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C++ Star::setOpacity方法代码示例

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


在下文中一共展示了Star::setOpacity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: starsUpdate

void GameScene::starsUpdate(float dt)
{
    int chance = rand() % Star::chance;
    Size visibleSize = Director::getInstance()->getVisibleSize();

    if (chance == 0)
    {
        Star * star = Star::create(cocos2d::Vec2(visibleSize.width * 1.03, 100 + rand() % (int)(visibleSize.height * 0.8)));
        star->setScale(0.2f + (rand() % 8) / 10.f);
        star->setOpacity(50 + (rand() % 200));
        this->addChild(star, Layers::SECOND_PLAN);
        vecStars.push_back(star);
    }
    for (unsigned int iStar = 0; iStar < vecStars.size(); ++iStar)
    {
        if (vecStars[iStar] != nullptr)
        {
            if (vecStars[iStar]->getIsValid())
            {

                vecStars[iStar]->update(dt);
            }
            else
            {
                if (vecStars[iStar]->getParent() != nullptr)
                    vecStars[iStar]->getParent()->removeChild(this);
            }
        }
        else
        {
            std::swap(vecStars[iStar], vecStars[vecStars.size() - 1]);
            vecEnemies.pop_back();
        }
    }
}
开发者ID:pandeiros,项目名称:PolyCompo2014,代码行数:35,代码来源:GameScene.cpp

示例2: 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++;
    }
}
开发者ID:Ratel13,项目名称:moon-herder-cocos2d-x,代码行数:59,代码来源:GameLayer.cpp

示例3: init

// on "init" you need to initialize your instance
bool GameScene::init()
{
    CCLOG("GAME SCENE START");

    srand((int)std::time(NULL));

    if (!MainScene::init())
    {
        return false;
    }

    world = new b2World(b2Vec2(0.f, 0.f));

    // HERE STARTS THE MAGIC
    scheduleUpdate();
    mState = States::S_GAME;
    Vec2 origin = Director::getInstance()->getVisibleOrigin();
    Size visibleSize = Director::getInstance()->getVisibleSize();

    // Background
    mBackground = Sprite::create("backgrounds/gameBackground.png");
    mBackground->setPosition(Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2));
    this->addChild(mBackground, Layers::BACKGROUND);

    // Player
    mPlayer = Player::create(Vec2(400.f, 400.f), world);
    this->addChild(mPlayer, Layers::PLAYER);

    mapKeysPressed[EventKeyboard::KeyCode::KEY_UP_ARROW] = false;
    mapKeysPressed[EventKeyboard::KeyCode::KEY_RIGHT_ARROW] = false;
    mapKeysPressed[EventKeyboard::KeyCode::KEY_LEFT_ARROW] = false;
    mapKeysPressed[EventKeyboard::KeyCode::KEY_DOWN_ARROW] = false;

    // Create starry background which moves
    for (unsigned int i = 0; i < 100; ++i)
    {
        Star * star = Star::create(cocos2d::Vec2(50.f + rand() % (int)(visibleSize.width), 50.f + rand() % (int)(visibleSize.height * 0.9f)));
        star->setScale(0.2f + (rand() % 6) / 10.f);
        star->setOpacity(50 + (rand() % 200));
        this->addChild(star, Layers::SECOND_PLAN);
        vecStars.push_back(star);
    }

    // Assign Box2D contact listener to world
    CL = new ContactListener;
    world->SetContactListener(CL);

    // Points
    pointsLabel = Label::createWithTTF("Score: " + std::to_string(points), "fonts/DKCoolCrayon.ttf", 25.f);
    pointsLabel->setPosition(10 + pointsLabel->getBoundingBox().size.width / 2, 20);
    this->addChild(pointsLabel, Layers::GUI);

    mGameOverInfo = Label::createWithTTF("Game Over\nScore: " + std::to_string(points), "fonts/DKCoolCrayon.ttf", 50.f);
    mGameOverInfo->setPosition(visibleSize.width / 2.f, visibleSize.height / 2.f);
    mGameOverInfo->setAlignment(cocos2d::TextHAlignment::CENTER);
    mGameOverInfo->setOpacity(0);
    this->addChild(mGameOverInfo, Layers::GUI);

    // Bars
    mHpBarBorder = Sprite::create("gui/BarBorder.png");
    mRageBarBorder = Sprite::create("gui/BarBorder.png");
    mHpBarFill = Sprite::create("gui/HpBarFill.png");
    mRageBarFill = Sprite::create("gui/RageBarFill.png");

    mRageBarFill->setTextureRect(cocos2d::Rect(0.f, 0.f, 0.f, mRageBarFill->getBoundingBox().size.height));
    mRageBarFill->setAnchorPoint(Vec2(0.f, 0.5f));
    mRageBarBorder->setAnchorPoint(Vec2(0.f, 0.5f));
    mHpBarBorder->setAnchorPoint(Vec2(0.f, 0.5f));
    mHpBarFill->setAnchorPoint(Vec2(0.f, 0.5f));

    mHpBarBorder->setPosition(100.f, visibleSize.height - 30.f);
    mRageBarBorder->setPosition(350.f, visibleSize.height - 30.f);
    mHpBarFill->setPosition(100.f, visibleSize.height - 30.f);
    mRageBarFill->setPosition(350.f, visibleSize.height - 30.f);

    this->addChild(mHpBarFill, Layers::GUI);
    this->addChild(mRageBarFill, Layers::GUI);
    this->addChild(mHpBarBorder, Layers::GUI);
    this->addChild(mRageBarBorder, Layers::GUI);

    time = 0.f;

    return true;
}
开发者ID:pandeiros,项目名称:PolyCompo2014,代码行数:85,代码来源:GameScene.cpp

示例4: createHelpScreen

void HelpLayer::createHelpScreen () {
    
    _bgLight = CCSprite::create("bg_light.jpg");
    _bgLight->setPosition(ccp(_screenSize.width * 0.5f, _screenSize.height * 0.5f));
    this->addChild(_bgLight, kBackground);
    _bgLight->setVisible(false);
    _bgLight->setOpacity(0);
    
    _bgDark = CCSprite::create("bg_dark.jpg");
    _bgDark->setPosition(ccp(_screenSize.width * 0.5f, _screenSize.height * 0.5f));
    this->addChild(_bgDark, kBackground);
    
    _gameBatchNode = CCSpriteBatchNode::create("sprite_sheet.png", 800);
    this->addChild(_gameBatchNode, kMiddleground);
    
    _moonPerch = CCSprite::createWithSpriteFrameName("moon_perch.png");
    _moonPerch->setPosition(_moonStartPoint);
    _moonPerch->setOpacity(50);
    _gameBatchNode->addChild(_moonPerch, kBackground);
    
    CCSprite * ground = CCSprite::createWithSpriteFrameName("ground.png");
    ground->setAnchorPoint(ccp(0,0));
    _gameBatchNode->addChild(ground, kForeground);
    
    _moon = Moon::create();
    _moon->setPosition(_moonStartPoint);
    _moon->setNextPosition(_moonStartPoint);
    _gameBatchNode->addChild(_moon, kMiddleground);
    
    _sun = Sun::create();
    _sun->setPosition(ccp(_screenSize.width * 0.5, -_sun->getRadius()));
    _sun->setNextPosition(ccp(_screenSize.width * 0.5, -_sun->getRadius()));
    _sun->setVisible(false);
    _gameBatchNode->addChild(_sun, kMiddleground);
    
    
    _boostHitParticles = CCParticleSystemQuad::create("boost_hit.plist");
    _lineHitParticles = CCParticleSystemQuad::create("line_burst.plist");
    _groundHitParticles = CCParticleSystemQuad::create("off_screen.plist");
    _starHitParticles  = CCParticleSystemQuad::create("star_burst.plist");
    
    _boostHitParticles->stopSystem();
    _lineHitParticles->stopSystem();
    _groundHitParticles->stopSystem();
    _starHitParticles->stopSystem();
    
    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++;
//.........这里部分代码省略.........
开发者ID:Ratel13,项目名称:moon-herder-cocos2d-x,代码行数:101,代码来源:HelpLayer.cpp


注:本文中的Star::setOpacity方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。