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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: Sizevoid 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: b2Vec2void 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: Color4Fbool 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: srandbool 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: Vec2void 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: _clearColorFrameBuffer::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: getContentSizevoid 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: addChildbool 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: Vec2void 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: whileColor4F 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: Color4Fvoid 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: Color4Fvoid 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: setClearColorvoid 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: _ZorderNode::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: kmGLMatrixModevoid 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: _paintTypeNS_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: Color4Fbool 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: ifvoid 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: CCASSERTvoid 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: Pointvoid 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: Color4FBallSprite *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 C++ ColorF函数代码示例 C++ Color4B函数代码示例
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