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C# CCPoint类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中CCPoint的典型用法代码示例。如果您正苦于以下问题:C# CCPoint类的具体用法?C# CCPoint怎么用?C# CCPoint使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



CCPoint类属于命名空间,在下文中一共展示了CCPoint类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: AddedToScene

        protected override void AddedToScene()
        {
            base.AddedToScene();

            // Use the bounds to layout the positioning of our drawable assets
            var bounds = VisibleBoundsWorldspace;

            // position the label on the center of the screen
            label.Position = bounds.LowerLeft;

            //Ubicar las 6 sillas al inicio
            //TODO hallar el centro de la pantalla
            CCSize tamaño = Scene.Window.WindowSizeInPixels;
            CCPoint centro = tamaño.Center;
            double cx = centro.X;
            double cy = centro.Y;
            double radio = 200;

            for (int i = 0; i < sillas.Count; i++)
            {
                double xpos = cx + radio * Math.Sin(2 * Math.PI / 6 * i);
                double ypos = cy + radio * Math.Cos(2 * Math.PI / 6 * i);
                CCPoint position = new CCPoint((float)xpos, (float)ypos);
                sillas[i].Position = position;
                sillas[i].Rotation = (float)(180 + 360 / 6 * i);
            }

            // Register for touch events
            var touchListener = new CCEventListenerTouchAllAtOnce();
            touchListener.OnTouchesEnded = OnTouchesEnded;
            AddEventListener(touchListener, this);
        }
开发者ID:sanslash332,项目名称:codename-the-great-and-powerful-phone-party,代码行数:32,代码来源:IntroLayer.cs


示例2: CCRipple3D

 public CCRipple3D (float duration, CCGridSize gridSize, CCPoint position, float radius, int waves, float amplitude)
     : base (duration, gridSize, amplitude)
 {
     Position = position;
     Radius = radius;
     Waves = waves;
 }
开发者ID:KevinHeyer,项目名称:CocosSharp,代码行数:7,代码来源:CCRipple3D.cs


示例3: ProjectVelocityOnSurface

        protected void ProjectVelocityOnSurface(CCPoint reposition)
        {
            if (reposition.X != 0 || reposition.Y != 0)
            {
                var repositionNormalized = reposition;

                //vector归一化
                repositionNormalized.Normalize ();

                CCPoint velocity = new CCPoint (VelocityX, VelocityY);

                //计算velocity和repositionNormalized的点积,得到瓦片位移向量作用后的位置
                var dot = CCPoint.Dot (velocity, repositionNormalized);

                // falling into the collision, rather than out of
                //如果dot小于0,则entity掉入瓦片中(掉入被撞击的物体中)
                //掉入是正常现象
                //之后把entity的速度更改下
                //如果是在地面,速度会被改为0
                //不太懂这个算法
                if (dot < 0)
                {
                    velocity -= repositionNormalized * dot;

                    VelocityX = velocity.X;
                    VelocityY = velocity.Y;

                }
            }
        }
开发者ID:coroner4817,项目名称:CoinTime,代码行数:30,代码来源:PhysicsEntity.cs


示例4: CCLens3D

 public CCLens3D (float duration, CCGridSize gridSize, CCPoint position, float radius) : base (duration, gridSize)
 {
     Position = position;
     Radius = radius;
     LensScale = 0.7f;
     Concave = false;
 }
开发者ID:KerwinMa,项目名称:CocosSharp,代码行数:7,代码来源:CCLens3D.cs


示例5: UpdateBallTransform

        public void UpdateBallTransform()
        {
            if (PhysicsBody != null)
            {
                b2Vec2 pos = PhysicsBody.Position;

                float x = pos.x * ptmRatio;
                float y = pos.y * ptmRatio;

                if (IgnoreAnchorPointForPosition) 
                {
                    x += AnchorPointInPoints.X;
                    y += AnchorPointInPoints.Y;
                }

                // Make matrix
                float radians = PhysicsBody.Angle;
                var c = (float)Math.Cos (radians);
                var s = (float)Math.Sin (radians);

                if (!AnchorPointInPoints.Equals (CCPoint.Zero)) 
                {
                    x += c * -AnchorPointInPoints.X + -s * -AnchorPointInPoints.Y;
                    y += s * -AnchorPointInPoints.X + c * -AnchorPointInPoints.Y;
                }

                Position = new CCPoint(x, y);
            }
        }
开发者ID:460189852,项目名称:cocos-sharp-samples,代码行数:29,代码来源:CCPhysicsSprite.cs


示例6: actionWithDuration

        /** creates the action */
        public static CCMoveTo actionWithDuration(float duration, CCPoint position)
        {
            CCMoveTo moveTo = new CCMoveTo();
            moveTo.initWithDuration(duration, position);

            return moveTo;
        }
开发者ID:liwq-net,项目名称:liwq718,代码行数:8,代码来源:CCMoveTo.cs


示例7: AddNewSpriteWithCoords

        void AddNewSpriteWithCoords(CCPoint p)
        {
            CCSpriteBatchNode BatchNode = (CCSpriteBatchNode)GetChildByTag((int)kTags.kTagSpriteBatchNode);

            int idx = (int)(CCRandom.NextDouble() * 1400 / 100);
            int x = (idx % 5) * 85;
            int y = (idx / 5) * 121;


            CCSprite sprite = new CCSprite(BatchNode.Texture, new CCRect(x, y, 85, 121));
            sprite.Position = (new CCPoint(p.X, p.Y));
            BatchNode.AddChild(sprite);


            CCFiniteTimeAction action = null;
            float random = (float)CCRandom.NextDouble();

            if (random < 0.20)
                action = new CCScaleBy(3, 2);
            else if (random < 0.40)
                action = new CCRotateBy (3, 360);
            else if (random < 0.60)
                action = new CCBlink (1, 3);
            else if (random < 0.8)
                action = new CCTintBy (2, 0, -255, -255);
            else
                action = new CCFadeOut  (2);

            CCFiniteTimeAction action_back = (CCFiniteTimeAction)action.Reverse();
            CCFiniteTimeAction seq = (CCFiniteTimeAction)(new CCSequence(action, action_back));

            sprite.RunAction(new CCRepeatForever (seq));
        }
开发者ID:netonjm,项目名称:CocosSharp,代码行数:33,代码来源:SpriteBatchNode1.cs


示例8: DistanceTo

		public float DistanceTo(ref CCPoint vector, out Segment connectingSegment)
		{
			float segmentLength = (float)this.GetLength();

			CCPoint normalizedLine = new CCPoint(
				(float)(Point2.X - Point1.X) / segmentLength,
				(float)(Point2.Y - Point1.Y) / segmentLength);

			CCPoint pointVector = new CCPoint((float)(vector.X - Point1.X), (float)(vector.Y - Point1.Y));

			float length = CCPoint.Dot(pointVector, normalizedLine);
			connectingSegment = new Segment ();
			if (length < 0)
			{
				connectingSegment.Point1 = vector;
				connectingSegment.Point2 = Point1;

				return (float) connectingSegment.GetLength();
			}
			else if (length > segmentLength)
			{
				connectingSegment.Point1 = vector;
				connectingSegment.Point2 = Point2;

				return (float) connectingSegment.GetLength();
			}
			else
			{
				connectingSegment.Point1 = vector;
				connectingSegment.Point2 = new CCPoint(Point1.X + length * normalizedLine.X,
					Point1.Y + length * normalizedLine.Y);

				return (float)connectingSegment.GetLength();
			}
		}
开发者ID:CodeSensei,项目名称:mobile-samples,代码行数:35,代码来源:Segment.cs


示例9: JumpPad

        public JumpPad(b2Vec2 JumpImpuls, CCPoint Position, b2World gameWorld)
        {
            this.Texture = new CCTexture2D ("jumppad");
            this.Scale = SpriteScale;
            this.Position = Position;
            this.IsAntialiased = false;

            jumpImpuls = JumpImpuls;
            totalJumps = 0;

            //box2d
            b2BodyDef jumpPadDef = new b2BodyDef ();
            jumpPadDef.type = b2BodyType.b2_kinematicBody;
            jumpPadDef.position = new b2Vec2 ((Position.X + this.ScaledContentSize.Width/2)/PhysicsHandler.pixelPerMeter, (Position.Y + this.ScaledContentSize.Height/4) / PhysicsHandler.pixelPerMeter);
            JumpPadBody = gameWorld.CreateBody (jumpPadDef);

            b2PolygonShape jumpPadShape = new b2PolygonShape ();
            jumpPadShape.SetAsBox ((float)this.ScaledContentSize.Width / PhysicsHandler.pixelPerMeter / 2, (float)this.ScaledContentSize.Height / PhysicsHandler.pixelPerMeter / 4);// /4 weil die hitbox nur die hälfte der textur ist

            b2FixtureDef jumpPadFixture = new b2FixtureDef ();
            jumpPadFixture.shape = jumpPadShape;
            jumpPadFixture.density = 0.0f; //Dichte
            jumpPadFixture.restitution = 0f; //Rückprall
            jumpPadFixture.friction = 0f;
            jumpPadFixture.userData = WorldFixtureData.jumppad;
            JumpPadBody.CreateFixture (jumpPadFixture);
            //
        }
开发者ID:Nuckal777,项目名称:mapKnight,代码行数:28,代码来源:JumpPad.cs


示例10: RubeBasicLayer

        public RubeBasicLayer(string jsonfile)
        {
            AnchorPoint = new CCPoint(0, 0);

            HasWheel = true;

            JSON_FILE = jsonfile;

            TouchPanel.EnabledGestures = GestureType.Pinch | GestureType.PinchComplete;

            var touchListener = new CCEventListenerTouchAllAtOnce();
            touchListener.OnTouchesBegan = OnTouchesBegan;
            touchListener.OnTouchesMoved = OnTouchesMoved;
            touchListener.OnTouchesEnded = OnTouchesEnded;
            touchListener.OnTouchesCancelled = OnTouchesCancelled;
            AddEventListener(touchListener, this);

            var mouseListener = new CCEventListenerMouse();
            mouseListener.OnMouseScroll = OnMouseScroll;
            AddEventListener(mouseListener, this);

            // set the starting scale and offset values from the subclass
            Position = InitialWorldOffset();
            Scale = InitialWorldScale();

            // load the world from RUBE .json file (this will also call afterLoadProcessing)
            LoadWorld();
        }
开发者ID:netonjm,项目名称:RubeLoader,代码行数:28,代码来源:RubeBasicLayer.cs


示例11: better

        bool enemyCantBeDamagedForShortInterval; // after damage occurs the enemy gets a moment of un-damage-abilty, which should play better ( I think)


        public Enemy(b2World world,
                      CCPoint location,
                      string spriteFileName,
                      bool isTheRotationFixed,
                      bool getsDamageFromGround,
                      bool doesGetDamageFromDamageEnabledStackObjects,
                      int breaksFromHowMuchContact,
                      bool hasDifferentSpritesForDamage,
                      int numberOfFramesToAnimateOnBreak,
                      float density,
                      CreationMethod createHow,
                      int points,
                      BreakEffect simpleScoreVisualFXType)
        {
            InitWithWorld(world,
                           location,
                           spriteFileName,
                           isTheRotationFixed,
                           getsDamageFromGround,
                           doesGetDamageFromDamageEnabledStackObjects,
                           breaksFromHowMuchContact,
                           hasDifferentSpritesForDamage,
                           numberOfFramesToAnimateOnBreak,
                           density,
                           createHow,
                           points,
                           simpleScoreVisualFXType);
        }
开发者ID:headinthebox,项目名称:cocos-sharp-samples,代码行数:31,代码来源:Enemy.cs


示例12: DrawSolidCircle

        public override void DrawSolidCircle(Box2D.Common.b2Vec2 center, float radius, Box2D.Common.b2Vec2 axis, Box2D.Common.b2Color color)
        {
            CCPoint centerToPoint = new CCPoint (center.x * 50f, center.y * 50f);
            //CCColor4B Color = new CCColor4B (color.r, color.g, color.b, 255);

            DrawNode.DrawCircle (centerToPoint, radius, CollusionColor);
        }
开发者ID:Nuckal777,项目名称:mapKnight,代码行数:7,代码来源:DebugDraw.cs


示例13: GameMenu

        public GameMenu()
        {
            var screenSize = Director.WindowSizeInPixels;

            voiceButtonName = "VoiceFX";
            voiceButtonNameDim = "VoiceFX";

            soundButtonName = "SoundFX";
            soundButtonNameDim = "SoundFX";

            ambientButtonName = "AmbientFX";
            ambientButtonNameDim = "AmbientFX";


            SoundFXMenuLocation = new CCPoint(110, 55);
            VoiceFXMenuLocation = new CCPoint(230, 55);
            AmbientFXMenuLocation = new CCPoint(355, 55);


            // TouchEnabled = true;


            IsSoundFXMenuItemActive = !GameData.SharedData.AreSoundFXMuted;

            IsVoiceFXMenuActive = !GameData.SharedData.AreVoiceFXMuted;

            IsAmbientFXMenuActive = !GameData.SharedData.AreAmbientFXMuted;

        }
开发者ID:KerwinMa,项目名称:CocosSharp,代码行数:29,代码来源:GameMenu.cs


示例14: Update

        public override void Update(float time)
        {
            if (m_pTarget != null)
            {
                // Is % equal to fmodf()???
                float frac = (time * m_nJumps) % 1f;
                float y = m_height * 4f * frac * (1f - frac);
                y += m_delta.Y * time;
                float x = m_delta.X * time;
#if CC_ENABLE_STACKABLE_ACTIONS
                CCPoint currentPos = m_pTarget.Position;

                CCPoint diff = currentPos - m_previousPos;
                m_startPosition = diff + m_startPosition;

                CCPoint newPos = m_startPosition + new CCPoint(x,y);
                m_pTarget.Position = newPos;

                m_previousPos = newPos;
#else
                m_pTarget.Position = m_startPosition + new CCPoint(x, y);
#endif
                // !CC_ENABLE_STACKABLE_ACTIONS
            }
        }
开发者ID:rtabbara,项目名称:cocos2d-xna,代码行数:25,代码来源:CCJumpBy.cs


示例15: AddNewSpriteWithCoords

        void AddNewSpriteWithCoords(CCPoint p)
        {
            CCSpriteBatchNode BatchNode = (CCSpriteBatchNode)this[(int)kTags.kTagSpriteBatchNode];

            int idx = (int)(CCRandom.NextDouble() * 1400 / 100);
            int x = (idx % 5) * 85;
            int y = (idx / 5) * 121;


            CCSprite sprite = new CCSprite(BatchNode.Texture, new CCRect(x, y, 85, 121));
            sprite.Position = (new CCPoint(p.X, p.Y));
            BatchNode.AddChild(sprite);


            CCFiniteTimeAction action = null;
            var random = (float)CCRandom.NextDouble();

            if (random < 0.20)
                action = scaleBy;
            else if (random < 0.40)
                action = rotateBy;
            else if (random < 0.60)
                action = blink;
            else if (random < 0.8)
                action = tintBy;
            else
                action = fadeOut;

            sprite.RepeatForever(action, action.Reverse());

        }
开发者ID:KevinHeyer,项目名称:CocosSharp,代码行数:31,代码来源:SpriteBatchNode1.cs


示例16: InitWithWorld

		private void InitWithWorld( b2World world, CCPoint location, string spriteFileName)
		{
			this.theWorld = world;
			this.initialLocation = location;
			this.spriteImageName = spriteFileName;
			CreateGround();
		}
开发者ID:460189852,项目名称:cocos-sharp-samples,代码行数:7,代码来源:GroundPlane.cs


示例17: LoadPlatformFromLayer

        public static List<Platform> LoadPlatformFromLayer(CCTileMap TileMap, CCTileMapObjectGroup PlatformHolder, Container gameContainer)
        {
            List<Platform> LoadedPlatforms = new List<Platform> ();

            foreach (Dictionary<string,string> LayerObject in PlatformHolder.Objects) {
                if (LayerObject.ContainsKey ("type") == true) {
                    if (LayerObject ["type"] == "platform") {
                        int LoadedSpeed = 200;
                        if (LayerObject.ContainsKey ("speed"))
                            LoadedSpeed = Convert.ToInt32 (LayerObject ["speed"]);
                        List<CCPoint> LoadedWaipoints = new List<CCPoint> ();
                        LoadedWaipoints.Add (new CCPoint ((float)Convert.ToInt32 (LayerObject ["x"]) * TileMap.ScaleX, (float)Convert.ToInt32 (LayerObject ["y"]) * TileMap.ScaleY));
                        if (LayerObject.ContainsKey ("waypoints") == true) {
                            foreach (string WayPointPair in LayerObject ["waypoints"].Split(new char[]{';'},StringSplitOptions.RemoveEmptyEntries)) {
                                CCPoint TempLoadedPoint = new CCPoint ();
                                string[] Waypoint = WayPointPair.Split (new char[]{ ',' }, StringSplitOptions.RemoveEmptyEntries);
                                if (Waypoint.Length > 1) {
                                    TempLoadedPoint.X = LoadedWaipoints [LoadedWaipoints.Count - 1].X + (float)Convert.ToInt32 (Waypoint [0]) * TileMap.ScaleX * TileMap.TileTexelSize.Width;
                                    TempLoadedPoint.Y = LoadedWaipoints [LoadedWaipoints.Count - 1].Y + (float)Convert.ToInt32 (Waypoint [1]) * TileMap.ScaleY * TileMap.TileTexelSize.Height;
                                } else {
                                    throw new ArgumentException ("Incorrect Waypoints");
                                }
                                LoadedWaipoints.Add (TempLoadedPoint);
                            }
                        }
                        LoadedPlatforms.Add (new Platform (LoadedWaipoints, LoadedSpeed, gameContainer));
                    }
                }
            }

            return LoadedPlatforms;
        }
开发者ID:Nuckal777,项目名称:mapKnight,代码行数:32,代码来源:TMXLayerDataLoader.cs


示例18: getSurroundingTilesWithProperties

        //returns a list of tiles with a certain property and value - checks up,down,left,right nodes
        //if you're in the upper left hand corner for instance and check for walkable tiles it will return bottom and right coords
        public static List<CCTileMapCoordinates> getSurroundingTilesWithProperties(CCPoint myPosition,string property, string value)
        {
            var adjacentCoordinates = new List<CCTileMapCoordinates>();
            foreach (CCTileMapLayer layer in map.TileLayersContainer.Children)
            {
                CCTileMapCoordinates currentTile = layer.ClosestTileCoordAtNodePosition(myPosition); // (touchlocation if depending on who passed in)
                CCTileMapCoordinates up, left, right, down;
                //Up
                up = new CCTileMapCoordinates(currentTile.Column + 1, currentTile.Row);
                if (checkSingleTileWithProperties(up, property, value))
                    adjacentCoordinates.Add(up);
                //Left
                left = new CCTileMapCoordinates(currentTile.Column, currentTile.Row - 1);
                if (checkSingleTileWithProperties(left, property, value))
                    adjacentCoordinates.Add(left);
                //Down
                down = new CCTileMapCoordinates(currentTile.Column - 1, currentTile.Row);
                if (checkSingleTileWithProperties(down, property, value))
                    adjacentCoordinates.Add(down);
                //Right
                right = new CCTileMapCoordinates(currentTile.Column, currentTile.Row + 1);
                if (checkSingleTileWithProperties(right, property, value))
                    adjacentCoordinates.Add(right);
            }
            

            return adjacentCoordinates;
        }
开发者ID:jacobmcrandall,项目名称:POOPCrawler,代码行数:30,代码来源:character.cs


示例19: UpdateDraggerWithHSV

        public virtual void UpdateDraggerWithHSV(HSV hsv)
        {
            // Set the position of the slider to the correct saturation and brightness
			var pos = new CCPoint(StartPos.X + boxPos + (boxSize * (1f - hsv.S)), StartPos.Y + boxPos + (boxSize * hsv.V));

            UpdateSliderPosition(pos);
        }
开发者ID:haithemaraissia,项目名称:CocosSharp,代码行数:7,代码来源:CCControlSaturationPicker.cs


示例20: StackObject

		public BreakEffect  SimpleScoreVisualFX { get; set; } //defined in Constants.cs

		public StackObject (b2World world, 
		                    CCPoint location,
		                    string spriteFileName,
		                    bool breaksOnGround,
		                    bool breaksFromNinja,
		                    bool hasAnimatedBreakFrames,
		                    bool damagesEnemy,
		                    float density,
		                    CreationMethod createHow,
		                    int angleChange,
		                    bool makeImmovable,
		                    int points,
		                    BreakEffect simpleScoreVisualFXType)
		{
			InitWithWorld(world, 
			              location, 
			              spriteFileName, 
			              breaksOnGround,
			              breaksFromNinja,
			              hasAnimatedBreakFrames,
			              damagesEnemy,
			              density,
			              createHow,
			              angleChange,
			              makeImmovable,
			              points,
			              simpleScoreVisualFXType);
		}
开发者ID:460189852,项目名称:cocos-sharp-samples,代码行数:30,代码来源:StackObject.cs



注:本文中的CCPoint类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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C# CCRect类代码示例发布时间:2022-05-24
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