cocos2d-x 平时小例子(1)

作者: 绿城河 | 来源:发表于2016-03-28 14:03 被阅读396次

    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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