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C++ Star::setScale方法代码示例

本文整理汇总了C++中Star::setScale方法的典型用法代码示例。如果您正苦于以下问题:C++ Star::setScale方法的具体用法?C++ Star::setScale怎么用?C++ Star::setScale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::setScale方法的3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: init

bool PopStar::init()
{
	if (!CCNode::init())
	{
		return false;
	}

	if (!gameLayer)
	{
		return false;
	}

	for (int row = 0; row < ROW_NUM; ++row)
	{
		for (int col = 0; col < COL_NUM; ++col)
		{
			int index = (rand() % 5) + 1;
			Star* star = Star::create(index);
			if (star)
			{
				star->setScale(1.5);
				
				star->setPos(ccp(STAR_WIDTH*col + STAR_WIDTH/2, STAR_HEIGHT*row + STAR_HEIGHT/2 + row*20+col*5));
				star->setDestPos(ccp(STAR_WIDTH*col + STAR_WIDTH/2, STAR_HEIGHT*row + STAR_HEIGHT/2));
				gameLayer->addChild(star);

				stars[row][col] = star;
			}
		}
	}

	int level = getPopStarDataMgr().getLevel();
	gameLayer->onGuiEvent(EVENT_UPDATE_LEVEL, level);

	int score = getPopStarDataMgr().getScore();
	gameLayer->onGuiEvent(EVENT_UPDATE_SCORE, score);

	int historyScore = getPopStarDataMgr().getHistoryScore();
	gameLayer->onGuiEvent(EVENT_UPDATE_TOTAL_HISTORY_SCORE, historyScore);

	int historyLevelScore = getPopStarDataMgr().getHistoryLevelScoreByLevel(level);
	gameLayer->onGuiEvent(EVENT_UPDATE_LEVEL_HISTORY_SCORE, historyLevelScore);

	int targetScore = getPopStarDataMgr().getTargetScoreByLevel(level);
	gameLayer->onGuiEvent(EVENT_UPDATE_TARGET_SCORE, targetScore);

	currentState = new GameInitState(this);

	return true;
}
开发者ID:wsmn123123,项目名称:popStar,代码行数:50,代码来源:PopStar.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


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