CImageView *TuiManager::createImage(float tag, const char* file, float scaleX, float scaleY,float x, float y, float rotation){ CImageView *pImg = m_isUseSpriteFrame ? CImageView::createWithSpriteFrameName(file) : CImageView::create(file); Size size = pImg->getContentSize(); pImg->setPosition(Point(x,-y)); pImg->setScale(scaleX, scaleY); pImg->setRotation(rotation); pImg->setTag(tag); return pImg; }
CImageView *TuiManager::createImage(float tag, const char* file, float scaleX, float scaleY, int flipX, int flipY, float x, float y, float rotation, int isUseFrame){ CImageView *pImg = isUseFrame ? CImageView::createWithSpriteFrameName(file) : CImageView::create(file); Size size = pImg->getContentSize(); pImg->setPosition(Vec2(x,-y)); pImg->setFlippedX(flipX == 1); pImg->setFlippedY(flipY == 1); pImg->setScale(scaleX, scaleY); pImg->setRotation(rotation); pImg->setTag(tag); return pImg; }
void CSmeltArmor::onEnter() { BaseLayer::onEnter(); //四个选择框 for (unsigned int i=0; i<4; ++i) { CCheckBox *checkBtn = (CCheckBox*)(m_pBaseInfo[i]->findWidgetById("check")); checkBtn->setOnCheckListener(this,ccw_check_selector(CSmeltArmor::onCheckAttr)); } //选择武器 CButton *select = (CButton*)(m_ui->findWidgetById("select")); select->setOnClickListener(this, ccw_click_selector(CSmeltArmor::onSelectItem)); //洗练 CButton *refine = (CButton*)(m_ui->findWidgetById("refine")); refine->setOnClickListener(this, ccw_click_selector(CSmeltArmor::onRefineItem)); //初始化火 initFire(); //旋转圈 CImageView *circleFire = (CImageView*)(m_ui->findWidgetById("fire_circle")); circleFire->setScale(1.95f); circleFire->runAction(CCRepeatForever::create(CCRotateBy::create(1.0f, 60))); circleFire->runAction(CCRepeatForever::create(CCSequence::createWithTwoActions(CCScaleTo::create(1.2f, 2.1f), CCScaleTo::create(1.2f, 1.95f)))); GetTcpNet->registerMsgHandler(SmeltArmorMsg,this,CMsgHandler_selector(CSmeltArmor::proceesMessage)); GetTcpNet->registerMsgHandler(SmeltDataRequestMsg,this,CMsgHandler_selector(CSmeltArmor::proceesMessage)); CSceneManager::sharedSceneManager()->addMsgObserver(UPDATE_HERO, this, GameMsghandler_selector(CSmeltArmor::roleUpdate)); CSceneManager::sharedSceneManager()->addMsgObserver(UPDATE_ITEM_DATA, this, GameMsghandler_selector(CSmeltArmor::updateStar)); }