Cocos2d-x Array Samples 数组初始化、字符转浮点值,数组纬度转换、字符串分割

头文件

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"

class HelloWorld : public cocos2d::Layer
{
public:
    static cocos2d::Scene* createScene();

    virtual bool init();

    // a selector callback
    void menuCloseCallback(cocos2d::Ref* pSender);

    // implement the "static create()" method manually
    CREATE_FUNC(HelloWorld);
    //masai
    float arr_heroId[10];
    HelloWorld()
    {
        for (int i = 0; i < 10; i++)
        {
            arr_heroId[i] = i;
        }

    }
};

#endif // __HELLOWORLD_SCENE_H__

CPP文件

#include "HelloWorldScene.h"

USING_NS_CC;

Scene* HelloWorld::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::create();

    // 'layer' is an autorelease object
    auto layer = HelloWorld::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }

    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

    /////////////////////////////
    // 2. add a menu item with "X" image,which is clicked to quit the program
    // you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
    auto closeItem = MenuItemImage::create(
                                           "CloseNormal.png","CloseSelected.png",CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));

    closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2,origin.y + closeItem->getContentSize().height/2));

    // create menu,it's an autorelease object
    auto menu = Menu::create(closeItem,NULL);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu,1);

    /////////////////////////////
    // 3. add your codes below...

    // add a label shows "Hello World"
    // create and initialize a label

    auto label = Label::createWithTTF("Hello World","fonts/Marker Felt.ttf",24);

    // position the label on the center of the screen
    label->setPosition(Vec2(origin.x + visibleSize.width/2,origin.y + visibleSize.height - label->getContentSize().height));

    // add the label as a child to this layer
    this->addChild(label,1);

    // add "HelloWorld" splash screen"
    //auto sprite = Sprite::create("HelloWorld.png");

    // position the sprite on the center of the screen
   // sprite->setPosition(Vec2(visibleSize.width/2 + origin.x,visibleSize.height/2 + origin.y));

    // add the sprite as a child to this layer
   // this->addChild(sprite,0);

    //float arr_heroId[10] = { 0,1,2,3,4,5,6,7,8,9 };
    float arr_heroActived[10] = { 0,0,0 };
    float arr_heroLvl_1_MaxExp[10] = { 300,300,300 };
    float arr_heroCurrLvl[10] = { 1,1,1 };
    float arr_heroCurrExp[10] = { 0,0 };
    float arr_heroCurrMaxHp[10] = { 150,180,100,150,150 };
    float arr_heroAttackForce[10] = { 14,10,20,20 };
    float arr_heroDefenceForce[10] = { 0,0 };
    float arr_heroRecoveryForce[10] = { 7,7,7 };
    float arr_heroExp_LvlupRate[10] = { 2,2,2 };
    float arr_heroHp_LvlupRate[10] = { 1.2,1.2,1.2 };
    float arr_heroAttackForce_LvlupRate[10] = { 1.15,1.15,1.15 };
    float arr_heroDefenceForce_LvlupRate[10] = { 1.15,1.15 };
    float arr_heroRecoveryForce_LvlupRate[10] = { 1.1,1.1,1.1 };
    //float arr_heroData[14][10] = { { 0,9 },{ 0,0 },{ 300,300,300 },{ 1,1 },{ 150,180,100,150,150 },{ 14,10,20,20 },{ 7,7 },{ 2,2 },{ 1.2,1.2,1.2 },{ 1.15,1.15,1.15 },{ 1.1,1.1,1.1 } };
    float arr_heroData[14][10] = {  { arr_heroId[0],arr_heroId[1],arr_heroId[2],arr_heroId[3],arr_heroId[4],arr_heroId[5],arr_heroId[6],arr_heroId[7],arr_heroId[8],arr_heroId[9] },{ arr_heroActived[0],arr_heroActived[1],arr_heroActived[2],arr_heroActived[3],arr_heroActived[4],arr_heroActived[5],arr_heroActived[6],arr_heroActived[7],arr_heroActived[8],arr_heroActived[9] },{ arr_heroLvl_1_MaxExp[0],arr_heroLvl_1_MaxExp[1],arr_heroLvl_1_MaxExp[2],arr_heroLvl_1_MaxExp[3],arr_heroLvl_1_MaxExp[4],arr_heroLvl_1_MaxExp[5],arr_heroLvl_1_MaxExp[6],arr_heroLvl_1_MaxExp[7],arr_heroLvl_1_MaxExp[8],arr_heroLvl_1_MaxExp[9] },{ arr_heroCurrLvl[0],arr_heroCurrLvl[1],arr_heroCurrLvl[2],arr_heroCurrLvl[3],arr_heroCurrLvl[4],arr_heroCurrLvl[5],arr_heroCurrLvl[6],arr_heroCurrLvl[7],arr_heroCurrLvl[8],arr_heroCurrLvl[9] },{ arr_heroCurrExp[0],arr_heroCurrExp[1],arr_heroCurrExp[2],arr_heroCurrExp[3],arr_heroCurrExp[4],arr_heroCurrExp[5],arr_heroCurrExp[6],arr_heroCurrExp[7],arr_heroCurrExp[8],arr_heroCurrExp[9] },{ arr_heroCurrMaxHp[0],arr_heroCurrMaxHp[1],arr_heroCurrMaxHp[2],arr_heroCurrMaxHp[3],arr_heroCurrMaxHp[4],arr_heroCurrMaxHp[5],arr_heroCurrMaxHp[6],arr_heroCurrMaxHp[7],arr_heroCurrMaxHp[8],arr_heroCurrMaxHp[9] },{ arr_heroAttackForce[0],arr_heroAttackForce[1],arr_heroAttackForce[2],arr_heroAttackForce[3],arr_heroAttackForce[4],arr_heroAttackForce[5],arr_heroAttackForce[6],arr_heroAttackForce[7],arr_heroAttackForce[8],arr_heroAttackForce[9] },{ arr_heroDefenceForce[0],arr_heroDefenceForce[1],arr_heroDefenceForce[2],arr_heroDefenceForce[3],arr_heroDefenceForce[4],arr_heroDefenceForce[5],arr_heroDefenceForce[6],arr_heroDefenceForce[7],arr_heroDefenceForce[8],arr_heroDefenceForce[9] },{ arr_heroRecoveryForce[0],arr_heroRecoveryForce[1],arr_heroRecoveryForce[2],arr_heroRecoveryForce[3],arr_heroRecoveryForce[4],arr_heroRecoveryForce[5],arr_heroRecoveryForce[6],arr_heroRecoveryForce[7],arr_heroRecoveryForce[8],arr_heroRecoveryForce[9] },{ arr_heroExp_LvlupRate[0],arr_heroExp_LvlupRate[1],arr_heroExp_LvlupRate[2],arr_heroExp_LvlupRate[3],arr_heroExp_LvlupRate[4],arr_heroExp_LvlupRate[5],arr_heroExp_LvlupRate[6],arr_heroExp_LvlupRate[7],arr_heroExp_LvlupRate[8],arr_heroExp_LvlupRate[9] },{ arr_heroHp_LvlupRate[0],arr_heroHp_LvlupRate[1],arr_heroHp_LvlupRate[2],arr_heroHp_LvlupRate[3],arr_heroHp_LvlupRate[4],arr_heroHp_LvlupRate[5],arr_heroHp_LvlupRate[7],arr_heroHp_LvlupRate[8],arr_heroHp_LvlupRate[9] },{ arr_heroAttackForce_LvlupRate[0],arr_heroAttackForce_LvlupRate[1],arr_heroAttackForce_LvlupRate[2],arr_heroAttackForce_LvlupRate[3],arr_heroAttackForce_LvlupRate[4],arr_heroAttackForce_LvlupRate[5],arr_heroAttackForce_LvlupRate[6],arr_heroAttackForce_LvlupRate[7],arr_heroAttackForce_LvlupRate[8],arr_heroAttackForce_LvlupRate[9] },{ arr_heroDefenceForce_LvlupRate[0],arr_heroDefenceForce_LvlupRate[1],arr_heroDefenceForce_LvlupRate[2],arr_heroDefenceForce_LvlupRate[3],arr_heroDefenceForce_LvlupRate[4],arr_heroDefenceForce_LvlupRate[5],arr_heroDefenceForce_LvlupRate[6],arr_heroDefenceForce_LvlupRate[7],arr_heroDefenceForce_LvlupRate[8],arr_heroDefenceForce_LvlupRate[9] },{ arr_heroRecoveryForce_LvlupRate[0],arr_heroRecoveryForce_LvlupRate[1],arr_heroRecoveryForce_LvlupRate[2],arr_heroRecoveryForce_LvlupRate[3],arr_heroRecoveryForce_LvlupRate[4],arr_heroRecoveryForce_LvlupRate[5],arr_heroRecoveryForce_LvlupRate[6],arr_heroRecoveryForce_LvlupRate[7],arr_heroRecoveryForce_LvlupRate[8],arr_heroRecoveryForce_LvlupRate[9] }
                                    };
    //masai
    //float arr_test[2][10] = { { arr_heroId[10] },{ arr_heroActived[10] } };

// for (int i = 0; i < 10; i++)
// CCLOG("Array Output Data: %f",arr_heroCurrMaxHp[i]);

    char str1[2000];
    char str2[2000];
    str2[0] = '\0';

    for (int i = 0; i < 14; i++)
    {
        for (int j = 0; j < 10; j++)
        {
            //CCLOG("Array Output Data: %f",arr_heroData[i][j]);
            sprintf(str1,"%f",arr_heroData[i][j]);
            strcat(str2,str1);
            strcat(str2,",");
        }
    }
    //CCLOG("String Output Data::%s",str2);

    CCLOG("Ready to Split string\n");

    char* pch;
    pch = strtok(str2,");
    CCLOG("FirstTime pch:%s",pch);
    int i = 0;
    //int j = 0;
    //int k = 0;
    float Manager_arr_heroData[14][10] = {};
    while (pch != NULL)
    {
        CCLOG("Serial num %d: %s\n",i,pch);
        CCLOG("new xiabiao i=%d j=%d \n",(i / 10),(i % 10));
        Manager_arr_heroData[(i / 10)][(i % 10)] = String::createWithFormat("%s",pch)->floatValue();
        pch = strtok(NULL,");
        i++;
    }

    for (int j = 0; j < 14; j++)
    {
        for (int k = 0; k < 10; k++)
        {
            CCLOG("Manager heroData Array output Test:%f",Manager_arr_heroData[j][k]);
        }
        CCLOG("\n");
    }

    //for (int l = 0; l < 10; l++)
    // CCLOG("Array OutPut Test:%f",arr_heroId[l]);

    return true;
}


void HelloWorld::menuCloseCallback(Ref* pSender)
{
    Director::getInstance()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
}

版权声明:本文内容由互联网用户自发贡献,该文观点与技术仅代表作者本人。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌侵权/违法违规的内容, 请发送邮件至 dio@foxmail.com 举报,一经查实,本站将立刻删除。

相关推荐


    本文实践自 RayWenderlich、Ali Hafizji 的文章《How To Create Dynamic Textures with CCRenderTexture in Cocos2D 2.X》,文中使用Cocos2D,我在这里使用Cocos2D-x 2.1.4进行学习和移植。在这篇文章,将会学习到如何创建实时纹理、如何用Gimp创建无缝拼接纹
Cocos-code-ide使用入门学习地点:杭州滨江邮箱:appdevzw@163.com微信公众号:HopToad 欢迎转载,转载标注出处:http://blog.csdn.netotbaron/article/details/424343991.  软件准备 下载地址:http://cn.cocos2d-x.org/download 2.  简介2.1         引用C
第一次開始用手游引擎挺激动!!!进入正题。下载资源1:从Cocos2D-x官网上下载,进入网页http://www.cocos2d-x.org/download,点击Cocos2d-x以下的Download  v3.0,保存到自定义的文件夹2:从python官网上下载。进入网页https://www.python.org/downloads/,我当前下载的是3.4.0(当前最新
    Cocos2d-x是一款强大的基于OpenGLES的跨平台游戏开发引擎,易学易用,支持多种智能移动平台。官网地址:http://cocos2d-x.org/当前版本:2.0    有很多的学习资料,在这里我只做为自己的笔记记录下来,错误之处还请指出。在VisualStudio2008平台的编译:1.下载当前稳
1.  来源 QuickV3sample项目中的2048样例游戏,以及最近《最强大脑》娱乐节目。将2048改造成一款挑战玩家对数字记忆的小游戏。邮箱:appdevzw@163.com微信公众号:HopToadAPK下载地址:http://download.csdn.net/detailotbaron/8446223源码下载地址:http://download.csdn.net/
   Cocos2d-x3.x已经支持使用CMake来进行构建了,这里尝试以QtCreatorIDE来进行CMake构建。Cocos2d-x3.X地址:https://github.com/cocos2d/cocos2d-x1.打开QtCreator,菜单栏→"打开文件或项目...",打开cocos2d-x目录下的CMakeLists.txt文件;2.弹出CMake向导,如下图所示:设置
 下载地址:链接:https://pan.baidu.com/s/1IkQsMU6NoERAAQLcCUMcXQ提取码:p1pb下载完成后,解压进入build目录使用vs2013打开工程设置平台工具集,打开设置界面设置: 点击开始编译等待编译结束编译成功在build文件下会出现一个新文件夹Debug.win32,里面就是编译
分享一下我老师大神的人工智能教程吧。零基础!通俗易懂!风趣幽默!还带黄段子!希望你也加入到我们人工智能的队伍中来!http://www.captainbed.net前言上次用象棋演示了cocos2dx的基本用法,但是对cocos2dx并没有作深入的讨论,这次以超级马里奥的源代码为线索,我们一起来学习超级马里奥的实
1. 圆形音量button事实上作者的本意应该是叫做“电位计button”。可是我觉得它和我们的圆形音量button非常像,所以就这么叫它吧~先看效果:好了,不多解释,本篇到此为止。(旁白: 噗。就这样结束了?)啊才怪~我们来看看代码:[cpp] viewplaincopyprint?CCContro
原文链接:http://www.cnblogs.com/physwf/archive/2013/04/26/3043912.html为了进一步深入学习贯彻Cocos2d,我们将自己写一个场景类,但我们不会走的太远,凡是都要循序渐进,哪怕只前进一点点,那也至少是前进了,总比贪多嚼不烂一头雾水的好。在上一节中我们建
2019独角兽企业重金招聘Python工程师标准>>>cocos2d2.0之后加入了一种九宫格的实现,主要作用是用来拉伸图片,这样的好处在于保留图片四个角不变形的同时,对图片中间部分进行拉伸,来满足一些控件的自适应(PS: 比如包括按钮,对话框,最直观的形象就是ios里的短信气泡了),这就要求图
原文链接:http://www.cnblogs.com/linji/p/3599478.html1.环境和工具准备Win7VS2010/2012,至于2008v2版本之后似乎就不支持了。 2.安装pythonv.2.0版本之前是用vs模板创建工程的,到vs2.2之后就改用python创建了。到python官网下载版本2.7.5的,然后
环境:ubuntu14.04adt-bundle-linux-x86_64android-ndk-r9d-linux-x86_64cocos2d-x-3.0正式版apache-ant1.9.3python2.7(ubuntu自带)加入环境变量exportANDROID_SDK_ROOT=/home/yangming/adt-bundle-linux/sdkexportPATH=${PATH}:/$ANDROID_SDK_ROOTools/export
1开发背景游戏程序设计涉及了学科中的各个方面,鉴于目的在于学习与进步,本游戏《FlappyBird》采用了两个不同的开发方式来开发本款游戏,一类直接采用win32底层API来实现,另一类采用当前火热的cocos2d-x游戏引擎来开发本游戏。2需求分析2.1数据分析本项目要开发的是一款游
原文链接:http://www.cnblogs.com/linji/p/3599912.html//纯色色块控件(锚点默认左下角)CCLayerColor*ccc=CCLayerColor::create(ccc4(255,0,0,128),200,100);//渐变色块控件CCLayerGradient*ccc=CCLayerGradient::create(ccc4(255,0,0,
原文链接:http://www.cnblogs.com/linji/p/3599488.html//载入一张图片CCSprite*leftDoor=CCSprite::create("loading/door.png");leftDoor->setAnchorPoint(ccp(1,0.5));//设置锚点为右边中心点leftDoor->setPosition(ccp(240,160));/
为了答谢广大学员对智捷课堂以及关老师的支持,现购买51CTO学院关老师的Cocos2d-x课程之一可以送智捷课堂编写图书一本(专题可以送3本)。一、Cocos2d-x课程列表:1、Cocos2d-x入门与提高视频教程__Part22、Cocos2d-x数据持久化与网络通信__Part33、Cocos2d-x架构设计与性能优化内存优
Spawn让多个action同时执行。Spawn有多种不同的create方法,最终都调用了createWithTwoActions(FiniteTimeAction*action1,FiniteTimeAction*action2)方法。createWithTwoActions调用initWithTwoActions方法:对两个action变量初始化:_one=action1;_two=action2;如果两个a
需要环境:php,luajit.昨天在cygwin上安装php和luajit环境,这真特么是一个坑。建议不要用虚拟环境安装打包环境,否则可能会出现各种莫名问题。折腾了一下午,最终将环境转向linux。其中,luajit的安装脚本已经在quick-cocos2d-x-develop/bin/中,直接luajit_install.sh即可。我的lin
v3.0相对v2.2来说,最引人注意的。应该是对触摸层级的优化。和lambda回调函数的引入(嗯嗯,不枉我改了那么多类名。话说,每次cocos2dx大更新。总要改掉一堆类名函数名)。这些特性应该有不少人研究了,所以今天说点跟图片有关的东西。v3.0在载入图片方面也有了非常大改变,仅仅只是