本文整理汇总了C++中Star::getOpacity方法的典型用法代码示例。如果您正苦于以下问题:C++ Star::getOpacity方法的具体用法?C++ Star::getOpacity怎么用?C++ Star::getOpacity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Star
的用法示例。
在下文中一共展示了Star::getOpacity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: addStars
void GameLayer::addStars(void) {
Star * star;
//number of stars and boosts to add to this level
_numStars = _manager->getTotalStars();
int numBoosts = _manager->getBoostNumber();
int cnt = 0;
int i = 0;
int index;
CCPoint starPosition;
CCPoint position;
while (cnt < _numStars) {
starPosition = _manager->starPosition(i);
i++;
//grab stars array index based on selected Grid Cell
index = starPosition.y * _manager->getColumns() + starPosition.x;
if (index >= STARS_IN_POOL) {
continue;
}
//grab position from selected Grid Cell
position.x = starPosition.x * TILE;
position.y = _screenSize.height - starPosition.y * TILE;
//don't use cells too close to moon perch
if (fabs(position.x - _moonStartPoint.x) < _moon->getRadius() * 2 &&
fabs(position.y - _moonStartPoint.y) < _moon->getRadius() * 2) {
continue;
}
//grab star from pool
star = (Star *) _manager->starFromPool(index);
if (star->getParent()) star->removeFromParentAndCleanup(false);
if (star->getOpacity() != 255) star->setOpacity(255);
//add boosts first, if any
if ( cnt >= _numStars - numBoosts) {
star->setValues(position, true);
} else {
star->setValues(position, false);
}
_gameBatchNode->addChild(star, kMiddleground);
star->setVisible(true);
cnt++;
}
}
示例2: createHelpScreen
//.........这里部分代码省略.........
this->addChild(_boostHitParticles);
this->addChild(_lineHitParticles);
this->addChild(_groundHitParticles);
this->addChild(_starHitParticles);
_drawLayer = DrawLayer::create();
this->addChild(_drawLayer, kForeground);
_sun->setPosition(ccp(_screenSize.width * 0.5f, -_sun->getRadius()));
_sun->setNextPosition(ccp(_screenSize.width * 0.5f, -_sun->getRadius()));
_sun->setVisible(false);
_sun->reset();
//reset moon and perch
_moon->setPosition(_moonStartPoint);
_moon->setNextPosition(_moonStartPoint);
_moon->reset();
_moonPerch->setOpacity(50);
_starsCollected = false;
_drawLayer->setStartPoint(ccp(0,0));
_drawLayer->setTouchPoint(ccp(0,0));
_bgDark->setOpacity (255);
_bgLight->setOpacity(0);
_starsUpdateIndex = 0;
_starsUpdateRange = 10;
_starsUpdateInterval = 5;
_starsUpdateTimer = 0.0;
//add stars
Star * star;
//number of stars and boosts to add to this level
_numStars = 5;
int numBoosts = 1;
int cnt = 0;
int i = 0;
int index;
CCPoint starPosition;
CCPoint position;
while (cnt < _numStars) {
starPosition = _manager->starPosition(i);
i++;
//grab stars array index based on selected Grid Cell
index = starPosition.y * _manager->getColumns() + starPosition.x;
if (index >= STARS_IN_POOL) {
continue;
}
//grab position from selected Grid Cell
position.x = starPosition.x * TILE;
position.y = _screenSize.height - starPosition.y * TILE;
//don't use cells too close to moon perch
if (fabs(position.x - _moonStartPoint.x) < _moon->getRadius() * 2 &&
fabs(position.y - _moonStartPoint.y) < _moon->getRadius() * 2) {
continue;
}
//grab star from pool
star = (Star *) _manager->starFromPool(index);
if (star->getParent()) star->removeFromParentAndCleanup(false);
if (star->getOpacity() != 255) star->setOpacity(255);
//add boosts first, if any
if ( cnt >= _numStars - numBoosts) {
star->setValues(position, true);
} else {
star->setValues(position, false);
}
_gameBatchNode->addChild(star, kMiddleground);
star->setVisible(true);
cnt++;
}
_tutorialLabel = CCLabelTTF::create("Draw lines to stop the moon\n from falling to the ground.\n\n\n Tap screen to begin.", "TrebuchetMS-Bold", 16, CCSize(_screenSize.width * 0.8f, _screenSize.height * 0.4f), kCCTextAlignmentCenter);
_tutorialLabel->setPosition(ccp (_screenSize.width * 0.5f, _screenSize.height * 0.2f) );
this->addChild(_tutorialLabel, kForeground);
_labelTimer= 0;
_gameState = kGameStatePlay;
}