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C++ UILayer类代码示例

本文整理汇总了C++中UILayer的典型用法代码示例。如果您正苦于以下问题:C++ UILayer类的具体用法?C++ UILayer怎么用?C++ UILayer使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了UILayer类的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: movementEvent_selector

void HelloWorld::update(float delta)
{
	if(m_bStart)
	{
		CCArmature *pHero = (CCArmature*)(m_pGameScene->getChildByTag(10005)->getComponent("CCArmature")->getNode());
		pHero->getParent()->setPositionX(pHero->getParent()->getPositionX() + m_fSpeed);
		CCArmature *pEnemy = (CCArmature*)(m_pGameScene->getChildByTag(10006)->getComponent("CCArmature")->getNode());

		if(ccpDistance(ccp(pHero->getParent()->getPositionX(), 0), ccp(pEnemy->getParent()->getPositionX(), 0)) < m_fAttackDis)
		{	
			pHero->getAnimation()->play("attack");
			pHero->getAnimation()->setMovementEventCallFunc(this,
                                                        movementEvent_selector(HelloWorld::animationEvent));
			m_bStart = false;
		}
	}

	if(m_bDead)
	{
		CCComRender *pUIRender = static_cast<CCComRender*>(m_pGameScene->getChildByTag(10007)->getComponent("GUIComponent"));
		UILayer *pUILayer = static_cast<UILayer*>(pUIRender->getNode());
		UILoadingBar *pHPLoadingBar = static_cast<UILoadingBar*>(pUILayer->getWidgetByName("hp02_LoadingBar"));
		UILoadingBar *pMPLoadingBar = static_cast<UILoadingBar*>(pUILayer->getWidgetByName("mp02_LoadingBar"));

		pHPLoadingBar->setPercent(m_fPercentage);
		pMPLoadingBar->setPercent(m_fPercentage);

		m_fPercentage -= 2.0f;
        if (m_fPercentage < 0.0f) {
            unscheduleUpdate();
        }
	}
	
}
开发者ID:shujunqiao,项目名称:CocoStudioSamples,代码行数:34,代码来源:HelloWorldScene.cpp

示例2: addChild

bool UIImageViewTest_Scale9::init()
{
    if (UIScene::init())
    {
        CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
        
        UILabel *alert = UILabel::create();
        alert->setText("ImageView scale9 render");
        alert->setFontName("Marker Felt");
        alert->setFontSize(30);
        alert->setColor(ccc3(159, 168, 176));
//        alert->setPosition(ccp(screenSize.width / 2.0f, screenSize.height / 2.0f - alert->getRect().size.height * 1.75));
        m_pUiLayer->addWidget(alert);
        
        // Create the ui layer
        UILayer *ul = UILayer::create();
        ul->scheduleUpdate();
        addChild(ul);
        
        // Create the imageview
        UIImageView *imageView = UIImageView::create();
        imageView->setScale9Enabled(true);
        imageView->loadTexture("cocosgui/buttonHighlighted.png");
//        imageView->setScale9Size(CCSizeMake(200, 85));
//        imageView->setPosition(ccp(screenSize.width / 2.0f, screenSize.height / 2.0f + imageView->getRect().size.height / 4.0f));
        ul->addWidget(imageView);
        
        return true;
    }
    return false;
}
开发者ID:nutty898,项目名称:Cocos2d-x-For-CocoStudio,代码行数:31,代码来源:UIImageViewTest.cpp

示例3: S_ReqSyncTime

//--------------------------------------------------------------------------
///	<CODE-GENERATE>{GlobalClientFuncImpl}
void TexasPokerHallAgentC::C_RecLogin(const LoginResult& tResult)
{
///	<CODE-IMPLEMENT>{RecLogin}
	if(tResult <= LOGIN_CREATE)
	{
		S_ReqSyncTime();
		UILayer* pkMainLayer = g_pLayerManager->GetCurrentMainLayer();
		if(!VeStrcmp(pkMainLayer->GetName(), Login::GetName()))
		{
			static_cast<Login*>(pkMainLayer)->IntoHall();
		}
		else
		{
			GetPlayer()->S_ReqInitHall();
			UILayer* pkLayer = g_pLayerManager->GetCurrentMainLayer();
			if(pkLayer)
			{
				pkLayer->OnForceUpdate();
			}
		}
	}
	else
	{
		g_pkGame->ShowAlert(VE_NEW HallLoginFailed(tResult));
	}
///	</CODE-IMPLEMENT>{RecLogin}
}
开发者ID:snailwork,项目名称:Texas-cs,代码行数:29,代码来源:TexasPokerHallAgentC.cpp

示例4: menu_selector

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !CCLayer::init() )
    {
        return false;
    }
    
    CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();

    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
    CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
                                        "CloseNormal.png",
                                        "CloseSelected.png",
                                        this,
                                        menu_selector(HelloWorld::menuCloseCallback));
    
	pCloseItem->setPosition(ccp(origin.x + visibleSize.width - pCloseItem->getContentSize().width/2 ,
                                origin.y + pCloseItem->getContentSize().height/2));

    // create menu, it's an autorelease object
    CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
    pMenu->setPosition(CCPointZero);
    this->addChild(pMenu, 1);

    /////////////////////////////
    // 3. add your codes below...
    CCNode* gameScene = SceneReader::sharedSceneReader()->createNodeWithSceneFile("DemoCowboy.json");
    addChild(gameScene);
    
    //Create player
    CCNode* playerNode = gameScene->getChildByTag(10004);
    player = new Player(playerNode);
    
    //Assign callbacks to the buttons
    CCNode* uiNode = gameScene->getChildByTag(10005);
    UILayer* ui = (UILayer*)uiNode->getComponent("GUIComponent")->getNode();
    
    UIButton* btnLeft = (UIButton*)ui->getWidgetByName("LeftButton");
    btnLeft->addTouchEventListener(this, toucheventselector(HelloWorld::onMoveLeft));
    
    UIButton* btnRight = (UIButton*)ui->getWidgetByName("RightButton");
    btnRight->addTouchEventListener(this, toucheventselector(HelloWorld::onMoveRight));
    
    UIButton* btnFire = (UIButton*)ui->getWidgetByName("FireButton");
//    btnFire->addReleaseEvent(this, coco_releaseselector(HelloWorld::onFire));
    btnFire->addTouchEventListener(this, toucheventselector(HelloWorld::onFire));
    
    //Enable update loop
    this->scheduleUpdate();
    
    return true;
}
开发者ID:NSJang,项目名称:CocoStudioSamples,代码行数:60,代码来源:HelloWorldScene.cpp

示例5: repaint

	void UILabel::repaint(EngineInternals &internals, const UILayer &ui)
	{
		_elements.clear();
		_elementPointers.clear();
		_textures.clear();

		float x = 0;
		float y = 0;

		std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> convert;
		std::wstring result = convert.from_bytes(_text);

		Vector2 resolution(size.x * ui.getRatio(), size.y * ui.getRatio());
		for (std::wstring::const_iterator i = result.begin(); i != result.end(); i++)
		{
			auto &g = _typeEngine.getGlyph(*i, (unsigned int)resolution.y);

			float x2 = x + (float)g.bitmap.left;
			float y2 = y + (resolution.y - (float)g.bitmap.top);

			Texture2D *tex;
			if (_textures.find(*i) != _textures.end())
			{
				tex = _textures[*i].get();
			}
			else
			{
				_textures[*i] = std::make_shared<Texture2D>(g.bitmap.buffer, Pixmap::Information(Metric2(g.bitmap.width, g.bitmap.height), Pixmap::Information::Format::ALPHA, 8));
				tex = _textures[*i].get();
			}

			UIElement glyph = UIElement(Vector2((float)g.bitmap.width / ui.getRatio(), (float)g.bitmap.height / ui.getRatio()), Alignment::TOP_LEFT, Vector2(x2 / ui.getRatio(), y2 / ui.getRatio()), tex);
			glyph.uvs[0] = Vector2(0, 0);
			glyph.uvs[1] = Vector2(1, 0);
			glyph.uvs[2] = Vector2(1, 1);
			glyph.uvs[3] = Vector2(0, 1);

			x += g.advance.x;
			y += g.advance.y;

			_elements.push_back(glyph);
		}
		for (auto &element : _elements)
		{
			_elementPointers.push_back(&element);
		}

		if (!_fixed)
		{
			size.x = x / ui.getRatio();
		}
	}
开发者ID:Zogzer,项目名称:LysOld,代码行数:52,代码来源:uilabel.cpp

示例6: onEnter

// on "init" you need to initialize your instance
void GameLoginLayer::onEnter()
{
    UILayer* uiLayer = UILayer::create();
    uiLayer->scheduleUpdate();
    
    UILayout* ui_root =dynamic_cast<UILayout*>(GUIReader::shareReader()->widgetFromJsonFile("plane_1.json"));
    uiLayer->addWidget(ui_root);
    
    UIButton *left_button = dynamic_cast<UIButton*>(uiLayer->getWidgetByName("TextButton_34"));
    left_button->addReleaseEvent(this, SEL_ReleaseEvent(&GameLoginLayer::loginBtnCallback));
    
    m_CCLayer->addChild(uiLayer);
}
开发者ID:hetter,项目名称:planeX_Project,代码行数:14,代码来源:GameLoginLayer.cpp

示例7: UILayer

UILayer* UILayer::create(void)
{
    UILayer *pRet = new UILayer();
    if (pRet && pRet->init())
    {
        pRet->autorelease();
        return pRet;
    }
    else
    {
        CC_SAFE_DELETE(pRet);
        return NULL;
    }
}
开发者ID:studio501,项目名称:BlockPuzzle,代码行数:14,代码来源:UILayer.cpp

示例8: init

bool LoginScene::init()
{
	if (!CCLayer::init()) {
		return false;
	}

	UILayer* ui = UILayer::create();
	ui->setTag(LOGIN_UI_TAG);
	this->addChild(ui);
	auto pUI = CCUIHELPER->createWidgetFromJsonFile("UI/DemoLogin/DemoLogin.json");
	pUI->setTag(LOGIN_UI_WIDGET_TAG);
	ui->addWidget(pUI);
	auto pLoginBtn = dynamic_cast<UIButton*>(pUI->getChildByName("login_Button"));
	pLoginBtn->addReleaseEvent(this, coco_releaseselector(LoginScene::loginRelease));
	auto pCloseBtn = dynamic_cast<UIButton*>(pUI->getChildByName("close_Button"));
	pCloseBtn->addReleaseEvent(this, coco_releaseselector(LoginScene::closeGame));
	return true;
}
开发者ID:zhubenwuzui,项目名称:monkey_project_x,代码行数:18,代码来源:LoginScene.cpp

示例9: init

bool GestureScene::init() {
    if ( !CCLayer::init() ) 
        return false;
    CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
	this->setTouchEnabled(true);

	UILayer* uiLayer = UILayer::create();  
    uiLayer->addWidget(GUIReader::shareReader()->widgetFromJsonFile("UI/GestureUI/GestureUI.json"));  

	UIPanel* rootPanel = (UIPanel*)uiLayer->getWidgetByName("rootPanel");
	xLabel = (UILabel*) rootPanel->getChildByName("touchXLabel");
	yLabel = (UILabel*) rootPanel->getChildByName("touchYLabel");
	resultLabel = (UILabel*) rootPanel->getChildByName("gestureNameLabel");

    this->addChild(uiLayer, 2);

    return true;
}
开发者ID:b99902062,项目名称:PaintHunter,代码行数:19,代码来源:GestureScene.cpp

示例10: CCLog

bool TestView::init(){
    if ( !CCLayer::init() )
    {
        return false;
    }
    
    CCSize size = CCDirector::sharedDirector()->getVisibleSize();
    CCLog("winSize %f %f", size.width, size.height);
    
    UILayer *lay = UILayer::create();
    addChild(lay);
    
    Widget *w = GUIReader::shareReader()->widgetFromJsonFile("testgui/LoginSence.json");
    lay->addWidget(w);
    w->setSizeType(SIZE_ABSOLUTE);
    w->setSize(size);
    
    return true;
}
开发者ID:liyonghelpme,项目名称:ballpartyAllCode,代码行数:19,代码来源:TestView.cpp

示例11: DelLayer

void UILayerManager::DelLayer(const VeChar8* pcName)
{
	if(pcName)
	{
		VeUInt32* it = m_kLayerMap.Find(pcName);
		if(it)
		{
			VeUInt32 u32Index = *it;
			if(u32Index < (m_kLayerSet.Size() - 1))
			{
				UILayer* pkLayer = m_kLayerSet[u32Index];
				UILayer* pkMove = m_kLayerSet.Back();
				m_kLayerMap[pkMove->GetName()] = u32Index;
				m_kLayerSet[u32Index] = pkMove;
				m_kLayerSet.Back() = pkLayer;
			}
			m_kLayerMap.Remove(pcName);
			VE_SAFE_DELETE(m_kLayerSet.Back());
			m_kLayerSet.PopBack();
		}
	}
}
开发者ID:snailwork,项目名称:Texas-cs,代码行数:22,代码来源:UILayerManager.cpp

示例12: switch

void Scene_GameItem::onEnter()
{
    CCLayer::onEnter();
    this->initData();
    
    //隐藏pk界面
    this->setPkView(false);
	CCSprite* pSpriteBG = (CCSprite*)getChildByTag(eGameItemTagBg);
	CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
	//pSpriteBG->setPosition(ccp(visibleSize.width/2 , pSpriteBG->getContentSize().height/2 + origin.y));
	

	char str1[100]={0};
	switch(GameShare_Global::shareGlobal()->gameType)
	{
	case 1:
		sprintf(str1,"GameSceneBg1.json");
		break;
	case Game_Jelly:
		sprintf(str1,"GameSceneBg2.json");
		break;
	case Game_Fruit: 
		sprintf(str1,"GameSceneBg3.json");
		break;
	case Game_Link:
		sprintf(str1,"GameSceneBg4.json");
		break;
	case Game_TaiKo: 
		sprintf(str1,"GameSceneBg5.json");
		break;
	case Game_Cir:
		sprintf(str1,"GameSceneBg1.json");
		break;
	default:
		break;
	}

	UILayer* ul = UILayer::create();
	auto myLayout = dynamic_cast<Layout*>(GUIReader::shareReader()->widgetFromJsonFile(CStringUtil::convertToUIResPath(str1).c_str()));
	ul->addWidget(myLayout);
	this->addChild(ul, 0, 100);
	ul->setTouchEnabled(false);

	int nGameType = GameShare_Global::shareGlobal()->gameType;
	if (nGameType==1)
	{
		UIImageView* pHill = dynamic_cast<UIImageView*>(ul->getWidgetByName("san"));
		UIImageView* pHill2 = dynamic_cast<UIImageView*>(ul->getWidgetByName("san2"));
		//CCActionInterval*  actionTo = CCScaleTo::create(2.0f, 0.5f);
		CCActionInterval*  actionBy = CCScaleBy::create(1.0f, 1.0f, 1.1f);
		CCActionInterval*  actionBy2 = CCScaleBy::create(1.0f, 1.1f, 1.0f);
		CCFiniteTimeAction* seq = CCSequence::create(actionBy, actionBy->reverse(),NULL);
		CCActionInterval * repeatForever =CCRepeatForever::create((CCActionInterval* )seq);
		CCFiniteTimeAction* seq1 = CCSequence::create(actionBy2, actionBy2->reverse(),NULL);
		CCActionInterval * repeatForever2 =CCRepeatForever::create((CCActionInterval* )seq1);
		pHill->runAction(repeatForever);
		pHill2->runAction(repeatForever2);
	}
	else if (nGameType==2)
	{
		UIImageView*  pCloud = dynamic_cast<UIImageView*>(ul->getWidgetByName("yun2"));
		UIImageView*  pCloud2 = dynamic_cast<UIImageView*>(ul->getWidgetByName("yun3"));
		CCActionInterval*  actionBy = CCScaleBy::create(1.5f, 1.2f, 1.0f);
		CCActionInterval*  actionBy2 = CCScaleBy::create(1.5f, 1.2f, 1.0f);
		CCFiniteTimeAction* seq1 = CCSequence::create(actionBy, actionBy->reverse(),NULL);
		CCFiniteTimeAction* seq2 = CCSequence::create(actionBy2, actionBy2->reverse(),NULL);
		CCActionInterval * repeatForever1 =CCRepeatForever::create((CCActionInterval* )seq1);
		CCActionInterval * repeatForever2 =CCRepeatForever::create((CCActionInterval* )seq2);
		pCloud->runAction(repeatForever1);
		pCloud2->runAction(repeatForever2);
	}
	else if (nGameType==3)
	{
		UIImageView*  pSugar = dynamic_cast<UIImageView*>(ul->getWidgetByName("Image_15"));
		UIImageView*  pSugar1 = dynamic_cast<UIImageView*>(ul->getWidgetByName("Image_20"));
		CCRotateBy* actionBy2 = CCRotateBy::create(1.5f, -25.0f, -25.0f);
		CCRotateBy* actionBy1 = CCRotateBy::create(1.5f, -25.0f, -25.0f);
		CCFiniteTimeAction* seq1 = CCSequence::create(actionBy2, actionBy2->reverse(), NULL);
		CCFiniteTimeAction* seq2 = CCSequence::create(actionBy1, actionBy1->reverse(), NULL);
		CCActionInterval * repeatForever1 =CCRepeatForever::create((CCActionInterval* )seq1);
		CCActionInterval * repeatForever2 =CCRepeatForever::create((CCActionInterval* )seq2);
		pSugar->runAction(repeatForever1);
		pSugar1->runAction(repeatForever2);

		//星星
		UIImageView*  pXx1 = dynamic_cast<UIImageView*>(ul->getWidgetByName("Image_23"));
		UIImageView*  pXx2 = dynamic_cast<UIImageView*>(ul->getWidgetByName("Image_32"));
		UIImageView*  pXx3 = dynamic_cast<UIImageView*>(ul->getWidgetByName("Image_35"));
		UIImageView*  pXx4 = dynamic_cast<UIImageView*>(ul->getWidgetByName("Image_39"));

		CCActionInterval*  actionBy3 = CCScaleBy::create(1.2f, 1.3f, 1.3f);
		CCActionInterval*  actionBy4 = CCScaleBy::create(1.2f, 1.3f, 1.3f);
		CCActionInterval*  actionBy5 = CCScaleBy::create(1.2f, 1.3f, 1.3f);
		CCActionInterval*  actionBy6 = CCScaleBy::create(1.2f, 1.3f, 1.3f);
		
		CCFiniteTimeAction* seq3 = CCSequence::create(actionBy3, actionBy3->reverse(),NULL);
		CCFiniteTimeAction* seq4 = CCSequence::create(actionBy4, actionBy4->reverse(),NULL);
		CCFiniteTimeAction* seq5 = CCSequence::create(actionBy5, actionBy5->reverse(),NULL);
		CCFiniteTimeAction* seq6 = CCSequence::create(actionBy6, actionBy6->reverse(),NULL);
		
//.........这里部分代码省略.........
开发者ID:anzhongliu,项目名称:SmallGame_Cocos2dx,代码行数:101,代码来源:Scene_GameItem.cpp

示例13: ccp

bool GameLayerPk2::init()
{
    if (!CCLayer::init()) {
        return false;
    }
    UILayer* ul = UILayer::create();
    auto myLayout = dynamic_cast<Layout*>(GUIReader::shareReader()->widgetFromJsonFile(CStringUtil::convertToUIResPath("Pk2.json").c_str()));
    ul->addWidget(myLayout);
    this->addChild(ul, 0, 100);
    
    UIButton* sureBtn = dynamic_cast<UIButton*>(ul->getWidgetByName("Sure"));
    sureBtn->setPressedActionEnabled(true);
    sureBtn->addReleaseEvent(this, coco_releaseselector(GameLayerPk2::sureBtnCallback));
    
    //设置自己的头像.
    UIImageView* cellBg = dynamic_cast<UIImageView*>(ul->getWidgetByName("Avatar1Bg"));
    CCSprite* img =  CCSprite::create();
    img->setContentSize(CCSize(145, 145));
    img->setAnchorPoint(ccp(0, 0));
    cellBg->addRenderer(img, 10);
    CImageDownloader::GetInstance()->SendHttpRequest(CPlayerInfoMan::sharedInstance().getPlayerInfo().strImg.c_str(), img, "1000", 1000);
    //设置自己的名字
    UILabel* nameLabel = dynamic_cast<UILabel*>(ul->getWidgetByName("Name1Label"));
    nameLabel->setText(CPlayerInfoMan::sharedInstance().getPlayerInfo().strName.c_str());
    
    //设置对方的头像
    UIImageView* cellBg2 = dynamic_cast<UIImageView*>(ul->getWidgetByName("Avatar2Bg"));
    CCSprite* img2 =  CCSprite::create();
    img2->setContentSize(CCSize(145, 145));
    img2->setAnchorPoint(ccp(0, 0));
    cellBg2->addRenderer(img2, 10);
    CImageDownloader::GetInstance()->SendHttpRequest(CPkSysManager::sharedInstance().playerUrl.c_str(), img2, "1000", 1000);
    //设置对方名字
    UILabel* nameLabel2 = dynamic_cast<UILabel*>(ul->getWidgetByName("Name2Label"));
    nameLabel2->setText(CPkSysManager::sharedInstance().playerName.c_str());
    
    //设置自己的分数.
    CCSprite* score = NumSprite::getNumSprite(CPkSysManager::sharedInstance().myScore, "./CocoStudioResources/FriendListTimeNum", 17.0);
    score->setPosition(ccp(-35, 0));
    UIImageView* scoreBg1 = dynamic_cast<UIImageView*>(ul->getWidgetByName("ScoreBg"));
    scoreBg1->addRenderer(score, 10);

	//等待迎战;
	m_iSetTime = 1;
	Deng  = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label1"));
	Dai   = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label2"));
	Ying  = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label3"));
	Zhan  = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label4"));
	Dain1  = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label5"));
	Dain2  = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label6"));
	Dain3  = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label7"));
	CCActionInterval*  actionTo = CCJumpTo::create(2, ccp(200,200),50, 4);  
	CCActionInterval*  actionBy = CCJumpBy::create(2, ccp(300,0), 50, 4);  
	actionUp = CCJumpBy::create(0.3f, ccp(0,0), 20,1); 
	CCActionInterval*  actionByBack = actionUp->reverse();

	//设置光效旋转
	UIImageView* Ray2 = dynamic_cast<UIImageView*>(ul->getWidgetByName("lightimg"));
	CCActionInterval * rotateto = CCRotateBy::create(6.0f, 360);
	CCFiniteTimeAction* seq1 = CCSequence::create(rotateto,NULL);
	CCActionInterval * repeatForever2 =CCRepeatForever::create((CCActionInterval* )seq1);
	Ray2->runAction(repeatForever2);
	//Deng->runAction( CCSequence::create(actionUp, NULL));  
	//Dai->runAction( CCSequence::create(actionUp, NULL));

// 	for(int i = 0;i<10;i++)
// 	{
// 		if(i%2==0)
// 		{
// 			
// 			Deng->runAction(actionByBack);
// 		}
// 		else{
// 			
// 			Dai->runAction(actionByBack);
// 		}
// 	}
	//this->schedule(schedule_selector(GameLayerPk2::SetDDTime), 0.2f);
	
	Deng->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL));
	Dai->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL));
	Ying->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL)); 
	Zhan->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL)); 
	Dain1->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL)); 
	Dain2->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL)); 
	Dain3->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL));
    return true;
}
开发者ID:anzhongliu,项目名称:SmallGame_Cocos2dx,代码行数:88,代码来源:GameLayerPk2.cpp

示例14: init

bool LayerBaCayAvatar::init()
{
	if (!CCLayer::init()) return false;
	myself = GameServer::getSingleton().getSmartFox()->MySelf();
	UILayer *ul = UILayer::create();
    
    this->myName = SceneManager::getSingleton().getMyName();
	this->myAI   = SceneManager::getSingleton().getMyName().c_str();
	this->isSpector = GameServer::getSingleton().getSmartFox()->UserManager()->GetUserByName(myName)->IsSpectator();
    
    btn_vaochoi = UIButton::create();
    btn_vaochoi->setTouchEnabled(true);
    btn_vaochoi->loadTextures("ready.png", "ready_selected.png", "");
    btn_vaochoi->setTitleText("Vào bàn");
	btn_vaochoi->setScale(0.8);
    btn_vaochoi->setPosition(ccp(65,87));
	btn_vaochoi->setTitleFontSize(20);
    btn_vaochoi->addTouchEventListener(this,toucheventselector(LayerBaCayAvatar::vaoBanChoi));
    btn_vaochoi->setEnabled(false);
	btn_vaochoi->setTag(0);

	btn_dungday = UIButton::create();
	btn_dungday->setTouchEnabled(true);
	btn_dungday->loadTextures("ready.png", "ready_selected.png", "");
	btn_dungday->setTitleText("Đứng dậy");
	btn_dungday->setScale(0.8);
	btn_dungday->setPosition(ccp(65,87));
	btn_dungday->setTitleFontSize(20);
	btn_dungday->addTouchEventListener(this,toucheventselector(LayerBaCayAvatar::vaoBanChoi));
	btn_dungday->setEnabled(false);
	btn_dungday->setTag(1);

    ul->addWidget(btn_dungday);
	ul->addWidget(btn_vaochoi);
    this->addChild(ul);
    
	this->setAnchorPoint(ccp(0, 0));
	this->setPosition(ccp(0, 0));

	this->myName = SceneManager::getSingleton().getMyName();

	Avatar *me = new Avatar(false);
   // me->setTouchEnabled(false);
	Avatar *user1 = new Avatar(false);
	Avatar *user2 = new Avatar(false);
	Avatar *user3 = new Avatar(false);
	Avatar *user4 = new Avatar(false);
    Avatar *user5 = new Avatar(false);
    Avatar *user6 = new Avatar(false);

	me->autorelease();
	user1->autorelease();
	user2->autorelease();
	user3->autorelease();
	user4->autorelease();
    user5->autorelease();
    user6->autorelease();

	

    me->setPosition(ccp(WIDTH_DESIGN/2-me->getSizeThis().width/2+25,10));
    user1->setPosition(ccp(40, 110));
    user2->setPosition(ccp(40, HEIGHT_DESIGN-200));
    user3->setPosition(ccp(250, 360));
    user4->setPosition(ccp(WIDTH_DESIGN-320, 360));
    user5->setPosition(ccp(WIDTH_DESIGN-120, HEIGHT_DESIGN-200));
    user6->setPosition(ccp(WIDTH_DESIGN-120,110));
    
    
	me->setTag(kuser0);
	user1->setTag(kuser1);
    user2->setTag(kuser2);
    user3->setTag(kuser3);
    user4->setTag(kuser4);
    user5->setTag(kuser5);
    user6->setTag(kuser6);
    
    me->setScale(0.7);
    user1->setScale(0.7);
    user2->setScale(0.7);
    user3->setScale(0.7);
    user4->setScale(0.7);
    user5->setScale(0.7);
    user6->setScale(0.7);
    

	this->addChild(me);

	this->addChild(user1);
	this->addChild(user2);
	this->addChild(user3);
	this->addChild(user4);
    this->addChild(user5);
    this->addChild(user6);

	chuong = UIImageView::create();
	chuong->loadTexture("Chuong.png");
    chuong->setScale(0.7);
	chuong->setTouchEnabled(false);
	chuong->setVisible(false);
//.........这里部分代码省略.........
开发者ID:mrktj,项目名称:iCasino_v2,代码行数:101,代码来源:LayerAvatar_BaCay.cpp

示例15: addChild

TanSuoLayer::TanSuoLayer()
{
	m_nFontSize = 24;
	m_nMaxCountDestroy = 3;
	m_bIsJieFeng = false;
	m_nSelectProId = -1;
	mBg = BaseSprite::create("xunbao_bg.png");
	addChild(mBg);
	mBg->setPosition(ccp(mWinSize.width/2, mBg->getContentSize().height/2));
	mMainMenu = CCMenu::create();
	mBg->addChild(mMainMenu, 10);
	mMainMenu->setPosition(ccp(0,0));
	CCMenuItemImage *yijian = CCMenuItemImage::create(
		"xunbao_anniu_yijianxunbao.png",
		"xunbao_anniu_yijianxunbao_select.png",
		this, menu_selector(TanSuoLayer::menuItemClicked_TanSuo));
	mMainMenu->addChild(yijian, 0, Tag_MenuItem_YiJianTanSuo);
	yijian->setPosition(ccp(548,mBg->getContentSize().height-674));

	Button *tansuo = Button::create();
	tansuo->loadTextures("xunbao_anniu_xunbao.png","xunbao_anniu_xunbao_select.png","xunbao_anniu_xunbao_select.png",UI_TEX_TYPE_LOCAL);
	/*CCMenuItemImage *tansuo = CCMenuItemImage::create(
		"xunbao_anniu_xunbao.png",
		"xunbao_anniu_xunbao_select.png",
		this, menu_selector(TanSuoLayer::menuItemClicked_TanSuo));*/
	tansuo->addTouchEventListener(this,SEL_TouchEvent(&TanSuoLayer::clickXunBao));

	


	UILayer* layer = UILayer::create();
	layer->ignoreAnchorPointForPosition(false);
	layer->setContentSize(tansuo->getContentSize());
	layer->setAnchorPoint(ccp(0.5,0.5));
	layer->addWidget(tansuo);
	layer->setPosition(320,mBg->getContentSize().height-674);//以前cpp(x,y) 现在左边 都是Point  比如颜色 ccWHITE 也改成了Color3B::WHITE
	mBg->addChild(layer);
	tansuo->setPosition(ccp(tansuo->getContentSize().width / 2 , tansuo->getContentSize().height / 2));

	m_sXunBaoSpr = CCSprite::create("xunbao_anniu_xunbao_xiaoguo.png");
	m_sXunBaoSpr->setPosition(ccp(320,mBg->getContentSize().height-674));
	mBg->addChild(m_sXunBaoSpr);
	m_sXunBaoSpr->runAction(CCRepeatForever::create(CCSequence::create(CCFadeOut::create(1.0f),CCFadeIn::create(1.0f),NULL)));
	//mMainMenu->addChild(tansuo, 0, Tag_MenuItem_TanSuo);
	//tansuo->setPosition(ccp(320,mBg->getContentSize().height-674));
	{
		CCMenuItemImage *jiefen = CCMenuItemImage::create(
			"xunbao_anniu_jiechufengyin.png",
			"xunbao_anniu_jiechufengyin_select.png",
			this, menu_selector(TanSuoLayer::menuItemClicked_TanSuo));
		mMainMenu->addChild(jiefen, 0, Tag_MenuItem_JieFen);
		jiefen->setPosition(ccp(320,mBg->getContentSize().height-437));
		jiefen->setVisible(false);
		CCSprite *img = CCSprite::create("xunbao_anniu_jiechufengyin_xiaoguo.png");
		jiefen->addChild(img);
		img->setPosition(ccp(jiefen->getContentSize().width/2, jiefen->getContentSize().height/2));
		img->runAction(CCRepeatForever::create(CCSequence::create(
			CCFadeTo::create(1, 50), CCFadeTo::create(1, 255), NULL)));
	}
	mMainMenu->setVisible(false);

	//title
	CCLabelTTF *tilte = CCLabelTTF::create(LFStrings::getValue("XunBaoShuoMing").c_str(), fontStr_kaiti, m_nFontSize);
	mBg->addChild(tilte);
	tilte->setColor(fonColor_PuTong);
	tilte->setPosition(ccp(mBg->getContentSize().width/2, mBg->getContentSize().height-110));
	//2
	CCLabelTTF *la1 = CCLabelTTF::create(LFStrings::getValue("XunBaoJieFeng").c_str(), fontStr_kaiti, m_nFontSize);
	mBg->addChild(la1);
	la1->setAnchorPoint(ccp(0, 0.5));
	la1->setColor(fonColor_CiYao);
	la1->setPosition(ccp(134, mBg->getContentSize().height-140));
	CCLabelTTF *la2 = CCLabelTTF::create((LFStrings::getValue("shenbing")+LFStrings::getValue("zhuangbei")).c_str()
		, fontStr_kaiti, m_nFontSize);
	la1->addChild(la2);
	la2->setColor(ImageManager::getManager()->getShowColor(ZhuangbeiColour_Chuanqi, false, false));
	la2->setPosition(ccp(la1->getContentSize().width+la2->getContentSize().width/2, la1->getContentSize().height/2));
	la1->setPositionX((mBg->getContentSize().width-la1->getContentSize().width-la2->getContentSize().width)/2);

}
开发者ID:longguai,项目名称:game-DarkWar,代码行数:80,代码来源:TanSuoLayer.cpp


注:本文中的UILayer类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。