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C++ SpriteBatchNode::addChild方法代码示例

本文整理汇总了C++中SpriteBatchNode::addChild方法的典型用法代码示例。如果您正苦于以下问题:C++ SpriteBatchNode::addChild方法的具体用法?C++ SpriteBatchNode::addChild怎么用?C++ SpriteBatchNode::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SpriteBatchNode的用法示例。


在下文中一共展示了SpriteBatchNode::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: createRemovablePlats

void LevelTwo::createRemovablePlats()
{
	std::shared_ptr<GameData> ptr = GameData::sharedGameData();
	SpriteBatchNode* spritebatch = SpriteBatchNode::create(ptr->m_textureAtlasImageFile);
	for (int i = 0; i < 4; i++)
	{
		if (i == 0)
		{
			TowerBase * removablePlats = TowerBase::create(Vec2(200, 338), m_gameState, 5);
			m_removablePlats.push_back(removablePlats);
			spritebatch->addChild(removablePlats, -5);
		}
		else if (i == 1)
		{
			TowerBase * removablePlats = TowerBase::create(Vec2(245, 338), m_gameState, 5);
			m_removablePlats.push_back(removablePlats);
			spritebatch->addChild(removablePlats, -5);
		}
		else if (i == 2)
		{
			TowerBase * removablePlats = TowerBase::create(Vec2(200, -100), m_gameState, 6);
			m_removablePlats.push_back(removablePlats);
			spritebatch->addChild(removablePlats, -5);
		}
		else if (i == 3)
		{
			TowerBase * removablePlats = TowerBase::create(Vec2(245, -100), m_gameState, 6);
			m_removablePlats.push_back(removablePlats);
			spritebatch->addChild(removablePlats, -5);
		}
	}
	this->addChild(spritebatch, 1, END_SPRITE_BATCH);
}
开发者ID:ChristopherBuggy,项目名称:FYP,代码行数:33,代码来源:levelTwo.cpp

示例2: InitAnimation

//INITS
void GameScreen::InitAnimation()
{
	SpriteBatchNode* spritebatch = SpriteBatchNode::create("Assets/Animation/Idle.png");

	SpriteFrameCache* cache = SpriteFrameCache::getInstance();
	cache->addSpriteFramesWithFile("Assets/Animation/Idle.plist");

	_santaPaused = Sprite::createWithSpriteFrameName("Assets/Santa/idle_0001.png");
	spritebatch->addChild(_santaPaused);
	addChild(spritebatch);
	_santaPaused->setPosition(Vec2(-_winSizeW*0.5f, _winSizeH*0.7f));

	Vector<SpriteFrame*> animFrames;

	char str[100] = { 0 };
	for (int i = 1; i <= 12; i++)
	{
		sprintf(str, "Assets/Santa/idle_%04d.png", i);
		SpriteFrame* frame = cache->getSpriteFrameByName(str);
		animFrames.pushBack(frame);
	}

	Animation* animation = Animation::createWithSpriteFrames(animFrames, 0.1f);
	_santaPaused->runAction(RepeatForever::create(Animate::create(animation)));
}
开发者ID:G012188e,项目名称:Technical-Duo-Game,代码行数:26,代码来源:GameScreen.cpp

示例3: init

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !LayerColor::initWithColor(Color4B(255,255,255,255)) )
    {
        return false;
    }
    
	Texture2D *texture = TextureCache::sharedTextureCache()->addImage("Icon.png");

	SpriteBatchNode* batch = SpriteBatchNode::createWithTexture(texture, 800);
	this->addChild(batch);
	for (int i = 0; i < 800; ++i)
	{
		int index = (i % 50) * 8;
		int rowIndex = (i / 50) * 8;
		Sprite *temp = Sprite::createWithTexture(texture);
		temp->setPosition(Vec2(index, rowIndex));
		batch->addChild(temp);
	}

    
    return true;
}
开发者ID:jhghdi,项目名称:MyStudy,代码行数:26,代码来源:HelloWorldScene.cpp

示例4: createButton

void LevelTwo::createButton()
{
	std::shared_ptr<GameData> ptr = GameData::sharedGameData();
	SpriteBatchNode* spritebatch = SpriteBatchNode::create(ptr->m_textureAtlasImageFile);
	for (int i = 0; i < ptr->m_numButton; i++)
	{
		Button * button = Button::create(Vec2(ptr->m_ButtonsX[i], ptr->m_ButtonsY[i]), 2);
		m_button.push_back(button);
		spritebatch->addChild(button, -5);
	}
	for (int i = 0; i < ptr->m_numButton; i++)
	{
		Button * button = Button::create(Vec2(ptr->m_ButtonsX[i], ptr->m_ButtonsY[i]), 3);
		m_button.push_back(button);
		spritebatch->addChild(button, -5);
	}
	this->addChild(spritebatch, 1, END_SPRITE_BATCH);
}
开发者ID:ChristopherBuggy,项目名称:FYP,代码行数:18,代码来源:levelTwo.cpp

示例5: createEndGame

void LevelTwo::createEndGame()
{
	std::shared_ptr<GameData> ptr = GameData::sharedGameData();
	SpriteBatchNode* spritebatch = SpriteBatchNode::create(ptr->m_textureAtlasImageFile);
	for (int i = 0; i < ptr->m_numEndGame; i++)
	{
		endGame * endGame = endGame::create(Vec2(ptr->m_endGameX[i], ptr->m_endGameY[i]), 1);
		m_end.push_back(endGame);
		spritebatch->addChild(endGame, -5);
	}
	this->addChild(spritebatch, 1, END_SPRITE_BATCH);
}
开发者ID:ChristopherBuggy,项目名称:FYP,代码行数:12,代码来源:levelTwo.cpp

示例6: createTowerBases

void Tutorial::createTowerBases()//creates the taxis
{
	std::shared_ptr<GameData> ptr = GameData::sharedGameData();
	SpriteBatchNode* spritebatch = SpriteBatchNode::create(ptr->m_textureAtlasImageFile);

	for (int i = 24; i < ptr->m_numberOfTowerBases; i++)//loops thru the taxi for tutorial
	{
		TowerBase * base = TowerBase::create(Vec2(ptr->m_towerBaseX[i], ptr->m_towerBaseY[i]), m_gameState);
		m_towerBases.push_back(base);
		spritebatch->addChild(base, 1);
	}
	this->addChild(spritebatch, 1, TOWERS_SPRITE_BATCH);
}
开发者ID:shanedooley,项目名称:FinalYearProject,代码行数:13,代码来源:Tutorial.cpp

示例7: createHiddenPlatforms

void LevelTwo::createHiddenPlatforms()
{
	std::shared_ptr<GameData> ptr = GameData::sharedGameData();
	SpriteBatchNode* spritebatch = SpriteBatchNode::create(ptr->m_textureAtlasImageFile);

	for (int i = 0; i < ptr->m_numberOfHiddenPlatforms; i++)
	{
		TowerBase * HiddenPlat = TowerBase::create(Vec2(380, 470), m_gameState, 4);
		m_hiddenPlats.push_back(HiddenPlat);
		spritebatch->addChild(HiddenPlat, -5);
	}
	this->addChild(spritebatch, 1, HIDDEN_SPRITE_BATCH);
}
开发者ID:ChristopherBuggy,项目名称:FYP,代码行数:13,代码来源:levelTwo.cpp

示例8: createAmbulances

void Tutorial::createAmbulances()//creates the ambulances
{
	std::shared_ptr<GameData> ptr = GameData::sharedGameData();
	SpriteBatchNode* spritebatch = SpriteBatchNode::create(ptr->m_textureAtlasImageFile);

	for (int i = 22; i < ptr->m_numberOfAmbulance; i++)//loops thru the ambulances for tutorial
	{
		Ambulance * base = Ambulance::create(Vec2(ptr->m_ambulancePosX[i], ptr->m_ambulancePosY[i]), m_gameState);
		m_ambulances.push_back(base);
		spritebatch->addChild(base, 1);
	}
	this->addChild(spritebatch, 1, COINS_SPRITE_BATCH);
}
开发者ID:shanedooley,项目名称:FinalYearProject,代码行数:13,代码来源:Tutorial.cpp

示例9: createTrucks

void Tutorial::createTrucks()//creates the trucks
{
	std::shared_ptr<GameData> ptr = GameData::sharedGameData();
	SpriteBatchNode* spritebatch = SpriteBatchNode::create(ptr->m_textureAtlasImageFile);

	for (int i = 0; i < 10; i++)//loops thru the trucks for tutorial
	{
		Truck * base = Truck::create(Vec2(ptr->m_truckPosX[i], ptr->m_truckPosY[i]), m_gameState);
		m_trucks.push_back(base);
		spritebatch->addChild(base, 1);
	}
	this->addChild(spritebatch, 1, COINS_SPRITE_BATCH);
}
开发者ID:shanedooley,项目名称:FinalYearProject,代码行数:13,代码来源:Tutorial.cpp

示例10: createCoins

void Tutorial::createCoins()//creates the coins
{
	std::shared_ptr<GameData> ptr = GameData::sharedGameData();
	SpriteBatchNode* spritebatch = SpriteBatchNode::create(ptr->m_textureAtlasImageFile);

	for (int i = 92; i < 104; i++)//loops thru the coins for tutorial
	{
		Coin * base = Coin::create(Vec2(ptr->m_coinPosX[i], ptr->m_coinPosY[i]), m_gameState);
		m_coins.push_back(base);
		spritebatch->addChild(base, 1);
	}
	this->addChild(spritebatch, 4, COINS_SPRITE_BATCH);
}
开发者ID:shanedooley,项目名称:FinalYearProject,代码行数:13,代码来源:Tutorial.cpp

示例11: createPlatforms

void LevelTwo::createPlatforms()
{
	std::shared_ptr<GameData> ptr = GameData::sharedGameData();
	SpriteBatchNode* spritebatch = SpriteBatchNode::create(ptr->m_textureAtlasImageFile);

	for (int i = 0; i < ptr->m_numberOfLevelTwoPlats; i++)
	{
		TowerBase * base = TowerBase::create(Vec2(ptr->m_levelTwoPlatformsX[i], ptr->m_levelTwoPlatformsY[i]), m_gameState, 3);
		m_levelTwoPlat.push_back(base);
		spritebatch->addChild(base, -5);
	}
	this->addChild(spritebatch, 1, LEVELTWO_SPRITE_BATCH);
}
开发者ID:ChristopherBuggy,项目名称:FYP,代码行数:13,代码来源:levelTwo.cpp

示例12: createTraps

void LevelTwo::createTraps()
{
	std::shared_ptr<GameData> ptr = GameData::sharedGameData();
	SpriteBatchNode* spritebatch = SpriteBatchNode::create(ptr->m_textureAtlasImageFile);
	for (int i = 0; i < 1; i++)
	{
		TowerGun * traps = TowerGun::create(Vec2(ptr->m_trapX[i], ptr->m_trapY[i]), 2, 520, 240);
		m_traps.push_back(traps);
		spritebatch->addChild(traps, -5);
	}
	for (int i = 0; i < 1; i++)
	{
		TowerGun * traps = TowerGun::create(Vec2(ptr->m_trapX[i], ptr->m_trapY[i]), 2, 970, 240);
		m_traps.push_back(traps);
		spritebatch->addChild(traps, -5);
	}
	for (int i = 0; i < 1; i++)
	{
		TowerGun * traps = TowerGun::create(Vec2(ptr->m_trapX[i], ptr->m_trapY[i]), 2, 590, 115);
		m_traps.push_back(traps);
		spritebatch->addChild(traps, -5);
	}
	for (int i = 0; i < 1; i++)
	{
		TowerGun * traps = TowerGun::create(Vec2(ptr->m_trapX[i], ptr->m_trapY[i]), 2, 790, 115);
		m_traps.push_back(traps);
		spritebatch->addChild(traps, -5);
	}
	for (int i = 0; i < 1; i++)
	{
		TowerGun * traps = TowerGun::create(Vec2(ptr->m_trapX[i], ptr->m_trapY[i]), 2, 990, 115);
		m_traps.push_back(traps);
		spritebatch->addChild(traps, -5);
	}
	this->addChild(spritebatch, -1, TRAPS_SPRITE_BATCH);
}
开发者ID:ChristopherBuggy,项目名称:FYP,代码行数:36,代码来源:levelTwo.cpp

示例13: addBird

void HelloWorld::addBird(cocos2d::Point p)
{
    SpriteBatchNode *parent = SpriteBatchNode::create("bird_hero.png");
    m_pSpriteTexture = parent->getTexture();//获取纹理贴图
    //将精灵批处理节点添加到层
    this->addChild(parent,0,kTagParentNode);
    
//    Sprite *sprite = Sprite::createWithTexture(m_pSpriteTexture,Rect(32*idx, 32*idy, 32, 32));
    
    bird = Sprite::createWithTexture(m_pSpriteTexture);
    parent->addChild(bird);
    
    Size birdSize = m_pSpriteTexture->getContentSize();
    
    b2BodyDef bodyDef;
    bodyDef.type = b2_dynamicBody;
    
    bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO);
    bodyDef.userData = bird;
    b2Body *body = world->CreateBody(&bodyDef);
    
    //定义盒子形状
    b2PolygonShape dynamicBox;
    dynamicBox.SetAsBox(birdSize.width/2/PTM_RATIO, birdSize.height/2/PTM_RATIO);
    
    b2FixtureDef fixtureDef;
//   fixtureDef.filter.groupIndex = 0;
//    fixtureDef.filter.maskBits = 0x0002;//掩码
//    fixtureDef.filter.categoryBits = 0x0003;//设置分类码
    fixtureDef.shape = &dynamicBox;
    fixtureDef.density = 1.f;//密度
    fixtureDef.friction = 0.3f;
    fixtureDef.restitution = 0.f;//弹性系数
    body->CreateFixture(&fixtureDef);//用刚体创建夹具
    
    //事件监听
    auto listener1 = EventListenerTouchOneByOne::create();
    listener1->setSwallowTouches(true);
    listener1->onTouchBegan =[=](Touch *touch,Event *event)
    {
        //设置线性速度
        body->SetLinearVelocity(b2Vec2(0, 7));
        return true;
    };
    _eventDispatcher->addEventListenerWithSceneGraphPriority(listener1, this);
}
开发者ID:2011conquer,项目名称:FlappyBird,代码行数:46,代码来源:HelloWorldScene.cpp

示例14: animFrames

void gameLevel2::shipExplosions(Vec2 vec,bool scale) {

	SpriteBatchNode* spritebatch = SpriteBatchNode::create("animations/explosion.png");
	SpriteFrameCache* cache = SpriteFrameCache::getInstance();
	cache->addSpriteFramesWithFile("animations/explosion.plist");
	auto explosion = Sprite::createWithSpriteFrameName("explosion_01.png");
	explosion->setPosition(vec);
	if (scale) explosion->setScale(0.5);
	spritebatch->addChild(explosion);
	this->addChild(spritebatch);
	Vector<SpriteFrame*> animFrames(48);

	char str[100] = { 0 };
	for (int i = 1; i < 49; i++)
	{
		sprintf(str, "explosion_%02d.png", i);
		SpriteFrame* frame = cache->getSpriteFrameByName(str);
		animFrames.pushBack(frame);
	}

	Animation* animation = Animation::createWithSpriteFrames(animFrames, 0.02);
	explosion->runAction(Sequence::create(Animate::create(animation),RemoveSelf::create(),NULL));
	
}
开发者ID:hbabuc,项目名称:G.O.R.A---Space-Adventure,代码行数:24,代码来源:gameLevel2.cpp

示例15: init

bool TitleScreen::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !BaseLayer::init() )
    {
        return false;
    }
    
    SimpleAudioEngine::sharedEngine()->preloadEffect("sfx_cursor_back.wav");
    SimpleAudioEngine::sharedEngine()->preloadEffect("sfx_cursor_move.wav");
    SimpleAudioEngine::sharedEngine()->preloadEffect("sfx_cursor_select.wav");
    
    SpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("logos.plist");
    SpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("chars.plist");
    SpriteBatchNode *mainBatchNode = SpriteBatchNode::create("chars.png");
    
    Sprite *bg = Sprite::create("bg_menu.png");
    bg->getTexture()->setAliasTexParameters();
    bg->setAnchorPoint(ccp(0, 0));
    bg->setPosition(ccp(0, 0));
    
    Sprite *gameLogo = Sprite::createWithSpriteFrameName("game_logo.png");
    gameLogo->getTexture()->setAliasTexParameters();
    gameLogo->setAnchorPoint(ccp(0.5f, 0.5f));
    gameLogo->setPosition(ccp(80, 103));
    
    pressStartLabel = LabelBMFont::create("PRESS START", "whitefont.fnt", 160, kTextAlignmentCenter);
    pressStartLabel->setColor(gbLightestColor3);
    pressStartLabel->getTexture()->setAliasTexParameters();
    pressStartLabel->setAnchorPoint(ccp(0.5f, 0.5f));
    pressStartLabel->setPosition(ccp(80, 30));
    
    startGameLabel = LabelBMFont::create("Start game", "whitefont.fnt", 160, kTextAlignmentCenter);
    startGameLabel->setColor(gbLightColor3);
    startGameLabel->getTexture()->setAliasTexParameters();
    startGameLabel->setAnchorPoint(ccp(0.5f, 0.5f));
    startGameLabel->setPosition(ccp(80, 30));
    
    creditsLabel = LabelBMFont::create("Credits", "whitefont.fnt", 160, kTextAlignmentCenter);
    creditsLabel->setColor(gbLightColor3);
    creditsLabel->setAnchorPoint(ccp(0.5f, 0.5f));
    creditsLabel->setPosition(ccp(80, 30));
    
    levelLabel = LabelBMFont::create("Level", "whitefont.fnt", 78, kTextAlignmentRight);
    levelLabel->setColor(gbLightColor3);
    levelLabel->setAnchorPoint(ccp(1.0f, 0.5f));
    levelLabel->setPosition(ccp(78, 30));
    
    levelNumberLabel = LabelBMFont::create("1", "whitefont.fnt", 78, kTextAlignmentLeft);
    levelNumberLabel->setColor(gbLightColor3);
    levelNumberLabel->setAnchorPoint(ccp(0.0f, 0.5f));
    levelNumberLabel->setPosition(ccp(82, 30));
    
    arrowUp = Sprite::createWithSpriteFrameName("arrowup.png");
    arrowUp->setAnchorPoint(ccp(0.5f, 0.0f));
    arrowUp->getTexture()->setAliasTexParameters();
    
    arrowDown = Sprite::createWithSpriteFrameName("arrowdown.png");
    arrowDown->setAnchorPoint(ccp(0.5f, 1.0f));
    
    mainBatchNode->addChild(arrowUp);
    mainBatchNode->addChild(arrowDown);
    
    this->addChild(bg);
    this->addChild(gameLogo);
    this->addChild(pressStartLabel);
    this->addChild(startGameLabel);
    this->addChild(creditsLabel);
    this->addChild(levelLabel);
    this->addChild(levelNumberLabel);
    this->addChild(mainBatchNode);
    
    optionIndex = 0;
    cursorIndex = 0;
    maxLevel = UserDefault::sharedUserDefault()->getIntegerForKey("MaxLevel", 1);
    if (maxLevel > kLastLevel) maxLevel = kLastLevel;
    selectedLevel = maxLevel;
    
    this->updateMenu();
    
    if (!SimpleAudioEngine::sharedEngine()->isBackgroundMusicPlaying())
        SimpleAudioEngine::sharedEngine()->playBackgroundMusic("song_title.wav", true);
    
    return true;
}
开发者ID:bassarisse,项目名称:LostInCaves,代码行数:86,代码来源:TitleScreen.cpp


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