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Quick-cocos2d-x game development [8] -- animation and action

. Rateaction. The default value of the additional parameter is 1.0. Sinein Sineinout Sineout This function can complete the speed effect in motion, as well as cccallfunc, ccdelaytime and other functions. If you append them together, you don't need to write tedious function nesting and ccsequence. Liao Dazhen wrote it to my heart. Like this, transition.execute(sprite, CCMoveTo:create(1.5, CCPoint(display.cx, display.cy)), { delay = 1.0, easing = "backout", onComplete = function()

Cocos2d game example tiledmap

;preloadEffect("move.caf");//CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic("TileMap.caf");this->setTouchEnabled(true);_numCollected = 0;_tileMap = new CCTMXTiledMap();_tileMap->initWithTMXFile("TileMap.tmx");_background = _tileMap->layerNamed("Background");this->addChild(_tileMap);_foreground = _tileMap->layerNamed("Foreground");_meta = _tileMap->layerNamed("Meta");_meta->setVisible(false);CCTMXObjectGroup* objectGroup = _tileMap->objectGroupNamed("Objects");if (objectGro

How to use custom classes in cocos2dx-lua and use of tolua ++

coocs2dx-lua and define a class in the class. Snsprite. h //// SNSprite.h// LuaDemo//// Created by LiuYanghui on 13-4-8.////#ifndef __LuaDemo__SNSprite__#define __LuaDemo__SNSprite__#include "cocos2d.h"USING_NS_CC;class SNSprite : public CCSprite{public: static SNSprite* create(const char* name); private: void initData();};#endif /* defined(__LuaDemo__SNSprite__) */ Snsprite. cpp //// SNSprite.cpp// LuaDemo//// Created by LiuYanghui on 13-4-8.////#include "SNSprite.h"SNSprit

Cocos2d-X development of Chinese chess "12" game results display and hide, cocos2d-x "12"

the game result sprite = CCSprite: create ("yingjiemian.png"); sprite1 = CCSprite: create ("shuijiemian.png"); addChild (sprite ); addChild (sprite1); sprite-> setPosition (ccp (winSize. width/2, winSize. height); sprite1-> setPosition (ccp (winSize. width/2, winSize. height); // hide the result sprite-> setVisible (false); sprite1-> setVisible (false); // indicates that the game result visible = false is

Understanding of cocos2d-x ios game development (5) CCsprite genie

Understanding of cocos2d-x ios game development (5) CCsprite genie This time I will write several types created by the genie: 1. Create a file: Add the following code on the original basis: // 1. Create an genie through a file CCSprite * bg = CCSprite: create ("map.png "); CCSize winSize = CCDirector: sharedDirector ()-> getWinSize (); // obtain the screen size. Bg-> setPosition (ccp (winSize. width/2, winSize. height/2 )); This-> addChild (bg ); Ret

OO design patterns and principles

smallest units for reuse. The architect should put reusable classes in the package. 3.1.2 principle of joint closure the common closure principle (CCP) 2 Put the changed classes together. Classes that change together, belong together. A large development project is usually divided into many mesh packages. Managing, testing, and releasing these packages is not trivial. In any released version, the larger the number of changed packages, the more rec

Cceditbox in Cocos2d-X

Like cctextfieldttf, The cceditbox control is also a control for displaying text. Let's take an example to see how the cceditbox control displays text. First, add a nine-bitmap to the resource folder under the project directory. Program code: #include "TCCEditBox.h"CCScene* TCCEditBox::scene(){ CCScene* scene = CCScene::create(); TCCEditBox* layer = TCCEditBox::create(); scene->addChild(layer); return scene;}bool TCCEditBox::init(){ //初始化父类层 CCLayer::init();

Cocos2dx learning-cctableview

(cocos2d: Extension: ccscrollview * view ); }; # Endif/* defined (_ cocos2dxlearndemo _ cctableviewlayer __)*/ . M file // // Cctableviewlayer. cpp // Cocos2dxlearndemo // // Created by Ding Changxing on 12-12-31. // // # Include "cctableviewlayer. H" # Include "testsprite. H" Boolcctableviewlayer: Init (){ If (! Cclayer: Init ()){ Returnfalse; } // The first parameter is datasource. Cctableview * tableview = cctableview: Create (this, ccsizemake (480,240 )); Tableview-> setposition (

Cocos2d-x pixel-level touch Processing

* layer = helloworld: Create (); // Add layer as a child to scene-> addchild (layer ); // return the scene return scene;} bool helloworld: I Nit () {If (! Cclayer: Init () {return false;} This-> settouchenabled (true); this-> m_imgman = ccsprite: Create ("man.png "); this-> m_imgman-> setposition (CCP (400,200); this-> addchild (this-> m_imgman, 1); this-> m_prendertexture = ccrendertexture :: create (this-> m_imgman-> getcontentsize (). width, this-

Cocos2dx BASICS (27) -- simple Collision Detection

rect, ccpoint P, float R) {// obtain the rectangle information // coordinate in the lower left corner: (LX, ly) // coordinate in the upper right corner: (RX, ry) float Lx = rect. getminx (); float Ly = rect. getminy (); float RX = rect. getmaxx (); float ry = rect. getmaxy (); // calculate the float d1 = P. getdistance (CCP (LX, ly); float D2 = P. getdistance (CCP (LX, ry); float D3 = P. getdistance (

Cocos2d-x Study Notes (10) scheduler and Cocos2dx callback

completed: Class HelloWorld: public cocos2d: CCLayerColor {public: virtual bool init (); static cocos2d: CCScene * scene (); void callBack (); void callNodeBack (CCNode * sender ); void callNodeBack (cocos2d: CCNode * sender, void * data); void callObjectBack (CCObject * data); CREATE_FUNC (HelloWorld) ;}; void HelloWord: init {... CCSprite * player = CCSprite: create(Icon.png); player-> setPosition (ccp (100,100); this-> DdChild (player); CCMoveTo *

Cocos2D-x game development-CCMoveBy CCJumpBy CCRotateBy CCAction CCRepeatForever

Now let's learn the basic usage of Cocos2D-x. CCMoveBy CCJumpBy CCRotateBy CCAction CCRepeatForever The direct code is as follows: Bool HelloWorld: init (){Bool bRet = false;Do{CC_BREAK_IF (! CCLayer: init ());CCMenuItemImage * pCloseItem = CCMenuItemImage: create ("CloseNormal.png ","CloseSelected.png ",This,Menu_selector (HelloWorld: menuCloseCallback ));CC_BREAK_IF (! PCloseItem );PCloseItem-> setPosition (ccp (CCDirector: shareddire()-> getWinSiz

* Cocos2d-x RoseLds (3) how to walk a role in a map through the Virtual key

::sharedSpriteFrameCache();this->_directionCache->addSpriteFramesWithFile("dhkey/direction.plist");this->_directionCache->retain();this->_directionBatchNode =CCSpriteBatchNode::create("dhkey/direction.pvr.ccz");this->_directionBatchNode->retain();this->addChild(this->_directionBatchNode);}DirectionLayer::~DirectionLayer(void){this->_directionBatchNode->release();this->_directionCache->release();}bool DirectionLayer::init(){if(!CCLayer::init()){return false;}this->initDirectionSprite();return tru

Development of Cocos2d-X Implementation of the starting scene of Chinese chess three

* bkb = CCSprite: create ("bkg1.png "); addChild (bkb); bkr-> setPosition (ccp (winSize. width/2-100, winSize. height/2); bkb-> setPosition (ccp (winSize. width/2 + 100, winSize. height/2); _ red = bkr; _ black = bkb; // register the touch event setTouchEnabled (true); setTouchMode (kCCTouchesOneByOne); return true;} bool SceneStart :: success (CCTouch * pTouch, CCEvent * pEvent) {return true;} void SceneS

Analysis of Cocos2d-x horizontal version of the ACT mobile game source code 6, the creation of the team Interface

; addArmatureFileInfo ("armature/xiaoyin. exportJson "); CCArmatureDataManager: sharedArmatureDataManager ()-> addArmatureFileInfo (" armature/NewProject. exportJson "); CCArmatureDataManager: sharedArmatureDataManager ()-> addArmatureFileInfo (" armature/minre N1.ExportJson "); char cName [3] [256] = {" minren1 "," xiaoyin "," NewProject "}; CCArmature * pRole = CCArmature :: create (cName [0]); CC_BREAK_IF (pRole = NULL); pRole-> setPosition (ccp (S

Some principles of software software development

-oriented_design)  Common Closure Principle (CCP) – Common closure principleAll classes in a package should be closed for changes of the same type. A change affects a package, which affects all classes in the package. A shorter argument is that classes that are modified together should be grouped together (in the same package). If you have to modify the code in the application, we want all of the changes to occur in one package (modify close) instead

[Reprint] Some software design principles

principleHigh-level modules should not rely on the implementation of low-level modules, but rather on high-layer abstractions.For example, the wall switch should not rely on the switch implementation of the lamp, but should rely on an abstract switch standard interface, so that when we extend the program, our switch can also control other different lights, and even different electrical appliances. That is, electric lights and other electrical appliances inherit and implement our standard switch

Cocos2d-x Development of Chinese Chess "12" game results show and hide

("Shuijiemian.png"); AddChild (sprite); AddChild (sprite1); Sprite->setposition (CCP (WINSIZE.WIDTH/2, Winsize.height)); Sprite1->setposition (CCP (WINSIZE.WIDTH/2, Winsize.height)); Hide result sprite->setvisible (false); Sprite1->setvisible (false); Indicates that the game result is not displayed visible = false;Create a member function Howresult (ccsprite* Sprite, Ccsize w

COCOS2DX runaction: Repeated execution, multiple action connection execution, implementation of multiple actions simultaneously

)))-------------------------------------Examples: Local screen = cc. Director:getinstance (): Getrunningscene () Local action1 = cc. Scaleto:create (0.5, 1)--magnification parameter: time and scale size local action2 = cc. Moveto:create (0.5, CCP (300,330))--Move to a location local Action3 = CC. Scaleto:create (0.2, 0.6)--Zoom Out parameter: Time and scale size local action4 = cc. Fadeout:create (2)--fade out local action5 = cc. Moveto:create (2,

Jlink api sdk c # offline data acquisition calibration,

Jlink api sdk c # offline data acquisition calibration, How does jlink leave the keil and IAR monitoring variables?Currently, jlink APIs can be implemented. You can use C # As a host computer to monitor the variables in RAM. You do not need to enable keil debugging. Flash can also be used for product mass production. SEGGER's jlink sdk is not free of charge. Many problems may occur during API debugging, such as the type of input and output data of function variables. The solution is based on sp

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