void MoveToAction::update(float t) { Action::update(t); Point newPosition = PointAdd(this->origin, PointMake(this->delta.x * t, this->delta.y * t, this->delta.z * t)); this->get_target()->set_position(newPosition); }
Scene::Scene() { LEAK_DETECT_INC("Scene"); setRelativeAnchor(false); Point p = PointMake(0.5f, 0.5f); setAnchor(p); setContentSize(Director::sharedDirector()->winSize()); }
HRESULT selectScene::init() { IMAGEMANAGER->addFrameImage("button", "image/button.bmp", 64, 32, 2, 1, true, 0xff00ff); IMAGEMANAGER->addFrameImage("select", "image/select.bmp", 42, 21, 1, 1, false, false); _decreaseAngle = new button; _decreaseAngle->init("button", CENTERX - 100, CENTERY + 100, PointMake(0, 0), PointMake(0, 0), onDcrsAngleButton); _increaseAngle = new button; _increaseAngle->init("button", CENTERX + 100, CENTERY + 100, PointMake(1, 0), PointMake(1, 0), onIncrsAngleButton); _decreaseMaxSpd = new button; _decreaseMaxSpd->init("button", CENTERX - 100, CENTERY + 150, PointMake(0, 0), PointMake(0, 0), onDcrsMaxSpdButton); _increaseMaxSpd = new button; _increaseMaxSpd->init("button", CENTERX + 100, CENTERY + 150, PointMake(1, 0), PointMake(1, 0), onIncrsMaxSpdButton); _select = new button; _select->init("select", CENTERX, CENTERY + 200, PointMake(0, 0), PointMake(0, 0), onSelectButton); _battle.x = WINSIZEX / 4; _carrier.x = WINSIZEX / 4 * 2; _phoenix.x = WINSIZEX / 4 * 3; _battle.y = _carrier.y = _phoenix.y = CENTERY; _battle.angle = _carrier.angle = _phoenix.angle = 0.f; _battle.maxSpd = _carrier.maxSpd = _phoenix.maxSpd = 0.f; _battle.image = IMAGEMANAGER->findImage("battle"); _carrier.image = IMAGEMANAGER->findImage("carrier"); _phoenix.image = IMAGEMANAGER->findImage("phoenix"); _battle.rc = RectMakeCenter(_battle.x, _battle.y, _battle.image->getFrameWidth(), _battle.image->getFrameHeight()); _carrier.rc = RectMakeCenter(_carrier.x, _carrier.y, _carrier.image->getFrameWidth(), _carrier.image->getFrameHeight()); _phoenix.rc = RectMakeCenter(_phoenix.x, _phoenix.y, _phoenix.image->getFrameWidth(), _phoenix.image->getFrameHeight()); _battle.image->setFrameX(_battle.angle / PI8); _carrier.image->setFrameX(_carrier.angle / PI16); _phoenix.image->setFrameX(_phoenix.angle / (PI / 13)); return S_OK; }