.h文件
#ifndef __HELLOWORLD_SCENE_H__#@R_502_5552@ __HELLOWORLD_SCENE_H__#include "cocos2d.h"using namespace cocos2d;class HelloWorld : public cocos2d::cclayer{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 recommend returning the class instance pointer static cocos2d::CCScene* scene(); // a selector callback voID menuCloseCallback(CCObject* pSender); // implement the "static node()" method manually CREATE_FUNC(HelloWorld); virtual voID onEnter(); virtual voID onExit(); virtual bool cctouchBegan(CCtouch *ptouch,CCEvent *pEvent); voID update(); CCSprite* pSprite; bool first_touch = 1; int i = 0; bool createnewobject(int i,CCPoint location); };#endif // __HELLOWORLD_SCENE_H__
.cpp
#include "HelloWorldScene.h"USING_NS_CC;CCScene* HelloWorld::scene(){ // 'scene' is an autorelease object CCScene *scene = CCScene::create(); // 'layer' is an autorelease object HelloWorld *layer = HelloWorld::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene;}// on "init" you need to initialize your instancebool HelloWorld::init(){ ////////////////////////////// // 1. super init first if ( !cclayer::init() ) { return false; } CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize(); CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin(); ///////////////////////////// // 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::create( "Closenormal.png","CloseSelected.png",this,menu_selector(HelloWorld::menuCloseCallback)); pCloseItem->setposition(ccp(origin.x + visibleSize.wIDth - pCloseItem->getContentSize().wIDth/2,origin.y + pCloseItem->getContentSize().height/2)); // create menu,it's an autorelease object Ccmenu* pMenu = Ccmenu::create(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::create("Hello World","Arial",24); // position the label on the center of the screen pLabel->setposition(ccp(origin.x + visibleSize.wIDth/2,origin.y + visibleSize.height - pLabel->getContentSize().height)); // add the label as a child to this layer this->addChild(pLabel,1); // add "HelloWorld" splash screen" CCSprite* pSprite = CCSprite::create("HelloWorld.png"); // position the sprite on the center of the screen pSprite->setposition(ccp(visibleSize.wIDth/2 + origin.x,visibleSize.height/2 + origin.y)); // add the sprite as a child to this layer this->addChild(pSprite,0); */ //this->schedule(schedule_selector(HelloWorld::update),3,5,1); return true;}voID HelloWorld::menuCloseCallback(CCObject* pSender){ CCDirector::sharedDirector()->end();#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0);#endif}voID HelloWorld::onEnter(){ cclayer::onEnter(); this->settouchEnabled(true); CCDirector::sharedDirector()->gettouchdispatcher()->addTargetedDelegate(this,true);}voID HelloWorld::onExit(){ cclayer::onExit(); CCDirector::sharedDirector()->gettouchdispatcher()->removeDelegate(this);}bool HelloWorld::cctouchBegan(CCtouch *ptouch,CCEvent* pEvent){ //取坐标 CCPoint touchloaction = ptouch->getLocation(); CCPoint location = convertToNodeSpace(touchloaction); cclog("NodeLocacion is x=%f y=%f",location.x,location.y); //第一次触摸创建一个精灵 //再次触摸输出坐标信息,判断是否点中该精灵,如果点中:输出“击中物体”;删除该精灵; 如果没有点中:输出“没有击中物体”,在该位置新建一个精灵 if (first_touch) { createnewobject(i,location); first_touch =0; } else { CCRect pobject = pSprite->boundingBox(); bool flag = pobject.containsPoint(location); if (flag) { cclog("hit the object"); removeChildByTag(i); first_touch = 1; } else { cclog("miss the object"); removeChildByTag(i); i++; createnewobject(i,location); } } return false;}bool HelloWorld::createnewobject(int i,CCPoint location){ pSprite = CCSprite::create("Icon-72.png"); //pSprite->setposition(ccp(visibleSize.wIDth/2,visibleSize.height/2)); pSprite->setposition(ccp(location.x,location.y)); this->addChild(pSprite,i); // move the psprite CCMoveBy* move1 = CCMoveBy::create(2,ccp(200,150)); //CCMoveto* move2 = move1->reverse(); CCMoveBy* move2 = CCMoveBy::create(3,ccp(-200,-150)); CCScaleto* pScale= CCScaleto::create(5,pSprite->getScale()*2); CCSequence* seq = CCSequence::create(move1,move2,NulL); CCSpawn* spa = CCSpawn::create(seq,pScale); CCRepeatForever* req =CCRepeatForever::create(spa); pSprite->runAction(req); return true;}voID HelloWorld::update(){ cclog("i am ok"); }总结
以上是内存溢出为你收集整理的点击精灵区域消除,点击其他区域创建新精灵。(模拟放置炸d,及引爆)全部内容,希望文章能够帮你解决点击精灵区域消除,点击其他区域创建新精灵。(模拟放置炸d,及引爆)所遇到的程序开发问题。
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