Cocos2d-x   发布时间:2022-05-02  发布网站:大佬教程  code.js-code.com
大佬教程收集整理的这篇文章主要介绍了cocos2dx3.2 添加现成的VisibleRect使用更方便。大佬教程大佬觉得挺不错的,现在分享给大家,也给大家做个参考。

#ifndef __VISIBLERECT_H__

#define __VISIBLERECT_H__


#include "cocos2d.h"


class VisibleRect

{

public:

static cocos2d::rect getVisibleRect();


static cocos2d::Vec2 left();

static cocos2d::Vec2 right();

static cocos2d::Vec2 top();

static cocos2d::Vec2 bottom();

static cocos2d::Vec2 center();

static cocos2d::Vec2 leftTop();

static cocos2d::Vec2 rightTop();

static cocos2d::Vec2 leftBottom();

static cocos2d::Vec2 rightBottom();

private:

static void lazyInit();

static cocos2d::rect s_visibleRect;

};


#endif /* __VISIBLERECT_H__ */




/****************************************************************************

Copyright (C) 2013-2014 Chukong Technologies Inc.


http://www.cocos2d-x.org


Permission is hereby granted,free of charge,to any person obtaining a copy

of this software and associated documentation files (the "Software"),to deal

in the Software without reStriction,including without limitation the rights

to use,copy,modify,merge,publish,diStribute,sublicense,and/or sell

copies of the Software,and to permit persons to whom the Software is

furnished to do so,subject to the following conditions:

The above copyright notice and this permission notice shall be included in

all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS",WITHOUT WARRANTY OF ANY KIND,EXPRESS OR

IMPLIED,INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,

FITnesS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE

AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,DAMAGES OR OTHER

LIABILITY,WHETHER IN AN ACTION OF CONTRACT,TORT OR OTHERWISE,ARISING FROM,0)"> OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN

THE SOFTWARE.

****************************************************************************/


#include "VisibleRect.h"


USING_NS_Cc;


Rect VisibleRect::s_visibleRect;


void VisibleRect::lazyInit()

{

// no lazy init

// Useful if we change the resolution in runtime

s_visibleRect = Director::geTinstance()->getOpenGLView()->getVisibleRect();

}


Rect VisibleRect::getVisibleRect()

{

lazyInit();

return s_visibleRect;

}


Vec2 VisibleRect::left()

{

lazyInit();

return Vec2(s_visibleRect.origin.x,s_visibleRect.origin.y+s_visibleRect.size.height/2);

}


Vec2 VisibleRect::right()

{

lazyInit();

return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width,s_visibleRect.origin.y+s_visibleRect.size.height/2);

}


Vec2 VisibleRect::top()

{

lazyInit();

return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width/2,s_visibleRect.origin.y+s_visibleRect.size.height);

}


Vec2 VisibleRect::bottom()

{

lazyInit();

return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width/2,s_visibleRect.origin.y);

}


Vec2 VisibleRect::center()

{

lazyInit();

return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width/2,s_visibleRect.origin.y+s_visibleRect.size.height/2);

}


Vec2 VisibleRect::leftTop()

{

lazyInit();

return Vec2(s_visibleRect.origin.x,s_visibleRect.origin.y+s_visibleRect.size.height);

}


Vec2 VisibleRect::rightTop()

{

lazyInit();

return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width,s_visibleRect.origin.y+s_visibleRect.size.height);

}


Vec2 VisibleRect::leftBottom()

{

lazyInit();

return s_visibleRect.origin;

}


Vec2 VisibleRect::rightBottom()

{

lazyInit();

return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width,s_visibleRect.origin.y);

}


好啦,有了这个类,以后我们使用起来就更方便了,比如我要将精灵放在屏幕的中心可以这样:

Sprite* BACkground = Sprite::create("BACkground.png");

BACkground->setPosition(VisibleRect::center());


原来的写法:

Size visibleSize = Director::geTinstance()->getVisibleSize();

Vec2 origin = Director::geTinstance()->getVisibLeorigin();

Sprite* BACkground = Sprite::create("BACkground.png");

BACkground->setPosition(origin + visibleSize/2);

是不是变得更简单,更方便了呢?

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