cocos2dx的发展的例子2048(加入动画版)
网上找了很多写作教程2048。只是不知道卡的移动动画,我写了一个完美的动画版少。
开发步骤:
1,一个设计CardSprite类。
2,设计主游戏场景GameScene,实现游戏逻辑,加入动画逻辑。
3,加入游戏胜利或者游戏失败的层。加入历史分数存储。
4。加入声音等其它元素,专门弄了一个声音预载入的场景。主场景加入声音切换变量存储。
贴上主场景关键代码:
GameScene.h
#pragma once
#include "cocos2d.h"
#include "cardSprite.h"
#include "MenuLayer.h"
class GameScene :public cocos2d::Layer
{
public:
static cocos2d::Scene* createScene();
virtual bool init();
CREATE_FUNC(GameScene);
public:
//触摸监听
virtual bool onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *event); //注意这里要加命名空间作用域cocos2d
virtual void onTouchEnded(cocos2d::Touch *touch, cocos2d::Event *event);
//上下左右滑动动作
bool moveLeft();
bool moveRight();
bool moveUp();
bool moveDown();
//创建4*4卡片矩阵
void createCardArr(Size size);
void randomCreateCard();
//推断游戏赢输
void checkGameWin();
void checkGameOver();
void restart(Ref *sender); //又一次開始游戏菜单项
private:
int score; //当前分数
int bestScore; //最好分数
bool sound; //声音变量
cocos2d::LabelTTF *scoreLabel;
LabelTTF *restartBtn; //又一次開始的button
LabelTTF *isSoundBtn; //声音切换button
CardSprite *cardArr[4][4]; //数字卡片矩阵
CardSprite *cardArrAction[4][4]; //用于动画的暂时数字卡片矩阵
Point startPt; //触摸開始点
int offsetX, offsetY; //触摸水平和竖直方向偏移量
MenuLayer *menuLayer; //菜单层
timeval tv; //当前时间
};
GameScene.cpp
/*
*game:2048
*author:tashaxing
*time:2014/10/12
*/
#include "GameScene.h"
#include "SimpleAudioEngine.h"
using namespace cocos2d;
using namespace CocosDenshion;
Scene* GameScene::createScene()
{
auto scene = Scene::create();
auto layer = GameScene::create();
scene->addChild(layer);
return scene;
} bool GameScene::init()
{
if (!Layer::init())
return false;
//获得屏幕尺寸和原点
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
//加入背景
auto gameBkGround = LayerColor::create(Color4B(180, 170, 160, 255));
this->addChild(gameBkGround);
//加入标题
auto title = LabelTTF::create("My2048", "Arial", 60);
title->setColor(Color3B(255, 255, 153));
title->setPosition(Point(visibleSize.width / 2, visibleSize.height - 50));
this->addChild(title);
//加入restartbutton
restartBtn = LabelTTF::create("Restart", "Arial", 40);
restartBtn->setColor(Color3B(204, 255, 253));
restartBtn->setPosition(Point(visibleSize.width / 2, visibleSize.height - 110));
this->addChild(restartBtn);
//加入声音切换button
//初始化获取最好分数和声音变量,第一次启动应用的话xml里没有不论什么值。所以以下的会返回0和false
sound = UserDefault::getInstance()->getBoolForKey("SOUND");
if (sound)
isSoundBtn = LabelTTF::create("Sound On", "Arial", 40);
else
isSoundBtn = LabelTTF::create("Sound Off", "Arial", 40);
isSoundBtn->setColor(Color3B(204, 255, 253));
isSoundBtn->setPosition(Point(visibleSize.width / 2, 50));
this->addChild(isSoundBtn); //加入游戏分数
auto slabel = LabelTTF::create("Score", "Arial", 30);
slabel->setPosition(Point(visibleSize.width / 5, visibleSize.height - 150));
this->addChild(slabel);
score = 0;
scoreLabel = LabelTTF::create("0", "Arial", 30);
scoreLabel->setColor(Color3B(0, 255, 37));
scoreLabel->setPosition(Point(visibleSize.width / 2+30, visibleSize.height - 150));
this->addChild(scoreLabel);
bestScore = UserDefault::getInstance()->getIntegerForKey("BEST"); //初始化卡片
createCardArr(visibleSize);
randomCreateCard();
randomCreateCard(); //加入触摸监听
auto listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = CC_CALLBACK_2(GameScene::onTouchBegan, this);
listener->onTouchEnded = CC_CALLBACK_2(GameScene::onTouchEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
return true;
} void GameScene::restart(Ref* sender)
{
//转场,又一次開始游戏
Director::getInstance()->replaceScene(TransitionFade::create(0.7f, GameScene::createScene()));
} bool GameScene::onTouchBegan(Touch *touch, Event *event)
{
gettimeofday(&tv, NULL); //记录当前时间
startPt = touch->getLocation(); //保存開始触摸点
//推断假设触摸点在restartbutton区域内则又一次開始
if (restartBtn->getBoundingBox().containsPoint(restartBtn->convertToNodeSpace(touch->getLocation())))
Director::getInstance()->replaceScene(TransitionFade::create(0.7f, GameScene::createScene()));
//声音开关
if (isSoundBtn->getBoundingBox().containsPoint(isSoundBtn->convertToNodeSpace(touch->getLocation())))
{
sound = !sound;
UserDefault::getInstance()->setBoolForKey("SOUND", sound);
if (sound)
isSoundBtn->setString("Sound On");
else
isSoundBtn->setString("Sound Off");
}
return true;
} void GameScene::onTouchEnded(Touch *touch, Event *event)
{
timeval tv_end;
gettimeofday(&tv_end, NULL);
if (tv_end.tv_sec - tv.tv_sec > 3)
{
//开个后门,用来測试游戏赢了
cardArr[0][3]->setNumber(2048);
checkGameWin();
} auto endPt = touch->getLocation(); //获得触摸结束点
offsetX = endPt.x - startPt.x; //计算偏移
offsetY = endPt.y - startPt.y;
bool isTouch = false;
if (abs(offsetX) > abs(offsetY)) //推断为方向
{
if (offsetX < -5)
isTouch = moveLeft();
else if (offsetX > 5)
isTouch = moveRight();
}
else
{
if (offsetY > 5) //注意这里的纵向坐标别弄反
isTouch = moveDown();
else if (offsetY<-5)
isTouch = moveUp();
}
if (isTouch) //假设滑动成功则推断
{
scoreLabel->setString(String::createWithFormat("%d", score)->getCString());
//这三个的顺序不能乱
checkGameWin();
randomCreateCard();
checkGameOver();
}
} void GameScene::createCardArr(Size size)
{
int space = 5; //卡片间的间隔
int cardSize = (size.width - 4 * space) / 4; //创建卡片矩阵
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
//最左边留白12,最以下留白size.height/6
//坐标从左下角算起,右为正。上为正
CardSprite *card = CardSprite::createCard(0, cardSize, cardSize, cardSize*i + 12, cardSize*j + 12 + size.height / 6);
this->addChild(card); //一定要把card加入到子节点才干渲染出来
cardArr[i][j] = card; //存到卡片矩阵
}
} //创建暂时卡片矩阵。用于动画,每一个动画卡片相应一个实际卡片的动画,这是个技巧,而且动画层在卡片层之上,所以后加入,也能够设置addchild层次
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
//最左边留白12。最以下留白size.height/6
CardSprite *card = CardSprite::createCard(0, cardSize, cardSize, cardSize*i + 12, cardSize*j + 12 + size.height / 6);
this->addChild(card);
cardArrAction[i][j] = card;
//一開始把这层所有因此
auto hide = Hide::create();
cardArrAction[i][j]->getCardLayer()->runAction(hide);
}
}
} void GameScene::randomCreateCard()
{
//在随机位置生成卡片
int row = CCRANDOM_0_1() * 4;
int col = CCRANDOM_0_1() * 4;
if (cardArr[row][col]->getNumber() > 0) //假设有数字。则递归调用
randomCreateCard();
else
{
cardArr[row][col]->setNumber(CCRANDOM_0_1() * 10 < 1 ? 4 : 2); //有10%的几率生成4
//用动画效果生成
auto action = Sequence::createWithTwoActions(ScaleTo::create(0, 0), ScaleTo::create(0.3f, 1)); //在0.3秒内从小缩放到大
cardArr[row][col]->getCardLayer()->runAction(action); //用卡片的层而不是卡片精灵本身做动作是为了使用局部坐标缩放
}
} //向左滑动游戏逻辑,其它方向相似
bool GameScene::moveLeft()
{
//是否有移动的逻辑变量,假设没有不论什么移动。则不须要随机生成卡片。也不检验赢输,这一点非常关键,否则非常easy出bug
bool moved = false;
//计算移动的步进间距
auto cardSize = (Director::getInstance()->getVisibleSize().width - 5 * 4) / 4;
//y表示行标号,x表示列标号
for (int y = 0; y < 4; y++) //最外层的行遍历能够先无论
{
for (int x = 0; x < 4; x++) //内部的N^2复杂度的相似冒泡排序
{
for (int x1 = x + 1; x1 < 4; x1++)
{
if (cardArr[x1][y]->getNumber()>0) //x右边的卡片有数字才动作
{
if (cardArr[x][y]->getNumber() == 0)
{
//专门弄一个动画层卡片实现定位、显现、移动、隐藏系列动画
auto place = Place::create(Point(cardSize*x1 + 12, cardSize*y + 12 + Director::getInstance()->getVisibleSize().height / 6));
cardArrAction[x1][y]->setNumber(cardArr[x1][y]->getNumber()); //每次都又一次把动画卡片又一次定位到实际相应的卡片位置,并设置同样的数字
auto show = Show::create();
auto move = MoveBy::create(0.1f, Point(-cardSize*(x1 - x), 0)); //注意移动的距离
auto hide = Hide::create();
cardArrAction[x1][y]->getCardLayer()->runAction(Sequence::create(place, show, move, hide, NULL));
//假设x位置是空卡片。就把x1卡片移到x处,x1处变成空卡片
cardArr[x][y]->setNumber(cardArr[x1][y]->getNumber());
cardArr[x1][y]->setNumber(0);
x--; //再扫描一遍,确保所有结果正确
moved = true;
}
else if (cardArr[x][y]->getNumber() == cardArr[x1][y]->getNumber())
{
auto place = Place::create(Point(cardSize*x1 + 12, cardSize*y + 12 + Director::getInstance()->getVisibleSize().height / 6));
cardArrAction[x1][y]->setNumber(cardArr[x1][y]->getNumber());
auto show = Show::create();
auto move = MoveBy::create(0.1f, Point(-cardSize*(x1 - x), 0)); //注意移动的距离
auto hide = Hide::create();
cardArrAction[x1][y]->getCardLayer()->runAction(Sequence::create(place, show, move, hide, NULL)); //假设x位置非空,且与x1处数字同样,则乘2
cardArr[x][y]->setNumber(cardArr[x][y]->getNumber() * 2);
cardArr[x1][y]->setNumber(0); //数字合并动画
auto merge = Sequence::create(ScaleTo::create(0.1f, 1.2f), ScaleTo::create(0.1f, 1.0f), NULL);
cardArr[x][y]->getCardLayer()->runAction(merge); score += cardArr[x][y]->getNumber(); //播放得分声音
if (sound)
SimpleAudioEngine::getInstance()->playEffect("get.mp3"); moved = true;
}
break; //此处break防止出现连续乘2的bug
}
}
}
}
return moved;
} bool GameScene::moveRight()
{
bool moved = false;
//计算移动的步进间距
auto cardSize = (Director::getInstance()->getVisibleSize().width - 5 * 4) / 4;
//y表示行标号。x表示列标号
for (int y = 0; y < 4; y++) //最外层的行遍历能够先无论
{
for (int x = 3; x >=0; x--) //内部的N^2复杂度的相似冒泡排序
{
for (int x1 = x -1; x1 >= 0; x1--)
{
if (cardArr[x1][y]->getNumber()>0) //x左边的卡片有数字才动作
{
if (cardArr[x][y]->getNumber() == 0)
{
auto place = Place::create(Point(cardSize*x1 + 12, cardSize*y + 12 + Director::getInstance()->getVisibleSize().height / 6));
cardArrAction[x1][y]->setNumber(cardArr[x1][y]->getNumber());
auto show = Show::create();
auto move = MoveBy::create(0.1f, Point(-cardSize*(x1 - x), 0)); //注意移动的距离
auto hide = Hide::create();
cardArrAction[x1][y]->getCardLayer()->runAction(Sequence::create(place, show, move, hide, NULL)); //假设x位置是空卡片,就把x1卡片移到x处,x1处变成空卡片
cardArr[x][y]->setNumber(cardArr[x1][y]->getNumber());
cardArr[x1][y]->setNumber(0);
x++;
moved = true;
}
else if (cardArr[x][y]->getNumber() == cardArr[x1][y]->getNumber())
{
auto place = Place::create(Point(cardSize*x1 + 12, cardSize*y + 12 + Director::getInstance()->getVisibleSize().height / 6));
cardArrAction[x1][y]->setNumber(cardArr[x1][y]->getNumber());
auto show = Show::create();
auto move = MoveBy::create(0.1f, Point(-cardSize*(x1 - x), 0)); //注意移动的距离,此处算出来为正
auto hide = Hide::create();
cardArrAction[x1][y]->getCardLayer()->runAction(Sequence::create(place, show, move, hide, NULL)); //假设x位置非空,且与x1处数字同样,则乘2
cardArr[x][y]->setNumber(cardArr[x][y]->getNumber() * 2);
cardArr[x1][y]->setNumber(0); auto merge = Sequence::create(ScaleTo::create(0.1f, 1.2f), ScaleTo::create(0.1f, 1.0f), NULL);
cardArr[x][y]->getCardLayer()->runAction(merge); score += cardArr[x][y]->getNumber();
if (sound)
SimpleAudioEngine::getInstance()->playEffect("get.mp3");
moved = true;
}
break; //此处break防止出现连续乘2的bug
}
}
}
}
return moved;
} bool GameScene::moveUp() //这里的“上”是逻辑上往坐标值小的方向,在屏幕上实际是往下动
{
bool moved=false;
//计算移动的步进间距
auto cardSize = (Director::getInstance()->getVisibleSize().width - 5 * 4) / 4;
//y表示行标号。x表示列标号
for (int x = 0; x < 4; x++) //最外层的列遍历能够先无论
{
for (int y = 0; y < 4; y++) //内部的N^2复杂度的相似冒泡排序
{
for (int y1 = y + 1; y1 < 4; y1++)
{
if (cardArr[x][y1]->getNumber()>0) //x下边的卡片有数字才动作
{
if (cardArr[x][y]->getNumber() == 0)
{
auto place = Place::create(Point(cardSize*x + 12, cardSize*y1 + 12 + Director::getInstance()->getVisibleSize().height / 6));
cardArrAction[x][y1]->setNumber(cardArr[x][y1]->getNumber());
auto show = Show::create();
auto move = MoveBy::create(0.1f, Point(0 ,- cardSize*(y1 - y))); //注意移动的距离
auto hide = Hide::create();
cardArrAction[x][y1]->getCardLayer()->runAction(Sequence::create(place, show, move, hide, NULL)); //假设x位置是空卡片,就把x1卡片移到x处,x1处变成空卡片
cardArr[x][y]->setNumber(cardArr[x][y1]->getNumber());
cardArr[x][y1]->setNumber(0);
y--;
moved = true;
}
else if (cardArr[x][y]->getNumber() == cardArr[x][y1]->getNumber())
{
auto place = Place::create(Point(cardSize*x + 12, cardSize*y1 + 12 + Director::getInstance()->getVisibleSize().height / 6));
cardArrAction[x][y1]->setNumber(cardArr[x][y1]->getNumber());
auto show = Show::create();
auto move = MoveBy::create(0.1f, Point(0, -cardSize*(y1 - y))); //注意移动的距离
auto hide = Hide::create();
cardArrAction[x][y1]->getCardLayer()->runAction(Sequence::create(place, show, move, hide, NULL)); //假设x位置非空,且与x1处数字同样。则乘2
cardArr[x][y]->setNumber(cardArr[x][y]->getNumber() * 2);
cardArr[x][y1]->setNumber(0); auto merge = Sequence::create(ScaleTo::create(0.1f, 1.2f), ScaleTo::create(0.1f, 1.0f), NULL);
cardArr[x][y]->getCardLayer()->runAction(merge); score += cardArr[x][y]->getNumber();
if (sound)
SimpleAudioEngine::getInstance()->playEffect("get.mp3");
moved = true;
}
break; //此处break防止出现连续乘2的bug
}
}
}
}
return moved;
} bool GameScene::moveDown() //这里的“下”是逻辑上往坐标值小的方向,在屏幕上实际是往上动
{
bool moved=false;
//计算移动的步进间距
auto cardSize = (Director::getInstance()->getVisibleSize().width - 5 * 4) / 4;
//y表示行标号,x表示列标号
for (int x = 0; x < 4; x++) //最外层的列遍历能够先无论
{
for (int y = 3; y >= 0; y--) //内部的N^2复杂度的相似冒泡排序
{
for (int y1 = y - 1; y1 >= 0; y1--)
{
if (cardArr[x][y1]->getNumber()>0) //x上边的卡片有数字才动作
{
if (cardArr[x][y]->getNumber() == 0)
{
auto place = Place::create(Point(cardSize*x + 12, cardSize*y1 + 12 + Director::getInstance()->getVisibleSize().height / 6));
cardArrAction[x][y1]->setNumber(cardArr[x][y1]->getNumber());
auto show = Show::create();
auto move = MoveBy::create(0.1f, Point(0, -cardSize*(y1 - y))); //注意移动的距离
auto hide = Hide::create();
cardArrAction[x][y1]->getCardLayer()->runAction(Sequence::create(place, show, move, hide, NULL)); //假设x位置是空卡片,就把x1卡片移到x处。x1处变成空卡片
cardArr[x][y]->setNumber(cardArr[x][y1]->getNumber());
cardArr[x][y1]->setNumber(0);
y++;
moved = true;
}
else if (cardArr[x][y]->getNumber() == cardArr[x][y1]->getNumber())
{
auto place = Place::create(Point(cardSize*x + 12, cardSize*y1 + 12 + Director::getInstance()->getVisibleSize().height / 6));
cardArrAction[x][y1]->setNumber(cardArr[x][y1]->getNumber());
auto show = Show::create();
auto move = MoveBy::create(0.1f, Point(0, -cardSize*(y1 - y))); //注意移动的距离
auto hide = Hide::create();
cardArrAction[x][y1]->getCardLayer()->runAction(Sequence::create(place, show, move, hide, NULL)); //假设x位置非空,且与x1处数字同样,则乘2
cardArr[x][y]->setNumber(cardArr[x][y]->getNumber() * 2);
cardArr[x][y1]->setNumber(0); auto merge = Sequence::create(ScaleTo::create(0.1f, 1.2f), ScaleTo::create(0.1f, 1.0f), NULL);
cardArr[x][y]->getCardLayer()->runAction(merge); score += cardArr[x][y]->getNumber();
if (sound)
SimpleAudioEngine::getInstance()->playEffect("get.mp3");
moved = true;
}
break; //此处break防止出现连续乘2的bug
}
}
}
}
return moved;
} void GameScene::checkGameWin()
{
bool isWin = false;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
if (2048 == cardArr[i][j]->getNumber())
isWin = true;
if (isWin)
{
//播放音效
if (sound)
SimpleAudioEngine::getInstance()->playEffect("gamewin.mp3");
//有一个2048游戏就是赢了
/*初始化菜单层*/
menuLayer = MenuLayer::create(Color4B(0, 0, 0, 100));
this->addChild(menuLayer);
auto menuSize = menuLayer->getContentSize();
//加入标题
auto menuTitle = LabelTTF::create("YOU WIN", "Arial", 30);
menuTitle->setPosition(menuSize.width / 2, menuSize.height / 2 + 50);
menuLayer->addChild(menuTitle);
//加入当前分数
auto menuscoreLabel = LabelTTF::create(String::createWithFormat("current: %d", score)->getCString(), "Arial", 20);
menuscoreLabel->setPosition(menuSize.width / 2, menuSize.height / 2);
menuLayer->addChild(menuscoreLabel);
//加入最好分数
bestScore = UserDefault::getInstance()->getIntegerForKey("BEST");
if (score > bestScore)
{
bestScore = score;
UserDefault::getInstance()->setIntegerForKey("BEST", bestScore);
}
auto menuBestscoreLabel = LabelTTF::create(String::createWithFormat("best: %d", bestScore)->getCString(), "Arial", 20);
menuBestscoreLabel->setPosition(menuSize.width / 2, menuSize.height / 2 - 30);
menuLayer->addChild(menuBestscoreLabel);
MenuItemFont::setFontName("Arial");
MenuItemFont::setFontSize(25);
auto menuItemRestart = MenuItemFont::create("Restart", this, menu_selector(GameScene::restart));
menuItemRestart->setColor(Color3B(255, 255, 0));
auto menu = Menu::create(menuItemRestart, NULL);
menuLayer->addChild(menu);
menu->setPosition(Point(menuSize.width / 2, menuSize.height / 2 - 80));
}
} void GameScene::checkGameOver()
{
bool isGameOver = true;
//以下情况则游戏继续
for (int j = 0; j < 4; j++)
{
for (int i = 0; i < 4; i++)
{
if ((cardArr[i][j]->getNumber()==0)||
(i>0 && cardArr[i][j]->getNumber() == cardArr[i - 1][j]->getNumber()) ||
(i<3 && cardArr[i][j]->getNumber() == cardArr[i + 1][j]->getNumber()) ||
(j>0 && cardArr[i][j]->getNumber() == cardArr[i][j - 1]->getNumber()) ||
(j<3 && cardArr[i][j]->getNumber() == cardArr[i][j + 1]->getNumber()))
{
isGameOver = false;
}
}
}
//否则游戏结束
if (isGameOver)
{
if (sound)
SimpleAudioEngine::getInstance()->playEffect("gameover.mp3");
/*初始化菜单层*/
menuLayer = MenuLayer::create(Color4B(0, 0, 0, 100));
this->addChild(menuLayer);
auto menuSize = menuLayer->getContentSize();
//加入标题
auto menuTitle = LabelTTF::create("GAME OVER", "Arial", 30);
menuTitle->setPosition(menuSize.width / 2, menuSize.height / 2 + 50);
menuLayer->addChild(menuTitle);
//加入当前分数
auto menuscoreLabel = LabelTTF::create(String::createWithFormat("current: %d", score)->getCString(), "Arial", 20);
menuscoreLabel->setPosition(menuSize.width / 2, menuSize.height / 2);
menuLayer->addChild(menuscoreLabel);
//加入最好分数
bestScore = UserDefault::getInstance()->getIntegerForKey("BEST");
if (score > bestScore)
{
bestScore = score;
UserDefault::getInstance()->setIntegerForKey("BEST", bestScore);
}
auto menuBestscoreLabel = LabelTTF::create(String::createWithFormat("best: %d", bestScore)->getCString(), "Arial", 20);
menuBestscoreLabel->setPosition(menuSize.width / 2, menuSize.height / 2 - 30);
menuLayer->addChild(menuBestscoreLabel);
MenuItemFont::setFontName("Arial");
MenuItemFont::setFontSize(25);
auto menuItemRestart = MenuItemFont::create("Restart", this, menu_selector(GameScene::restart));
menuItemRestart->setColor(Color3B(255, 255, 0));
auto menu = Menu::create(menuItemRestart, NULL);
menuLayer->addChild(menu);
menu->setPosition(Point(menuSize.width / 2, menuSize.height / 2 - 80));
} }
关键点:
1。专门弄了一个4*4的卡片暂时矩阵做为动画层,也就是有16个卡片专门负责相应卡片的动画(卡片生成的动画是实际卡片。这个是例外)。
2,关于游戏逻辑中每次移动后面都有一个break
假设不加这个break就会出现:
- 本来是 2 2 4 2
向左滑动应该是 4 4 2 0
结果是: 8 2 0 0
加上break就正常了。
游戏截图:
源码
csdn下载:2048源代码
github下载:2048源代码
版权声明:本文博客原创文章。博客,未经同意,不得转载。
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