Cocos2d-x 常用语句


版本:cocos2d-x 3.6

音乐播放
#include "SimpleAudioEngine.h"

CocosDenshion :: SimpleAudioEngine :: getInstance ()-> playBackgroundMusic ( " 秋日思语 .mp3" , true );

  CocosDenshion :: SimpleAudioEngine :: getInstance ()-> playEffect ( 打斗声 .mp3" , true );


九妹图片显示---可自动调整图片保持不失真
#include "cocos-ext.h"
using namespace cocos2d :: extension ;
  Scale9Sprite *nineGirl = Scale9Sprite :: create ( "firstbg1.jpg" );
   
    nineGirl->
setContentSize ( Size (size. width , size. height ));
    nineGirl->setPosition(Point(size.width/2,size.height/2));




  Scale9Sprite *nineGirl = Scale9Sprite :: create ( "firstbg1.jpg" );
   
    nineGirl->
setContentSize ( Size (size. width , size. height ));
    nineGirl->
setPosition ( Point (size. width / 2 ,size. height / 2 ));
   
this -> addChild (nineGirl);
   
   
qqaimation = Sprite :: create ( "sprite.png" );
   
qqaimation -> setPosition ( Point ( 10 , 10 ));
   
this -> addChild ( qqaimation );

常用动作
//    MoveTo *moveTo = MoveTo::create(3, Point(size.width/2,size.height/2));
//    qqaimation->runAction(moveTo);
   
   
// 再微调移动                               x  y 移动
//    MoveBy *moveby = MoveBy::create(1, Point(0,100));
//    qqaimation->runAction(moveby);
                               
// 缩放 时间 x    y 倍数
 
//  ScaleTo *scaleto = ScaleTo::create(2, 0.4, 1.0);
   
   
// 闪烁
   
Blink *blink = Blink :: create ( 3.0f , 3 );
   
qqaimation -> runAction (blink);
   
   
// 曲线移动
   
ccBezierConfig bezier;
    bezier.
controlPoint_1 = Point ( 240 , 10 );
    bezier.
controlPoint_2 = Point ( 480 , 300 );
    bezier.
endPosition = Point ( 480 , 400 );
   
   
BezierTo * bezierto = BezierTo :: create ( 5 , bezier);
  
// qqaimation->runAction(bezierto);
   
   
//
   
JumpBy *jumpby = JumpBy :: create ( 3.0f , Point ( 50 , 1 ), 100 , 1 );
   
//RepeatForever *repeatf = RepeatForever::create(jumpby);// 永久重复
   
   
Repeat *repeatA = Repeat :: create (jumpby, 3 );
    //qqaimation->runAction(repeatA);
    //旋转
    RotateBy *rotateby = RotateBy :: create ( 3 , 220 , 10 );
   
   
Action *actions = Spawn :: create (bezierto,repeatA,rotateby, NULL ); // 三个动作一起播放
   
   
qqaimation -> runAction (actions);
//监听动作结束

// 监听最后一个动作结束
   
auto callback = [&](){
       
animationfinish ( qqaimation ); // 此处必须要是全局变量
    };

   
CallFunc *callFunc = CallFunc :: create (callback);
   
Action *actions2 = Sequence :: create (repeatA,callFunc, NULL ); // 监听某个动作结束
    qqaimation->runAction(actions2);


// 监听屏幕动作
   
auto listener = EventListenerTouchOneByOne :: create ();
    listener->
onTouchBegan = []( Touch *touch, Event *event){
     
       Point pos = touch-> getLocationInView (); //2D 坐标—左上角为原点
       Point pos2 = Director::getInstance()->convertToGL(pos);//获取单机坐标基于cocos2dx---笛卡尔坐标
        log ( "touchbegan x=%f y=%f" ,pos2. x ,pos2. y );
       
return true ;
       
    };
   
    listener->
onTouchMoved = []( Touch *touch , Event *event){
     
       
log ( "touchMove" );
    };
   
     listener-> setSwallowTouches ( true );//覆盖其它对象获取手势  
    _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
  _eventDispatcher -> addEventListenerWithSceneGraphPriority (listener-> clone (), sprite);//赋值这个监听到这个精灵身上

//连续一套动作

 m_sprite-> runAction ( createAnimate1 ());//精灵执行这套动作
//执行函数
Animate * SecondScene ::createAnimate1(){
   
    // 加载图片到缓存池—使用工具TexturePacher打包图片
    SpriteFrameCache * frameCache = SpriteFrameCache :: getInstance ();
    frameCache->
addSpriteFramesWithFile ( "boys.plist" , "boys.png" );
   
   
int iFrameNum = 15 ;
   
SpriteFrame *frame = NULL ;
   
Vector < SpriteFrame *>frameVec;
   
   
for ( int i= 1 ; i <=iFrameNum; i++) {
       
       
//frame = SpriteFrame::create(StringUtils::format("run%d.png",i), Rect(0, 0, 130, 130));
        frame= frameCache->
getSpriteFrameByName ( StringUtils :: format ( "run%d.png" ,i));
        frameVec.
pushBack (frame);
       
    }
   
   
Animation * animation = Animation :: createWithSpriteFrames (frameVec);
    animation->
setLoops (- 1 ); //-1 表示不断重复   其它数字表示重复次数
    animation->
setDelayPerUnit ( 0.1f ); // 每张图片间隔显示时间
   
Animate *action = Animate :: create (animation);
   
   
log ( "llllll" );
   
return action;
   
}


//Cocostudio使用常用语句

// 导入 cocostudio 创建的 ui 界面
#include "cocostudio/CocoStudio.h"
//#include "ui/CocosGUI.h"

// 获取控件
#include "cocostudio/ActionTimeline/CSLoader.h"
#include "CocosGUI.h"

//加载
  auto rootNode = CSLoader :: createNode ( "HelloUI.csb" );

    addChild(rootNode);

 //获取控件
   
auto button = dynamic_cast<Button*>(rootNode->getChildByName("xiaoruoBtn"));

//获取控件响应
struct callBackFunctor{
        void operator () ( Ref *sender) const {
            Button *btn = ( Button *)sender;
            log ( "ddd" );
        }
    };
   
   
Widget :: ccWidgetClickCallback callback = callBackFunctor ();
    button->addClickEventListener(callback);

//第二种方式同ios
button->addTouchEventListener( this , toucheventselector (_SELECTOR));
void  InGame::ButtentouchEvent(Object *pSender, TouchEventType type) {

};

/第三种方式
    finishibtn-> addTouchEventListener ( CC_CALLBACK_2 ( TowerEditorScene :: btnclick , this ));
    void TowerEditorScene ::btnclick( cocos2d :: Ref *object, Widget :: TouchEventType type){
   
}









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