cocos2d-android——向量
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1、MainActivity
package com.njupt.cocos2dvector; import org.cocos2d.layers.CCScene; import org.cocos2d.nodes.CCDirector; import org.cocos2d.opengl.CCGLSurfaceView; import android.os.Bundle; import android.app.Activity; import android.view.Menu; public class MainActivity extends Activity { //cocos2d引擎会把图形会知道在该view对象上 private CCGLSurfaceView view = null; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); view = new CCGLSurfaceView(this); setContentView(view); CCDirector director = CCDirector.sharedDirector();//得到CCDirector对象 /** * 设置游戏程序的相关属性 */ director.attachInView(view);//设置当前游戏程序中所使用的view对象 director.setDisplayFPS(true);//设置游戏程序是否显示FPS值 director.setAnimationInterval(1.0f/60);//设置游戏渲染一帧所需要的时间 //生成一个游戏场景对象 CCScene scene = CCScene.node(); //生成布景层对象 GameLayer gameLayer = new GameLayer(); //将布景层对象添加至游戏场景中 scene.addChild(gameLayer); //运行游戏场景 director.runWithScene(scene); } @Override public boolean onCreateOptionsMenu(Menu menu) { // Inflate the menu; this adds items to the action bar if it is present. getMenuInflater().inflate(R.menu.main, menu); return true; } }
2、GameLayer
package com.njupt.cocos2dvector; import org.cocos2d.actions.interval.CCJumpBy; import org.cocos2d.actions.interval.CCJumpTo; import org.cocos2d.actions.interval.CCMoveBy; import org.cocos2d.layers.CCLayer; import org.cocos2d.nodes.CCSprite; import org.cocos2d.types.CGPoint; public class GameLayer extends CCLayer{ //声明一个精灵对象 CCSprite aSprite; CCSprite bSprite; public GameLayer() { aSprite = CCSprite.sprite("player.png"); bSprite = CCSprite.sprite("player.png"); this.addChild(aSprite); this.addChild(bSprite); CGPoint initPoint = CGPoint.ccp(100, 100); aSprite.setPosition(initPoint); bSprite.setPosition(initPoint); // CGPoint detaPoint = CGPoint.ccp(0, 100); // CGPoint target = CGPoint.ccpAdd(initPoint, detaPoint);//向量的加法 // // bSprite.setPosition(target); /** * CCMoveBy.action(3, pos) * CCMoveBy将精灵当前位置的值加上pos的值 */ // CGPoint pos = CGPoint.ccp(100, 100); // CCMoveBy MoveBy = CCMoveBy.action(3, pos); // aSprite.runAction(MoveBy); /** * CCJumpBy.action(3, pos, 200, 3); * 四个参数分别为:动作持续时间,增量,跳跃高度,跳跃次数 */ CGPoint pos = CGPoint.ccp(300, 400); CCJumpBy jumpBy = CCJumpBy.action(3, pos, 200, 3); aSprite.runAction(jumpBy); } }
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