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The use of quick-cocos2d-x genie, action and so on Learning

The ccsprite object is replaced by SP. Summary is not separate from each other, logic ~ SP: setscalex (value) x axis horizontal scaling Value Ratio SP: setscaley (value) Y axis horizontal scaling Value Ratio SP: setposition (CCP (x, y) sets the position of the genie at the CCP (x, y) Point. SP: setopacity (value) sets the sprite's transparency to the value. SP: setrotation (angle): Set the Rotation Angle of

Universal prompt box with buttons in the game (2)

; CCSize totalSize = CCSizeMake (400/TT_SCALE_RATE, 0); int totalHeight = 0; // button m_okBtn = TTButton: createWithImage ("but_sure.png"); if (m_okBtn) {m_okBtn-> callback (this, callfuncO_selector (TTMsgBoxB: onOkBtnClick )); m_okBtn-> setPosition (ccp (52/TT_SCALE_RATE, 25/TT_SCALE_RATE); this-> addChild (m_okBtn, 2);} m_cacelBtn = TTButton: createWithImage ("but_cancel.png "); if (m_cacelBtn) {m_cacelBtn-> callback (this, callfuncO_selector (TTMs

Cocos2d anchor point Anchor Point Analysis

What is anchor point? It is hard to understand because we usually look at an image to determine the position of the Image Based on the image center. In cocos2d, the position of an image is determined by two dimensions: position, the center of the image, and anchor point. As long as we figure out their relationships, we will naturally be able to solve them. Their relationship is as follows: Actualposition. x = position. x + width * (0.5-anchor_point.x); acturalposition. Y = position. Y + height *

Coordinate System of cocos2d-x

(). Therefore, the converted coordinate system is the same as the convertToNodeSpace above, the results are the same. The convertToWorldSpaceAR test: CCSprite * sprite1 = CCSprite: spriteWithFile ("CloseNormal.png"); sprite1-> setPosition (ccp (20, 40 )); sprite1-> setAnchorPoint (ccp (0, 0); this-> addChild (sprite1); CCSprite * sprite2 = CCSprite: spriteWithFile ("CloseNormal.png "); sprite2-> setPositio

Some software design principles-I would like to summarize them myself and find a more comprehensive result,

. That is to say, electric lights and other electrical appliances inherit and implement our standard switch interface, and our switch manufacturer does not need to care about what kind of equipment it wants to control, but only about the Standard switch standard. This is the principle of dependency inversion. It seems that the browser does not depend on the Web server, but only on the HTTP protocol. This principle is too important. The division of labor and standardization of society are the emb

Cocos2dx mask layer failed on android phone, cocos2dxandroid

Cocos2dx mask layer failed on android phone, cocos2dxandroid 1. Use CCClippingNode (OK on the simulator, not on the mobile phone) to achieve multiple cut areas Local layer = CCLayerColor: create (ccc4 (0,110 )) --/* Create a cropping node */ Local pClip = CCClippingNode: create () PClip: setInverted (true) --; // sets whether to reverse. It determines whether the circle is transparent or black. PClip: setAlphaThreshold (0.0) Self: addChild (pClip) --/* Add the LayerColor layer to the cropping n

40th days happy here-Android games hitting planes (3) adding enemy planes

= director. winSize (); // initialize the sprite object plane = CCSprite. sprite ("p.png"); // set the location of the sprite object plane. setPosition (CGPoint. ccp (winSize. width/2,200); this. addChild (plane); // timer schedule, Add a bullet, call schedule ("addBullet", 0.5f) every 0.5 seconds; // Add an enemy, call schedule ("addEnemy", 1f) every second ); // background music SoundEngine. sharedEngine (). playSound (context, R. raw. game_music,

IOS_31_cocos2d _ Particle System

, you only need to deal with one batchNode, and only one Node is displayed on the interface. //// Maid. m // 31_cocos2D getting started /// Created by beyond on 14-9-27. // Copyright (c) 2014 com. beyond. all rights reserved. // # import "maid. h "@ interface participant scene () {// demonstrate the built-in particle effect CCParticleSystem * _ participant system; // display the particle effect name CCLabelTTF * _ label ;} @ end @ implementation maid # pragma mark-Override parent class method-(

Cocos2d-x 2.2.3 menu analysis (1)

Bool t04zorder: Init () {If (! Cclayer: Init () {return false;} ccsize winsize = ccdirector: shareddirector ()-> getwinsize (); cctextfieldttf * textfield; textfield = cctextfieldttf :: textfieldwit2d-aceholder ("Please input your name:", "arail", 36); textfield-> setsecuretextentry (true); // when the password is entered, ccscale9sprite * BG = ccscale9sprite :: create (); textfield-> addchild (BG); // Add BG to textfield BG-> setanchorpoint (CCP (0,

Cocos2D: Anti-tower game production Tour (11)

collisionWithCircle:destinationWaypoint.myPosition collisionCircleRadius:1]) { if(destinationWaypoint.nextWaypoint) { destinationWaypoint = destinationWaypoint.nextWaypoint; }else { //Reached the end of the road. Damage the player [theGame getHpDamage]; [self getRemoved]; } } CGPoint targetPoint = destinationWaypoint.myPosition; float movementSpeed = walkingSpeed; CGPoint normalized = ccpNormal

Coco2d-x Converttoworldspace Introduction

When I look at the introduction of the coordinate system of the network (http://www.tairan.com/archives/5739/), I don't understand why the blogger should explain it to converttoworldspace. I think it's possible to explain this: explain Converttoworldspace. His example changes, as follows:Auto *sprite1 = Sprite::create ("Helloworld.png"); Sprite1->setposition (CCP ( -, +)); Sprite1->setanchorpoint (CCP (0,0)

Cocos2d-x jitters the entire game scene CCShake

, strength, strength);} CCShake * CCShake: createWithStrength (float duration, float strength_x, float strength_y) {CCShake * pRet = new CCShake (); if (pRet pRet-> initWithDuration (duration, strength_x, strength_y) {pRet-> autorelease ();} else {CC_SAFE_DELETE (pRet);} return pRet ;} bool CCShake: equals (float duration, float strength_x, float strength_y) {if (CCActionInterval: duration) {m_strength_x = strength_x; Limit = strength_y; return true ;} return false;} // Helper function. I have

Cocos2d-x 3.2 Monopoly game project development-Part 2 improve the role walking experience, cocos2d-x Project Development

:.................... Static Vector Cpp File Bool GameBaseScene: init (){.................... // Before adding a role, you must prevent the role from being blocked by addPathMark (); addPlayer ();.......................... Return true ;} Implement the addPathMark method in GameBaseScene. cpp. Void GameBaseScene: addPathMark () {// This method creates Six Paths to block Sprite and add it to the current scenario Sprite * mark1 = Sprite: create (PATH_MARK_1 ); sprite * mark2 = Sprite: create

Use progresstdx in Cocos2d-X to achieve some simple results, cocos2dx authoritative guide

Use progresstdx in Cocos2d-X to achieve some simple results, cocos2dx authoritative guide I introduced the usage of ProgressTimer in the previous blog. This blog decided to write some simple results using Progress, Program example: progresst1 achieves effect 1 First, add two images to the Resource folder under the project directory. Then define a Progress class Add the following code in Progress. h. #ifndef _Progress_H_#define _Progress_H_#include "cocos2d.h"USING_NS_CC;class Progress : publ

Cocos2d-x custom blood bar and Its beautification ---- game development "zhao Yun to fight" (4), cocos2d

setForegroundTextureRect (const CCRect rect); private: CCSprite * m_progressBackground; // The background blood bar CCSprite * m_progressForeground; // foreground blood cord float m_totalProgress; // total blood volume float m_currentProgress; // current blood volume float m_scale; // magnification}; # endif Implement file ProgressView. cpp: # Include "ProgressView. h "ProgressView: ProgressView (): m_progressBackground (NULL), m_progressForeground (NULL), m_totalProgress (0.0f), m_currentPr

COCOS2DX changes in the speed of all movements or individual movements

Thanks for the comments and attention, welcome to reprint and share.Hard work and perseverance. first, the whole ccactioninterval action acceleration or deceleration, this is very simple as long as a code can be. Ccdirector::shareddirector ()->getscheduler ()->settimescale (2);//play at twice times the current speed Ccdirector::shareddirector ()->getscheduler ()->settimescale (0.5);//play at 0.5 times times the current speed acceleration or deceleration of individual actions There ar

Cocos2d-x 3.0 game instance learning notes "card tower guard" Step 7 --- hero to upgrade & amp; properties -- parsing csv configuration file

overwritten. Void Hero: upgrade () {Sprite * sprite = getSprite (); if (sprite = NULL | _ level> = 4) {return ;} // Add level _ level ++; // if (_ level = 2) {Sprite * heroTop = Sprite: create ("sprite/hero/hero_top_1.png "); point pos = ccp (sprite-> getContentSize (). width/2, sprite-> getContentSize (). height/2); heroTop-> setPosition (pos); sprite-> addChild (heroTop);} if (_ level = 3) {Sprite * heroTop = Sprite :: create ("sprite/hero/hero_to

Cocos2dx uses CCClippingNode In the cropping area to implement rolling subtitles.

Made To scroll the text in a certain area, use CCClippingNode to make a cropping area. The text in this area can be displayed, and the text cannot be seen after the area is displayed. Bool TestLayer: init () {CCSize size = CCDirector: sharedDirector ()-> getVisibleSize (); // create the text to be displayed, text = CCLabelTTF :: create ("text \ nbaibai \ n White \ nbaibai \ nhaha \ nahha \ n", "", 30); text-> setPosition (ccp (100, -120); // draw the

Cocos2d-x 3.2 Monopoly game project development-Part 3 menu scenario

millionaire background image. Sprite * menuSpriteLogo = Sprite: create (MENU_LOGO); menuSpriteLogo-> setPosition (ccp (visibleSize. width/2, visibleSize. height); menuSpriteLogo-> setAnchorPoint (ccp (0.5, 1); menuSpriteLogo-> setScale (0.6f); addChild (menuSpriteLogo ); // Add Sprite * rainBowSprite = Sprite: create (RAINBOW); rainBowSprite-> setPosition (ccp (

Cocos2dx uses CCClippingNode In the cropping area to implement rolling subtitles.

Cocos2dx uses CCClippingNode In the cropping area to implement rolling subtitles. To scroll the text in a certain area, use CCClippingNode to make a cropping area. The text in this area can be displayed, and the text cannot be seen after the area is displayed. Bool TestLayer: init () {CCSize size = CCDirector: sharedDirector ()-> getVisibleSize (); // create the text to be displayed, text = CCLabelTTF :: create ("text \ nbaibai \ n White \ nbaibai \ nhaha \ nahha \ n", "", 30); text-> setPositio

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