本文整理汇总了C++中SkeletonAnimation::setPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ SkeletonAnimation::setPosition方法的具体用法?C++ SkeletonAnimation::setPosition怎么用?C++ SkeletonAnimation::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SkeletonAnimation
的用法示例。
在下文中一共展示了SkeletonAnimation::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
bool CSmeltArmor::init()
{
if (BaseLayer::init())
{
m_ui = LoadComponent("RinseItem.xaml"); //
m_ui->setPosition(VCENTER);
this->addChild(m_ui);
this->setIsShowBlack(false);
m_attr = (CLayout*)m_ui->findWidgetById("attr");
//获取cell
m_pCellInfo = (CLayout*)m_ui->findWidgetById("cell_info");
CC_SAFE_RETAIN(m_pCellInfo);
m_pCellInfo->removeFromParentAndCleanup(false);
CCPoint pBasePos = ccp(1281, 160);
//初始化基础属性四条
initItemInfo(pBasePos, m_pBaseInfo, 4);
//添加动画
SkeletonAnimation *pSkeletonAnimation = SkeletonAnimation::createWithFile("strengthen/5002.json", "strengthen/5002.atlas", 1);
pSkeletonAnimation->setPosition(ccp(887, -2));
pSkeletonAnimation->setAnimation(0, "stand", true);
m_ui->addChild(pSkeletonAnimation, 3);
m_pSpineHero = pSkeletonAnimation;
return true;
}
return false;
}
示例2: init
bool BatchingExample::init () {
if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
// To avoid the SkeletonBatch buffer from being resized, set this to the number of vertices ever rendered in one frame.
// BatchingExample needs ~3200, but let's set it low to test the buffer resizing.
SkeletonBatch::setBufferSize(512);
// Load the texture atlas.
_atlas = spAtlas_createFromFile("spineboy.atlas", 0);
CCASSERT(_atlas, "Error reading atlas file.");
// This attachment loader configures attachments with data needed for cocos2d-x rendering.
// Do not dispose the attachment loader until the skeleton data is disposed!
_attachmentLoader = (spAttachmentLoader*)Cocos2dAttachmentLoader_create(_atlas);
// Load the skeleton data.
spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
json->scale = 0.6f; // Resizes skeleton data to 60% of the size it was in Spine.
_skeletonData = spSkeletonJson_readSkeletonDataFile(json, "spineboy.json");
CCASSERT(_skeletonData, json->error ? json->error : "Error reading skeleton data file.");
spSkeletonJson_dispose(json);
// Setup mix times.
_stateData = spAnimationStateData_create(_skeletonData);
spAnimationStateData_setMixByName(_stateData, "walk", "jump", 0.2f);
spAnimationStateData_setMixByName(_stateData, "jump", "run", 0.2f);
int xMin = _contentSize.width * 0.10f, xMax = _contentSize.width * 0.90f;
int yMin = 0, yMax = _contentSize.height * 0.7f;
for (int i = 0; i < 50; i++) {
// Each skeleton node shares the same atlas, skeleton data, and mix times.
SkeletonAnimation* skeletonNode = SkeletonAnimation::createWithData(_skeletonData, false);
skeletonNode->setAnimationStateData(_stateData);
skeletonNode->setAnimation(0, "walk", true);
skeletonNode->addAnimation(0, "jump", false, 3);
skeletonNode->addAnimation(0, "run", true);
skeletonNode->setPosition(Vec2(
RandomHelper::random_int(xMin, xMax),
RandomHelper::random_int(yMin, yMax)
));
addChild(skeletonNode);
}
scheduleUpdate();
EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = [this] (Touch* touch, Event* event) -> bool {
Director::getInstance()->replaceScene(SpineboyExample::scene());
return true;
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
return true;
}
示例3: testSimple
void SpineTest::testSimple(Object *sender)
{
log("testSimple");
SkeletonAnimation *node = SkeletonAnimation::createWithFile("player.json", "player.atlas");
node->setAnimation(0, "walk", true);
node->setPosition(Point(200, 200));
addChild(node);
}
示例4: testChangeAnimation
void SpineTest::testChangeAnimation(Object *sender)
{
log("testChangeAnimation");
// Setting the Animation
SkeletonAnimation *node = SkeletonAnimation::createWithFile("player.json", "player.atlas");
node->setAnimation(0, "walk", true);
node->setPosition(Point(200, 120));
node->setTag(kTagSpinePlayer);
addChild(node);
mAnime = node;
// Setting the buttons
std::vector<Node *> nodeArray;
ControlButton *button;
button = GUIHelper::createButton("Walk", this, cccontrol_selector(SpineTest::changeAnime), Point(0, 0));
button->setTag(kTagButtonWalk);
nodeArray.push_back(button);
button = GUIHelper::createButton("Jump", this, cccontrol_selector(SpineTest::changeAnime), Point(0, 0));
button->setTag(kTagButtonJump);
nodeArray.push_back(button);
button = GUIHelper::createButton("Hurt", this, cccontrol_selector(SpineTest::changeAnime), Point(0, 0));
button->setTag(kTagButtonHurt);
nodeArray.push_back(button);
button = GUIHelper::createButton("Idle", this, cccontrol_selector(SpineTest::changeAnime), Point(0, 0));
button->setTag(kTagButtonIdle);
nodeArray.push_back(button);
GUIHelper::addNodesToParent(this, nodeArray, 0, 50, 480, 10);
// hide the menu
hideMenu();
}