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自学教程:C++ Color4F函数代码示例

51自学网 2021-06-01 20:12:20
  C++
这篇教程C++ Color4F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Color4F函数的典型用法代码示例。如果您正苦于以下问题:C++ Color4F函数的具体用法?C++ Color4F怎么用?C++ Color4F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Color4F函数的29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: Size

void CameraFrameBufferTest::onEnter(){    auto sizeInpixels = Director::getInstance()->getWinSizeInPixels();    auto size = Director::getInstance()->getWinSize();    auto fboSize = Size(sizeInpixels.width * 1, sizeInpixels.height * 1.5);    auto fbo = experimental::FrameBuffer::create(1, fboSize.width, fboSize.height);        CameraBaseTest::onEnter();    //auto sprite = Sprite::createWithTexture(fbo);    //sprite->setPosition(Vec2(100,100));    //std::string filename = "Sprite3DTest/girl.c3b";    //auto sprite = Sprite3D::create(filename);    //sprite->setScale(1.0);    //auto animation = Animation3D::create(filename);    //if (animation)    //{    //    auto animate = Animate3D::create(animation);            //    sprite->runAction(RepeatForever::create(animate));    //}    //sprite->setPosition(Vec2(100,100));    auto rt = experimental::RenderTarget::create(fboSize.width, fboSize.height);    auto rtDS = experimental::RenderTargetDepthStencil::create(fboSize.width, fboSize.height);    fbo->attachRenderTarget(rt);    fbo->attachDepthStencilTarget(rtDS);    auto sprite = Sprite::createWithTexture(fbo->getRenderTarget()->getTexture());    sprite->setScale(0.3);    sprite->runAction(RepeatForever::create(RotateBy::create(1, 90)));    sprite->setPosition(size.width/2, size.height/2);    addChild(sprite);        auto sprite2 = Sprite::create(s_pathGrossini);    sprite2->setPosition(Vec2(size.width/5,size.height/5));    addChild(sprite2);    sprite2->setCameraMask((unsigned short)CameraFlag::USER1);    auto move = MoveBy::create(1.0, Vec2(100,100));    sprite2->runAction(                       RepeatForever::create(                                             Sequence::createWithTwoActions(                                                                            move, move->reverse())                                             )                       );        auto camera = Camera::create();    camera->setCameraFlag(CameraFlag::USER1);    camera->setDepth(-1);    camera->setFrameBufferObject(fbo);    fbo->setClearColor(Color4F(1,1,1,1));    addChild(camera);}
开发者ID:QC-git,项目名称:MyLab,代码行数:50,


示例2: b2Vec2

void LHBox2dDebug::DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color){    const float32 k_segments = 16.0f;	int vertexCount=16;	const float32 k_increment = 2.0f * b2_pi / k_segments;	float32 theta = 0.0f;		Vec2* vertices = new Vec2[vertexCount];	for (int32 i = 0; i < k_segments; ++i)	{		b2Vec2 v = center + radius * b2Vec2(cosf(theta), sinf(theta));                vertices[i] = Vec2(v.x*mRatio, v.y*mRatio);		theta += k_increment;	}	    Color4F fillColor = Color4F(color.r, color.g, color.b, 0.5);    Color4F borderColor = Color4F(color.r, color.g, color.b, 1);        drawNode->drawPolygon(vertices, vertexCount, fillColor, 1, borderColor);        delete[] vertices;}
开发者ID:anilgulgor,项目名称:myGame,代码行数:23,


示例3: Color4F

bool GamePanel::onTouchBegan(Touch* touch, Event* event){	//CALCULATION	startLoc = touch->getLocation();	//DRAW BEGIN POINT	pen->drawSolidCircle(startLoc, 70.0f, 0.0f, 100, Color4F(1, 0, 0, 0.1f));	//PLAYER CHANGE SPRITE	player->readyToJump(Vec2(0, 0));	//DEBUG*	auto para = player->getParent()->getParent();	char str[100] = { 0 };	sprintf(str, "Began: (%d, %d) %s", (int)(startLoc.x), (int)(startLoc.y), para->getName().c_str());	debugLabel->setString(str);	return true;}
开发者ID:freezemusic,项目名称:SlimeGit,代码行数:14,


示例4: srand

bool UT_Map::init(){        if(!Layer::init()){        return false;    }        //seeds the random number generator    srand((unsigned int)time(nullptr));        visibleSize = Director::getInstance()->getVisibleSize();    origin = Director::getInstance()->getVisibleOrigin();        //create wall    //If Full Paint FPS Droped to 12    //    test_map = new GameMap();    test_map->BuildMap("res/map/block_01.jpg" , Size(18, 10), (int)PhysicsCategory::Wall, (int)PhysicsCategory::None, (int)PhysicsCategory::Player);    this->addChild(test_map);    log("GetPlayerPos() ? (%f, %f)",test_map->GetPlayerPos().x , test_map->GetPlayerPos().y);        //create wall crasher    if(true){        body = cocos2d::DrawNode::create();        body->drawSolidRect(Vec2(0,0), Vec2(10,25), Color4F(0.1, 0, 1, 1));        body->setPosition(test_map->GetPlayerPos());        test_map->addChild(body);        body->setName("Player_body");        body->setZOrder(1);                auto body_phyBody = PhysicsBody::createBox(Size(body->getContentSize().width , body->getContentSize().height),PhysicsMaterial(0.1f, 1.0f, 0.0f));        body_phyBody->setDynamic(true);        body_phyBody->setCategoryBitmask((int)PhysicsCategory::Player);        body_phyBody->setCollisionBitmask((int)PhysicsCategory::None);        body_phyBody->setContactTestBitmask((int)PhysicsCategory::Wall);        body->setPhysicsBody(body_phyBody);    }            this->schedule(schedule_selector(UT_Map::Scheduler));            //Set the Physics Collision notification    auto contactListener = EventListenerPhysicsContact::create();    contactListener->onContactBegin = CC_CALLBACK_1(UT_Map::onContactBegan, this);    this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(contactListener, this);        return true;}
开发者ID:cyrusNMA,项目名称:test01,代码行数:49,


示例5: Vec2

void taskMgr::ShowMainTask(PMission task){    if(m_openMain||m_openSaml)    {        return;    }    m_openMain = true;    maskLayer = DrawNode::create();    maskLayer->drawSolidRect(Vec2(-7000, -7000), Vec2(7000, 7000), Color4F(0, 0, 0, 0.6));    G_MainGame->m_UILayer->addChild(maskLayer, 99);    AddBg(0,task);    auto btnClose = MenuItemImage::create("ccb/ccbResources/common/close.png","ccb/ccbResources/common/close.png",[&](Ref* Sender){		BUBBLE;		this->CloseMissInfo();	});    Menu *menu;    MenuItemImage *m_btn;    Sprite* getBtnPic=Sprite::create();    if(task->missState != task->missNeed)    {        // no com        m_btn = MenuItemImage::create("ccb/ccbResources/common/lButton_down.png","",[&](Ref* Sender){        });        getBtnPic->setTexture("images/Word/get_award_gray.png");    }    else    {        m_btn = MenuItemImage::create("ccb/ccbResources/common/lButton_up.png","",[=](Ref* Sender){            LoseMission(0);            if(task->rewardType == 0)            {                Player::getInstance()->AddGold(task->rewardnum);            }            task->missState = 999999;            this->CloseMissInfo();        });        getBtnPic->setTexture("images/Word/get_award.png");    }    menu = Menu::create(btnClose,m_btn,nullptr);    m_ui->addChild(menu);    m_ui->addChild(getBtnPic);    menu->setPosition(0,0);    btnClose->setPosition(Vec2(210, 180));    m_btn->setPosition(Vec2(0, -150));    getBtnPic->setPosition(Vec2(0, -150));        }
开发者ID:bboy0623,项目名称:buyudaren,代码行数:49,


示例6: _clearColor

FrameBuffer::FrameBuffer(): _clearColor(Color4F(0, 0, 0, 1)), _clearDepth(1.0), _clearStencil(0), _fbo(0), _rt(nullptr), _rtDepthStencil(nullptr), _fboBindingDirty(true), _isDefault(false)#if CC_ENABLE_CACHE_TEXTURE_DATA, _dirtyFBOListener(nullptr)#endif{    _frameBuffers.insert(this);}
开发者ID:hgl888,项目名称:playertest,代码行数:15,


示例7: getContentSize

void LabelAtlas::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags){    AtlasNode::draw(renderer, transform, transformUpdated);    _debugDrawNode->clear();    auto size = getContentSize();    Vec2 vertices[4]=    {        Vec2::ZERO,        Vec2(size.width, 0),        Vec2(size.width, size.height),        Vec2(0, size.height)    };    _debugDrawNode->drawPoly(vertices, 4, true, Color4F(1.0, 1.0, 1.0, 1.0));}
开发者ID:253627764,项目名称:FantasyWarrior3D,代码行数:15,


示例8: addChild

bool Lander::init(){	if (!Node::init())	{		return false;	}	_landerBody = DrawNode::create();	addChild(_landerBody);    Vec2 landerVecs[] = {        Vec2(-20, 0),        Vec2(-15, 10),        Vec2(-13, 10),        Vec2(-10, 15),        Vec2(10, 15),        Vec2(13, 10),        Vec2(15, 10),        Vec2(20, 0),    };        _landerBody->drawPoly(landerVecs, 8, true, Color4F(1.f, 0.f, 1.f, 1.f));	_fire = DrawNode::create();	addChild(_fire);	_fire->drawTriangle(Vec2(-6, 0), Vec2(6, 0), Vec2(0, -8), Color4F(1.f, 1.f, 0.f, 0.5f));	_fire->setVisible(false);	_fitnessScore = -999999.f;	_velocity = Vec2::ZERO;	_actionFlag = NONE;	_mass = LANDER_MASS;	_tickCount = 0;	_bLandOver = false;	_bLandOK = false;    _bCtrlByHuman = false;	return true;;}
开发者ID:ctxdegithub,项目名称:LearnGA,代码行数:36,


示例9: Vec2

void PauseLayer::AddSpriteBorder(MenuItemImage *sp){	auto drawNode = DrawNode::create();	auto p = sp->getPosition();	Size s = Director::getInstance()->getVisibleSize();	Vec2 ps[4] =	{		Vec2(p.x - s.width*0.13, p.y - s.height*0.04),		Vec2(p.x + s.width*0.13, p.y - s.height*0.04),		Vec2(p.x + s.width*0.13, p.y + s.height*0.04),		Vec2(p.x - s.width*0.13, p.y + s.height*0.04),	};	drawNode->drawPoly(ps, 4, true, Color4F(1.0, 1.0, 1.0, 1.0));	this->addChild(drawNode);}
开发者ID:ggsnail,项目名称:TwoDotsRunView,代码行数:15,


示例10: while

Color4F HelloWorld::randomBrightColor(){	while (true) {		float requiredBrightness = 192;		Color4B randomColor =			Color4B(rand() % 255,			rand() % 255,			rand() % 255,			255);		if (randomColor.r > requiredBrightness ||			randomColor.g > requiredBrightness ||			randomColor.b > requiredBrightness) {			return Color4F(randomColor);		}	}}
开发者ID:konopka,项目名称:tinywingstutorial,代码行数:16,


示例11: Color4F

void OBBTest::update(float dt){    if (_pick)        return;        _drawAABB->clear();        Mat4 mat = Mat4::IDENTITY;    mat.rotate(Vec3::UNIT_Y, 0.01f);        _obb.transform(mat);    Vec3 corners[8] = {};    _obb.getCorners(corners);        _drawAABB->setPosition3D(_obb._center);    _drawAABB->drawCube(corners, Color4F(0,0,1,1));}
开发者ID:IPubby,项目名称:programmers-guide-samples,代码行数:17,


示例12: Color4F

void Player::update(float delta){    auto c = Coordinate::getInstance();    this->velocity.y += this->acceleration * this->direction;    this->point      += this->velocity;    this->prevPoints.push_back(this->point);    if (this->prevPoints.size() > 50) this->prevPoints.pop_front();    int i = 0;    for (auto p : this->prevPoints) {        this->raw_points[i++] = c->logical2physical(p);    }    this->node->clear();    this->node->drawPoly(this->raw_points, (unsigned)this->prevPoints.size(), false, Color4F(1, 1, 1, 1));}
开发者ID:mihyaeru21,项目名称:ItoToshi,代码行数:17,


示例13: setClearColor

void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags){    setClearColor(Color4F(r, g, b, a));    setClearDepth(depthValue);    setClearStencil(stencilValue);    setClearFlags(flags);    this->begin();    //clear screen    _beginWithClearCommand.init(_globalZOrder);    _beginWithClearCommand.func = CC_CALLBACK_0(RenderTexture::onClear, this);    Director::getInstance()->getRenderer()->addCommand(&_beginWithClearCommand);}
开发者ID:253627764,项目名称:WagonWar,代码行数:17,


示例14: _Zorder

Node::Node() :_Zorder(0),_pParent(nullptr),_Pos(Point::ZERO),_AnchorPoint(Point::ANCHOR_MIDDLE),_Center(Point::ZERO),_Scale(Point(1, 1)),_CollisionRect(Rect(0, 0, 0, 0)),_Size(Size::ZERO),_Color4F(Color4F(254, 254, 254, 254)),_d3dColor(D3DCOLOR_RGBA(254,254,254,254)),_RotAngle(0),_Visible(true)//,//_IsRunningAction(false){	_ChildPool.reserve(5);}
开发者ID:YangJinwoo,项目名称:Fortress,代码行数:17,


示例15: kmGLMatrixMode

void ClippingNode::drawFullScreenQuadClearStencil(){    kmGLMatrixMode(KM_GL_MODELVIEW);    kmGLPushMatrix();    kmGLLoadIdentity();        kmGLMatrixMode(KM_GL_PROJECTION);    kmGLPushMatrix();    kmGLLoadIdentity();        DrawPrimitives::drawSolidRect(Point(-1,-1), Point(1,1), Color4F(1, 1, 1, 1));        kmGLMatrixMode(KM_GL_PROJECTION);    kmGLPopMatrix();    kmGLMatrixMode(KM_GL_MODELVIEW);    kmGLPopMatrix();}
开发者ID:leanlyne,项目名称:ShootColorX,代码行数:17,


示例16: _paintType

NS_CC_EXT_BEGINPathRenderingPaint::PathRenderingPaint (PaintType type): _paintType(type),_paintColor(Color4F(0, 0, 0, 0)),_colorRampSpreadMode(PAINT_COLOR_RAMP_SPREAD_PAD),_isDirty(true),_gradientImage(nullptr){    for (int i = 0; i < 4; i++)        _paintLinearGradient[i] = 0;    for (int i = 0; i < 5; i++)        _paintRadialGradient[i] = 0;    for (int i = 0; i < 6; i++)        _paint2x3Gradient[i] = 0;}
开发者ID:bmanGH,项目名称:CCPathRendering,代码行数:17,


示例17: Color4F

bool SimpleButton::init(){	if(!Node::init()){		return false;	}		//两个叠在一起的正六边形	auto bg1 = Hexagon::create(_sideLen, BG_COLOR_4F);	this->addChild(bg1);	auto bg2 = Hexagon::create(_sideLen * 0.8, Color4F(1, 0.75f, 0.14f, 1));	this->addChild(bg2);		//按钮中间的文字	auto lblContent = Label::createWithSystemFont(_content, "黑体", 32);	lblContent->setPosition(Point::ZERO);	this->addChild(lblContent);	//触摸的监听事件	_eventListener = EventListenerTouchOneByOne::create();	//_eventListener->setSwallowTouches(true);	//C++11的lambda	_eventListener->onTouchBegan = [=](Touch * tou, Event * evt){		auto target = static_cast<Node *>(evt->getCurrentTarget());		Point locatioInNode = target->convertToNodeSpace(tou->getLocation());		//判断是否点击,自己处理碰撞检测((⊙o⊙)…应该是触摸)中按钮,点击中放大		if(bg1->hitCheckPoint(locatioInNode)){			target->setScale(1.1f);		}		return true;	};	//触摸结束	_eventListener->onTouchEnded = [=](Touch * tou, Event * evt){		auto target = static_cast<Node *>(evt->getCurrentTarget());		Point locatioInNode = target->convertToNodeSpace(tou->getLocation());		target->setScale(1.0f);		if(bg1->hitCheckPoint(locatioInNode)){			_callback(this);		}	};	_eventDispatcher->addEventListenerWithSceneGraphPriority(_eventListener, this);	return true;}
开发者ID:xingzuli,项目名称:My2187,代码行数:46,


示例18: if

void StayingBlobSprite::onDraw(const cocos2d::Mat4 &transform, uint32_t transformFlags){    if(_bodies.size() == 0)return;    Vec2 vertices[NUM_SEGMENTS];        Vec2 opos = this->getPosition();        for(int i = 0; i < _bodies.size(); i++) {        b2PolygonShape *shape = (b2PolygonShape *) _bodies[i]->GetFixtureList()->GetShape();        b2Vec2 point;        if(i < NUM_SEGMENTS / 4)            point = _bodies[i]->GetWorldVector(shape->GetVertex(0));        else if(i < NUM_SEGMENTS * 2/4)            point = _bodies[i]->GetWorldVector(shape->GetVertex(1));        else if(i < NUM_SEGMENTS * 3/4)            point = _bodies[i]->GetWorldVector(shape->GetVertex(2));        else if(i < NUM_SEGMENTS)            point = _bodies[i]->GetWorldVector(shape->GetVertex(3));        b2Vec2 pos = _bodies[i]->GetPosition();                vertices[i].x = (point.x + pos.x)*PTM_RATIO - opos.x;        vertices[i].y = (point.y + pos.y)*PTM_RATIO - opos.y;    }    Director* director = Director::getInstance();    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);        //glLineWidth( 5.0f );    //ccDrawColor4F(1.f, 0.125f, 0.15625f, 1);    // tiny side burns (...Guesss that one way to call it)//    for(int i = 0; i < _bodies.size(); i++) {//        Vec2 target = (center - vertices[i]) * nub_pos;//        target += center;//        DrawPrimitives::drawSolidCircle(vertices[i], nub_size, CC_DEGREES_TO_RADIANS(360), 30);//    }        // draw the body    //DrawPrimitives::drawSolidPoly(vertices, NUM_SEGMENTS, blobColor);    DrawPrimitives::drawSolidPoly(vertices, NUM_SEGMENTS, Color4F(1, 1, 1, 1));    _face->setPosition(this->getCenter() + Vec2(-30, -100)*_face->getScale());    updateEye();    CHECK_GL_ERROR_DEBUG();        director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);}
开发者ID:1-xing,项目名称:Nana-Trip,代码行数:45,


示例19: CCASSERT

void ClippingNode::drawFullScreenQuadClearStencil(){    Director* director = Director::getInstance();    CCASSERT(nullptr != director, "Director is null when seting matrix stack");        director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);    director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);        director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);    director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);            DrawPrimitives::drawSolidRect(Vec2(-1,-1), Vec2(1,1), Color4F(1, 1, 1, 1));        director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);    }
开发者ID:hossainiir,项目名称:FenneX,代码行数:18,


示例20: Color4F

//void City_layer::create_human1(Vec3 pos,float scale)//{//    //    //    //    auto sprite = Sprite3D::create(name+".obj");//    sprite->setScale(scale);//    sprite->setTexture(TextureName);//    sprite->setRotation3D(rotate);//    this->addChild(sprite);//    sprite->setPosition3D(pos);//    sprite->setCameraMask(2);//    //    Vec3 corners[8]={};//    AABB aabbsp1=sprite->getAABB();//    aabbsp1.getCorners(corners);//    _aabb.push_back(aabbsp1);//    node1->drawCube(corners, Color4F(0,0,1,1));//    //    //}void City_layer::update(float dt){       node1->clear();    Vec3 corners[8]={};    if(selected){    AABB aabbsp1=selected->getAABB();        aabbsp1.getCorners(corners);            node1->drawCube(corners, Color4F(1,0,0,1));    }    //    for (auto obj :vecObj) {//        Vec3 corners[8]={};//        AABB aabbsp1=obj->getAABB();//        aabbsp1.getCorners(corners);//        node1->drawCube(corners, Color4F(0,0,1,1));//    }    }
开发者ID:jj918160,项目名称:GreatMonster,代码行数:39,


示例21: Point

void RawStencilBufferTest::draw(){        auto winPoint = Point(Director::getInstance()->getWinSize());        auto planeSize = winPoint * (1.0 / _planeCount);        glEnable(GL_STENCIL_TEST);    CHECK_GL_ERROR_DEBUG();            for (int i = 0; i < _planeCount; i++) {                auto stencilPoint = planeSize * (_planeCount - i);        stencilPoint.x = winPoint.x;                auto spritePoint = planeSize * i;        spritePoint.x += planeSize.x / 2;        spritePoint.y = 0;        _sprite->setPosition( spritePoint );        this->setupStencilForClippingOnPlane(i);        CHECK_GL_ERROR_DEBUG();        DrawPrimitives::drawSolidRect(Point::ZERO, stencilPoint, Color4F(1, 1, 1, 1));                kmGLPushMatrix();        this->transform();        _sprite->visit();        kmGLPopMatrix();                this->setupStencilForDrawingOnPlane(i);        CHECK_GL_ERROR_DEBUG();        		GL::blendFunc(BlendFunc::ALPHA_NON_PREMULTIPLIED.src, BlendFunc::ALPHA_NON_PREMULTIPLIED.dst);        DrawPrimitives::drawSolidRect(Point::ZERO, winPoint, _planeColor[i]);                kmGLPushMatrix();        this->transform();        _sprite->visit();        kmGLPopMatrix();    }        glDisable(GL_STENCIL_TEST);    CHECK_GL_ERROR_DEBUG();}
开发者ID:mcodegeeks,项目名称:OpenKODE-Framework,代码行数:44,


示例22: Color4F

BallSprite *BallSprite::createParticleSprite(Node *parent ,b2World *world, b2ParticleSystem *particleSystem, b2ParticleGroup *particleGroup,const std::string& filename) {        BallSprite* pInstance = (BallSprite *)Sprite::create();    //BallSprite* pInstance = BallSprite::createBallSprite(parent,world,filename);    pInstance->setTexture(filename);    parent->addChild(pInstance);        // 描画用ノ
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