*target=(CCSprite*)itarget; CCRect targetZone=CCRectMake(target->getPositionX(), target->getPositionY...target->getContentSize().width, target->getContentSize().height); CCARRAY_FOREACH(_projs,iproj){ CCSprite...*proj=(CCSprite*)iproj; CCRect projZone=CCRectMake(proj->getPositionX(), proj->getPositionY(), proj...*target=(CCSprite*)itarget; target->removeFromParentAndCleanup(true); } CCARRAY_FOREACH(projToDelect...,iproj){ _projs->removeObject(iproj); CCSprite*proj=(CCSprite*)iproj; proj->removeFromParentAndCleanup
ccc3(0, 0, 0)); //创建ControlSwitch控件 CCControlSwitch* control = CCControlSwitch::create( CCSprite...::create("switch-mask.png"), CCSprite::create("switch-on.png"), CCSprite::create("switch-off.png..."), CCSprite::create("switch-thumb.png"), on, off); //加入ControlSwitch控件
*spacedust1; CCSprite *spacedust2; CCSprite *planetsunrise; CCSprite *galaxy; CCSprite *...spacialanomaly; CCSprite *spacialanomaly2; 还是在init() 中对它们进行初始化,把整个场景搭建起来: 这里用到了CCParallaxNode..."); planetsunrise = CCSprite::create("Backgrounds/bg_planetsunrise.png"); galaxy = CCSprite::...((CCSprite *) shipLaser)->isVisible()) continue; if (((CCSprite *) shipLaser)->boundingBox()....intersectsRect(((CCSprite *)asteroid)->boundingBox()) ) { ((CCSprite *)shipLaser)->setVisible
再看一个: CCSprite *p1 = CCSprite::create("HelloWorld.png", CCRectMake(100, 100, 100, 100)); CCSprite *...p2 = CCSprite::create("girl1.png"); addChild(p1); p1->addChild(p2); //p2作为p1的子节点 setPosition(200,200...CCSprite *p1 = CCSprite::create("HelloWorld.png", CCRectMake(100, 100, 100, 100)); CCSprite *p2 = CCSprite
例如我们在项目中会这样显示一个图片在屏幕上: CCSprite *userHeadSprite = [CCSprite spriteWithImageNamed:@"xxxx.png"]; [self...CCSpriteBatchNode可以将多个CCSprite添加到渲染队列中去,然后只需要提交一次渲染操作就可以将需要绘制的CCSprite一次全部绘制完成....CCSpriteBatchNode *batchNode = [CCSpriteBatchNode node]; CCSprite *s1 = [CCSprite spriteWithImageNamed...CCSprite *s2 = [CCSprite spriteWithImageNamed:@"s2.png"]; // ..... 设置s2的其他代码......CCSprite *s3 = [CCSprite spriteWithImageNamed:@"s3.png"]; // ..... 设置s3的其他代码...
例如下面的代码作用: 设置精灵对象显示在(100,100)这个位置上 CCSprite *qq = [CCSprite spriteWithImageNamed:@"qq.png"]; qq.position...*qq = [CCSprite spriteWithImageNamed:@"qq.png"]; // 设置屏幕系数为2 [CCDirector sharedDirector].UIScaleFactor...= ccp(100, 100); [self addChild:qq]; 运行效果: cpp(100,100) 屏幕系数2 示例4:CCPositionUnitNormalized 父容器参照系数 CCSprite...*qq = [CCSprite spriteWithImageNamed:@"qq.png"]; // x值根据父容器的参考系数计算,y值为屏幕适配系数计算(默认值1) qq.positionType...下面我们使用系统的CCPositionType类型常量快速设置居中效果: 示例5:居中效果 CCSprite *qq = [CCSprite spriteWithImageNamed:@"qq.png
{ return false; } //開始界面背景图片 CCSize screenSize = CCDirector::sharedDirector()->getWinSize(); CCSprite...*bgSprite = CCSprite::create(“BackGround.png”); bgSprite->setPosition(CCPoint(screenSize.width/2,screenSize.height...CCLayer::init()) { return false; } //载入载入界面背景图片 CCSprite *bgSprite = CCSprite::create(“loading.png
function init() cclog( “….this is init thing……” ) — put a bg pic local pSrite = CCSprite...local layer = CCLayer:create() —初始化场景的各个元素 local function inits() —初始化第二个场景的背景 local bgSprite = CCSprite...createWithItem(popMenu) okMenu:setPosition(ccp(0,0)) layer:addChild(okMenu) local showSp = CCSprite
/ 设置背景 CCNodeColor *bg = [CCNodeColor nodeWithColor:CCColor.grayColor]; [self addChild:bg]; // 创建精灵 CCSprite...*qq = [CCSprite spriteWithImageNamed:@"qq.png"]; qq.position = ccp(100, 100); [self addChild:qq]; //...示例2: 组合动画 // 创建精灵 CCSprite *qq = [CCSprite spriteWithImageNamed:@"qq.png"]; qq.position = ccp(100, 100...示例3: 监听动画完成 // 创建精灵 CCSprite *qq = [CCSprite spriteWithImageNamed:@"qq.png"]; qq.position = ccp(100,
场景),Layer(层),Sprite(精灵); 2.创建精灵: CCSize visiblesize=CCDirector::sharedDirector()->getVisibleSize(); CCSprite...*sprite=CCSprite::create(“sprite.png”); sprite->setPosition(ccp(visiblesize.width/2,visiblesize.height
NULL)); //子弹飞完记得要销毁 销毁子弹的方法看project而定,这是我自己的project写法: void BaseLayer::bulletRemove(CCNode* spend) { CCSprite...* sprite = (CCSprite*)spend;//把传过来的CCNode转换成子弹 //从数组里把子弹销毁掉 _bulletArray->removeObject(sprite, true
由于精灵(CCSprite)类没有点击、触摸事件,所以要用其他的方法为精灵添加触摸事件。 ...CCTouch *pTouch, CCEvent *pEvent); void registerWithTouchDispatcher(); 然后在CPP文件中实现这3个方法: //声明全局石头精灵类 CCSprite
TileView.h中加入下面代码 public: static TileView * initWithLetter(const char * l,float sideLen); private: CCSprite...* bg = CCSprite::create("tile.png"); tile->addChild(bg); tile->pSprite = bg; float scale = sideLen...~TargetView(void); static TargetView * initWithLetter(const char * l,float sideLen); private: CCSprite...TargetView::initWithLetter(const char * l, float sideLen){ TargetView * tile = new TargetView(); CCSprite...* bg = CCSprite::create("slot.png"); tile->addChild(bg); tile->pSprite = bg; float scale = sideLen
5.CCSpriteBatchNode only support CCSprite 错误原因:将非CCSprite对象加入到了CCSpriteBatchNode对象上 6.预期出现标题移动的效果。
2+30,visibleSize.height/2+100)) layer:addChild(label) --创建一个Sprite图标 local iconSprite = CCSprite...frame1 = CCSpriteFrame:createWithTexture(textureDog,rect) --创建一个精灵 local spriteDog = CCSprite...function createMoveLayer() local layerFarm = CCLayer:create() --加入背景 local bg = CCSprite...--加入地面田地 for i = 0,3 do for j = 0,1 do local spriteLand = CCSprite...CCRectMake(0,0,105,95)) for i = 0,3 do for j = 0,1 do local spriteCrop = CCSprite
移动和切换 涉及到的要学的学习点: 角色移动点击由此进入–>cocos2d-x for android:SimpleGame分析 播放动画点击由此进入–>cocos2d-x for android:CCSprite...CCSpriteFrameCache::sharedSpriteFrameCache(); cache->addSpriteFramesWithFile( “ sg.plist “); sprite=CCSprite...sharedSpriteFrameCache(); 43 cache->addSpriteFramesWithFile( “ sg.plist “); 44 45 sprite=CCSprite...spriteBatchNode); 50 51 cache->addSpriteFramesWithFile( “ hero.plist “); 52 hero=CCSprite
); //scroll->setViewSize(size); scroll->setDirection(kCCScrollViewDirectionVertical); //设置滚动方向 CCSprite...* p1 = CCSprite::create("HelloWorld.png"); p1->ignoreAnchorPointForPosition(true); CCSprite* p2 =...CCSprite::create("HelloWorld.png"); p2->setPosition(ccp(0,size.height)); p2->ignoreAnchorPointForPosition
release(); m_Object = nullptr; } } private: T * m_Object; };}#endif 样例: //类的数据成员定义: XCocosPtr m_Sprite; //在init中 m_Sprite = CCSprite::create(""); //要么 m_Sprite.create() 版权声明:本文博主原创文章,博客,未经同意不得转载
scaleAction2, NULL)); 3: CCActionInterval* rep = CCRepeatForever::actionWithAction(seq); 4: ccsprite
rect); rect.origin.x += m_tImageOffset.x; rect.origin.y += m_tImageOffset.y; CCSprite...*fontChar; fontChar = (CCSprite*)(this->getChildByTag(i)); if( !...fontChar ) { fontChar = new CCSprite(); fontChar->initWithTexture(m_pobTextureAtlas
领取专属 10元无门槛券
手把手带您无忧上云