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cocos2dx3.x "Fighting" Game Loading Interface (i)

false; } Size visiblesize = Director::getinstance ()->getvisiblesize (); VEC2 origin = Director::getinstance ()->getvisibleorigin (); Size size = Director::getinstance ()->getwinsize (); /************************************************************************//* Background image *//************************************************************************///People pictures Auto PPERSONBG = sprite::create ("Ui/loading_bg.png");

Three methods for adding text to cocos2dx and their applicability: CCLabelTTF and CCLabelBMFon

); // content to be displayed, Font, font size // here you can also use the following method to change the content to be displayed: pLabel-> setString ("NEUQ"); pLabel-> setPosition (ccp (100,100 )); this-> addChild (pLabel, 1 ); 2. CCLabelAtlas CCLabelBMFont is suitable for text content that needs to be updated frequently or for displaying beautiful and gorgeous text content. CCLabelBMFont is used to display text content in an image file, which is eq

Cocos2d-x path ~ Create the first text game (2)

;getLocationInView();CCPoint touchPoint = CCDirector::sharedDirector()->convertToGL(point);this->xOffset = touchPoint.x - this->getPositionX();this->yOffset = touchPoint.y - this->getPositionY();return true;}void TileView::ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent){if(!isControl){return;}CCPoint point = pTouch->getLocationInView();CCPoint touchPoint = CCDirector::sharedDirector()->convertToGL(point);float x = touchPoint.x - this->xOffset;float y = touchPoint.y - this->yOffset;this->setPositi

Cocos2d-X mask, partial highlighted, CCRenderTexture

(float width, float height, CCPoint point){If (width! = 0 height! = 0 ){M_layerWidth = width;M_layerHeight = height;M_layer = CCLayerColor: layerWithColorWidthHeight (ccc4 (0x00, 0x00, 0x00, 0xff), width, height );M_layer-> retain ();CcBlendFunc ccb = {GL_ZERO, GL_ONE_MINUS_SRC_ALPHA };M_layer-> setBlendFunc (ccb );M_layer-> setPosition (point );CCSprite * topright = CCSprite: spriteWithFile ("yourfile"); // you can remove sprite directly if you do not need a rounded corner.Topright-> getTextu

Cocos2d-x Study Notes (3) menu items

The cocos2d-x provides a variety of menu items, including: CCMenuItemLable, CCMenuItemSprite, temperature, temperature, and CCMenuItemImage. They all inherit CCMenuItem, the inheritance diagram is as follows: CCMenuItemLable: mainly including labels and labels. Usage: [cpp] usage: setFontName ("Marker Felt"); CCMenuItemFont: setFontSize (34); usage * pCloseItemFont = CCMenuItemFont: create ("CloseFont", this, menu_selector (HelloWorld: menuCloseCallback); pCloseItemFont-> setPosition (

[Cocos2D-X] initial view door diameter (5) CCAction: Action

The instantaneous action does not need time. The [cpp] is completed immediately // placed, = setPosition () pRole-> runAction (CCPlace: create (ccp (300,300 ))); // hide, = setVisible (false) pRole-> runAction (CCHide: create (); // display, = setVisible (true) pRole-> runAction (CCShow :: create (); // horizontal flip, = setFlipX (true) pRole-> runAction (CCFlipX: create (true); // vertical flip, = setFlipY (true) pRole-> runAction (CCFlipY: create (

Cocos2d-x Study Notes (20) -- box2d getting started

-> SetContinuousPhysics (true );// Define a surface objectB2BodyDef groundBodyDef;B2Body * groundBody = m_world-> CreateBody ( groundBodyDef );B2PolygonShape groundBox;// Bottom wallGroundBox. SetAsBox (size. width/PTM_RATIO, 0, b2Vec2 (0, 0), 0 );GroundBody-> CreateFixture ( groundBox, 0 );// WallGroundBox. SetAsBox (size. width/PTM_RATIO, 0, b2Vec2 (0, size. height/PTM_RATIO), 0 );GroundBody-> CreateFixture ( groundBox, 0 );// Left WallGroundBox. SetAsBox (0, size. height/PTM_RATIO, b2Vec2 (0,

Use FreeBSD to configure the ADSL-based VPN gateway + Firewall

section.It is very easy to use ppp to connect to PPPoE. After FreeBSD is installed, you will go to the/etc/ppp/directory.The following shows a file named ppp. conf. You can change this file to the following file to connect to it.PPPoE: The file content is as follows: default:Set log Phase Chat lcp ipcp ccp tun commandIdent user-ppp VERSION (built COMPILATIONDATE) # Ensure that "device" references the correct serial port# For your modem. (cuaa0 = COM

Cocos2d-x iOS game development (vi) Optimization of rendering

Do program development must take into account the memory optimization, after all, the iphone itself is not very large memory, this section mainly said that the cocos2d development of memory optimization, specific performance in, both the same sprite (image) can only render once, or can not be rendered only once.The following is the procedure of the program, first block the previous code.let's start with a brief introductionCcspritebatchnode optimize game rendering efficiency, in the >ccspriteb

Ccsprite use of the method Daquan

First, wizard creation and initialization1. Create from picture file:Ccsprite *sprite = [Ccsprite spritewithfile:@ "imagefilename.png"];Default anchor CCP (0.5,0.5), default position CCP (0,0), ccsprite size (contentsize) for picture size2. Create from Frame cache:[[Ccspriteframecache Sharedspriteframecache] addspriteframeswithfile:@ "minesweeping.plist"]; Ccsprite *sprite = [Ccsprite spritewithspriteframen

"Cocos2d-x" uses Bezier curves (Bezier) to achieve sprite parabolic motion

angle to radians float Radian = angle*3.14159/180.0;//The first control point is the midpoint of the parabolic left half arc float q1x = startpoint.x+ (end point.x-startpoint.x)/4.0; Ccpoint q1 = CCP (q1x, Height + startpoint.y+cos (radian) *q1x);//The second control point is the midpoint of the entire parabola float q2x = startpoint.x + (endpoint.x-st Artpoint.x)/2.0; Ccpoint q2 = CCP (q2x, Height + start

Based on ccclippingnode, The cocos2d-x implements the cclayer mask function. When sliding, the effect of displaying part beyond the cut area does not need any other Sprite.

Clippinglayer: clippinglayer () {} clippinglayer ::~ Clippinglayer () {} clippinglayer * clippinglayer: Create () {clippinglayer * layer = new clippinglayer (); If (layer layer-> Init ()) {layer-> autorelease (); Return layer;} Delete layer; return NULL;} bool clippinglayer: Init () {settouchenabled (true); m_node = ccnode :: create (); ccclippingnode * clipper = ccclippingnode: Create (); clipper-> setcontentsize (ccsize (80,100); addchild (clipper, 1); clipper-> setposition (ccpointze RO); cl

Cocos2dx practice-learning experience in the demo "Lori run"

of Bg1. To know the coordinates of the SP element on the screen, you need to know the coordinates of Bg1 on the screen and the coordinates of SP relative to Bg1. Because the setposition set by SP isCoordinates relative to the parent node Bg1, not the actual coordinates on the screen. /// 1. obtain the coordinates of the map layer. P1 is the coordinate ccpoint p1 = gamemap-> getposition (); // 2. obtain the SP coordinate. PSP is the coordinate ccpoint PSP = (gamemap-> SP)-> getposition (); // 3.

How to convert Chinese characters into keywords starting with pinyin

For example, "our motherland is a garden" is transformed into "wmdzgshy" Ansistring chinesetopy (ansistring Chinese){Ansistring tchinese, result = "";Tchinese = trim (Chinese );Ansistring temp = "";Char * CCP = new char [Chinese. Length () + 1];Strcpy (CCP, tchinese. c_str ());For (INT I = 0; I {If (Word (CCP [I]) Temp = temp +

Install and configure a VPN under FREEBSD

enable compression Set ccp yes mppc Set ccp yes mpp-e40 Set ccp yes mpp-e128 Set bundle enable crypt-reqd Set ccp yes mpp-stateless Open The configuration of/usr/local/etc/mpd. links is as follows: Vpn: Set link type pptp Set pptp self 192.168.0.1 # Set pptp peer 2.3.4.5 Set pptp enable originate incoming outcall

Cocos2d-x Study Notes (6) -- button

(! PCloseItem );// Place the menu item bottom-right conner.PCloseItem-> setPosition (ccp (CCDirector: shareddire()-> getWinSize (). width-20, 20 ));// Create a menu with the "close" menu item, it's an auto release object.CCMenu * pMenu = CCMenu: menuWithItems (pCloseItem, NULL );PMenu-> setPosition (CCPointZero );CC_BREAK_IF (! PMenu );// Add the menu to HelloWorld layer as a child layer.This-> addChild (pMenu, 1 );// Get window size and place the la

Cocos2d-x advanced UI controls

, screensize. height/2); ccscale9sprite * button = cocos2d: Extension: ccscale9sprite: Create ("button.png", rect, rect_inside); // button-> setcontentsize (ccsizemake (screensize. width, 57); button-> setpreferredsize (rect_9size); // the desired final button size. Button-> setposition (CCP (screensize. width/2, screensize. height/2.0f); addchild (button ); Note: ccscale9sprite: Create. If no rect is entered, the image is divided into nine parts acco

Cocos2d-x game engine development notes (26) Chinese and custom Fonts

Original article, reproduced please indicate the source: http://blog.csdn.net/zhy_cheng/article/details/9736973 Cocos2d-x implements Chinese, there are two ways to transcode and read XML files, For the first, in my blog [Cocos2d-x game engine development notes (2)] rendering text on the screen has an introduction, next to see how to read Chinese from XML files. The content with source code XML in testcpp is organized as follows: In this way, each Chinese field has a key, which can be used to o

Cocos2d-x frame loop is not rigorous, causing scene switching to lag

: createwithspriteframe (ccspriteframecache: equals () -> spriteframebyname ("guide_connecting_ttf"); sp_connecting-> setanchorpoin T (CCP (0, 1); sp_connecting-> setposition (CCP (1640,175 0); sp_connecting-> setscale (1.5f); this-> addchild (sp_connecting ); // If the wlanstate is equal to 1 at the beginning of a certain time point, a sp_connecting genie will be created for each frame starting from this f

Cocos2d-x learning record 2 -- ccaction action

CCSprite *sprite = CCSprite::create("pal4.png");20 sprite->setAnchorPoint( ccp(0.5, 0.5) );21 //sprite->setPosition( ccp(size.width/2, size.height/2) );22 sprite->setPosition( ccp(0, 0) );23 sprite->setScale(0.5f);24 sprite->setTag(2345);25 addChild(sprite);26 27 CCAction *action1 = CCMoveTo::create(1,

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