本文整理汇总了C++中ProgressTimer::setPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ ProgressTimer::setPosition方法的具体用法?C++ ProgressTimer::setPosition怎么用?C++ ProgressTimer::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ProgressTimer
的用法示例。
在下文中一共展示了ProgressTimer::setPosition方法的6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: cool
void SkillButton::cool(float time) {
ProgressTimer *prog = static_cast<ProgressTimer *>(this->getChildByTag(PROGRESS_TAG));
//判断之前是否已经设置了冷却效�?
if (!prog) {
prog = ProgressTimer::create(Sprite::create("image/1.png"));
prog->setType( ProgressTimer::Type::RADIAL);
prog->setTag(PROGRESS_TAG);
this->addChild(prog);
prog->setAnchorPoint(Vec2(0.f, 0.f));
prog->setPosition(0.f, 0.f);
prog->setScale(this->getContentSize().width / prog->getContentSize().width); //调整到和图标一样大�?
}
auto to1 = Sequence::createWithTwoActions(ProgressTo::create(0, 100.f),
ProgressTo::create(time, 0.f));
prog->runAction(to1);
}
示例2: progressTimerNodeWithRenderTexture
ProgressTimer* TransitionProgressRadialCW::progressTimerNodeWithRenderTexture(RenderTexture* texture)
{
Size size = Director::getInstance()->getWinSize();
ProgressTimer* node = ProgressTimer::create(texture->getSprite());
// but it is flipped upside down so we flip the sprite
node->getSprite()->setFlippedY(true);
node->setType( ProgressTimer::Type::RADIAL );
// Return the radial type that we want to use
node->setReverseDirection(true);
node->setPercentage(100);
node->setPosition(Vector2(size.width/2, size.height/2));
node->setAnchorPoint(Vector2(0.5f,0.5f));
return node;
}
示例3: onSkillStarted
void SkillItem::onSkillStarted()
{
this->setEnabled(false);
ProgressTo *to1 = ProgressTo::create(getSkillCDTime(), 100);
ProgressTimer *sprite = ProgressTimer::create(Sprite::create(this->getDisableIcon().c_str()));
sprite->setType(ProgressTimer::Type::RADIAL);
auto tint = Sequence::create(TintTo::create(getSkillCDTime(), 60, 255, 180),
NULL);
sprite->setPosition(Point(getContentSize().width / 2, getContentSize().height / 2));
sprite->setBarChangeRate(Point(0, 1));
addChild(sprite, 0, SKILL_ITEM_CHILD_TAG);
sprite->runAction(Sequence::create(Spawn::create(to1, tint, NULL),CallFunc::create( CC_CALLBACK_0( SkillItem::onSkillCDFinished, this)) ,NULL) );
}
示例4: init
bool skillCd::init()
{
if (!Layer::init())
return false;
Size visibleSize = Director::getInstance()->getVisibleSize();
ProgressTo *to = ProgressTo::create(3.0f, 100);
Sprite *skill_icon = Sprite::create("icon.png");
ProgressTimer *skill = ProgressTimer::create(skill_icon);
skill->setType(kCCProgressTimerTypeRadial);
skill->setPosition(visibleSize.width / 2, visibleSize.height / 2);
addChild(skill);
Sprite *skill_icon_back = skill_icon;
skill_icon_back->setPosition(visibleSize.width / 2, visibleSize.height / 2);
skill_icon_back->setOpacity(100);
addChild(skill_icon_back);
skill->runAction(to);
return true;
}
示例5: init
bool HelloWorld::init()
{
if ( !CCLayer::init() )
{
return false;
}
_tileMap = TMXTiledMap::create("ai_map.tmx");
//_tileMap->initWithTMXFile("ai_map.tmx");
_background = _tileMap->getLayer("Background");
_foreground_1 = _tileMap->getLayer("Foreground_1");
_foreground_2 = _tileMap->getLayer("Foreground_2");
_meta = _tileMap->getLayer("Meta");
_meta->setVisible(false);
this->addChild(_tileMap);
TMXObjectGroup *objectGroup = _tileMap->getObjectGroup("Objects");
CCASSERT(NULL != objectGroup, "SpawnPoint object not found");
auto spawnPoint = objectGroup->getObject("SpawnPoint");
CCASSERT(!spawnPoint.empty(), "SpawnPoint object not found");
//CCDictionary *spawnPoint = objectGroup->objectNamed("SpawnPoint");
//int x = ((CCString)spawnPoint.valueForKey("x")).intValue();
//int y = ((CCString)spawnPoint.valueForKey("y")).intValue();
int x = spawnPoint["x"].asInt();
int y = spawnPoint["y"].asInt();
// player
_player = Sprite::create("egg.png");
_player->setTag(5);
_player->setPosition(x,y);
addChild(_player);
setViewPointCenter(_player->getPosition());
// patrol enemy
searching_enemy = Enemys::createWithLayer(this);
searching_enemy->setGameLayer(this);
auto enemy = objectGroup->getObject("EnemySpawn1");
int x_1 = enemy["x"].asInt();
int y_1 = enemy["y"].asInt();
addEnemyAtPos(Point(x_1,y_1));
_enemies.pushBack(searching_enemy);
// archer
archer = Sprite::create("Kiwi.png");
archer->setPosition(positionForTileCoord(Point(12, 4)));
archer->setTag(23);
archer->setScale(1.0);
this->addChild(archer,1);
_enemies.pushBack(archer);
//boss
boss = Sprite::create("patrol.png");
boss->setPosition(positionForTileCoord(Point(26,9)));
boss->setTag(26);
boss->setScale(1.7);
this->addChild(boss);
_enemies.pushBack(boss);
//a princess
princess = Sprite::create("Princess.png");
princess->setPosition(positionForTileCoord(Point(28, 10)));
princess->setScale(0.6);
this->addChild(princess);
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(true);
listener->onTouchBegan = [&](Touch* touch, Event* unused_event)->bool { return true; };
listener->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded, this);
this->_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
// a pause button
auto pauseItem = MenuItemImage::create("pause.png","",CC_CALLBACK_1(HelloWorld::onPause, this));
auto menu = Menu::create(pauseItem,NULL);
pauseItem->setScale(0.2);
pauseItem->setPosition(positionForTileCoord(Point(27, 1)));
menu->setPosition(Point::ZERO);
this->addChild(menu,1,5);
// add background music
//CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic("SummerNight.wav");
// navigation button:up, down, left and right and an attacking button
auto left_btn = Sprite::create("left.png");
left_btn->setScale(0.3);
left_btn->setPosition(Point(100, 125));
left_btn->setTag(TAG_LEFT);
this->addChild(left_btn,1);
auto right_btn = Sprite::create("right.png");
right_btn->setScale(0.3);
right_btn->setPosition(Point(250, 125));
//.........这里部分代码省略.........
示例6: addTouchListener
void GameScene::addTouchListener()
{
auto touchListener = EventListenerTouchOneByOne::create();
touchListener->onTouchBegan = [this](Touch* t,Event* e)->bool{
auto menuCoo = menu->convertToNodeSpace(t->getLocation());
Rect oldAABB = buttonCoco->getBoundingBox();
Vec2 oldVec = oldAABB.origin;
Vec2 newVec = oldVec-buttonCoco->getContentSize()/2;
Rect newAABB(newVec.x,newVec.y,oldAABB.size.width,oldAABB.size.height);
if(mpProgressTimer->getPercentage()==100.0f&&newAABB.containsPoint(menuCoo)){
isMagic = true;
coco->playAnimation(BaseSprite::State::magic);
if(!eff){
eff = EffSprite::create("pfca/effect/eff_point_Coco_ult.fca", "effect/eff_point_Coco_ult");
this->addChild(eff);
}
eff->setVisible(true);
eff->setPosition(0-_director->getWinSize().width/2,0);
eff->playAnimation(BaseSprite::State::magic,CallFunc::create(CC_CALLBACK_0(GameScene::effectCallback, this)));
mpProgressTimer->setPercentage(0.f);
}
return true;
};
auto hurtLisener = EventListenerCustom::create("hurt", [this](EventCustom* e)->void{
auto hurtObject = (BaseSprite*)e->getUserData();
Label* l = nullptr;
ProgressTimer* hp = nullptr;
if(hurtObject==boss){
l = l1;
hp = effectHpProgressTimer[0];
}else{
l = l2;
hp = effectHpProgressTimer[1];
}
if(dynamic_cast<TreeBoss*>(hurtObject)){
l->setPosition(hurtObject->getPosition()+Vec2(_director->getWinSize().width/2,_director->getWinSize().height/2+200));
hp->setPosition(hurtObject->getPosition()+Vec2(_director->getWinSize().width/2,_director->getWinSize().height/2+180));
}
else{
l->setPosition(hurtObject->getPosition()+Vec2(_director->getWinSize().width/2,_director->getWinSize().height/2+100));
hp->setPosition(hurtObject->getPosition()+Vec2(_director->getWinSize().width/2,_director->getWinSize().height/2+130));
}
hp->setPercentage((hurtObject->getProperty().curLife/hurtObject->getProperty().maxLife)*100);
l->setString("-"+Value((int)hurtObject->getCurHurt()).asString());
if(!l->getParent()){
this->addChild(l,3);
}
if(!hp->getParent()){
this->addChild(hp,3);
}
hp->setVisible(true);
if(!l->isVisible()){
l->setVisible(true);
l->setOpacity(255);
}
auto move = MoveBy::create(0.5f, Vec2(0,20));
auto fade = FadeOut::create(0.5f);
l->runAction(Sequence::create(move, fade,CallFunc::create(std::bind(&GameScene::lableCallback, this,l)),nullptr));
hp->runAction(Sequence::create(DelayTime::create(1.0f),CallFuncN::create([](Node* n){
n->setVisible(false);
}), NULL));
});
_eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener,buttonCoco);
_eventDispatcher->addEventListenerWithSceneGraphPriority(hurtLisener,this);
}