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(fine) Subcontracting principles/Package design principles/components (package) design principles

http://blog.csdn.net/it_man/article/details/38292925A component, or assembly, refers to a binary unit that can be deployed independently, typically in the form of a DLL . For large software systems, good component design can break down the system into smaller components, so that each development team can focus on a single component without caring for the entire system. Component design requires adherence to the following principles: Reuse - release Equivalence principle (REP) Th

Cocos2dx getting started games

"cocos2d. h "# include" Entity. h "using namespace cocos2d; # define JUMP_ACTION_TAG 1; class Player: public Entity {public: Player ();~ Player (); CREATE_FUNC (Player); virtual bool init (); public: void jump (); void jumpEnd (); void hit (); // int getMoney (); CCRect getBoundingBox ();/* Get collision range */void resetData (); void actionEnd (); private: bool m_isJumping; int m_money;/* Money */}; # endif # Include "Player. h "# include" FlowWord. h "Player: Player () {m_isJumping = false;

Cocos2d-x 3.2 Monopoly game project development-Part 2 crab Road

); strentcher-> setVisible (false); strentcher-> setAnchorPoint (ccp (0, 0.9);} defines the timer, call this method every 100 seconds. Update the crab location void GameBaseScene: pair () {schedule (schedule_selector (GameBaseScene: updateBlockWaySprites), 100366f);} void GameBaseScene :: updateBlockWaySprites (float dt) {int _ rand1 = rand () % (wayLayerPass_vector.size (); Vec2 position = wayLayerPass_vector.at (_ rand1); position. x-= 5; position.

Cocos2d-x Study Notes (10) -- touchEvent

("player.png ");AddChild (player, 0, tagSprite );[Cpp]// Here, a tag is set for the player genie for later quick retrieval.// Set the backgroundCCLayer * layer = CCLayerColor: layerWithColor (ccc4 (255, 0, 0,255 ));AddChild (layer,-1 );Player-> setPosition (ccp (20,150 ));Player-> runAction (CCJumpTo: actionWithDuration (4, ccp (300, 48), 100, 4 ));Layer-> runAction (CCRepeatForever: actionWithAction (CCAc

Cocos2dx BASICS (8) -- timer updates schedule and update

delay second delay time, the timer only refreshes the function body once and does not refresh again. Perform the following operations: // Only run once, and run the command after delay in seconds // scheduleonce (schedule_selector (helloworld: myupdate), 5.0); void scheduleonce (sel_schedule selector, float delay ); [4. Other operations] Cancel, pause, and resume the timer. Perform the following operations: // This-> unscheduleupdate (); // sprite-> unscheduleallselectors (); void unschedule

Cocos2d-x Tiled map editor (I) basic use

: CCTMXTiledMap *pTMXTiledMap = CCTMXTiledMap::create("map.tmx");pTMXTiledMap->setScale(0.8f);pTMXTiledMap->setAnchorPoint( ccp(0.5f, 0.5f) );pTMXTiledMap->setPosition(ccp(visibleSize.width/2 , visibleSize.height/2-300));this->addChild(pTMXTiledMap); Running result: 8. Common Methods of Tiled map operation in Cocos2d-x Display Tiled Map CCTMXTiledMap *map = CCTMXTiledMap::create("map3.tmx");map->set

Coordinate System in cocos2dx

*/ big->setColor(ccRED); big->setAnchorPoint(ccp(0, 0)); /*设置纹理大小*/ big->setTextureRect(CCRectMake(0, 0, 150, 150)); big->setPosition(ccp(100, 100)); addChild(big); CCSprite *little = CCSprite::create(); little->setColor(ccYELLOW); little->setAnchorPoint(ccp(0, 0)); little->setTextureRect(CCRectMake(0, 0, 50, 50)); little->setPosi

Cocos2d-x beginner guide mask CCClippingNode Cropping Area

I have encapsulated a class and it is a layer. If necessary, add the layer directly. // it is original in vain. Header file #pragma once#include "cocos2d.h"USING_NS_CC;const int kTagBackground=0;const int kTagClipNode=1;const int kTagTip=2;class TestLayer :public CCLayer{public:CREATE_FUNC(TestLayer);virtual bool init();virtual void registerWithTouchDispatcher();virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);CCClippingNode* clip;CCSprite* tip;}; Source File # Include "TestLayer.

Cocos2d-x 3.0 development notes --- using progresst

Blood records are often used, and there is no need to write them again, which is a waste of time. Here we use the latest API to write one for future calls. The engine version used by the following code is cocos2d-x 3.0rc01. RADIAL Sprite * bgSprite = Sprite: create ("red.png"); addChild (bgSprite, 1, 1); Sprite * hpSprite = Sprite: create ("green.png "); progresstage = progresstage: create (hpSprite); progressTimer-> setType (ProgressTimer: Type: RADIAL); progressTimer-> setReverseProgress (tr

Using Cocos2d-x to realize UV animation--The realization of the article

(ccv3f_c4b_t2f, colors); Glvertexattribpointer (Kccvertexattrib_color, 4, Gl_unsigned_byte, Gl_true, Kquadsize, (void*) (offset + diff)); Render Rectangle Gldrawarrays (Gl_triangle_strip, 0, 4); Check_gl_error_debug (); #if Cc_sprite_debug_draw = = 1//DRAW bounding box ccpoint vertices[4]={CCP (m_squad.tl.vertices.x,m_squad.tl . Vertices.y), CCP (M_SQUAD.BL.VERTICES.X,M_SQUAD.BL.VERTIC

Cocos2d implements the CCLabelTTF font Stroke Effect

* m_fStrokeSize;TextureSize. height + = 2 * m_fStrokeSize;// Call to clear errorGlGetError ();CCRenderTexture * rt = CCRenderTexture: create (textureSize. width, textureSize. height );If (! Rt){CCLOG ("create render texture failed !!!! ");AddChild (m_label );Return;}CcColor3B col = m_label-> getColor ();M_label-> setColor (m_colStroke );CcBlendFunc originalBlend = m_label-> getBlendFunc ();CcBlendFunc func = {GL_SRC_ALPHA, GL_ONE };M_label-> setBlendFunc (func );M_label-> setAnchorPoint (

Cocos2d-x virtual Joystick Control genie up and down movement ---- game development "Zhao cloud to fight", cocos2d Delete genie

size. CCSize visibleSize = CCDirector: shareddire()-> getVisibleSize (); CCPoint origin = CCDirector: sharedDirector ()-> getVisibleOrigin (); // modify the background image CCSprite * pSprite = CCSprite: create ("background_1.jpg"); pSprite-> setPosition (ccp (visibleSize. width/2 + origin. x, visibleSize. height/2 + origin. y); this-> addChild (pSprite, 0); // The value 0 indicates that it is placed at the bottom layer. The effect is as follows: 2

Save As TXT

Open dialog box saved as txt1 #region2 This. ddowntable = (DataTable) ( This. Dg1. DataContext);3 if( This. DDownTable.Rows.Count >0)4 {5 stringFName =string. Empty;6System.Windows.Forms.SaveFileDialog SaveFileDialog =NewSystem.Windows.Forms.SaveFileDialog ();7Savefiledialog.filter ="TXT FIlE (*.txt) |*.txt";8Savefiledialog.filterindex =2;9Savefiledialog.restoredirectory =true;TenSavefiledialog.filename ="solarprotonevents"; One

Cocos2d-x, cocos2d

autorelease object CCScene * scene = CCScene: create (); // 'player' is an autorelisted object HelloWorld * layer = HelloWorld: create (); // add layer as a child to scene-> addChild (layer ); // return the scene return scene;} // on "init" you Need to initialize your instancebool HelloWorld: init () {// 1. super init first if (! CCLayer: init () {return false;} CCSize visibleSize = CCDirector: sharedDirector ()-> getVisibleSize (); CCPoint origin = CCDirector: shareddire () -> getVisibleOrigin

Cocos2d-x virtual Joystick Control genie up and down movement ---- game development "Zhao cloud to fight"

= CCDirector: shareddire()-> getVisibleSize (); CCPoint origin = CCDirector: sharedDirector ()-> getVisibleOrigin (); // modify the background image CCSprite * pSprite = CCSprite: create ("background_1.jpg"); pSprite-> setPosition (ccp (visibleSize. width/2 + origin. x, visibleSize. height/2 + origin. y); this-> addChild (pSprite, 0); // The value 0 indicates that it is placed at the bottom layer. The effect is as follows: 2. Add a virtual joystick

Cocos2d-x learning notes (16) -------- & gt; grid map in Cocos2d-x engine, cocos2d-x learning notes

corresponds to the CCTMXTiledMap type. This type of object can be used to perform various operations on the grid map. The following code adds the grid map object as a subnode of the scenario to the game scenario. Effect: Center the map and set an anchor for the map object. CCTMXTiledMap* map = CCTMXTiledMap::create("iso-test1.tmx");map->setAnchorPoint(ccp(0.5f,0.5f));map->setPosition(ccp(visibleSize.width

What is anchorpoint)

(){ CCScene * scene = CCScene::create(); MyAnchorPoint * layer = MyAnchorPoint::create(); scene->addChild(layer); return scene;}/*创建一个图层*/MyAnchorPoint *MyAnchorPoint::create(){ MyAnchorPoint * pRet = new MyAnchorPoint(); if (pRet pRet->init()) { pRet->autorelease(); } else { delete pRet; pRet = NULL; } return pRet;}/*初始化图层*/bool MyAnchorPoint::init(){ /*先初始化父类*/ CCLayer::init(); /*获取屏幕尺寸的大小*/ winSize = CCDirector::sharedDirec

Usages of cceditbox text input boxes in cocos2d-x _c language

background picture when the background picture//fourth parameter is not available, the latter three parameters can omit EditBox = Cceditbox::create (ccsize (300,40), Ccscale9sprite::create ("9.9.png"), Ccscale9sprite::create ("8.9.png")); Editbox->setposition (CCP (M_SIZE.WIDTH/2,M_SIZE.HEIGHT/2)); This->addchild (EditBox); Set preset text editbox->setplaceholder ("Please input:"); Sets the color of the text font editbox->setfontcolor (CCC3 (2

Key points in using C + + to get started in Cocos2d-x game development _c language

add the template: Create Drawnode Object ccdrawnode *m_paa=ccdrawnode::create (); Static cccolor4f green = {0, 1, 0, 1}; Static Ccpoint RECT[4]={CCP ( -50,50), CCP (50,50), CCP (50,-50), CCP ( -50,-50)}; Use the above data to save a 100x100 rectangular m_paa->drawpolygon (rect, 4, green, 0, green); Set to the

Cocos2d-x Comprehensive Summary--font strokes and shadow creation

, color set to use the stroke color, respectively, in the target position out of the left and right 4 direction offset, and then cover our body label can be. /*string text *fontname text font type *fontsize text size *color3 text color *linewidth the width of the stroke */cclabelttf* Hellowo Rld::textaddstroke (const char* string, const char* fontname, float fontsize,const cccolor3b color3,float lineWidth) {/* Body CCLABELTTF */cclabelttf* Center = cclabelttf::create (String, FontName,

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