本文整理汇总了C++中UILayer::getWidgetByName方法的典型用法代码示例。如果您正苦于以下问题:C++ UILayer::getWidgetByName方法的具体用法?C++ UILayer::getWidgetByName怎么用?C++ UILayer::getWidgetByName使用的例子?那么恭喜您, 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UILayer
的用法示例。
在下文中一共展示了UILayer::getWidgetByName方法的7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: init
// 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;
}
示例2: update
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();
}
}
}
示例3: 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);
}
示例4: 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;
}
示例5: init
// 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(
"visible.png",
"visible.png",
this,
menu_selector(HelloWorld::btVisbleCallback));
pCloseItem->setPosition(ccp(origin.x + visibleSize.width - pCloseItem->getContentSize().width/2 ,
origin.y + visibleSize.height - pCloseItem->getContentSize().height/2));
// create menu, it's an autorelease object
CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, 1);
// add "HelloWorld" splash screen"
CCSprite* pSprite = CCSprite::create("HelloWorld.png");
// position the sprite on the center of the screen
pSprite->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
// add the sprite as a child to this layer
this->addChild(pSprite, 0);
/*Frame的测试*/
Widget* frame = GUIReader::shareReader()->widgetFromJsonFile("UIRes/DemoLogin.ExportJson");
UILayer* layer =UILayer::create();
layer->setScale(0.8f); //缩放比例可以随便设置
layer->addWidget(frame);
this->addChild(layer);
//触碰测试
layer->getWidgetByName("login_Button")->addTouchEventListener(this,toucheventselector(HelloWorld::btMenuCallBack));
layer->getWidgetByName("close_Button")->addTouchEventListener(this,toucheventselector(HelloWorld::btMenuCallBack));
layer->getWidgetByName("agree_CheckBox")->addTouchEventListener(this,toucheventselector(HelloWorld::btMenuCallBack));
layer->getWidgetByName("name_TextField")->addTouchEventListener(this,toucheventselector(HelloWorld::btMenuCallBack));
layer->getWidgetByName("password_TextField")->addTouchEventListener(this,toucheventselector(HelloWorld::btMenuCallBack));
layer->getWidgetByName("confirm_TextField")->addTouchEventListener(this,toucheventselector(HelloWorld::btMenuCallBack));
//frame初始化,可以试一下不初始化,直接layer->setVisible(false);设置窗口不可见之后,鼠标点击原本的按钮区域,看看是否有对话框出现
m_frame.setFrame(frame,(UIImageView*)layer->getWidgetByName("backageImg"));
//设置触点在对话框外面时候的回调,在哪里设置对话框不可见,不可触碰
m_frame.setTouchOutOfFrameEventListener(this,TouchOutOfFrameEvent_selector(HelloWorld::touchOutOfFrameCallback));
m_frame.setFrameVisible(true);
return true;
}
示例6: onEnter
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.........
示例7: 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;
}