void Widget::copyProperties(Widget *widget) { setEnabled(widget->isEnabled()); setVisible(widget->isVisible()); setBright(widget->isBright()); setTouchEnabled(widget->isTouchEnabled()); _touchPassedEnabled = false; setLocalZOrder(widget->getLocalZOrder()); setTag(widget->getTag()); setName(widget->getName()); setActionTag(widget->getActionTag()); _ignoreSize = widget->_ignoreSize; _size = widget->_size; _customSize = widget->_customSize; copySpecialProperties(widget); _sizeType = widget->getSizeType(); _sizePercent = widget->_sizePercent; _positionType = widget->_positionType; _positionPercent = widget->_positionPercent; setPosition(widget->getPosition()); setAnchorPoint(widget->getAnchorPoint()); setScaleX(widget->getScaleX()); setScaleY(widget->getScaleY()); setRotation(widget->getRotation()); setRotationX(widget->getRotationX()); setRotationY(widget->getRotationY()); setFlipX(widget->isFlipX()); setFlipY(widget->isFlipY()); setColor(widget->getColor()); setOpacity(widget->getOpacity()); setCascadeOpacityEnabled(widget->isCascadeOpacityEnabled()); setCascadeColorEnabled(widget->isCascadeColorEnabled()); onSizeChanged(); }
void UIWidget::copyProperties(UIWidget *widget) { setEnabled(widget->isEnabled()); setVisible(widget->isVisible()); setBright(widget->isBright()); setTouchEnabled(widget->isTouchEnabled()); m_bTouchPassedEnabled = false; setZOrder(widget->getZOrder()); setUpdateEnabled(widget->isUpdateEnabled()); setTag(widget->getTag()); setName(widget->getName()); setActionTag(widget->getActionTag()); m_bIgnoreSize = widget->m_bIgnoreSize; m_tSize = widget->m_tSize; m_tCustomSize = widget->m_tCustomSize; copySpecialProperties(widget); m_eSizeType = widget->getSizeType(); m_tSizePercent = widget->m_tSizePercent; m_ePositionType = widget->m_ePositionType; m_tPositionPercent = widget->m_tPositionPercent; setPosition(widget->getPosition()); setAnchorPoint(widget->getAnchorPoint()); setScaleX(widget->getScaleX()); setScaleY(widget->getScaleY()); setRotation(widget->getRotation()); setRotationX(widget->getRotationX()); setRotationY(widget->getRotationY()); setFlipX(widget->isFlipX()); setFlipY(widget->isFlipY()); setColor(widget->getColor()); setOpacity(widget->getOpacity()); setCascadeOpacityEnabled(widget->isCascadeOpacityEnabled()); setCascadeColorEnabled(widget->isCascadeColorEnabled()); onSizeChanged(); }
void GameResultSuccess::playWingAction(void) { auto NodeWing = (Node*)GameMainLayer::seekNodeByName(_myLayer, "NodeWing"); NodeWing->setScale(1.2f); // 右流光效果 auto imgLeftWing = Sprite::create("ccsRes/resResoutLayer/ImgWing.png"); imgLeftWing->setAnchorPoint(Vec2(0, 0.5)); Size clipSize = imgLeftWing->getContentSize(); Sprite* spark = Sprite::create("FirstUIRes/Sptigeguang.png"); spark->setScaleY(1.2f); //spark->setPosition(-clipSize.width, -50); ClippingNode* clippingLeftNode = ClippingNode::create(); NodeWing->addChild(clippingLeftNode); clippingLeftNode->setAlphaThreshold(0.05f); //设置alpha闸值 clippingLeftNode->setContentSize(clipSize); //设置尺寸大小 clippingLeftNode->setStencil(imgLeftWing); //设置模板stencil clippingLeftNode->addChild(imgLeftWing, 1); //先添加标题,会完全显示出来,因为跟模板一样大小 clippingLeftNode->addChild(spark, 2); //会被裁减 MoveTo* moveAction = MoveTo::create(1.0f, Vec2(clipSize.width, 0)); MoveTo* moveBackAction = MoveTo::create(0.01f, Vec2(-clipSize.width, 0)); spark->runAction(RepeatForever::create(Sequence::create(CCDelayTime::create(1.5f), moveAction, moveBackAction, NULL))); // 左流光效果 auto imgRightWing = Sprite::create("ccsRes/resResoutLayer/ImgWing.png"); imgRightWing->setFlipX(true); imgRightWing->setAnchorPoint(Vec2(1, 0.5)); clipSize = imgRightWing->getContentSize(); Sprite* rightspark = Sprite::create("FirstUIRes/Sptigeguang.png"); rightspark->setFlipX(true); rightspark->setScaleY(1.2f); //spark->setPosition(-clipSize.width, -50); ClippingNode* clippingRightNode = ClippingNode::create(); NodeWing->addChild(clippingRightNode); clippingRightNode->setAlphaThreshold(0.05f); //设置alpha闸值 clippingRightNode->setContentSize(clipSize); //设置尺寸大小 clippingRightNode->setStencil(imgRightWing); //设置模板stencil clippingRightNode->addChild(imgRightWing, 1); //先添加标题,会完全显示出来,因为跟模板一样大小 clippingRightNode->addChild(rightspark, 2); //会被裁减 MoveTo* moveAction1 = MoveTo::create(1.0f, Vec2(-clipSize.width, 0)); MoveTo* moveBackAction1 = MoveTo::create(0.01f, Vec2(clipSize.width, 0)); rightspark->runAction(RepeatForever::create(Sequence::create(CCDelayTime::create(1.5f), moveAction1, moveBackAction1, NULL))); }
/*--------------------------/ 背景生成 /--------------------------*/ void BackGround::BackGraundCreate(Layer* layer,const cocos2d::Vec2& pos, const Tags tag){ auto flontBG = Sprite::create("Texture/GamePlay/GameStage/BackGround.png"); flontBG->setAnchorPoint(Vec2(0, 0)); flontBG->setTag(tag); flontBG->setPosition(pos); layer->addChild(flontBG, -1); if (tag == BACKBG){ flontBG->setFlipX(true); } }