本文整理汇总了C++中UserDefault::setFloatForKey方法的典型用法代码示例。如果您正苦于以下问题:C++ UserDefault::setFloatForKey方法的具体用法?C++ UserDefault::setFloatForKey怎么用?C++ UserDefault::setFloatForKey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UserDefault
的用法示例。
在下文中一共展示了UserDefault::setFloatForKey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: cambiarSonido
void Ajustes::cambiarSonido(float positionX,bool fondo){
float min = 0.0;
float max = 0.0;
if(!fondo){
min = barraEfectos->getPositionX()-((barraEfectos->getContentSize().width*escala)/2);
max = barraEfectos->getPositionX()+((barraEfectos->getContentSize().width*escala)/2);
}else{
min = barraMusica->getPositionX()-((barraMusica->getContentSize().width*escala)/2);
max = barraMusica->getPositionX()+((barraMusica->getContentSize().width*escala)/2);
}
float maxOriginal = max-min;
float valorOriginal = positionX-min;
float porcentaje = (floorf((100*valorOriginal)/maxOriginal))/100;
UserDefault *preferencias = UserDefault::getInstance();
if(positionX>min&&positionX<max){
if(!fondo){
btEfectos->setPositionX(positionX);
Configuracion::volumenEfectos = porcentaje;
CocosDenshion::SimpleAudioEngine::getInstance()->setEffectsVolume(Configuracion::volumenEfectos);
preferencias->setFloatForKey("volEfectos", porcentaje);
}else{
btMusica->setPositionX(positionX);
Configuracion::volumenMusica = porcentaje;
CocosDenshion::SimpleAudioEngine::getInstance()->setBackgroundMusicVolume(Configuracion::volumenMusica);
preferencias->setFloatForKey("volMusica", porcentaje);
}
}
}
示例2: setSprite
void NegiSprite::setSprite()
{
this->setPosition(Vec2(WINSIZE.width/2, WINSIZE.height/2));
float setLine = 3.0;
UserDefault *userDef = UserDefault::getInstance();
userDef->setFloatForKey("SetLine", setLine);
userDef->flush();
}
示例3: setSprite
void BookSprite::setSprite()
{
Size visibleSize = WINSIZE;
Vec2 origin = Director::getInstance()->getVisibleOrigin();
this->setPosition(Vec2(WINSIZE.width/1.4, WINSIZE.height/2));
float setLine = 2.2;
UserDefault *userDef = UserDefault::getInstance();
userDef->setFloatForKey("SetLine", setLine);
userDef->flush();
}
示例4: onContactBegin
bool GameScene::onContactBegin(PhysicsContact& contact)
{
auto bodyA = contact.getShapeA()->getBody();
auto bodyB = contact.getShapeB()->getBody();
distanceFromHook = player->getPosition().distance(contact.getShapeA()->getBody()->getPosition());
if ((bodyA->getCategoryBitmask() & bodyB->getCollisionBitmask()) == 0
|| (bodyB->getCategoryBitmask() & bodyA->getCollisionBitmask()) == 0)
{
// Player hits goal
if (bodyA->getTag() == PLAYER && bodyB->getTag() == GOAL)
{
CocosDenshion::SimpleAudioEngine::sharedEngine()->stopBackgroundMusic();
if (!Constant::soundMuted)
{
CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("Sounds/Goal/IndianWarChant 6077_99.mp3");
}
UserDefault *def = UserDefault::getInstance();
def->getFloatForKey(Constant::mapname.c_str(), highscore);
if (timeMilliseconds < highscore || highscore == 0)
{
highscore = timeMilliseconds;
def->setFloatForKey(Constant::mapname.c_str(), highscore);
}
this->GoToLevelMenuScene(this);
return false;
}
if (bodyB->getTag() == PLAYER && bodyA->getTag() == GOAL)
{
this->GoToLevelMenuScene(this);
return false;
}
// Hook hits player, cancel
if (bodyA->getTag() == PLAYER && bodyB->getTag() == HOOK)
{
return false;
}
if (bodyB->getTag() == PLAYER && bodyA->getTag() == HOOK)
{
return false;
}
// RayBox hits player, cancel
if (bodyA->getTag() == PLAYER && bodyB->getTag() == RAYCASTCOLLISIONBOX)
{
return false;
}
if (bodyB->getTag() == PLAYER && bodyA->getTag() == RAYCASTCOLLISIONBOX)
{
return false;
}
// RayBox hits spikes, cancel
if (bodyA->getTag() == SPIKE && bodyB->getTag() == RAYCASTCOLLISIONBOX)
{
sprite->stopAllActions();
return false;
}
if (bodyB->getTag() == SPIKE && bodyA->getTag() == RAYCASTCOLLISIONBOX)
{
sprite->stopAllActions();
return false;
}
// Player hits spikes, suffer agonizing death.
if (bodyA->getTag() == SPIKE && bodyB->getTag() == PLAYER)
{
this->RestartScene(this);
return false;
}
if (bodyB->getTag() == SPIKE && bodyA->getTag() == PLAYER)
{
this->RestartScene(this);
return false;
}
// // RayBox hits metal, cancel
if (bodyA->getTag() == RAYCASTCOLLISIONBOX && bodyB->getTag() == METAL)
{
sprite->stopAllActions();
return false;
}
if (bodyB->getTag() == RAYCASTCOLLISIONBOX && bodyA->getTag() == METAL)
{
sprite->stopAllActions();
return false;
}
if (sprite)
{
// RayBox hits tiles
if (player->isTouchHold)
{
if (bodyA->getTag() == RAYCASTCOLLISIONBOX && bodyB->getTag() == TILE)
{
sprite->stopAllActions();
boxHitPos = bodyA->getPosition();
//.........这里部分代码省略.........