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▪粒子成效 粒子效果
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
using namespace cocos2d;
class HelloWorld : public cocos2d::CCLayer
{
CCParticleSystem* particleSystem; //粒子系统
public:
// Here's a difference.........
▪ 永不抛却,坚持到底 永不放弃,坚持到底
永不放弃,坚持到底
......
▪ spring 累积 spring 积累
(ApplicationContext、BeanFactory、WebApplicationContext): ApplicationContext接口是IoC容器概念的直接对应物,包括容器自身生命周期的管理(容器的启动,容器的初始化,容器的销毁) 一些便利.........
[1]粒子成效
来源: 互联网 发布时间: 2014-02-18
粒子效果
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
using namespace cocos2d;
class HelloWorld : public cocos2d::CCLayer
{
CCParticleSystem* particleSystem; //粒子系统
public:
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// there's no 'id' in cpp, so we recommand to return the exactly class pointer
static cocos2d::CCScene* scene();
// a selector callback
virtual void menuCloseCallback(CCObject* pSender);
void ccTouchesEnded(cocos2d::CCSet* touches,cocos2d::CCEvent* event);
// implement the "static node()" method manually
LAYER_NODE_FUNC(HelloWorld);
};
#endif // __HELLOWORLD_SCENE_H__
#include "HelloWorldScene.h"
USING_NS_CC;
CCScene* HelloWorld::scene()
{
// 'scene' is an autorelease object
CCScene *scene = CCScene::node();
// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::node();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !CCLayer::init() )
{
return false;
}
this->setIsTouchEnabled(true); //设置可触摸
/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// add a "close" icon to exit the progress. it's an autorelease object
CCMenuItemImage *pCloseItem = CCMenuItemImage::itemFromNormalImage(
"CloseNormal.png",
"CloseSelected.png",
this,
menu_selector(HelloWorld::menuCloseCallback) );
pCloseItem->setPosition( ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20) );
// create menu, it's an autorelease object
CCMenu* pMenu = CCMenu::menuWithItems(pCloseItem, NULL);
pMenu->setPosition( CCPointZero );
this->addChild(pMenu, 1);
/////////////////////////////
// 3. add your codes below...
// add a label shows "Hello World"
// create and initialize a label
CCLabelTTF* pLabel = CCLabelTTF::labelWithString("TestTouchFire", "Arial", 24);
// ask director the window size
CCSize size = CCDirector::sharedDirector()->getWinSize();
// position the label on the center of the screen
pLabel->setPosition( ccp(size.width / 2, size.height - 30) );
// add the label as a child to this layer
this->addChild(pLabel, 1);
// add "HelloWorld" splash screen"
// CCSprite* pSprite = CCSprite::spriteWithFile("HelloWorld.png");
// position the sprite on the center of the screen
// pSprite->setPosition( ccp(size.width/2, size.height/2) );
// add the sprite as a child to this layer
// this->addChild(pSprite, 0);
particleSystem = CCParticleFire::node(); // CCParticleFire 节点对象
particleSystem->retain();
particleSystem->setTexture( CCTextureCache::sharedTextureCache()->addImage("fire.png")); //设置贴图
CCPoint p = particleSystem->getPosition(); //取得 点位置
particleSystem->setPosition( CCPointMake(p.x, 100) ); //设置粒子位置
this->addChild(particleSystem,10); //向布景添加 粒子系统
return true;
}
void HelloWorld::ccTouchesEnded(CCSet* touches, CCEvent* event){
CCTouch* touch = (CCTouch*)(touches->anyObject());
CCPoint location = touch->locationInView(touch->view());
location = CCDirector::sharedDirector()->convertToGL(location);
particleSystem->setPosition(location); //设置粒子位置
// this->addChild(particleSystem,10); //向布景添加 粒子系统
}
void HelloWorld::menuCloseCallback(CCObject* pSender)
{
CCDirector::sharedDirector()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}
[2] 永不抛却,坚持到底
来源: 互联网 发布时间: 2014-02-18
永不放弃,坚持到底
永不放弃,坚持到底
永不放弃,坚持到底
[3] spring 累积
来源: 互联网 发布时间: 2014-02-18
spring 积累
(ApplicationContext、BeanFactory、WebApplicationContext):
ApplicationContext接口是IoC容器概念的直接对应物,包括容器自身生命周期的管理(容器的启动,容器的初始化,容器的销毁)
一些便利功能的提供如:资源文件的读取,容器级事件的发布。
BeanFactory接口是IoC容器的核心,其它组件都为此组件提供支持,如Resource组件,ResourceLoader组件,BeanDefintionReader组件,
BeanDefintion组件,BeanWrapper组件等。BeanFactory接口相对于容器的概念太过低级,以至于直接使用需要应对较复杂的API。
WebApplicationContext接口提供IoC容器对Web环境的支持,与ServletAPI的集成工作。普通Java应用程序选择IoC容器使用ApplicationContext,
Web环境下的IoC容器使用WebApplicationContext
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