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cocos2d-x 平时小例子(1)

2016-03-28  本文已影响396人  绿城河

1.创建lable

function MainScene:createLable()
  local lableItem = cc.Label:createWithSystemFont("zhulei", "Arial", 64)
  lableItem:setPosition(cc.p(display.cx,display.cy))
  lableItem:addTo(self)
end

2.使用touch监听事件来检测node节点被触摸

function MainScene:createSpriteButton()
  local layer1 = cc.Layer:create()
  local sprite = cc.Sprite:create("siFangmao1.png")
  sprite:setPosition(cc.p(display.cx, display.cy))

  local x = sprite:getContentSize().width
  local y = sprite:getContentSize().height

  local lableItemX = cc.Label:createWithSystemFont(x, "Arial", 32)
  lableItemX:setPosition(cc.p(display.cx - 50,display.cy + 100))

   local lableItemY = cc.Label:createWithSystemFont(y, "Arial", 32)
  lableItemY:setPosition(cc.p(display.cx + 50,display.cy + 100))

  lableItemX:addTo(self)
  lableItemY:addTo(self)
  layer1:addChild(sprite)
  layer1:addTo(self)

  local function TouchBegan(touch, event)
   
    local position = touch:getLocation()
    local xx = touch:getLocation().x
    local yy = touch:getLocation().y
    local lableItemX = cc.Label:createWithSystemFont(xx, "Arial", 32)
        lableItemX:setPosition(cc.p(display.cx, display.cy - 125))
        lableItemX:addTo(self)
    local lableItemY = cc.Label:createWithSystemFont(yy, "Arial", 32)
    lableItemY:setPosition(cc.p(display.cx, display.cy - 150))
    lableItemY:addTo(self)

    --这个是书上写的但暂时不能实现,正在寻找原因,使用下面的方法来检测区域(找到原因:问题出在将世界坐标转化为本地坐标,在判断点是否在矩形框中出现问题,与其可能出现问题,不如直接全部转化为世界坐标)
    --local node = event:getCurrentTarget()
    -- 获取node坐标,rect
    --local locationInNode= node:convertTouchToNodeSpace(touch:getLocation())
    --local rect = cc.rect(0, 0, node:getContentSize().width, node:getContentSize().height)
    -- 点击范围检测

    local spritePosition = sprite:getPosition()
    local rect = cc.rect(display.cx - x / 2, display.cy - y / 2, x, y)
 
    if cc.rectContainsPoint(rect, position) then
        local lableItemT = cc.Label:createWithSystemFont("ok", "Arial", 32)
        lableItemT:setPosition(cc.p(display.cx, display.cy - 100))
        lableItemT:addTo(self)
   end
    
    return true
  end


 
  -- 设置事件监听器
  local listener = cc.EventListenerTouchOneByOne:create()
  -- 设置吞没事件
  listener:setSwallowTouches(true)
  -- 注册监听事件
  listener:registerScriptHandler(TouchBegan, cc.Handler.EVENT_TOUCH_BEGAN)
  -- 添加监听器
  local eventDispatcher = cc.Director:getInstance():getEventDispatcher()
  eventDispatcher:addEventListenerWithSceneGraphPriority(listener, layer1)

end

3.创建调度者

function MainScene:createSchedule()
  local i = 0
  local function scheduleUpdate(dt)
    i = i + 1
    local node = cc.Node:create()
    local lableItem = cc.Label:createWithSystemFont(i, "Arial", 32)
    lableItem:setPosition(cc.p(display.cx - 400 + i * 20, display.cy - 100))
    node:addChild(lableItem)
    node:addTo(self)
  end

  local scheduler = cc.Director:getInstance():getScheduler()
  scheduler:scheduleScriptFunc(scheduleUpdate, 1, false)

end

4.创建ui输入控件

function MainScene:createUInput()

  local node = cc.Node:create()
  node:setPosition(cc.p(display.cx, display.cy))

  local text = ccui.Text:create()
  text:setString("Hello")
  text:setFontSize(30)
  node:addChild(text)

  node:addTo(self)
end   

5.创建背景音乐

function MainScene:createBackMusic()

  -- 内部封装的调背景音乐的方法/好奇葩的用法(里面的方法的都可以用,不要换格式,win平台)
  --audio.playMusic("background.wav")
  --cc.SimpleAudioEngine:getInstance():playBackgroundMusic("background.wav")
  ccexp.AudioEngine:play2d("background.mp3", true)
  --AudioEngine.playEffect("background.wav", true)
end

6.创建精灵延迟消失

function MainScene:createAction()

  local ret = cc.Layer:create()
  local sprite = cc.Sprite:create("tank_p_d.png")
  sprite:setPosition(display.cx, display.cy)
  sprite:runAction(cc.RotateBy:create(1.5, 90))
  sprite:runAction(cc.Sequence:create(cc.DelayTime:create(2.4),cc.FadeOut:create(1.1)))

  ret:addChild(sprite)
  ret:addTo(self)

  local function removeThis()
    ret:getParent():removeChild(ret, true)
  end

  ret:runAction(cc.Sequence:create(cc.DelayTime:create(2.4),cc.CallFunc:create(removeThis)))

end

7.创建变速动作

function MainScene:createChAction()
  local sprite = cc.Sprite:create("tank_p_d.png")
  sprite:setPosition(cc.p(display.cx, display.cy))
  sprite:addTo(self)
  sprite:runAction(cc.EaseSineIn:create(cc.MoveBy:create(3, cc.p(display.cx, 0))))
end

8.创建进度条

function MainScene:createProgressBar()

  local to1 = cc.ProgressTo:create(30, 100)
  local bar = cc.ProgressTimer:create(cc.Sprite:create("bar2.png"))
  bar:setType(cc.PROGRESS_TIMER_TYPE_BAR)
  bar:setMidpoint(cc.p(0,0))
  bar:setBarChangeRate(cc.p(1, 0))
  bar:setPosition(cc.p(display.cx, display.cy))
  bar:runAction(cc.RepeatForever:create(to1))
  bar:addTo(self)
end

9.创建截图

function MainScene:createSceneCut()

  local function afterCaptured(succeed, outputFile)
    if succeed then
        local sp = cc.Sprite:create(outputFile)
        self:addChild(sp, 0, childTag)
        sp:setPosition(display.cx , display.cy)
        sp:setScale(0.25)
     
    else
        cclog("Capture screen failed.")
    end
  end
  cc.utils:captureScreen(afterCaptured, "nihao.png")  
end
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