void GamePan::Attack(int direct) { CCNode* fieldNode = m_pCcbNode->getChildByTag(kTagGamePanField); for(int i =0;i<fieldNode->getChildrenCount();i++) { fieldNode->getChildByTag(i); } std::string pinyinStr = Utils::getPinyinStr(answer);//GET_STRING(TEXT_JUQING_SPLASH_BEGIN2); std::string answerPinyin = Utils::getPinyinLetter(pinyinStr); vector<string> answerArr = Utils::split(answerPinyin); vector<string> pinyinArr = Utils::split(_pinyinStr); for(int i =0;i<pinyinArr.size();i++) { string letter = pinyinArr.at(i); int pos = -1; for(int j =0;j<answerArr.size();j++) { string tmp = answerArr.at(j); if(tmp.compare(letter) == 0) { pos = i; } } if(i>0 && pos>0) { CCNode* bar = fieldNode->getChildByTag(i); CCMoveTo* moveTo = NULL; switch (direct) { case NPC_ATTACK: { moveTo = CCMoveTo::create(0.3f,ccp(bar->getPositionX(),bar->getPositionY()-MOVE_STEP)); } break; case PLAYER_ATTACK: { moveTo = CCMoveTo::create(0.3f,ccp(bar->getPositionX(),bar->getPositionY()+MOVE_STEP)); } break; } bool isMoveAble = true; float dis = bar->getPositionY(); if(dis>=MAX_DISTANCE) { isMoveAble = false; } else if(dis<= -MAX_DISTANCE) { isMoveAble = false; } if(isMoveAble) { bar->runAction(moveTo); } } } this->runAction(CCSequence::create(CCDelayTime::create(0.35f),CCCallFunc::create(this,callfunc_selector(GamePan::checkWhoWin)),NULL)); }
void MainLayerHerosBaseBody::disableAllTouchBegin() { mTableView->setTouchEnabled(false); int cellNum = numberOfCellsInTableView(mTableView); for (int i=0;i<cellNum;i++) { CCTableViewCell* cell = mTableView->cellAtIndex(i); if (cell) { CCNode* bg = cell->getChildByTag(TAG_BaseBody_TABLE_ITEM); if (bg) { CCMenu* menu = (CCMenu*)bg->getChildByTag(TAG_BaseBody_TABLE_HERO_IMG); if (menu) { menu->setEnabled(false); } menu = (CCMenu*)bg->getChildByTag(TAG_Menu); if(menu) { menu->setEnabled(false); } } } } }
void Helm::inactivateHeml(){ CCSprite* black = (CCSprite *) this->getChildByTag(1); CCSprite* heml = (CCSprite *) this->getChildByTag(2); CCNode* vMenuWin = (CCNode *) this->getChildByTag(3); CCNode* vMenuGold = (CCNode *) this->getChildByTag(4); CCNode* vMenuLost = (CCNode *) this->getChildByTag(5); CCNode* vMenuPause = (CCNode *) this->getChildByTag(6); heml->setOpacity(0); black->setOpacity(0); CCSprite* item1 = (CCSprite*)vMenuWin->getChildByTag(1); item1->setOpacity(0); CCSprite* item2 = (CCSprite*)vMenuWin->getChildByTag(2); item2->setOpacity(0); CCSprite* item3 = (CCSprite*)vMenuWin->getChildByTag(3); item3->setOpacity(0); vMenuWin->setPosition( CCPoint(-Config::sharedConfig()->SCREEN_WIDTH, -Config::sharedConfig()->SCREEN_HEIGHT) ); CCSprite* item4 = (CCSprite*)vMenuGold->getChildByTag(1); item4->setOpacity(0); CCSprite* item5 = (CCSprite*)vMenuGold->getChildByTag(2); item5->setOpacity(0); CCSprite* item6 = (CCSprite*)vMenuGold->getChildByTag(3); item6->setOpacity(0); vMenuGold->setPosition( CCPoint(-Config::sharedConfig()->SCREEN_WIDTH, -Config::sharedConfig()->SCREEN_HEIGHT) ); CCSprite* item7 = (CCSprite*)vMenuLost->getChildByTag(1); item7->setOpacity(0); CCSprite* item8 = (CCSprite*)vMenuLost->getChildByTag(2); item8->setOpacity(0); vMenuLost->setPosition( CCPoint(-Config::sharedConfig()->SCREEN_WIDTH, -Config::sharedConfig()->SCREEN_HEIGHT) ); CCSprite* item9 = (CCSprite*)vMenuPause->getChildByTag(1); item9->setOpacity(0); CCSprite* item10 = (CCSprite*)vMenuPause->getChildByTag(2); item10->setOpacity(0); vMenuPause->setPosition( CCPoint(-Config::sharedConfig()->SCREEN_WIDTH, -Config::sharedConfig()->SCREEN_HEIGHT) ); }
bool GamePan::checkAnswer(std::string pAnswer) { if(pAnswer.empty()) { CCNode* pBaseNode = m_pCcbNode->getChildByTag(kTagGamePanWordPan); CCNode* itemNode = pBaseNode->getChildByTag(kTagGamePanWordPanItemBase); vector<string> arr = Utils::split(_answerStr); answer = ""; for(int i = 0 ;i <arr.size();i++) { int id = atoi((arr.at(i).c_str())); CCLabelTTF* text = dynamic_cast<CCLabelTTF*>(itemNode->getChildByTag(id)); answer += text->getString(); } } else { answer = pAnswer; } string dbResult = DBManager::sharedDBManager()->checkWordExist(answer); if(!dbResult.empty()) { MainGameScene* scene = dynamic_cast<MainGameScene*>(CCDirector::sharedDirector()->getRunningScene()); if(scene) scene->openTipGame(dbResult+Utils::getPinyinLetter(Utils::getPinyinStr(dbResult))); return true; } else return false; }
// on "init" you need to initialize your instance bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !CCLayer::init() ) { return false; } CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize(); CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin(); ///////////////////////////// // 2. add a menu item with "X" image, which is clicked to quit the program // you may modify it. // add a "close" icon to exit the progress. it's an autorelease object CCMenuItemImage *pCloseItem = CCMenuItemImage::create( "CloseNormal.png", "CloseSelected.png", this, menu_selector(HelloWorld::menuCloseCallback)); pCloseItem->setPosition(ccp(origin.x + visibleSize.width - pCloseItem->getContentSize().width/2 , origin.y + pCloseItem->getContentSize().height/2)); // create menu, it's an autorelease object CCMenu* pMenu = CCMenu::create(pCloseItem, NULL); pMenu->setPosition(CCPointZero); this->addChild(pMenu, 1); ///////////////////////////// // 3. add your codes below... CCNode* gameScene = SceneReader::sharedSceneReader()->createNodeWithSceneFile("DemoCowboy.json"); addChild(gameScene); //Create player CCNode* playerNode = gameScene->getChildByTag(10004); player = new Player(playerNode); //Assign callbacks to the buttons CCNode* uiNode = gameScene->getChildByTag(10005); UILayer* ui = (UILayer*)uiNode->getComponent("GUIComponent")->getNode(); UIButton* btnLeft = (UIButton*)ui->getWidgetByName("LeftButton"); btnLeft->addTouchEventListener(this, toucheventselector(HelloWorld::onMoveLeft)); UIButton* btnRight = (UIButton*)ui->getWidgetByName("RightButton"); btnRight->addTouchEventListener(this, toucheventselector(HelloWorld::onMoveRight)); UIButton* btnFire = (UIButton*)ui->getWidgetByName("FireButton"); // btnFire->addReleaseEvent(this, coco_releaseselector(HelloWorld::onFire)); btnFire->addTouchEventListener(this, toucheventselector(HelloWorld::onFire)); //Enable update loop this->scheduleUpdate(); return true; }
void HeadUpDisplay::showMessage(){ /* A visible MenuItem is enabled as a button, so in order to no repeat * the action of this method, we check if the accept button was enabled. */ CCNode* acceptButton = this->getChildByTag(_acceptButtonTag); if(acceptButton->isVisible()) return; /* Applying animation to show message elements. */ acceptButton->setVisible(true); CCNode* mesh = this->getChildByTag(_meshTag); mesh->stopAllActions(); mesh->runAction(CCFadeTo::create(.25f, 255 * .5f)); CCNode* bubbleTalk = this->getChildByTag(_bubbleTalkTag); bubbleTalk->stopAllActions(); bubbleTalk->runAction( CCSequence::create( CCScaleTo::create(.25f, 0.75f, 1.25f), CCScaleTo::create(.25f, 1.00f, 1.00f), NULL ) ); CCNode* message = bubbleTalk->getChildByTag(_messageTag); message->stopAllActions(); message->runAction(CCFadeTo::create(.5f, 255)); }
void GamePan::update(float delta) { CCNode* pBaseNode = m_pCcbNode->getChildByTag(kTagGamePanWordPan); CCNode* tabNode = pBaseNode->getChildByTag(kTagGamePanWordPanTabBase); CCNode* itemNode = pBaseNode->getChildByTag(kTagGamePanWordPanItemBase); vector<string> arr = Utils::split(_answerStr); string answer; for(int i = 0 ;i <arr.size();i++) { int id = atoi((arr.at(i).c_str())); CCLabelTTF* text = dynamic_cast<CCLabelTTF*>(itemNode->getChildByTag(id)); answer += text->getString(); } //CCLog(("############### "+answer).c_str()); }
void MainLayerZhuangBeiBaseBody::disableAllTouchEnd() { mTableView->setTouchEnabled(true); int cellNum = numberOfCellsInTableView(mTableView); for (int i=0; i<cellNum; i++) { CCTableViewCell* cell = mTableView->cellAtIndex(i); if (cell) { CCNode* bg = cell->getChildByTag(TAG_EquipBaseBody_TABLE_ITEM); if (bg) { CCMenu* menu = (CCMenu*)bg->getChildByTag(TAG_BaseBody_MENU); if (menu) { menu->setEnabled(true); } } } } CCPoint beg = mTableView->getContentOffset(); if (mOffset.y < beg.y) mOffset.y = beg.y; if (mOffset.y > tableCellSizeForIndex(mTableView,0).height*3) mOffset.y = tableCellSizeForIndex(mTableView,0).height*3; mTableView->setContentOffset(mOffset); }
void CCMenuItem::unselected() { m_bSelected = false; // #HLP_BEGIN CCNode *p; if(mIsMoveDownWhenSelected || mFadeAnim) p = getParent2(); if(mIsMoveDownWhenSelected){ CCFiniteTimeAction *move = CCMoveTo::create(0.5f, mParentOriginalPos); p->stopAllActions(); move = CCEaseExponentialOut::create((CCActionInterval*)move); p->runAction(CCSequence::create(move, NULL)); CCFiniteTimeAction *tint = CCTintTo::create(0.5f, mNormalTint.r, mNormalTint.g, mNormalTint.b); tint = CCEaseExponentialOut::create((CCActionInterval*)tint); p->runAction(CCSequence::create(tint, NULL)); } if(mFadeAnim){ CCNode *n = p->getChildByTag(LAYER_FADE_TAG); if(n){ CCFiniteTimeAction *fade = CCFadeTo::create(0.5f, 0); fade = CCEaseExponentialOut::create((CCActionInterval*)fade); n->runAction(CCSequence::create(fade, NULL)); } } // #HLP_END }
void GamePan::checkWhoWin() { if(isCheckWin) return; if(!isCheckWin) isCheckWin = true; CCNode* fieldNode = m_pCcbNode->getChildByTag(kTagGamePanField); bool isWin = false; for(int i =kTagGamePanFieldLeft ;i<=kTagGamePanFieldRight;i++) { CCNode* bar = fieldNode->getChildByTag(i); float dis = bar->getPositionY(); if(dis>=MAX_DISTANCE||dis<= -MAX_DISTANCE) isWin = true; else { isWin = false; break; } } if(isWin) { showResult(); } else { createNextPuzzle(); _isPlayer = !_isPlayer; changeSide(); } }
void GamePan::showResult() { CCNode* pBaseNode = m_pCcbNode->getChildByTag(kTagGamePanResultPad); pBaseNode->setVisible(true); CCLabelTTF* title = dynamic_cast<CCLabelTTF*>(pBaseNode->getChildByTag(kTagGamePanResultPadText)); if(_isPlayer) title->setString("PLAYER WIN"); else title->setString("NPC WIN"); CCNode* pMenu = pBaseNode->getChildByTag(kTagGamePanResultPadMenu); if(pMenu) { CCMenuItemImage* btn = dynamic_cast<CCMenuItemImage*>(pMenu->getChildByTag(0)); btn->setTarget(this,menu_selector(GamePan::ResultBtnCallBack)); } }
void CMainCityUI::updateOpenState(CityData *cityData) { int size = cityData->cityList.size(); for (int i = 0; i <size; i++) { CCity *city = &cityData->cityList.at(i); //是否刚打开功 bool justOpen = false; if (city->cityId>20) { justOpen = CMainCityControl::getInstance()->isJustOpen(city); } if ((city->cityId>20&&!city->isOpen)||justOpen) { CCNode *child = m_ui->getChildByTag(city->cityId-20); if (child) { CButton *btn = dynamic_cast<CButton*>(child->getChildByTag(city->cityId-20)); if (btn) { //btn->setEnabled(false); btn->getNormalImage()->setShaderProgram(ShaderDataMgr->getShaderByType(ShaderStone)); btn->getSelectedImage()->setShaderProgram(ShaderDataMgr->getShaderByType(ShaderStone)); } } } m_cityMap[city->cityId] = *city; } }
bool CStrengthenItem::autoRoll() { if(!m_bAutoRoll) { return false; } for(unsigned int i=0; i<m_tableView->getCountOfCell(); i++) { CItem &item = *(m_itemList.at(i));// m_itemData.itemList.at(uIdx); if(item.armor.hero == m_toHero) { int iGap = m_tableView->getCountOfCell()-i; float fOff = m_tableView->getContentSize().height-iGap*m_tableView->getSizeOfCell().height; fOff = fOff>0?0:fOff; m_tableView->reloadData(); m_tableView->setContentOffset(ccp(0, fOff)); CCNode* pCell = m_tableView->getContainer()->getChildByTag(i); if(pCell) { CButton* pButton = (CButton*)pCell->getChildByTag(1); if(pButton) { onTouchItem(pButton); return true; } } break; } } return false; }
void IPadSprite::ccTouchEnded(CCTouch* touch, CCEvent* event) { CCNode* pNode = this->getParent(); CCNode* pNode1 = this; while(pNode->getParent() != NULL) { pNode1 = pNode; pNode = pNode->getParent(); } MainScene* pScene = dynamic_cast<MainScene*>(pNode1); if(pScene) { pScene->hideMenu(); } MS5Layer* pLayer = dynamic_cast<MS5Layer*>(this->getParent()); if(pLayer) pLayer->hidePopupPanel(); this->setIsVisible(false); pNode = this->getParent(); pNode = pNode->getParent(); if(pNode->getChildByTag(TAG_IPAD_BIG) == NULL) { ScaleSprite* pSprite = ScaleSprite::scaleSpriteWithFile("ipad_big.png"); pSprite->setTag(TAG_IPAD_BIG); pSprite->setScale(0.24f); pSprite->setPosition( ccp(855, 420) ); pNode->addChild(pSprite, 2); pSprite->startScale(); } }
void FMUIWorldMap::updateGoogleLoginBtn( int islogined ) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) if( SNSFunction_getPackageType() == PT_GOOGLE_EN_FACEBOOK){ CCNode *root = m_ccbNode->getChildByTag(0); CCNode *gameCenter = root ? root->getChildByTag(100) : NULL; if( gameCenter){ //bool islogin = (islogined == -1 ? SNSFunction_isGooglePlayLogin() : islogined); gameCenter->setVisible(true); CCNode *btnGoogle = gameCenter->getChildByTag(1); CCNode *btnArchievement = gameCenter->getChildByTag(2); if( btnGoogle ) btnGoogle->setVisible(true); if( btnArchievement ) btnArchievement->setVisible(false); } } #endif }
void GamePan::refreshWorldPad() { CCNode* pBaseNode = m_pCcbNode->getChildByTag(kTagGamePanWordPan); CCNode* tabNode = pBaseNode->getChildByTag(kTagGamePanWordPanTabBase); CCNode* itemNode = pBaseNode->getChildByTag(kTagGamePanWordPanItemBase); CCLabelTTF* itemTemp = dynamic_cast<CCLabelTTF*>(itemNode->getChildByTag(kTagGamePanWordPanItemTitle)); CCControlButton* tabItem = dynamic_cast<CCControlButton*>(tabNode->getChildByTag(kTagGamePanWordPanTabBaseItem)); float itemWidth = tabItem->getContentSize().width+ITEM_SPACE; float itemHeight = tabItem->getContentSize().height+ITEM_SPACE; for(int i =0;i<MAX_LINE;i++) { for(int j =0;j<MAX_ROW;j++) { CCControlButton* item = CCControlButton::create(); Utils::copyCCControlButton(item,tabItem); item->setPosition(ccp(tabItem->getPositionX()+j*itemWidth,tabItem->getPositionY()-i*itemHeight)); item->setTag(j+i*MAX_ROW); tabNode->addChild(item); CCLabelTTF* title = Utils::copyCCLabelTTF(itemTemp); title->setPosition(item->getPosition()); title->setTag(j+i*MAX_ROW); itemNode->addChild(title); CCString* str = (CCString*)_wordList->randomObject(); title->setString(str->getCString()); _wordList->removeObject(str); } } for(int i =0;i<MAX_LINE;i++) { for(int j =0;j<MAX_ROW;j++) { CCControlButton* item = dynamic_cast<CCControlButton*>(tabNode->getChildByTag(j+i*MAX_ROW)); XCheckBox* pCheckBox = XCheckBox::create(item); pCheckBox->setTag(item->getTag()); pCheckBox->setToggle(false); pCheckBox->setTarget(this, cccontrol_selector(GamePan::wordSelectCallbackCCControl)); tabNode->addChild(pCheckBox); item->removeFromParent(); } } itemTemp->removeFromParent(); tabItem->removeFromParent(); refreshLetter(); }
void ScrollViewDemo::ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent) { if (!m_bScrolling) return; CCTouch *touch = (CCTouch*)pTouches->anyObject(); CCNode *clipper = this->getChildByTag(kTagClipperNode); CCPoint point = clipper->convertToNodeSpace(CCDirector::sharedDirector()->convertToGL(touch->getLocationInView())); CCPoint diff = ccpSub(point, m_lastPoint); CCNode *content = clipper->getChildByTag(kTagContentNode); content->setPosition( ccpAdd(content->getPosition(), diff) ); m_lastPoint = point; }
void GamePan::refreshLetter() { vector<string> arr = Utils::split(_pinyinStr); string pubLetter = arr.at(0); CCNode* pBaseNode = m_pCcbNode->getChildByTag(kTagGamePanPublic); CCSprite* pItem = dynamic_cast<CCSprite*>(pBaseNode->getChildByTag(0)->getChildByTag(0)); pItem->initWithSpriteFrameName((pubLetter+".png").c_str()); pBaseNode = m_pCcbNode->getChildByTag(kTagGamePanField); for(int i =kTagGamePanFieldLeft;i<=kTagGamePanFieldRight;i++) { string pubLetter = arr.at(i); CCSprite* pItem = dynamic_cast<CCSprite*>(pBaseNode->getChildByTag(i)->getChildByTag(0)); CCSpriteFrame* frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName((pubLetter+".png").c_str()); if(frame) pItem->initWithSpriteFrame(frame); else { //CClog((pubLetter+".png no found").c_str()); pItem->setVisible(false); } } }
int LotteryAct2ShowView::hasTouchNode(cocos2d::CCTouch *pTouch) { CCNode* node = NULL; for (int i = 0; i < m_aniListNode->getChildrenCount(); i++) { node = m_aniListNode->getChildByTag(i); if (isTouchInside(node->getChildByTag(0), pTouch)) { return i; } } return -1; }
// on "init" you need to initialize your instance bool ComponentsTestLayer::init() { bool bRet = false; do { CC_BREAK_IF(! CCLayerColor::initWithColor( ccc4(255,255,255,255) ) ); CCNode *root = createGameScene(); CC_BREAK_IF(!root); this->addChild(root, 0, 1); root->getChildByTag(1)->addComponent(CCComAudio::create()); root->getChildByTag(1)->addComponent(PlayerController::create()); root->addComponent(CCComAudio::create()); root->addComponent(CCComAttribute::create()); root->addComponent(SceneController::create()); bRet = true; } while (0); return bRet; }
void GamePan::updateTimer(float delta) { _curTime-=1; if(_curTime<0) { unschedule(schedule_selector(GamePan::updateTimer)); _isPlayer = !_isPlayer; changeSide(); } CCNode* pBaseNode = m_pCcbNode->getChildByTag(kTagGamePanBg); CCLabelBMFont* timerTxt = dynamic_cast<CCLabelBMFont*>(pBaseNode->getChildByTag(kTagGamePanBgTimer)); int timeStr = (int)_curTime; timerTxt->setString(Utils::itos(timeStr).c_str()); }
void GamePan::ResultBtnCallBack(CCObject* pSender) { _isPlayer = true; _pinyinStr = ""; _answerStr = ""; createNextPuzzle(); changeSide(); hideResult(); CCNode* fieldNode = m_pCcbNode->getChildByTag(kTagGamePanField); for(int i =kTagGamePanFieldLeft ;i<=kTagGamePanFieldRight;i++) { CCNode* bar = fieldNode->getChildByTag(i); bar->setPositionY(0); } }
void GamePan::resetGamePan() { CCNode* pBaseNode = m_pCcbNode->getChildByTag(kTagGamePanWordPan); CCNode* tabNode = pBaseNode->getChildByTag(kTagGamePanWordPanTabBase); CCNode* itemNode = pBaseNode->getChildByTag(kTagGamePanWordPanItemBase); for(int i =0;i<MAX_LINE;i++) { for(int j =0;j<MAX_ROW;j++) { XCheckBox* pCheckBox = dynamic_cast<XCheckBox*>(tabNode->getChildByTag(j+i*MAX_ROW)); if(pCheckBox) pCheckBox->setToggle(false); CCLabelTTF* title = dynamic_cast<CCLabelTTF*>(itemNode->getChildByTag(j+i*MAX_ROW)); if(title) { CCString* str = (CCString*)_wordList->randomObject(); title->setString(str->getCString()); _wordList->removeObject(str); } } } refreshLetter(); }
void CCEDEVUpgradeScene::update(float v) { CCEScene::update(v); CCEUpgradeManager* m = CCEUpgradeManager::sharedUpgradeManager(); UpgradeInfo info; m->queryInfo(&info); if(m_lastInfo.end==info.end && m_lastInfo.fail==info.fail && m_lastInfo.finishWork==info.finishWork && m_lastInfo.message.compare(info.message)==0 && m_lastInfo.totalWork==info.totalWork) { return; } CCNode* layer = getChildByTag(1); CCLabelTTF* l1 = (CCLabelTTF*) layer->getChildByTag(1); CCLabelTTF* l2 = (CCLabelTTF*) layer->getChildByTag(2); std::string s1; if(m->isProcessing() || info.end) { s1 = StringUtil::format("Status: %s", info.end?(info.fail?"fail":"done"):"processing"); if(info.message.size()>0) { s1 += " - "; s1 += info.message; } } else { s1 = "Status: not start"; } l1->setString(s1.c_str()); std::string s2; if(!m->isProcessing() || info.totalWork==0) { s2 = "Progress: -- "; } else { s2 = StringUtil::format("Progress: %2.2f", info.finishWork*100.0f/info.totalWork); } l2->setString(s2.c_str()); m_lastInfo.end = info.end; m_lastInfo.fail = info.fail; m_lastInfo.finishWork = info.finishWork; m_lastInfo.totalWork = info.totalWork; m_lastInfo.message = info.message; }
//------------------------------------------------------------------ // // Effect3 // //------------------------------------------------------------------ void Effect3::onEnter() { EffectAdvanceTextLayer::onEnter(); CCNode* bg = getChildByTag(kTagBackground); CCNode* target1 = bg->getChildByTag(kTagSprite1); CCNode* target2 = bg->getChildByTag(kTagSprite2); CCActionInterval* waves = CCWaves::actionWithWaves(5, 20, true, false, ccg(15,10), 5); CCActionInterval* shaky = CCShaky3D::actionWithRange(4, false, ccg(15,10), 5); target1->runAction( CCRepeatForever::actionWithAction( waves ) ); target2->runAction( CCRepeatForever::actionWithAction( shaky ) ); // moving background. Testing issue #244 CCActionInterval* move = CCMoveBy::actionWithDuration(3, ccp(200,0) ); bg->runAction(CCRepeatForever::actionWithAction( (CCActionInterval *)(CCSequence::actions(move, move->reverse(), NULL) ) ) ); }
//------------------------------------------------------------------ // // Effect3 // //------------------------------------------------------------------ void Effect3::onEnter() { EffectAdvanceTextLayer::onEnter(); CCNode* bg = getChildByTag(kTagBackground); CCNode* target1 = bg->getChildByTag(kTagSprite1); CCNode* target2 = bg->getChildByTag(kTagSprite2); CCActionInterval* waves = CCWaves::create(5, CCSizeMake(15,10), 5, 20, true, false); CCActionInterval* shaky = CCShaky3D::create(5, CCSizeMake(15,10), 4, false); target1->runAction( CCRepeatForever::create( waves ) ); target2->runAction( CCRepeatForever::create( shaky ) ); // moving background. Testing issue #244 CCActionInterval* move = CCMoveBy::create(3, ccp(200,0) ); bg->runAction(CCRepeatForever::create( CCSequence::create(move, move->reverse(), NULL) )); }
void CMainCityUI::updateFuctionOpen(const TMessage& tMsg) { int tag = tMsg.nMsg; if (tag>20) { CCNode *child = m_ui->getChildByTag(tag-20); if (child) { CButton *btn = dynamic_cast<CButton*>(child->getChildByTag(tag-20)); if (btn) { btn->setEnabled(true); btn->getNormalImage()->setShaderProgram(ShaderDataMgr->getShaderByType(ShaderDefault)); btn->getSelectedImage()->setShaderProgram(ShaderDataMgr->getShaderByType(ShaderDefault)); } } } }
void LayerMenu::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent) { if (isClick(pTouch)) { CCNode* node = _view->getContainer(); CCPoint ptInNode = node->convertTouchToNodeSpace(pTouch); for (int i = 0; i < 8; ++i) { CCSprite* sprite = (CCSprite*)node->getChildByTag(1000 + i); if (sprite->boundingBox().containsPoint(ptInNode)) { //进入游戏场景 CCDirector::sharedDirector()->replaceScene(Common::scene(LayerGame::create(i))); break; } } } }
void GameLayer::resetBarrierNode(CCNode *node, int nodeTag) { // window size CCSize winSize = CCDirector::sharedDirector()->getWinSize(); // get batchnode CCSpriteBatchNode *batchNode = (CCSpriteBatchNode *)node->getChildByTag(MapBatchNodeTag); CCNode *mapNode = this->getChildByTag(nodeTag - MapBarrierStartTag + MapStartTag); CCSpriteBatchNode *mapBatchNode = (CCSpriteBatchNode *)mapNode->getChildByTag(MapBatchNodeTag); CCSprite *riverSprite = (CCSprite *)mapBatchNode->getChildByTag(MapRiverTag); // reset barrier position CCSprite *barrierSprite = (CCSprite *)batchNode->getChildByTag(MapBarrierTag); float iptr = winSize.height; float positionY = modff((CCRANDOM_0_1() * 100 + 50 + riverSprite->getPosition().y), &iptr); barrierSprite->setPosition(ccp(winSize.width/2.f, positionY)); }
void HeadUpDisplay::hideMessage(){ /* Applying animation to hide message elements. */ CCNode* acceptButton = this->getChildByTag(_acceptButtonTag); acceptButton->setVisible(false); CCNode* mesh = this->getChildByTag(_meshTag); mesh->stopAllActions(); mesh->runAction(CCFadeTo::create(.25f, 0)); CCNode* bubbleTalk = this->getChildByTag(_bubbleTalkTag); bubbleTalk->stopAllActions(); bubbleTalk->runAction(CCScaleTo::create(.5f, 1.50f, 0.0f)); CCNode* message = bubbleTalk->getChildByTag(_messageTag); message->stopAllActions(); message->runAction(CCFadeTo::create(.5f, 0)); }