->setCameraMask((unsigned short) CameraFlag::USER2);
mGameLayer->getBlockRoot()->addChild(batch, ZORDER_DIE_FX, DIE_FX_TAG);
hero->getRenderer()->getNode()->runAction(Sequence::create(ScaleTo::create(0.2, 0.1, 0.1),
CallFunc::create([this] {
getHero()->getRenderer()->setVisible(false);
}), nullptr));
mGameLayer->runAction(Sequence::create(DelayTime::create(0.5), CallFunc::create([this] {
enableGame(false);
enableGame(true);
}), nullptr));
}
示例2: loadFx
void GameLevel::loadFx() {
for (auto i : mEffects) {
ParticleSystem *ps = ParticleSystemQuad::create(i);
ParticleBatchNode *batch = ParticleBatchNode::createWithTexture(ps->getTexture());
batch->addChild(ps);
mGameLayer->getBlockRoot()->addChild(batch, ZORDER_PARTICLE);
batch->setCameraMask((unsigned short) CameraFlag::USER2);
mFxNodes.push_back(batch);
}
}