1.
a={ ip = "127.0.0.1", port = 6789 }
for i,v in pairs(a) do
print(i,v)
end
a={1}
for i,v in ipairs(a) do
print(i,v)
end
http://blog.****.net/witch_soya/article/details/7556595
2.
/*
怪物伤害数字动画特效
*/
void SpiritsMonster::showattcknumber(int attcknum,CCSprite* monster)
{
if(attcknum>)
{
//解析数值转化为2中格式字符串string和CCString;
char char_attckmun[] = {};
sprintf(char_attckmun,"%d",attcknum,char_attckmun);
//这个主要用途拿来作为字符和int之间的相互转换
CCString* numberstr = CCString::create(char_attckmun);
//组合伤害数值
MakeNumbers* nowattcknumber = new MakeNumbers(attcknum);
//设置在怪物头上一半距离弹出伤害
nowattcknumber->numbers->setPosition(ccp(monster->getContentSize().width/,monster->getContentSize().height*1.5f));
//设置动画赛贝尔曲线
ccBezierConfig bezier;
bezier.controlPoint_1=CCPointMake(,monster->getContentSize().height*2.0f);
bezier.controlPoint_2=CCPointMake(monster->getContentSize().width/,monster->getContentSize().height);
CCActionInterval* bezier_act = CCBezierTo::create(2.5f,bezier);
//设置动画弹出放大和缩小
CCActionInterval* scale_act = CCScaleTo::create(2.0f,1.5f);
CCActionInterval* scale_actby = CCScaleBy::create(1.0f,2.0f);
//设置动画淡出淡入(开始显示,最后隐藏)
CCActionInterval* fade_actby = CCFadeIn::create(2.0f);
CCActionInterval* fade_actby2 = CCFadeOut::create(2.0f);
//最后执行移除回调函数,不消耗内存,用完就释放
CCFiniteTimeAction *actbackfun = CCCallFuncO::create(monster, callfuncO_selector(SpiritsMonster::ShowNumberCallBack_setvisible),monster);
nowattcknumber->numbers->runAction(CCSequence::create(scale_actby,scale_actby->reverse(),NULL));
nowattcknumber->numbers->runAction(fade_actby2);
for (int i = ; i < numberstr->length(); i++)
{
CCActionInterval* fade_actby_back = fade_actby->reverse();
nowattcknumber->numbers->getChildByTag(+i)->runAction(fade_actby_back);
}
nowattcknumber->numbers->runAction(CCSequence::create(bezier_act,actbackfun,NULL));
//添加到怪物Body中
monster->addChild(nowattcknumber->numbers,,);
}
}
http://www.cnblogs.com/zisou/p/cocos2d-x-demo1.html