本文整理汇总了C++中SpriteBatchNode::getTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ SpriteBatchNode::getTexture方法的具体用法?C++ SpriteBatchNode::getTexture怎么用?C++ SpriteBatchNode::getTexture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SpriteBatchNode
的用法示例。
在下文中一共展示了SpriteBatchNode::getTexture方法的10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: addChild
//------------------------------------------------------------------
//
// TMXOrthoTest
//
//------------------------------------------------------------------
TMXOrthoTest::TMXOrthoTest()
{
//
// Test orthogonal with 3d camera and anti-alias textures
//
// it should not flicker. No artifacts should appear
//
//auto color = LayerColor::create( Color4B(64,64,64,255) );
//addChild(color, -1);
auto map = TMXTiledMap::create("TileMaps/orthogonal-test2.tmx");
addChild(map, 0, kTagTileMap);
Size CC_UNUSED s = map->getContentSize();
CCLOG("ContentSize: %f, %f", s.width,s.height);
auto pChildrenArray = map->getChildren();
SpriteBatchNode* child = NULL;
Object* pObject = NULL;
CCARRAY_FOREACH(pChildrenArray, pObject)
{
child = static_cast<SpriteBatchNode*>(pObject);
if(!child)
break;
child->getTexture()->setAntiAliasTexParameters();
}
示例2: createMapAndGetTile
void HelloWorld::createMapAndGetTile()
{
auto mapnotchange = TMXTiledMap::create("orthogonal-test4.tmx");
addChild(mapnotchange, 0, 1);
mapnotchange->setPosition(50,240);
auto map = TMXTiledMap::create("orthogonal-test4.tmx");
addChild(map, 0, 2);
map->setPosition(570,240);
SpriteBatchNode* child = nullptr;
auto& children = map->getChildren();
for(const auto &node : children) {
child = static_cast<SpriteBatchNode*>(node);
child->getTexture()->setAntiAliasTexParameters();
}
map->setAnchorPoint(Point(0, 0));
auto layer = map->getLayer("Layer 0");
auto s = layer->getLayerSize();
Sprite* sprite;
sprite = layer->getTileAt(Point(0,0));
sprite->setScale(2);
sprite = layer->getTileAt(Point(s.width-1,0));
sprite->setScale(2);
sprite = layer->getTileAt(Point(0,s.height-1));
sprite->setScale(2);
sprite = layer->getTileAt(Point(s.width-1,s.height-1));
sprite->setScale(2);
}
示例3: addChild
//------------------------------------------------------------------
//
// TMXOrthoTest4
//
//------------------------------------------------------------------
TMXOrthoTest4::TMXOrthoTest4()
{
auto map = TMXTiledMap::create("TileMaps/orthogonal-test4.tmx");
addChild(map, 0, kTagTileMap);
Size CC_UNUSED s1 = map->getContentSize();
CCLOG("ContentSize: %f, %f", s1.width,s1.height);
SpriteBatchNode* child = nullptr;
auto& children = map->getChildren();
for(const auto &node : children) {
child = static_cast<SpriteBatchNode*>(node);
child->getTexture()->setAntiAliasTexParameters();
}
map->setAnchorPoint(Vec2(0, 0));
auto layer = map->getLayer("Layer 0");
auto s = layer->getLayerSize();
Sprite* sprite;
sprite = layer->getTileAt(Vec2(0,0));
sprite->setScale(2);
sprite = layer->getTileAt(Vec2(s.width-1,0));
sprite->setScale(2);
sprite = layer->getTileAt(Vec2(0,s.height-1));
sprite->setScale(2);
sprite = layer->getTileAt(Vec2(s.width-1,s.height-1));
sprite->setScale(2);
schedule( schedule_selector(TMXOrthoTest4::removeSprite), 2 );
}
示例4: 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);
}
示例5: world
Box2DTestLayer::Box2DTestLayer()
: _spriteTexture(NULL)
, world(NULL)
{
#if CC_ENABLE_BOX2D_INTEGRATION
setTouchEnabled( true );
setAccelerometerEnabled( true );
// init physics
this->initPhysics();
// create reset button
this->createResetButton();
//Set up sprite
#if 1
// Use batch node. Faster
SpriteBatchNode *parent = SpriteBatchNode::create("Images/blocks.png", 100);
_spriteTexture = parent->getTexture();
#else
// doesn't use batch node. Slower
_spriteTexture = TextureCache::getInstance()->addImage("Images/blocks.png");
Node *parent = Node::create();
#endif
addChild(parent, 0, kTagParentNode);
addNewSpriteAtPosition(VisibleRect::center());
LabelTTF *label = LabelTTF::create("Tap screen", "Marker Felt", 32);
addChild(label, 0);
label->setColor(Color3B(0,0,255));
label->setPosition(Point( VisibleRect::center().x, VisibleRect::top().y-50));
scheduleUpdate();
#else
LabelTTF *label = LabelTTF::create("Should define CC_ENABLE_BOX2D_INTEGRATION=1\n to run this test case",
"Arial",
18);
Size size = Director::getInstance()->getWinSize();
label->setPosition(Point(size.width/2, size.height/2));
addChild(label);
#endif
}
示例6: if
/*
-(void) runDisappearAnimation : (BlockType )type : (CGPoint)pos : (b2World *)world : (b2Body *)body
{
if (type == Stone)
{
width = 15; height = 15;
frameCount = 4;
delay = 0.5f;
stoneType = [NSString stringWithFormat:@"stoneAni_%d.png",GLOBAL_MAPINFO[GLOBAL_GAMEINFO.currentLevel-1]];
}
else if (type == Item)
{
width = height = 27;
frameCount = 8;
delay = 0.2f;
stoneType = [NSString stringWithFormat:@"Tannenzapfen.png"];
}
SpriteBatchNode *parent = [SpriteBatchNode batchNodeWithFile:stoneType];
spriteTexture_ = [parent texture];
Sprite *sp1 = [Sprite spriteWithTexture:spriteTexture_ rect:CGRectMake( 0 , 0 , width, height)];
Sprite *sp2 = [Sprite spriteWithTexture:spriteTexture_ rect:CGRectMake( 15 , 0 , width, height)];
uint offsetY = 20;
uint offsetX = 10;
sp1.position = ccp(sp1.position.x +offsetX,sp1.position.y+offsetY);
sp2.position = ccp(sp2.position.x+offsetX,sp2.position.y+offsetY);
//sp3.position = ccp(sp3.position.x+offsetX,sp3.position.y+offsetY);
//sp4.position = ccp(sp4.position.x+offsetX,sp4.position.y+offsetY);
[self.parent addChild: sp1 z:15];
// [self addChild: sp2 z:15];
b2Body *body_StonePiece1;
b2BodyDef bodyDef_StonePiece1;
b2FixtureDef fixtureDef_StonePiece1;
b2PolygonShape shape_StonePiece1;
bodyDef_StonePiece1.type = b2_dynamicBody;
bodyDef_StonePiece1.position.Set(sp1.position.x/PTM_RATIO, sp1.position.y/PTM_RATIO);
bodyDef_StonePiece1.userData = sp1;
body_StonePiece1 = world->CreateBody(&bodyDef_StonePiece1);
shape_StonePiece1.SetAsBox(sp1.contentSize.width/PTM_RATIO*0.5, sp1.contentSize.height/PTM_RATIO*0.5);
fixtureDef_StonePiece1.restitution = 0.5f;
fixtureDef_StonePiece1.friction = 0.5f;
fixtureDef_StonePiece1.density = 1.0f;
fixtureDef_StonePiece1.shape = &shape_StonePiece1;
body_StonePiece1->CreateFixture(&fixtureDef_StonePiece1);
body_StonePiece1->ApplyForce(b2Vec2(1,15), body_StonePiece1->GetWorldCenter());
[self removeFromParentAndCleanup:YES];
}
*/
CCAnimation * BlockSprite::createAnimationFromCachedImage(BlockType type, unsigned int stage)
{
unsigned int smallStage = GLOBAL_MAPINFO[stage - 1];
if (type == Stone)
{
frameCount = 5;
delay = 0.3f;
width = 27 * RATE; height = 36 * RATE;
if (smallStage == 1 || smallStage == 2 || smallStage == 6)
stoneType = String::createWithFormat("Stone_%d_%d-hd.png", smallStage, rand() % 3 + 1);
//[NSString stringWithFormat : @"Stone_%d_%d.png", smallStage, rand() % 3 + 1];
else
stoneType = String::createWithFormat("Stone_%d_%d-hd.png", smallStage, 1);
//[NSString stringWithFormat : @"Stone_%d_%d.png", smallStage, 1];
}
else if (type == Item)
{
frameCount = 5;
delay = 0.3f;
width = height = 27 * RATE;
stoneType = String::createWithFormat("Item_%d-hd.png", smallStage);
//[NSString stringWithFormat : @"Item_%d.png", smallStage];
}
SpriteBatchNode *parent = SpriteBatchNode::create(stoneType->getCString());
//[SpriteBatchNode batchNodeWithFile : stoneType];
spriteTexture_ = parent->getTexture();
//[parent texture];
//NSMutableArray *cachedImage = [NSMutableArray array];
Vector<SpriteFrame*> cachedImage;
for (int i = 0; i < frameCount; i++)
{
//[cachedImage addObject :
//[SpriteFrame frameWithTexture : spriteTexture_ rect : CGRectMake(i * 27 * RATE, 0, width, height)]];
cachedImage.pushBack(SpriteFrame::createWithTexture(spriteTexture_, Rect(i * 27 * RATE, 0, width, height)));
}
CCAnimation *animation = Animation::createWithSpriteFrames(cachedImage, delay);
//[CCAnimation animationWithSpriteFrames : cachedImage delay : delay];
return animation;
}
示例7: createWithTMX
void TileMapLayer::createWithTMX(const char* tmxFile)
{
// create a TMX map --- WARNING : if tsx path in the tmx file is subclass of Resources, libs can't find *.tsx, *.png
map = TMXTiledMap::create(tmxFile);
prepareLayers();
addChild(map);
// All the tiles by default will be aliased. If you want to create anti-alias tiles, you should do:
// iterate over all the "layers" (atlas sprite managers)
// and set them as 'antialias'
Array * pChildrenArray = map->getChildren();
SpriteBatchNode* child = NULL;
Object* pObject = NULL;
CCARRAY_FOREACH(pChildrenArray, pObject)
{
child = (SpriteBatchNode*)pObject;
if(!child)
break;
child->getTexture()->setAntiAliasTexParameters();
}
示例8: init
// on "init" you need to initialize your instance
bool CShop::init()
{
//////////////////////////////
// 1. super init first
if (!Layer::init())
{
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
/////////////////////////////
// 3. add your codes below...
auto m_textureCache = TextureCache::getInstance();
//添加背景
auto bg = Sprite::createWithTexture(m_textureCache->getTextureForKey("select_degree.jpg"));
bg->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 2));
this->addChild(bg);
//////////道具种类/////////////
//双倍分数 图标
auto scoreSprite = Sprite::createWithTexture(
m_textureCache->getTextureForKey("prop_score.png"));
scoreSprite->setPosition(Vec2(visibleSize.width/4,visibleSize.height*0.6));
this->addChild(scoreSprite);
//双倍金币 图标
auto goldSprite = Sprite::createWithTexture(
m_textureCache->getTextureForKey("prop_gold.png"));
goldSprite->setPosition(Vec2(visibleSize.width / 4, visibleSize.height*0.6 - scoreSprite->getContentSize().height));
this->addChild(goldSprite);
//延时 图标
auto delaySprite = Sprite::createWithTexture(
m_textureCache->getTextureForKey("prop_delay.png"));
delaySprite->setPosition(Vec2(visibleSize.width / 4, visibleSize.height*0.6 - scoreSprite->getContentSize().height * 2));
this->addChild(delaySprite);
//提示 图标
auto hintSprite = Sprite::createWithTexture(
m_textureCache->getTextureForKey("prop_hint.png"));
hintSprite->setPosition(Vec2(visibleSize.width / 4, visibleSize.height*0.6 - scoreSprite->getContentSize().height * 3));
this->addChild(hintSprite);
//////////玩家当前道具数量/////////////
std::string num;
//玩家金币数量
auto m_goldSprite = Sprite::createWithTexture(
m_textureCache->getTextureForKey("rest_gold.png"));
m_goldSprite->setPosition(Vec2(visibleSize.width - m_goldSprite->getContentSize().width*0.6, visibleSize.height - m_goldSprite->getContentSize().height*0.6));
m_goldSprite->runAction(Sequence::create(JumpTo::create(1.0,m_goldSprite->getPosition(),m_goldSprite->getContentSize().height,2),nullptr));
this->addChild(m_goldSprite);
num = String::createWithFormat("%d", CScore::getInstance()->getGold())->_string;
auto remainLabel = Label::createWithCharMap(
"digital.png",
20, 20,
'0');
remainLabel->setString(num);
remainLabel->setScale(1.5);
remainLabel->setAlignment(TextHAlignment::RIGHT);
remainLabel->setAnchorPoint(Vec2(1,1));
remainLabel->setPosition(Vec2(visibleSize.width, visibleSize.height-m_goldSprite->getContentSize().height));
this->addChild(remainLabel,1,101);
/*
//金币积分兑换
auto totalSprite1 = Sprite::create("total_change.png");
auto totalSprite2 = Sprite::create("total_change.png");
totalSprite2->setScale(1.2);
auto totalGoldItem = MenuItemSprite::create(
totalSprite1,
totalSprite2
);
totalGoldItem->setCallback(CC_CALLBACK_1(CShop::onChangeItemCallback, this));
totalGoldItem->setPosition(Vec2(
visibleSize.width - totalGoldItem->getContentSize().width / 2, visibleSize.height - m_goldSprite->getContentSize().height-remainLabel->getContentSize().height*2));
num = String::createWithFormat("%d", AdHelp::queryPoints())->_string;
totalLabel = Label::createWithCharMap(
"digital.png",
20, 20,
'0');
totalLabel->setString(num);
totalLabel->setScale(1.5);
totalLabel->setAlignment(TextHAlignment::RIGHT);
totalLabel->setAnchorPoint(Vec2(1, 1));
totalLabel->setPosition(Vec2(visibleSize.width, visibleSize.height - m_goldSprite->getContentSize().height - remainLabel->getContentSize().height-totalSprite1->getContentSize().height));
//.........这里部分代码省略.........
示例9: init
//实现PianoLayer类中的init方法,初始化布景
bool PianoLayer::init()
{
//调用父类的初始化
if ( !Layer::init() )
{
return false;
}
degree = 0;
musicFlag = false;
pauseFlag = false;
instrumentName = "piano";
instrumentNumber = 1;
changeFlag = true;
musicNum = 0;
//获取可见区域尺寸
Size visibleSize = Director::getInstance()->getVisibleSize();
//获取可见区域原点坐标
Point origin = Director::getInstance()->getVisibleOrigin();
Sprite* volume = Sprite::create(pic_RESOURE_PATH + "volume_cn.png"); //音量
volumeSize = volume->getContentSize();
volume->setScale(1.2);
volume->setPosition(Point(volumeSize.width/2 + 20, visibleSize.height - volumeSize.height/2));
this->addChild(volume, 2);
exit = Sprite::create(pic_RESOURE_PATH + "exit.png"); //退出
Size exitSize = exit->getContentSize();
exit->setScale(1.2);
exit->setPosition(Point(visibleSize.width - exitSize.width/2, visibleSize.height - exitSize.height/2));
this->addChild(exit, 2);
slider = Slider::create();
slider->loadBarTexture(pic_RESOURE_PATH + "soundBackGround.png");
slider->loadSlidBallTextures(pic_RESOURE_PATH + "transparent.png",pic_RESOURE_PATH + "transparent.png", "");
slider->loadProgressBarTexture(pic_RESOURE_PATH + "sound.png");
slider->setAnchorPoint(Point(0, 0.5));
sliderSize = slider->getContentSize();
slider->setPercent(CocosDenshion::SimpleAudioEngine::getInstance()->getEffectsVolume()*100);
slider->setPosition(Point(volumeSize.width*1.2 + 20, visibleSize.height - volumeSize.height/2));
slider->addEventListener(CC_CALLBACK_2(PianoLayer::sliderEvent, this));
this->addChild(slider, 5);
instrument = Sprite::create(pic_RESOURE_PATH + "piano_cn.png"); //选择
Size selectSize = instrument->getContentSize();
instrument->setPosition(
Point(
visibleSize.width - exitSize.width - selectSize.width/2 -20,
visibleSize.height - selectSize.height/2
));
this->addChild(instrument, 2);
selection = Sprite::create(pic_RESOURE_PATH + "back.png"); //背景
selection->setPosition(
Point(
visibleSize.width - exitSize.width - selectSize.width/2 -20,
visibleSize.height - selectSize.height/2
));
this->addChild(selection, 1);
Sprite* left = Sprite::create(pic_RESOURE_PATH + "left.png"); //左键
leftSize = left->getContentSize();
left->setScale(SCALE);
left->setPosition(
Point(
leftSize.width/2*SCALE + 10,
visibleSize.height - volumeSize.height - leftSize.height*SCALE/2 - 5
));
this->addChild(left, 2);
Sprite* right = Sprite::create(pic_RESOURE_PATH + "right.png"); //右键
rightSize = right->getContentSize();
right->setScale(SCALE);
right->setPosition(
Point(
visibleSize.width - rightSize.width*SCALE/2 - 10,
visibleSize.height - volumeSize.height - rightSize.height*SCALE/2 - 5
));
this->addChild(right, 2);
//第二个参数为最大储存数
SpriteBatchNode* batchNode = SpriteBatchNode::create(pic_RESOURE_PATH + "white_small.jpg", 50); //小键盘
batchNode->setAnchorPoint(Point(0, 0));
batchNode->setPosition(
Point(
leftSize.width*SCALE + LEFT_INTERVAL,
visibleSize.height - volumeSize.height - ABOVE_INTERVAL
));
this->addChild(batchNode);
for(int i = 0; i<PIANO_KEY; i++) //小键盘
{
Sprite* whiteSmall = Sprite::createWithTexture(batchNode->getTexture(), Rect(0, 0, 34, 57));
whiteSmall->setScale(SCALE);
whiteSmall->setAnchorPoint(Point(0, 0));
smallSize = whiteSmall->getContentSize();
whiteSmall->setPosition(Point(i*smallSize.width*SCALE,0));
batchNode->addChild(whiteSmall, 2);
//.........这里部分代码省略.........
示例10: initStonePieceWithType
StonePieceSprite* StonePieceSprite::initStonePieceWithType(BlockType type, b2World * world, StonePieceType piece, Point pos)
{
int width, height;
String *stoneType;
CCTexture2D *spriteTexture_;
int level = (g_nBigLevel - 1) * 8 + g_nSmallLevel;
if (type == Stone)
{
width = 15 * RATE; height = 15 * RATE;
stoneType = String::createWithFormat("stoneAni_%d-hd.png", GLOBAL_MAPINFO[level - 1]);
}
else if (type == Item)
{
width = height = 15 * RATE;
stoneType = String::createWithFormat("itemAni_%d-hd.png", GLOBAL_MAPINFO[level - 1]);
}
else if (type == Platform_Breakable)
{
width = 40 * RATE; height = 27 * RATE;
stoneType = String::createWithFormat("FlyingPlatform_break-hd.png");
//stoneType = String::createWithFormat("itemAni_%d-hd.png", GLOBAL_MAPINFO[level - 1]);
}
SpriteBatchNode *parent = SpriteBatchNode::create(stoneType->getCString());
//[SpriteBatchNode batchNodeWithFile : stoneType);
spriteTexture_ = parent->getTexture();//[parent texture);
if (Sprite::initWithTexture(spriteTexture_, Rect(piece*width, 0, width, height)))
{
BodyInfo info;
if (type == Platform_Breakable)
{
this->setTag(tag_pb);
info.type = b2_staticBody;
info.categoryBit = CATEGORY_SCENE;
info.maskBit = ~(CATEGORY_SCENE);
info.density = 0.1f;
if (piece == piece1)
this->setPosition(pos.x - this->getContentSize().width / 2 * G_SCALEX, pos.y - this->getContentSize().height / 2 * G_SCALEY);
else
this->setPosition(pos.x + this->getContentSize().width / 2 * G_SCALEX, pos.y - this->getContentSize().height / 2 * G_SCALEY);
}
else if (type == Platform_Down_1)
{
this->setPosition(pos.x, pos.y - this->getContentSize().height / 2 * G_SCALEY);
info.type = b2_kinematicBody;
info.categoryBit = CATEGORY_SCENE;
info.maskBit = ~CATEGORY_SCENE;
auto moveX1 = MoveBy::create(2.0f,Point(this->getPosition().x, this->getPosition().y - 50 * G_SCALEY));
auto moveX2 = MoveBy::create(2.0f,Point(this->getPosition().x, this->getPosition().y + 100 * G_SCALEY));
auto moveX3 = MoveBy::create(2.0f,Point(this->getPosition().x, this->getPosition().y - 100 * G_SCALEY));
auto action = RepeatForever::create( Sequence::create(moveX2, moveX3, NULL));
this->runAction( Sequence::create( moveX1, action, NULL));
}
else if (type == Platform_Down_2)
{
this->setPosition(pos.x, pos.y - this->getContentSize().height / 2 * G_SCALEY);
info.type = b2_kinematicBody;
info.categoryBit = CATEGORY_SCENE;
info.maskBit = ~CATEGORY_SCENE;
auto moveX1 = MoveBy::create(2.0f, Point(this->getPosition().x, this->getPosition().y - 50 * G_SCALEY));
auto moveX2 = MoveBy::create(2.0f, Point(this->getPosition().x, this->getPosition().y + 100 * G_SCALEY));
auto moveX3 = MoveBy::create(2.0f, Point(this->getPosition().x, this->getPosition().y - 100 * G_SCALEY));
auto action = RepeatForever::create(Sequence::create(moveX2, moveX3, NULL));
this->runAction( Sequence::create( moveX1, action, NULL));
}
else if (type == Platform)
{
this->setPosition(pos.x, pos.y - this->getContentSize().height / 2 * G_SCALEY);
info.type = b2_kinematicBody;
info.categoryBit = CATEGORY_SCENE;
info.maskBit = ~CATEGORY_SCENE;
auto moveX1 = MoveBy::create(2.0f, Point(this->getPosition().x, this->getPosition().y - 50 * G_SCALEY));
auto moveX2 = MoveBy::create(2.0f, Point(this->getPosition().x, this->getPosition().y + 100 * G_SCALEY));
auto moveX3 = MoveBy::create(2.0f, Point(this->getPosition().x, this->getPosition().y - 100 * G_SCALEY));
auto action = RepeatForever::create(Sequence::create(moveX2, moveX3, NULL));
this->runAction( Sequence::create( moveX1, action, NULL));
}
else
//.........这里部分代码省略.........