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Cocos2d-x 3.2 Monopoly Game project Development-Part III menu scene

* 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 left Rainbow picture sprite* rainbowsprite= sprite::create (RAINBOW); Rainbowsprite->setposition (CCP (5, visiblesize.h

Cocos2d-x using Ccclippingnode to realize the marquee

Directly in the code, which is a good package layer that can be called directly//originally in vainBOOL Testlayer::init () {ccsize size = Ccdirector::shareddirector ()->getvisiblesize (); Create the text to be displayed text = Cclabelttf::create ("text\nbaibai\nfdffdd\nzimu\nhaha\njahjahjkd\njhahaj\n", "", 30); Text->setposition (CCP (100,-120)); Draw clipping area ccdrawnode* Shap = Ccdrawnode::create (); Ccpoint Point[4] = {

Cocos2d-x 3.2 Monopoly game project development-Part 3 menu scene, cocos2d-x Project Development

: addBackgroundSprite () {// Add a 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 (

Cocos2d-x 3.2 Monopoly game project development-Part 2 linked land payments toll, cocos2d-x Project Development

buildin G_2_tiledID, int building_3_tiledID) {int sumMoney = 0; // The initial value of float retX = Util: GL2map (player-> getPosition (), _ map ). x; // convert the role coordinates to the coordinates in the map if (x = retX) // compare whether the x values of the map coordinates are equal, if they are equal, the current role has a block of the other side. {Float leftX = x-1; // coordinate float rightX = x + 1 on the left of the current plot; // The coordinate int leftGID = landLayer-> getTil

CosCos-android code Summary

Directly run the Code: Common Cocos syntax in MainActivity:CCGLSurfaceView view = CCGLSurfaceView (CCDirector ctor = director. setDisplayFPS (director. setAnimationInterval (1/30 CCScene scene = GameLayer gameLayer =View Code The basic method for inheriting the CCLayer layer class is as follows:GameLayer player = CCSprite. sprite ("tank_a.png" CGPoint point = CGPoint. ccp (100,100 CGPoint target = CGPoint. ccp

Cocos2d-x journey start-(achieve click and long press)

mapCCDictionary * playerPosition = playerBornGroup-> objectNamed ("player_1"); // locate the position of player_1 in this layer based on the name.Int x = playerPosition-> valueForKey ("x")-> intValue ();Int y = playerPosition-> valueForKey ("y")-> intValue (); // obtain the coordinates of the object.Player_1 = CCSprite: create ("p1tank1.png"); // create a player geniePlayer_1-> setPosition (ccp (x, y ));This-> addChild (player_1 ); Then implement the

Cocos2d-x 3.2 Monopoly Game project Development-16th part of the linked parcel paid tolls

;getposition (), _map). x; Convert the character coordinates to the coordinates in the map if (x = = retx)//Compare the x values of the map coordinates for equality, if equal means that the top or bottom of the current role has each other's plots. {Float LEFTX = x-1;//The coordinate of the left side of the current parcel is RIGHTX = x + 1;//coordinate int leftgid = Landlayer->gettilegidat (CCP (LEFTX, Y)///Get the GID value int rightgid = Landlayer->g

Cocos2d-x anchor

Tags: blog OS Io ar code DIV size logSee the following code:Ccsprite * child = ccsprite: Create ("child.png"); child-> setanchorpoint (CCP (0.5, 0.5); child-> setposition (CCP (0, 0 )); parent-> addchild (child); // Add child sprite into Parent Sprite.1. For example, if the size of the genie is 100,100, after setanchorpoint (0.5, 0.5), the width * 0.5, height * 0.5, starts from the lower left corner of the

[Cocos2d-x for WP8] Sprite Elf __cocos2d-x

Http://www.cnblogs.com/linzheng/p/3292684.html Garfield Just have a little faith. [Cocos2d-x for Wp8]sprite wizard Elves (Sprite) is the role of the game, such as the enemy, the game in the movement of objects and so on, so the wizard is a very common concept of the game, almost everywhere. In Cocos2d-x, the genie is represented by the Ccsprite class, which can be defined with a picture or a rectangular part of a picture. We can use the following code to create a sprite with a picture resource a

Last time PSP

Kouqiu Desc";OleDbCommand CMA = new OleDbCommand (SQA, con);OleDbDataReader Readera = CMA. ExecuteReader ();Readera. Read ();String Kouqiu = (string) readera[0]. ToString ();TextBox2.Text = Kouqiu;Readera. Close ();Con. Close ();Con. Open ();String sqb = "Select Qiuyuan from Allathlete ORDER by Lanwang Desc";OleDbCommand CMB = new OleDbCommand (SQB, con);OleDbDataReader Readerb = CMB. ExecuteReader ();Readerb. Read ();String Lanwang = (string) readerb[0]. ToString ();TextBox3.Text = Lanwang;Rea

. Bat syntax 2

. choice commandChoice uses this command to allow users to enter a single character to run different commands. The/c: parameter should be added for use, and c: should be followed by a prompt to enter characters without spaces. It returns a code of 1234... ...For example: choice/cme defrag, mem, endWill displayDefrag, mem, end [D, M, E]?Sample:The content of Sample. bat is as follows:@ Echo offChoice/cme def

Use batch file-Common commands

equal signs) For example, if "% 1" = "A" format: 2. If exist file name command to be executed If a specified file exists, the condition is true. Run the command. Otherwise, run the next sentence. For example, if exist config. sys edit config. sys 3. If errorlevel: command to be executed If the return code is equal to the specified number, the condition is true. Run the command. Otherwise, run the next sentence. For example, if errorlevel 2 goto X2 dos returns a number to dos when running the pr

PHP class Library to sublime complete

); if(false == $rf->isInternal()){ if(‘app\index\controller\Index‘ == $class){ continue; } $ret[] = $class; } } return $ret; } if ($classes) { foreach ($classes as $class) { $class2 = $this->cme->getClassAnnotation(new \ReflectionClass($class)); $this->buildClass($class2);

Cocos2dx achieves the flop effect (CCScaleTo and CCOrbitCamera)

tolerated. I tried to read Cocos2dx's content about setting the setProjection function to see if I could avoid this, making the flip natural. In the end, I failed, but it was too difficult. I found an alternative solution to implement the flop action, and found CCScaleTo to implement it. This process is indeed quite difficult. Below I will paste the key code of both solutions for your convenience. 1. First, use the CCOrbitCamera class to implement the flop effect (I encapsulated it into a funct

Cocos2d-x Study Notes (5) -- switching between CCScene scenarios

(){CCSize size = CCDirector: shareddire()-> getWinSize ();This-> initWithColor (ccc4 (0, 0, 0,255 ));CCSprite * pSpriteNight = CCSprite: spriteWithFile ("night.png ");CCSprite * pSpriteHill = CCSprite: spriteWithFile ("hill.png ");PSpriteNight-> setPosition (ccp (size. width/2, size. height/2 ));PSpriteHill-> setPosition (ccp (size. width/2, size. height/2 ));AddChild (pSpriteNight );AddChild (pSpriteHill

Core classes in the COCOS2DX

, Container class CcarrayCcarray *array = Ccarray::create (); It does not determine the type of storage pair, each of which can be different.Eight, draw the graphic classYou can override draw (Renderer *renderer, const kmmat4 transform, BOOL transformupdated) functions in the node class Ccnode and draw graphics in themvoid HelloWorld::d Raw (Renderer *renderer, const kmmat4 transform, BOOL transformupdated){Node::d Raw (renderer,transform,transformupdated);Draw LineGllinewidth (3.0f);CCDRAWCOLOR

COCOS2DX multiple ways to create a sprite

Method OneThe most common and simplest methodCcsprite *bg=ccsprite::create ("sprite/background.jpg", Ccrectmake (0,0 ,480,()); BG->setanchorpoint (CCP (0,0)); BG-setposition (Ccpointzero); AddChild (BG);Method TwoCreating a Sprite with textures Ccimage *image=New ccimage (); Image->initwithimagefile ("sprite/plant.png"); *texture=New cctexture2d (); Texture, autorelease (); Texture-initwithimage (image); *plant=ccsprite:

COCOS2D: Tower Defense Game Making Tour (11)

. Damage the player[TheGame Gethpdamage]; [ SelfGetremoved]; } }CgpointTargetPoint = Destinationwaypoint. Myposition;floatMovementspeed = Walkingspeed;Cgpointnormalized = Ccpnormalize (CCP (targetpoint. x-myposition. x, TargetPoint. Y-myposition. Y)); MySprite. Rotation= Cc_radians_to_degrees (atan2 (normalized. Y,-normalized. x)); Myposition = CCP (myposition. x+normalized. x* Movementspeed, Myposition.

Cocos-2d coordinate system and coordinate transformation

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 *

Cocos2dx mask layer android mobile phone failed

Cocos2dx mask layer android mobile phone failed 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 node */ PClip:

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