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自学教程:C++ CCRANDOM_0_1函数代码示例

51自学网 2021-06-01 19:57:28
  C++
这篇教程C++ CCRANDOM_0_1函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中CCRANDOM_0_1函数的典型用法代码示例。如果您正苦于以下问题:C++ CCRANDOM_0_1函数的具体用法?C++ CCRANDOM_0_1怎么用?C++ CCRANDOM_0_1使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了CCRANDOM_0_1函数的27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: CCRANDOM_0_1

void StaticFunc::buttonSound(){	int iTemp = CCRANDOM_0_1()* 100;	if(iTemp < 25)	{		iTemp = 1;	}	else if(iTemp < 50)	{		iTemp = 1;	}	else if(iTemp < 75)	{		iTemp = 1;	}	else 	{		iTemp = 1;	}	char cSoundBtn[20]; 	sprintf(cSoundBtn,"music/button%d.mp3",iTemp);	playSound(cSoundBtn);}
开发者ID:Waylon1991,项目名称:jinlongfish,代码行数:23,


示例2: switch

void Enemy::update(float time){    switch (type)    {        case 0:        {            this->setPosition(this->getPosition()+Point(0, -3));            break;        }        case 1:        {            if(isActed){break;}            isActed=true;            this->runAction(Sequence::create(MoveTo::create(0.8, World::getWorldScene()->getPlayer()->getPosition()),DelayTime::create(1),MoveTo::create(0.6, this->getPosition()), NULL));            break;        }        case 2:        {            this->setPosition(this->getPosition()+Point(CCRANDOM_0_1()*10-5, -3));            break;        }    }        if(this->getPositionY()<-this->getContentSize().height)    {        this->getParent()->removeChild(this,true);        World::getWorldScene()->getEnemyArray().eraseObject(this);    }    Player* player=World::getWorldScene()->getPlayer();    if(!player->isDead)    {        if(player->boundingBox().intersectsRect(this->boundingBox()))        {            player->downHp();        }    }}
开发者ID:2011conquer,项目名称:AirPlane,代码行数:37,


示例3: switch

int GameGlobals::GetNumVerticesForFormation(EEnemyFormation type){	switch(type)	{	case E_FORMATION_RANDOM_EASY://		CCLOG("E_FORMATION_RANDOM_EASY");		return (int)(1 + CCRANDOM_0_1() * 5);	case E_FORMATION_RANDOM_MEDIUM://		CCLOG("E_FORMATION_RANDOM_MEDIUM");		return (int)(5 + CCRANDOM_0_1() * 10);	case E_FORMATION_RANDOM_HARD://		CCLOG("E_FORMATION_RANDOM_HARD");		return (int)(10 + CCRANDOM_0_1() * 15);	case E_FORMATION_VERTICAL_EASY://		CCLOG("E_FORMATION_VERTICAL_EASY");		return 6;	case E_FORMATION_VERTICAL_MEDIUM://		CCLOG("E_FORMATION_VERTICAL_MEDIUM");		return 10;	case E_FORMATION_VERTICAL_HARD://		CCLOG("E_FORMATION_VERTICAL_HARD");		return 14;	case E_FORMATION_HORIZONTAL_EASY://		CCLOG("E_FORMATION_HORIZONTAL_EASY");		return 10;	case E_FORMATION_HORIZONTAL_MEDIUM://		CCLOG("E_FORMATION_HORIZONTAL_MEDIUM");		return 14;	case E_FORMATION_HORIZONTAL_HARD://		CCLOG("E_FORMATION_HORIZONTAL_HARD");		return 20;	case E_FORMATION_POLYGON_EASY://		CCLOG("E_FORMATION_POLYGON_EASY");		return (5 + (int)(CCRANDOM_0_1() * 6));	case E_FORMATION_POLYGON_MEDIUM://		CCLOG("E_FORMATION_POLYGON_MEDIUM");		return 2 * (5 + (int)(CCRANDOM_0_1() * 5));	case E_FORMATION_POLYGON_HARD://		CCLOG("E_FORMATION_POLYGON_HARD");		return 3 * (5 + (int)(CCRANDOM_0_1() * 4));	}	return 0;}
开发者ID:karanseq,项目名称:InverseUniverse,代码行数:44,


示例4: an

void Bat::spawnBat2(cocos2d::Layer * layer){    auto Bat=cocos2d::Sprite::create("Spike.png");    Bat->setScale(0.5, 0.5);    auto ran=CCRANDOM_0_1();    auto posi_x=ran*(visibleSize.width/2)+origin.x+visibleSize.width/2;    auto posi_y=origin.y+visibleSize.height+Bat->getContentSize().height;    /*     Vector<SpriteFrame*> an(4);     an.pushBack(SpriteFrame::create("Bat (1).png", Rect(0,0,174,118)));     an.pushBack(SpriteFrame::create("Bat (2).png", Rect(0,0,174,118)));     an.pushBack(SpriteFrame::create("Bat (3).png", Rect(0,0,174,118)));     an.pushBack(SpriteFrame::create("Bat (4).png", Rect(0,0,174,118)));     auto ann=Animation::createWithSpriteFrames(an,0.1f);     auto anim_ll=Animate::create(ann);     auto anim_l=RepeatForever::create(anim_ll);     Bat->runAction(anim_l);     */    auto size=Bat->getContentSize();    //size.width=size.width*0.8;    //size.height=size.height*0.8;    auto body=cocos2d::PhysicsBody::createCircle(size.height/4);        body->setDynamic(false);    body->setCollisionBitmask(BAT_COLLISION_BITMASK);    body->setContactTestBitmask(BAT_CONTACT_BITMASK);    Bat->setPhysicsBody(body);        Bat->setPosition(Point(posi_x,posi_y));    layer->addChild(Bat,102);    auto move_dis=visibleSize.height+Bat->getContentSize().height+130;    auto move_duration=BAT_SPEED*move_dis;    auto FireBall_move=cocos2d::MoveBy::create(move_duration,Point(0,-move_dis));    Bat->runAction(Sequence::create(FireBall_move,RemoveSelf::create(true),nullptr));    }
开发者ID:Noctiz-Jin,项目名称:Halloween-Candy-Rush-Night,代码行数:36,


示例5: menuRandomFormation

void HelloWorld::menuRandomFormation(bool isPlayer){	int start  = 0;	int end = 20;	if(isPlayer)	{		// Label index is 0 - 19	}	else	{		// Label index is 20 -39		start = 20;		end = 39;	}	for(int i = start; i < end; i++)	{		int a = (int)(CCRANDOM_0_1() * 999999);		int r =  a % 3 + 1;		_menuLabels.at(i)->setString(Resources::getInstance()->getStringSquadType((SquadType)r));	}}
开发者ID:kopkong,项目名称:DesignDocs,代码行数:24,


示例6: abs

bool Soldier::haloSkillTrigger(){    Level* level = dynamic_cast<Level*>(this->getParent());    if (level == NULL)    {        return false;    }        Miao* miao = level->miao;    if (miao == NULL)    {        return false;    }        float distance = abs(miao->getPositionY() - this->getPositionY());    if (miao->getHaloRadius() < distance)    {        return false;    }        float randValue = CCRANDOM_0_1()*100;    haloSkillTriggerResult = randValue >= 0 && randValue < haloSkillRate;    return haloSkillTriggerResult;}
开发者ID:huangmaowwm,项目名称:miwu,代码行数:24,


示例7: crossover

void CGenetic::crossover(const std::vector<int> &mum, const std::vector<int> &dad,                         std::vector<int> &baby1, std::vector<int> &baby2){    if (CCRANDOM_0_1() > m_fCrossoverRate || mum == dad)    {        baby1 = mum;        baby2 = dad;        return;    }    baby1.resize(m_iChromoLength);    baby2.resize(m_iChromoLength);    int cp = random(0, m_iChromoLength - 1);    int i;    for (i=0; i<cp; ++i)    {        baby1[i] = mum[i];        baby2[i] = dad[i];    }    for (i=cp; i<m_iChromoLength; ++i)    {        baby2[i] = mum[i];        baby1[i] = dad[i];    }}
开发者ID:ctxdegithub,项目名称:LearnGA,代码行数:24,


示例8: autoCreateEnemy

void HWorld::autoCreateEnemy(float time)//创建敌人---1秒调用一次{                    int random=CCRANDOM_0_1()*10;                int randomType;                const char *name;        if (random>=0&&random<=2)        {            randomType=0;            name="enemy_bug.png";        }else if(random>=3&&random<=6)        {            randomType=1;            name="enemy_duck.png";        }else if(random>=7&&random<=10)        {            randomType=2;            name="enemy_pig.png";        }                                        HEnemy *enemy=NULL;//防止循环时再次调用同样的指针        enemy=HEnemy::createEnemy(name, randomType);//创建一个怪物精灵                arrayEnemy->pushBack(enemy);//将怪物精灵放入数组                this->addChild(enemy);//将怪物精灵添加到world层中            }
开发者ID:sd6292295,项目名称:SelfGame,代码行数:36,


示例9: Point

void GameScene::startDrop(float dt,Sprite* em,bool isMoving){    auto winsize = Director::getInstance()->getWinSize();    FiniteTimeAction *actionMove = MoveTo::create(dt, Point(em->getPosition().x, -winsize.height+em->getContentSize().height*.5));    FiniteTimeAction *actionMoveDone = CallFuncN::create([&](Node* node){        for (auto sp : curWave){            sp->removeFromParent();        }        auto scene = StartScene::scene();        auto transition=TransitionFade::create(1.0f,scene);        Director::getInstance()->replaceScene(transition);    });    if (isMoving) {        Sequence *emyAction = Sequence::create(actionMove,actionMoveDone, NULL);        emyAction->setTag(DropActionTag);        em->runAction(emyAction);    }else{        DelayTime *delay = DelayTime::create(CCRANDOM_0_1()*1.5f);        Sequence *emyAction = Sequence::create(delay,actionMove,actionMoveDone, NULL);        emyAction->setTag(DropActionTag);        em->runAction(emyAction);    }}
开发者ID:comrade110,项目名称:MagicDeffence,代码行数:24,


示例10: CCRANDOM_0_1

void Article::initParam(){	int randInt = CCRANDOM_0_1() * 4;	//随机纹理	if (randInt == 0)		this->setTexture(SD_STRING("article_path_texture"));	else		this->setTexture(SD_STRING("article_path_texture_1")); 	this->getBody()->SetSleepingAllowed(true);	//允许物理休眠	this->getFixture()->SetRestitution(SD_FLOAT("article_float_restitution"));	//弹力	this->getFixture()->SetFriction(SD_FLOAT("article_float_friction"));	//摩擦力	int boxWidth = this->getBodyBoundingBoxWidth();	int boxHeight = this->getBodyBoundingBoxHeight();	b2MassData mass;	mass.mass = SD_FLOAT("article_float_mass");	mass.I = SD_FLOAT("article_float_i");	//todo	mass.center = this->getBody()->GetLocalCenter();	this->getBody()->SetMassData(&mass);	this->setType(TYPE_ARTICLE);	this->setMask(	//碰撞类型		TYPE_ARTICLE |		TYPE_BRICK |		TYPE_HERO |		TYPE_MONSTER |		TYPE_WEAPON		);	this->setHp(SD_INT("article_int_hp"));}
开发者ID:253627764,项目名称:BadGame,代码行数:36,


示例11: CCRANDOM_0_1

void GameEnemy::chooseflytype(){    type = CCRANDOM_0_1() * 5;	switch(type){	case 0:	   mysprite->initWithFile("gplayer.png");	   bezierTo1 = CCBezierTo::actionWithDuration(5, bezier1);	   mysprite->runAction(bezierTo1);	   break;    case 1:	   mysprite->initWithFile("gplayer.png");	   bezierTo1 = CCBezierTo::actionWithDuration(5, bezier2);	   mysprite->runAction(bezierTo1);	   break;	case 2:	   mysprite->initWithFile("gplayer.png");	   actionTo1 = CCMoveTo::actionWithDuration(2, CCPointMake(30,300));	   actionTo2 = CCMoveTo::actionWithDuration(2, CCPointMake(800,150));	   actionTo3 = CCMoveTo::actionWithDuration(1, CCPointMake(400,-20));	   mysprite->runAction(CCSequence::actions(actionTo1,actionTo2,actionTo3,NULL));	   break;	case 3:	   mysprite->initWithFile("gplayer.png");	   actionTo1 = CCMoveTo::actionWithDuration(2, CCPointMake(800,300));	   actionTo2 = CCMoveTo::actionWithDuration(2, CCPointMake(30,150));	   actionTo3 = CCMoveTo::actionWithDuration(1, CCPointMake(400,-20));	   mysprite->runAction(CCSequence::actions(actionTo1,actionTo2,actionTo3,NULL));	   break;	case 4:	   mysprite->initWithFile("gplayer.png");	   actionTo1 = CCMoveTo::actionWithDuration(5, CCPointMake(122,-20));	   mysprite->runAction(actionTo1);	   break;	}	mysprite->setRotation(90);}
开发者ID:awater,项目名称:flyshoot,代码行数:36,


示例12: rand

void LevelFifteen::callbackC(Node* sender){	auto visibleSize = Director::getInstance()->getVisibleSize();	auto pictureName = 1 + rand() % 27;	auto str = String::createWithFormat("%d.png", pictureName)->getCString();	auto ballTwo2 = Sprite::createWithSpriteFrameName(str);	ballTwo2->setPosition(Vec2(visibleSize.width / 2.0f, visibleSize.height - 90));	PhysicsBody* ballBodyTwo = nullptr;	if (pictureName <= 9)	{		ballBodyTwo = PhysicsBody::createBox(ballTwo2->getContentSize(), PHYSICSBODY_MATERIAL_DEFAULT);	}	else if (pictureName > 9 && pictureName <= 18)	{		ballBodyTwo = PhysicsBody::createCircle(ballTwo2->getContentSize().width / 2.0f, PHYSICSBODY_MATERIAL_DEFAULT);	}	else if (pictureName > 18 && pictureName <= 21)	{		Vec2 vec[] = {			Vec2(-22.50000, 22.00000),			Vec2(24.00000, 10.00000),			Vec2(-10.00000, -24.00000)		};		ballBodyTwo = PhysicsBody::createPolygon(vec, 3);	}	else if (pictureName > 21 && pictureName <= 24)	{		Vec2 vec[] = {			Vec2(-15.50000, 15.00000),			Vec2(15.50000, 6.00000),			Vec2(-7.00000, -15.50000)		};		ballBodyTwo = PhysicsBody::createPolygon(vec, 3);	}	else if (pictureName > 24 && pictureName <= 27)	{		Vec2 vec[] = {			Vec2(-8.00000, 8.00000),			Vec2(7.50000, 3.00000),			Vec2(-4.00000, -7.50000)		};		ballBodyTwo = PhysicsBody::createPolygon(vec, 3);	}	//是否设置物体为静态	//ballBodyTwo->setDynamic(false);	ballBodyTwo->getShape(0)->setRestitution(1.0f);	ballBodyTwo->getShape(0)->setFriction(0.0f);	ballBodyTwo->getShape(0)->setDensity(1.0f);	ballBodyTwo->setGravityEnable(false);	ballBodyTwo->setCategoryBitmask(2);// 分类掩码	ballBodyTwo->setCollisionBitmask(1 | 2 | 4 | 8);// 碰撞掩码	ballBodyTwo->setContactTestBitmask(1 | 8);// 接触测试掩码	ballBodyTwo->addMass(1000.0f);	int flag = CCRANDOM_0_1() * 2;	auto num = 0;	switch (flag)	{	case 0:		num = -1;		break;	case 1:		num = 1;		break;	default:		break;	}	auto force1 = Vec2(CCRANDOM_0_1()*10000.0f*num, -300000.0f);	ballBodyTwo->applyImpulse(force1);	ballTwo2->setPhysicsBody(ballBodyTwo);	this->addChild(ballTwo2);}
开发者ID:xianglin-love,项目名称:threeColor,代码行数:81,


示例13: addChild

bool LevelFifteen::init(){	if (!Layer::init())	{		return false;	}	// 用于解决刚体穿透问题	this->scheduleUpdate();	// 计时器	this->schedule(schedule_selector(LevelFifteen::timeCounter), 1.0f);	auto visibleSize = Director::getInstance()->getVisibleSize();	auto origin = Director::getInstance()->getVisibleOrigin();	// 加载背景贴图	auto spriteBg = Sprite::create("background.png");	spriteBg->setAnchorPoint(Vec2::ZERO);	spriteBg->setPosition(Vec2::ZERO);	addChild(spriteBg);	// 将资源加载到精灵帧缓存	SpriteFrameCache::getInstance()->addSpriteFramesWithFile("threeColor.plist");	ballOne = Sprite::createWithSpriteFrameName("hero.png");	ballOne->setPosition(visibleSize.width / 2.0f, visibleSize.height / 2.0f);	auto ballBodyOne = PhysicsBody::createCircle(ballOne->getContentSize().width / 2, PHYSICSBODY_MATERIAL_DEFAULT);	//是否设置物理为静态	//ballBodyOne->setDynamic(false);	//设置物理的恢复力	ballBodyOne->getShape(0)->setRestitution(0.5f);	//设置物体的摩擦力	ballBodyOne->getShape(0)->setFriction(0.0f);	ballBodyOne->getShape(0)->setDensity(0.3f);	// 设置质量 质量等于密度乘以面积	//ballBodyOne->getShape(0)->setMass(5000);	// 设置物体是否受重力系数影响	ballBodyOne->setGravityEnable(true);	ballBodyOne->setCategoryBitmask(1);// 分类掩码	ballBodyOne->setCollisionBitmask(1 | 2 | 4 | 8);// 碰撞掩码	ballBodyOne->setContactTestBitmask(2);// 接触测试掩码	// 把物体添加到精灵	ballOne->setPhysicsBody(ballBodyOne);	this->addChild(ballOne);	// 创建抢食者(黑色)	Sprite* black = nullptr;	PhysicsBody* blackBody = nullptr;	Vec2 arrBlack[] =	{		Vec2(-34.00000, -32.50000),		Vec2(-15.00000, 36.00000),		Vec2(35.00000, -15.00000)	};	int indexBlack = CCRANDOM_0_1() * 3;	switch (indexBlack)	{	case 0:	{			  black = Sprite::createWithSpriteFrameName("black1.png");			  blackBody = PhysicsBody::createBox(black->getContentSize(), PHYSICSBODY_MATERIAL_DEFAULT);	}		break;	case 1:	{			  black = Sprite::createWithSpriteFrameName("black2.png");			  blackBody = PhysicsBody::createCircle(black->getContentSize().width / 2.0f, PHYSICSBODY_MATERIAL_DEFAULT);	}		break;	case 2:	{			  black = Sprite::createWithSpriteFrameName("black3.png");			  blackBody = PhysicsBody::createPolygon(arrBlack, 3, PHYSICSBODY_MATERIAL_DEFAULT);	}		break;	default:		break;	}	black->setPosition(visibleSize.width / 2.0f, visibleSize.height / 2.0f);	blackBody->setDynamic(true);	blackBody->setGravityEnable(false);	blackBody->setCategoryBitmask(8);	blackBody->setCollisionBitmask(1 | 2 | 4 | 8);	blackBody->setContactTestBitmask(2);	black->setPhysicsBody(blackBody);	this->addChild(black);	//创建一个盒子,用来碰撞	auto edgeSpace = Sprite::create();	auto boundBody = PhysicsBody::createEdgeBox(visibleSize, PHYSICSBODY_MATERIAL_DEFAULT, 3);	boundBody->getShape(0)->setFriction(0.0f);	boundBody->getShape(0)->setRestitution(1.0f);	edgeSpace->setPhysicsBody(boundBody);	edgeSpace->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 2));	this->addChild(edgeSpace);	edgeSpace->setTag(0);//.........这里部分代码省略.........
开发者ID:xianglin-love,项目名称:threeColor,代码行数:101,


示例14: log

bool Bug1174Layer::init(){    if (BugsTestBase::init())    {//         // seed//         std::srand(0);        Vec2 A,B,C,D,p1,p2,p3,p4;        float s,t;                int err=0;        int ok=0;                //        // Test 1.        //        log("Test1 - Start");        for( int i=0; i < 10000; i++)        {            // A | b            // -----            // c | d            float ax = CCRANDOM_0_1() * -5000;            float ay = CCRANDOM_0_1() * 5000;            // a | b            // -----            // c | D            float dx = CCRANDOM_0_1() * 5000;            float dy = CCRANDOM_0_1() * -5000;            // a | B            // -----            // c | d            float bx = CCRANDOM_0_1() * 5000;            float by = CCRANDOM_0_1() * 5000;                        // a | b            // -----            // C | d            float cx = CCRANDOM_0_1() * -5000;            float cy = CCRANDOM_0_1() * -5000;                        A = Vec2(ax,ay);            B = Vec2(bx,by);            C = Vec2(cx,cy);            D = Vec2(dx,dy);            if( Vec2::isLineIntersect( A, D, B, C, &s, &t) ) {                if( check_for_error(A, D, B, C, s, t) )                    err++;                else                    ok++;            }        }        log("Test1 - End. OK=%i, Err=%i", ok, err);        //        // Test 2.        //        log("Test2 - Start");                p1 = Vec2(220,480);        p2 = Vec2(304,325);        p3 = Vec2(264,416);        p4 = Vec2(186,416);        s = 0.0f;        t = 0.0f;        if( Vec2::isLineIntersect(p1, p2, p3, p4, &s, &t) )            check_for_error(p1, p2, p3, p4, s,t );        log("Test2 - End");                //        // Test 3        //        log("Test3 - Start");                ok=0;        err=0;        for( int i=0;i<10000;i++)        {            // A | b            // -----            // c | d            float ax = CCRANDOM_0_1() * -500;            float ay = CCRANDOM_0_1() * 500;            p1 = Vec2(ax,ay);                        // a | b            // -----            // c | D            float dx = CCRANDOM_0_1() * 500;            float dy = CCRANDOM_0_1() * -500;            p2 = Vec2(dx,dy);                                    //////                        float y = ay - ((ay - dy) /2.0f);//.........这里部分代码省略.........
开发者ID:kakyoism,项目名称:cocos2dx-IntegrationDemo,代码行数:101,


示例15: CCRANDOM_0_1

void RenderTextureSave::clearImage(cocos2d::CCObject *pSender){	m_pTarget->clear(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1());}
开发者ID:BGCX261,项目名称:zombieswarmer-svn-to-git,代码行数:4,


示例16: CCRANDOM_0_1

NS_CC_BEGINint RpgSkillData::getAtkDistance(){	return CCRANDOM_0_1() * (this->atkMaxDistance - this->atkMinDistance) + this->atkMinDistance;}
开发者ID:coderHsc,项目名称:sygame,代码行数:6,


示例17: CCRANDOM_0_1

int Fish::getRand(int start,int end){    float i = CCRANDOM_0_1()*(end-start+1)+start;  //产生一个从start到end间的随机数    return (int)i;}
开发者ID:Ravior,项目名称:BigFish,代码行数:5,


示例18: log

//添加敌机void GameScene::addEnemy(float dt){    log("add enemy ... ...");    auto config = Config::getInstance();        auto shipSize = config->enemy_list->size();    log("enemy size:% ld", shipSize);    if (shipSize >= 5)    {        return;    }    auto winSize = Director::getInstance()->getWinSize();        //creat  boos    //if(config->getScore( ) >= levelScore)    //{    //	auto boos = Enemy::creatEnemy( this, config->StructEnemyList( )->at( getBoosByLevel( levelNum ) ) );    //	config->enemy_list->pushBack( boos );    //	this->addChild( boos, SHIP_Z_ORDER );    //	//初始化位置  移动位置    //	auto initPosition = VisibleRect::top( );    //	boos->setPosition( Vec2( CCRANDOM_0_1( )*initPosition.x*1.5, initPosition.y ) );        //	auto boosPosition = boos->getPosition( );        //	boos->runAction( MoveTo::create( 1.0f, Vec2( CCRANDOM_0_1( )* initPosition.x, 300 ) ) );        //	auto nowPsition = boos->getPosition( );    //	nowPsition.clamp( Vec2::ZERO, Vec2( winSize.height, winSize.height ) );    //	boos->runAction( RepeatForever::create( ActionForEnemy::CreateMoveByOfSequenceX( nowPsition ) ) );    //	//this->unschedule( schedule_selector( GameScene::addEnemy ) );    //	//移动轨迹    //	return;    //}            int rnd = CCRANDOM_0_1() * 6;// 0~5 之间随机数    auto commonEnemy = Enemy::creatEnemy(this, config->StructEnemyList()->at(rnd));    config->enemy_list->pushBack(commonEnemy);    this->addChild(commonEnemy, SHIP_Z_ORDER);        auto initPosition = VisibleRect::top();    commonEnemy->setPosition(Vec2(CCRANDOM_0_1()*initPosition.x*1.5, initPosition.y));        commonEnemy->runAction(MoveTo::create(1.0f, Vec2(CCRANDOM_0_1()* initPosition.x, 300)));        auto nowPsition = commonEnemy->getPosition();    nowPsition.clamp(Vec2::ZERO, Vec2(winSize.height, winSize.height));            int rndAction = Kit::rnd(0, 1);    log("rnd value :%d", rndAction);    if (rndAction == 0)    {        commonEnemy->runAction(RepeatForever::create(ActionForEnemy::CreateMoveByOfSequenceX(nowPsition)));    }    else{        commonEnemy->runAction(RepeatForever::create(ActionForEnemy::CreateBezierBy()));    }    }
开发者ID:chenleijava,项目名称:bonefly1.0,代码行数:63,


示例19: doExecute

//Npc-攻击BevRunningStatus HeroBevTreeNPCAttack::doExecute(const BevNodeInputParam& input, BevNodeOutputParam& output){    const BTNodeInputData& inputData = input.getRealDataType<BTNodeInputData>();    BTNodeOutputData& outputData = output.getRealDataType<BTNodeOutputData>();    //未播放完技能动画直接返回    if (inputData.m_Owner->getBodyState()==GameEnum::BodyState::Skill) {        return k_BRS_Executing;    }        m_WaitingTime+=inputData.m_TimeStep;        float attactRandom=CCRANDOM_0_1();    //技能攻击    if (attactRandom < 0.15 && inputData.m_Owner->getBodyState()!=GameEnum::BodyState::Attack) {        float skillRandom=CCRANDOM_0_1();        //计算随机NPC播放技能        if (skillRandom > 0.75 && skillRandom < 1.0) {            animateName=inputData.m_Owner->getActionFileMode()->SkillName1;        }else if (skillRandom > 0.5 && skillRandom < 0.75) {            animateName=inputData.m_Owner->getActionFileMode()->SkillName2;        }else if (skillRandom > 0.25 && skillRandom < 0.5) {            animateName=inputData.m_Owner->getActionFileMode()->SkillName3;        }else{            animateName=inputData.m_Owner->getActionFileMode()->SkillName4;        }        auto event=BaseActionEvent::create();        event->setBaseActionEvent(GameEnum::BaseActionEventType::PlayAnimate);        event->setEventArg(__String::create(animateName));        event->setEventBodyState(GameEnum::BodyState::Skill);        outputData.m_OutEvent.pushBack(event);    }else   //普通攻击    {        if (m_WaitingTime>0.15) {            m_WaitingTime=0;            if (inputData.m_CurrPosition2D.x > inputData.m_TargetPosition2D.x) {                outputData.m_NextFacing=Vec2(-1,0);            }else{                outputData.m_NextFacing=Vec2(1,0);            }        }                inputData.m_Owner->commonAttack();                        /*        auto heroModel=inputData.m_Owner->getActionFileMode();        std::string strlastAnimateName=inputData.m_Owner->lastPlayAnimateName;        std::string strName="null";        std::vector<std::string> strVec;        strVec.push_back(heroModel->ActionAttackName1);        strVec.push_back(heroModel->ActionAttackName2);        strVec.push_back(heroModel->ActionAttackName3);        if (heroModel->ActionAttackName4!=strName) {            strVec.push_back(heroModel->ActionAttackName4);        }        if (heroModel->ActionAttackName5!=strName) {            strVec.push_back(heroModel->ActionAttackName5);        }        for (int i=0; i< strVec.size(); i++) {            if (strlastAnimateName==strVec.at(i)) {                int playIndex=i+1;                playIndex= (playIndex==strVec.size()) ? 0 : playIndex;                animateName=strVec.at(playIndex);                break;            }        }*/    }    outputData.m_vVelocity=Vec2::ZERO;        /*    //普通攻击    auto event=BaseActionEvent::create();    event->setBaseActionEvent(GameEnum::BaseActionEventType::PlayAnimate);    event->setEventArg(__String::create(animateName));    event->setEventBodyState(GameEnum::BodyState::Attack);    outputData.m_OutEvent.pushBack(event);    */    return k_BRS_Executing;}
开发者ID:37947538,项目名称:Young3_7,代码行数:81,


示例20: CCRANDOM_0_1

Scene* GameSceneMgr::getRandTransitionAction( float t, Scene* s ){	int type = CCRANDOM_0_1()*(TransitionType_Max);	return getTransitionAction(t, s, (TransitionType)type );}
开发者ID:Chonger8888,项目名称:project,代码行数:6,


示例21: performanceScale

void performanceScale(Sprite* sprite){    auto size = Director::getInstance()->getWinSize();    sprite->setPosition(Point((rand() % (int)size.width), (rand() % (int)size.height)));    sprite->setScale(CCRANDOM_0_1() * 100 / 50);}
开发者ID:fordream,项目名称:Snake,代码行数:6,


示例22: switch

Sprite* SubTest::createSpriteWithTag(int tag){    TextureCache *cache = Director::getInstance()->getTextureCache();    Sprite* sprite = NULL;    switch (subtestNumber)    {        ///        case 1:        case 2:        {            sprite = Sprite::create("Images/grossinis_sister1.png");            _parentNode->addChild(sprite, 0, tag+100);            break;        }        case 3:        case 4:        {            Texture2D *texture = cache->addImage("Images/grossinis_sister1.png");            sprite = Sprite::createWithTexture(texture, Rect(0, 0, 52, 139));            _parentNode->addChild(sprite, 0, tag+100);            break;        }        ///        case 5:        {            int idx = (CCRANDOM_0_1() * 1400 / 100) + 1;            char str[32] = {0};            sprintf(str, "Images/grossini_dance_%02d.png", idx);            sprite = Sprite::create(str);            _parentNode->addChild(sprite, 0, tag+100);            break;        }        case 6:        case 7:        case 8:        {            int y,x;            int r = (CCRANDOM_0_1() * 1400 / 100);            y = r / 5;            x = r % 5;            x *= 85;            y *= 121;            Texture2D *texture = cache->addImage("Images/grossini_dance_atlas.png");            sprite = Sprite::createWithTexture(texture, Rect(x,y,85,121));            _parentNode->addChild(sprite, 0, tag+100);            break;        }        ///        case 9:            {                int y,x;                int r = (CCRANDOM_0_1() * 6400 / 100);                y = r / 8;                x = r % 8;                char str[40] = {0};                sprintf(str, "Images/sprites_test/sprite-%d-%d.png", x, y);                sprite = Sprite::create(str);                _parentNode->addChild(sprite, 0, tag+100);                break;            }        case 10:        case 11:        case 12:        {            int y,x;            int r = (CCRANDOM_0_1() * 6400 / 100);            y = r / 8;            x = r % 8;            x *= 32;            y *= 32;            Texture2D *texture = cache->addImage("Images/spritesheet1.png");            sprite = Sprite::createWithTexture(texture, CC_RECT_PIXELS_TO_POINTS(Rect(x,y,32,32)));            _parentNode->addChild(sprite, 0, tag+100);            break;        }            ///        case 13:        {            int test = (CCRANDOM_0_1() * 3);            if(test==0) {                // Switch case 1                sprite = Sprite::create("Images/grossinis_sister1.png");                _parentNode->addChild(sprite, 0, tag+100);            }            else if(test==1)            {                // Switch case 6                int y,x;                int r = (CCRANDOM_0_1() * 1400 / 100);//.........这里部分代码省略.........
开发者ID:fordream,项目名称:Snake,代码行数:101,


示例23: c_addLogToCLI

void TestLayer::testLogic(int testIndex){    if (testIndex == 1)    {		if (m_bSpiderMonkeyInited) 		{			c_addLogToCLI(3, "[C++] %s", "Spidermonkey already inited!!!");			return;		}        // init spidermonkey        ScriptingCore* sc = ScriptingCore::getInstance();        CCScriptEngineProtocol *pEngine = ScriptingCore::getInstance();        CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);        sc->addRegisterCallback(register_all_cocos2dx);        sc->addRegisterCallback(register_all_cocos2dx_extension);        sc->addRegisterCallback(register_cocos2dx_js_extensions);        sc->addRegisterCallback(register_all_cocos2dx_extension_manual);        sc->addRegisterCallback(jsb_register_system);        sc->addRegisterCallback(JSB_register_opengl);        sc->start();        if (!JS_DefineFunctions(sc->getGlobalContext(), sc->getGlobalObject(), myjs_global_functions)) {            c_addLogToCLI(4, "[C++] JS_DefineFunctions Failed!!!");            return;        }        sc->runScript("GlobalFuncTest.js");        sc->runScript("SpriteFuncTest.js");        m_bSpiderMonkeyInited = true;		//c_addLogToCLI(1, "[C++] %s", "Spidermonkey init success");        return;    }    if (!m_bSpiderMonkeyInited)    {		//c_addLogToCLI(4, "[C++] %s", "Init SpiderMonkey First!!!");        return;    }    if (testIndex == 2)    {        // call JS function - 0 param, 0 return        ScriptingCore* sc = ScriptingCore::getInstance();        sc->executeFunctionWithOwner(OBJECT_TO_JSVAL(sc->getGlobalObject()), "MyLogFunc");        c_addLogToCLI(1, "[C++] MyLogFunc called");    }    else if (testIndex == 3)    {        // call JS function - 1 param(Basic Type) , 1 return(Basic Type)        ScriptingCore* sc = ScriptingCore::getInstance();        jsval dataVal = INT_TO_JSVAL(10);        jsval ret;        sc->executeFunctionWithOwner(OBJECT_TO_JSVAL(sc->getGlobalObject()), "DubleIntFunc", 1, &dataVal, &ret);        c_addLogToCLI(1, "[C++] DubleIntFunc called with result: %d", JSVAL_TO_INT(ret));    }    else if (testIndex == 4)    {        // call JS function - 0 param , 1 return(cocos2d Object)        ScriptingCore* sc = ScriptingCore::getInstance();        jsval ret;        sc->executeFunctionWithOwner(OBJECT_TO_JSVAL(sc->getGlobalObject()), "SpawnIconSprite", 0, NULL, &ret);		c_addLogToCLI(1, "[C++] SpawnIconSprite called");        if(!JSVAL_IS_NULL(ret)) {            JSObject *obj = JSVAL_TO_OBJECT(ret);            js_proxy_t *proxy = jsb_get_js_proxy(obj);            CCSprite *sprite = (CCSprite *)(proxy ? proxy->ptr : NULL);            if (sprite) {                this->addChild(sprite);				c_addLogToCLI(1, "[C++] Add sprite from js to c++ layer");            }        }    }    else if (testIndex == 5 )    {        // call JS function - 1 param(cocos2d Object) , 0 return        ScriptingCore* sc = ScriptingCore::getInstance();        CCSprite *sprite = CCSprite::create("Icon.png");        sprite->setPosition(ccp(CCRANDOM_0_1() * 1000, CCRANDOM_0_1() * 1000));        this->addChild(sprite);        js_proxy_t *p = js_get_or_create_proxy<cocos2d::CCSprite>(sc->getGlobalContext(), sprite);        jsval dataVal = OBJECT_TO_JSVAL(p->obj);        sc->executeFunctionWithOwner(OBJECT_TO_JSVAL(sc->getGlobalObject()), "DoubleSpriteSize", 1, &dataVal, NULL);		c_addLogToCLI(1, "[C++] Add sprite from js to layer");    }    else if (testIndex == 6)    {        // Bind Simple UI component to c++ CCScene        ScriptingCore* sc = ScriptingCore::getInstance();        sc->runScript("CircleLabelTTFTest.js");		c_addLogToCLI(1, "[C++] %s", "Run CircleLabelTTFTest script");		c_addLogToCLI(1, "[C++] %s", "Bind UI Component to CCSCene");    }    else if (testIndex == 7)    {        // Bind Complex UI component to c++ CCScene        ScriptingCore* sc = ScriptingCore::getInstance();        sc->runScript("CalendarTest.js");		c_addLogToCLI(1, "[C++] %s", "Run CalendarTest script");		c_addLogToCLI(1, "[C++] %s", "Bind UI Component to CCSCene");    }    else if (testIndex == 8)    {        // call JS function - N param(Mix) , 0 return        ScriptingCore* sc = ScriptingCore::getInstance();//.........这里部分代码省略.........
开发者ID:bzh1113,项目名称:SpiderMonkeyMix-Cocos2dx,代码行数:101,


示例24: switch

CCSprite* SubTest::createSpriteWithTag(int tag){    // create     CCTexture2D::setDefaultAlphaPixelFormat(kCCTexture2DPixelFormat_RGBA8888);    CCSprite* sprite = NULL;    switch (subtestNumber)    {        case 1:            {                sprite = CCSprite::create("Images/grossinis_sister1.png");                parent->addChild(sprite, 0, tag+100);                break;            }        case 2:        case 3:             {                sprite = CCSprite::create(batchNode->getTexture(), CCRectMake(0, 0, 52, 139));                batchNode->addChild(sprite, 0, tag+100);                break;            }        case 4:            {                int idx = (CCRANDOM_0_1() * 1400 / 100) + 1;                char str[32] = {0};                sprintf(str, "Images/grossini_dance_%02d.png", idx);                sprite = CCSprite::create(str);                parent->addChild(sprite, 0, tag+100);                break;            }        case 5:        case 6:            {                int y,x;                int r = (CCRANDOM_0_1() * 1400 / 100);                y = r / 5;                x = r % 5;                x *= 85;                y *= 121;                sprite = CCSprite::create(batchNode->getTexture(), CCRectMake(x,y,85,121));                batchNode->addChild(sprite, 0, tag+100);                break;            }        case 7:            {                int y,x;                int r = (CCRANDOM_0_1() * 6400 / 100);                y = r / 8;                x = r % 8;                char str[40] = {0};                sprintf(str, "Images/sprites_test/sprite-%d-%d.png", x, y);                sprite = CCSprite::create(str);                parent->addChild(sprite, 0, tag+100);                break;            }        case 8:        case 9:            {                int y,x;                int r = (CCRANDOM_0_1() * 6400 / 100);                y = r / 8;                x = r % 8;                x *= 32;                y *= 32;                sprite = CCSprite::create(batchNode->getTexture(), CCRectMake(x,y,32,32));                batchNode->addChild(sprite, 0, tag+100);                break;            }        default:            break;    }    CCTexture2D::setDefaultAlphaPixelFormat(kCCTexture2DPixelFormat_Default);    return sprite;}
开发者ID:csdnnet,项目名称:hiygame,代码行数:85,


示例25: performanceScale

void performanceScale(CCSprite* pSprite){    CCSize size = CCDirector::sharedDirector()->getWinSize();    pSprite->setPosition(ccp((rand() % (int)size.width), (rand() % (int)size.height)));    pSprite->setScale(CCRANDOM_0_1() * 100 / 50);}
开发者ID:csdnnet,项目名称:hiygame,代码行数:6,


示例26: CCRectMake

void RPGMapSceneLayer::playerMoveEnd(){    CCTMXTiledMap *bgMap = (CCTMXTiledMap*)this->getChildByTag(kRPGMapSceneLayerTagBgMap);    RPGMapRoleSprite *player = (RPGMapRoleSprite*)bgMap->getChildByTag(kRPGMapSceneLayerTagPlayer);    player->stopMove();        player->stopActionByTag(kRPGMapSceneLayerActTagPlayerMove);    this->m_playerMoveAct = NULL;        //地图切换点的判断    CCTMXObjectGroup *transitionsObjects = bgMap->objectGroupNamed("transitions");    for (int i = 0; i < transitionsObjects->getObjects()->count(); i++)    {        CCDictionary *transitionsObject = (CCDictionary*)transitionsObjects->getObjects()->objectAtIndex(i);        const CCString *x = transitionsObject->valueForKey("x");        const CCString *y = transitionsObject->valueForKey("y");        const CCString *width = transitionsObject->valueForKey("width");        const CCString *height = transitionsObject->valueForKey("height");                const CCString *mapId = transitionsObject->valueForKey("map_id");        const CCString *playerToX = transitionsObject->valueForKey("player_to_x");        const CCString *playerToY = transitionsObject->valueForKey("player_to_y");        const CCString *playerDirection = transitionsObject->valueForKey("player_direction");                CCRect transitionsRect = CCRectMake(stringToNumber<float>(x->getCString()), stringToNumber<float>(y->getCString()), stringToNumber<float>(width->getCString()), stringToNumber<float>(height->getCString()));                if(transitionsRect.containsPoint(player->getPosition()))        {//            CCLog("切换场景%s", mapId->getCString());                        //数据库部分,更新进度记录                        //修正偏差位置,因为无法得知下一个地图的大小,所以目前只能在tmx上面定死            float toX = stringToNumber<float>(playerToX->getCString()) + 0.5;            float toY = stringToNumber<float>(playerToY->getCString()) + 0.5;                        //保存数据                        RPGSaveData *saveDataObj = RPGSaveData::create();            saveDataObj->m_mapId = stringToNumber<int>(mapId->getCString());            saveDataObj->m_playerToX = toX;            saveDataObj->m_playerToY = toY;            saveDataObj->m_playerDirection = playerDirection->getCString();            saveDataObj->m_gold = this->m_mapData.gold;            saveDataObj->m_windowStyle = CCUserDefault::sharedUserDefault()->getStringForKey(GAME_STYLE);            saveData(&this->m_db, saveDataObj);                        CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);            this->unscheduleUpdate();                        CCScene *s = RPGMapSceneLayer::scene(0.0);            CCTransitionFade *t = CCTransitionFade::create(GAME_SCENE, s);            CCDirector::sharedDirector()->replaceScene(t);            return;        }            }        //遇敌处理//    this->m_hasEnemy = true; //test    if(this->m_hasEnemy)    {        float val = CCRANDOM_0_1();        val = CCRANDOM_0_1();        if(val >= 0.0 && val <= GAME_MAP_ENCOUNTER)        {//            CCLog("遇敌!");            CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);            this->unscheduleUpdate();                        CCTMXTiledMap *bgMap = (CCTMXTiledMap*)this->getChildByTag(kRPGMapSceneLayerTagBgMap);                        CCArray *loadTextures = CCArray::create();            loadTextures->addObject(CCString::create("monsters.png"));            loadTextures->addObject(CCString::create("battle_bg.png"));                        CCArray *releaseTextures = CCArray::create();            releaseTextures->addObject(CCString::create("map.png"));            releaseTextures->addObject(CCString::create("joystick.png"));            releaseTextures->addObject(CCString::create("actor4_0.png"));            releaseTextures->addObject(CCString::create("actor111.png"));            releaseTextures->addObject(CCString::create("actor113.png"));            releaseTextures->addObject(CCString::create("actor114.png"));            releaseTextures->addObject(CCString::create("actor115.png"));            releaseTextures->addObject(CCString::create("actor117.png"));            releaseTextures->addObject(CCString::create("actor120.png"));                        CCMenu *mainMenu = (CCMenu*)bgMap->getChildByTag(kRPGMapSceneLayerTagMainMenu);            mainMenu->setEnabled(false);                        SimpleAudioEngine::sharedEngine()->playEffect("audio_battle_start.wav");            //            CCLog("%i", this->m_saveData.mapId);                        RPGMapRoleSprite *player = (RPGMapRoleSprite*)bgMap->getChildByTag(kRPGMapSceneLayerTagPlayer);                        CCUserDefault::sharedUserDefault()->setIntegerForKey("map_id", this->m_mapData.mapId);            CCUserDefault::sharedUserDefault()->setFloatForKey("player_to_x", player->getPosition().x / GAME_TMX_ROLE_WIDTH);            CCUserDefault::sharedUserDefault()->setFloatForKey("player_to_y", player->getPosition().y / GAME_TMX_ROLE_HEIGHT);//.........这里部分代码省略.........
开发者ID:ChinaiOS,项目名称:OzgGameRPG,代码行数:101,


示例27: CCRANDOM_0_1

KDvoid RenderTextureSave::clearImage ( CCObject* pSender ){    m_pTarget->clear ( CCRANDOM_0_1 ( ), CCRANDOM_0_1 ( ), CCRANDOM_0_1 ( ), 0.5f );}
开发者ID:mcodegeeks,项目名称:OpenKODE-Framework,代码行数:4,



注:本文中的CCRANDOM_0_1函数示例整理自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。


C++ CCRect函数代码示例
C++ CCPoint函数代码示例
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