<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[lockyblog的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/lockyblog</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; lockyblog]]></copyright><item><title><![CDATA[cocos2dx 3.x 图层点击鼠标事件的屏蔽]]></title><link>https://blog.youkuaiyun.com/lockyblog/article/details/51180530</link><guid>https://blog.youkuaiyun.com/lockyblog/article/details/51180530</guid><author>lockyblog</author><pubDate>Mon, 18 Apr 2016 16:22:06 +0800</pubDate><description><![CDATA[场景：界面添加一个弹出层，阻止弹出层下面的鼠标事件响应
auto sprite2 = Sprite::create("HelloWorld.png");  // sprite2为弹出层
sprite2->setPosition(Vec2(closeItem->getPositionX(),closeItem->getPositionY()));
this->addChild(sprite2)]]></description><category></category></item><item><title><![CDATA[安卓获取地区信息]]></title><link>https://blog.youkuaiyun.com/lockyblog/article/details/51162821</link><guid>https://blog.youkuaiyun.com/lockyblog/article/details/51162821</guid><author>lockyblog</author><pubDate>Fri, 15 Apr 2016 16:40:04 +0800</pubDate><description><![CDATA[1.use local,like this
String sCountry = _context.getResources().getConfiguration().locale.getCountry(); //return like "CN" String,
this depends on the user configured,If
 the user configures the de]]></description><category></category></item><item><title><![CDATA[cocos2d 安卓编译 cpp Android.mk]]></title><link>https://blog.youkuaiyun.com/lockyblog/article/details/51144421</link><guid>https://blog.youkuaiyun.com/lockyblog/article/details/51144421</guid><author>lockyblog</author><pubDate>Wed, 13 Apr 2016 16:18:55 +0800</pubDate><description><![CDATA[方便脚本编译，修改Android.mk
#把对应路径下的所有CPP（也可以是其它文件，修改.cpp为如.c）文件包括进来
LOCAL_PATH :=$(call my-dir)
...
include_all_cpp_files = \
$(eval src_files = $(wildcard $1/*.cpp)) \
$(eval src_files = $(src_files:$]]></description><category></category></item><item><title><![CDATA[ASCII 字码表]]></title><link>https://blog.youkuaiyun.com/lockyblog/article/details/50969360</link><guid>https://blog.youkuaiyun.com/lockyblog/article/details/50969360</guid><author>lockyblog</author><pubDate>Thu, 24 Mar 2016 10:19:30 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[【安卓】旋屏跟随]]></title><link>https://blog.youkuaiyun.com/lockyblog/article/details/50832924</link><guid>https://blog.youkuaiyun.com/lockyblog/article/details/50832924</guid><author>lockyblog</author><pubDate>Wed, 09 Mar 2016 09:50:55 +0800</pubDate><description><![CDATA[1.设置属性 manifest.xml
MainActivity"
                  android:label="@string/app_name"
                  android:screenOrientation="landscape"
                  android:theme="@android:style/Theme.N]]></description><category></category></item><item><title><![CDATA[【cocos2d 3.x】粒子plist的简单使用]]></title><link>https://blog.youkuaiyun.com/lockyblog/article/details/50827254</link><guid>https://blog.youkuaiyun.com/lockyblog/article/details/50827254</guid><author>lockyblog</author><pubDate>Tue, 08 Mar 2016 15:02:17 +0800</pubDate><description><![CDATA[1.粒子生成工具：ParticalEditor
download link:
2.代码里使用：

CCParticleSystemQuad* par = CCParticleSystemQuad::create("targetPartical.plist");
this->addChild(p);
3.问题：这个对象的产生与消亡]]></description><category></category></item><item><title><![CDATA[【cocos2dx 3.x】延时调用]]></title><link>https://blog.youkuaiyun.com/lockyblog/article/details/50800790</link><guid>https://blog.youkuaiyun.com/lockyblog/article/details/50800790</guid><author>lockyblog</author><pubDate>Fri, 04 Mar 2016 10:46:45 +0800</pubDate><description><![CDATA[如果是用于cocos2dx 本身的动画需要，还是用schedule（xxxxxx）来实现]]></description><category></category></item><item><title><![CDATA[【C++】延时调用的其中两种实现]]></title><link>https://blog.youkuaiyun.com/lockyblog/article/details/50800619</link><guid>https://blog.youkuaiyun.com/lockyblog/article/details/50800619</guid><author>lockyblog</author><pubDate>Fri, 04 Mar 2016 10:23:33 +0800</pubDate><description><![CDATA[转自：http://blog.youkuaiyun.com/tangweide/article/details/7063747


方法一：VC中的WM_TIMER消息映射能进行简单的时间控制。首先调用函数SetTimer()设置定时
 间隔，如SetTimer(0,200,NULL)即为设置200ms的时间间隔。然后在应用程序中增加定时响应函数 OnTimer()，并在该函数中添加响应的处理语句，用]]></description><category></category></item><item><title><![CDATA[【Visual Studio】编译项目报错：无法打开包括文件:“*.h”: No such file or directory]]></title><link>https://blog.youkuaiyun.com/lockyblog/article/details/50799655</link><guid>https://blog.youkuaiyun.com/lockyblog/article/details/50799655</guid><author>lockyblog</author><pubDate>Fri, 04 Mar 2016 09:20:47 +0800</pubDate><description><![CDATA[场景：
cocos2dx 3.10 
visual studio 2012


问题：
用cocos new 一个新的项目，未做任何其它改动，单独编译proj.android没有问题，生成的APK可用，
但如果用Visual Studio 2012 打开win32的项目，编译就报错：
无法打开包括文件:“*thread”: No such file or directory

]]></description><category></category></item><item><title><![CDATA[【C++】数组]]></title><link>https://blog.youkuaiyun.com/lockyblog/article/details/50766389</link><guid>https://blog.youkuaiyun.com/lockyblog/article/details/50766389</guid><author>lockyblog</author><pubDate>Mon, 29 Feb 2016 16:28:59 +0800</pubDate><description><![CDATA[转自：http://c.biancheng.net/cpp/biancheng/view/43.html


数组的存储空间很大，如果能够把它作为参数传递给函数，那么就能发挥很大的作用了。比如本来一个选出最大数的max函数只能在两个数或三个数里面选出一个最大的数字，如果我们把数组传递过去，它就能够在一堆数字中选出最大的数了，这大大提高了程序的效率。当函数中的某个参数是数组时，在参数名后加上一]]></description><category></category></item><item><title><![CDATA[【cocos2dx 3.x】CCSpriteBatchNode]]></title><link>https://blog.youkuaiyun.com/lockyblog/article/details/50729320</link><guid>https://blog.youkuaiyun.com/lockyblog/article/details/50729320</guid><author>lockyblog</author><pubDate>Wed, 24 Feb 2016 11:31:27 +0800</pubDate><description><![CDATA[之前我们简单地介绍了一下自定义一个精灵，使其在初始化的时候即实现动画，并利用了纹理图册精简代码，今天我们着重介绍一下CCSpriteBatchNode，这是一个相当重要的概念，游戏开发不像应用，大量的动画图片，高速的计算，大量的图形占用，所以我们不得不将图形优化放到一个很高的位置，好在cocos2d在这一块儿上封装得很好，我们只需要了解一下一些类的基本用法，就可以很简单地优化代码；

CCSp]]></description><category></category></item><item><title><![CDATA[【cocos2dx 3.x】画线]]></title><link>https://blog.youkuaiyun.com/lockyblog/article/details/50728539</link><guid>https://blog.youkuaiyun.com/lockyblog/article/details/50728539</guid><author>lockyblog</author><pubDate>Wed, 24 Feb 2016 10:47:37 +0800</pubDate><description><![CDATA[转载自：http://www.cnblogs.com/Richard-Core/p/3836100.html

关于cocos2d-x 3.2 版本的绘图方法有两种

　　1、使用DrawNode类绘制自定义图形。

　　2、继承Layer类重写draw()方法。

　　以上两种方法都可以绘制自定义图形，根据自己的需要选择合适的方法。

一、使用DrawNode类绘制自定义图形]]></description><category></category></item></channel></rss>