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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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