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毕业设计用纸摘要对于小区物业管理来说,其工作流程的繁杂性、多样化、管理复杂、收缴费用与设备维护繁琐。计算机已完全能够胜任物业管理工作,而且更加准确、方便、快捷、高效、清晰、透明,它完全可以克服以上所述的不足之处。这将给项目查询和管理带来很大的方便,从而给物业管理工作带来更高的效率,这也是物业管理正规化、现代化的重要标志。
因此,开发一套高效率、无差错的小区物业管理系统软件十分必要。本系统的主要目的是告别帐本,安全、快捷的保存数据信息。由于小区物业管理涉及到费用问题,为了增强系统的保密性,使业主利益不受损害,使业主能够对自家的物业费用和投诉等情况提供透明化、直观的了解。关键词:,sqlserver,C#,小区物业
AbstractAs
for
the
plot
estate
management
that,
its
work
flow
numerous
and
diverse,
the
diversification,
the
management
complex,
capture
the
expense
and
the
maintenance
of
equipment
is
tedious.
The
computer
could
definitely
be
competent
the
estate
management
work,
moreover
more
accurate,
convenient,
quick,
highly
effective,
clear,
is
transparent
above,
it
definitely
may
overcome
the
deficiency
which
states.
This
will
give
the
project
inquiry
and
the
management
brings
very
big
convenient,
thus
will
bring
a
higher
efficiency
for
the
estate
management
work,
this
also
will
be
the
estate
management
standardization,
the
modernized
important
symbol.
Therefore,
develops
set
of
high
efficiency,
the
non-
mistake
plot
estate
management
system
softwares
is
extremely
essential.
This
system
main
goal
is
says
goodbye
to
the
account
book,
the
security,
the
quick
preservation
data
message.
Because
the
plot
estate
management
involves
to
the
expense
question,
in
order
to
strengthen
the
system
the
secrecy,
causes
the
owner
benefit
not
to
receive
harms,
enables
the
owner
to
situation
and
so
on
oneself
property
expense
and
suit
provides,
the
direct-viewing
understanding.Keywords:,sqlserver,C#
目录TOC\o"1-3"\h\u第一章绪论 ①Jump:在每一帧的update()方法中检测是否有点击事件触发。有,则触发Jump;没有继续奔跑动画。而Jump则是通过cocos2dx中的Box2d,赋予物体向上的速度实现。②Share:Share的功能是通过ShareSDK的集成实现,只需要将ShareSDK集成至游戏中,并在游戏结束时实例调用即可。③计时:计时相对简单,只需要一直获得每一帧的系统时间,并同时计算差值的和并可以得到游戏时间。
第五章系统实现5.1开始场景开始场景是玩家进入游戏的地方:Scene*gameBegin::createWelcome(){ autobeginScene=Scene::create(); autowelcomeLayer=foreGround::create(); autobackLayer=backGround::create(Color4B(255,255,255,255));/*因为背景只设置了颜色,就没有单独初始化*/ autoplayLayer=playGround::create(); beginScene->addChild(welcomeLayer,50); beginScene->addChild(backLayer,-20); beginScene->addChild(playLayer,0); returnbeginScene;}//用于创建场景boolforeGround::init(){if(!Layer::init()){returnfalse;} SizescrSize=Director::sharedDirector()->getWinSize();SizevisibleSize=Director::getInstance()->getVisibleSize();Vec2origin=Director::getInstance()->getVisibleOrigin();autocloseItem=MenuItemImage::create("blackblade/my_Scene/Close_Down.png","blackblade/my_Scene/Close_Select.png", CC_CALLBACK_1(foreGround::menuCloseCallback,this)); closeItem->setPosition(Vec2(origin.x+visibleSize.width-closeItem->getContentSize().width/2,origin.y+visibleSize.height-closeItem->getContentSize().height/2)); autobeginLabel=Label::createWithSystemFont("StartGame","Altas",34); beginLabel->setTextColor(Color4B(0,0,0,255)); autobeginItem=MenuItemLabel::create(beginLabel,CC_CALLBACK_1(foreGround::menuBeginCallback,this)); beginItem->setPosition(Vec2(origin.x+visibleSize.width*3.0/4.0,origin.y+visibleSize.height*0.5)); automenu=Menu::create(closeItem,beginItem,NULL);menu->setPosition(Vec2::ZERO);this->addChild(menu,1); log("addLayer:foreGroundSuccessly");returntrue;}//foregroundLayer的初始化boolplayGround::init(){ if(!Layer::init()) { returnfalse; } log("AddLayer:playGroundsuccessly!"); SizescrSize=Director::sharedDirector()->getWinSize(); SizevisibleSize=Director::getInstance()->getVisibleSize(); Vec2origin=Director::getInstance()->getVisibleOrigin(); Sprite*animationRun=runSprite::getRun(); animationRun->setAnchorPoint(Vec2(0,1)); SizegetRunSpSize=animationRun->getContentSize(); log("animationSpritewidth:%f,animationSpriteheigh:%f",getRunSpSize.width,getRunSpSize.height); animationRun->setPosition(Vec2(origin.x+getRunSpSize.width,origin.y+getRunSpSize.height));/* autospriteTest=Sprite::create("blackblade/Running/man_move1.png"); spriteTest->setPosition(origin.x+visibleSize.width/2,origin.y+visibleSize.height/2); this->addChild(spriteTest);*/ this->addChild(animationRun); returntrue;}//playgroundLayer的初始化三个场景的基本设置一样故不一一赘述。5.2进行场景GameControl*GameControl::create(Layer*layer,floatpositionY){ autoinitCon=newGameControl(); initCon->init(layer,positionY); initCon->autorelease(); returninitCon;}boolGameControl::init(Layer*layer,floatpositionY){ m_layer=layer; m_positionY=positionY; m_visibleSize=Director::getInstance()->getVisibleSize(); //addedge autoedge=Edge::create(); edge->setPosition(m_visibleSize.width/2,m_visibleSize.height/2+positionY); layer->addChild(edge); //addground autoground=Sprite::create(); ground->setColor(Color3B(0,0,0)); ground->setTextureRect(Rect(0,0,m_visibleSize.width,6)); ground->setPositionY(3+positionY); layer->addChild(ground); //addfireman autofireman=Fireman::create(); fireman->setPosition(50,fireman->getContentSize().height/2+positionY); layer->addChild(fireman); returntrue;}//进行时场景voidGameControl::OnUpdate(floatdt){ currectIndex++; if(currectIndex>=nextIndex) { reset(); addBlock(); }}//每一帧中调用障碍生成并设置下一个障碍物的出现距离voidGameControl::reset(){ currectIndex=0; nextIndex=(rand()%120)+60;}//设置障碍物的生成间隔voidGameControl::addBlock(){ autoblock=Block::create(); m_layer->addChild(block); block->setPositionY(block->getContentSize().height/2+m_positionY);}//添加障碍物//以上为游戏控制器调用,控制游戏中跑步角色的生成以及障碍物的生成5.3结束游戏结束游戏分为了两个连续的部分,首先是碰撞检测:voidGameScene::detectionCrash(){CCArray*bulletsToDelete=CCArray::create();bulletsToDelete->retain(); CCObject*bt,*et;CCArray*enemyToDelete=CCArray::create();enemyToDelete->retain();CCRectrectHero=this->heroLayer->getHero()->boundingBox();floatx=rectHero.origin.x+rectHero.size.width*0.3;floaty=rectHero.origin.y+rectHero.size.height*0.4;floatwidth=rectHero.size.width*0.3;floatheight=rectHero.size.height*0.6;CCRectrect_HeroForCrash=CCRectMake(x,y,width,height);//检测CCARRAY_FOREACH(this->enemyLayer->m_enemys,et){//break;Enemy*enemy=(Enemy*)et;if(enemy->getLife()==0){break;}//CCPointrect1=this->heroLayer->getHero()->getPosition();if(enemy->boundingBox().intersectsRect(rect_HeroForCrash)){this->heroLayer->setIsHeroLive(false);this->heroLayer->setHeroLifes(this->heroLayer->getHeroLifes()-1);enemyLayer->stopTakeEnemy();enemyLayer->bomb(enemy);enemyLayer->removeAllEnmeys();SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();inttempHightScore=GameScene::getHightestScore();if(this->m_totalScore>tempHightScore){GameScene::saveHightestScore(this->m_totalScore);}charlife[64];sprintf(life,"%d",this->heroLayer->getHeroLifes());CCLabelTTF*lbLife=(CCLabelTTF*)this->getChildByTag(tagOfLife);lbLife->setString(life);this->heroLayer->heroBomb(0.1f);if(this->heroLayer->getHeroLifes()==0){this->scheduleOnce(schedule_selector(GameScene::gameOverCallback),2.0f);}else{this->scheduleOnce(schedule_selector(GameScene::newLife),2.0f);}return;}}CCARRAY_FOREACH(this->heroLayer->getBullets()->m_bullets,bt){CCSprite*bullet=(CCSprite*)bt;CCARRAY_FOREACH(this->enemyLayer->m_enemys,et){Enemy*enemy3=(Enemy*)et;if(enemy3->boundingBox().intersectsRect(bullet->boundingBox())){if(enemy3->getLife()>1){enemy3->loseLife();bulletsToDelete->addObject(bullet);}elseif(enemy3->getLife()==1){enemy3->loseLife();bulletsToDelete->addObject(bullet);enemyToDelete->addObject(enemy3);this->m_totalScore+=enemy3->getScore();charstr1[20];sprintf(str1,"%d",(int)this->m_totalScore);CCLabelTTF*label1=(CCLabelTTF*)this->getChildByTag(tagOfScore);label1->setString(str1);}}}}//检测是否相撞在完成了得到检测之后,回调gameover,并创建gameover场景boolGameOver::init(){ LayerColor::create(); initWithColor(Color4B::WHITE); autooverLabel=Label::create(); overLabel->setString("GameOver!"); overLabel->setSystemFontSize(60); overLabel->setTextColor(Color4B::BLACK); this->addChild(overLabel); returntrue;}Scene*GameOver::createScene(){ autoOverscene=Scene::create(); autoOverlayer=GameOver::create(); Overscene->addChild(Overlayer); returnOverscene;}5.3Jump的实现voidGameCtrl::onUserTouch(){ hero->getPhysicsBody()->setVelocity(Vec2(0,400));}将火柴人做个刚体,赋予一个向上的速度即可实现jump.5.4随机障碍的实现以及销毁boolBlock::init(){ Sprite::init(); SizewinSize=Director::getInstance()->getVisibleSize(); setPositionX(winSize.width); setColor(Color3B(0,0,0)); Sizesize=Size((rand()%20)+5,(rand()%30)+10); setContentSize(size); setTextureRect(Rect(0,0,size.width,size.height)); setPhysicsBody(PhysicsBody::createBox(size)); getPhysicsBody()->setDynamic(false); getPhysicsBody()->setContactTestBitmask(1); scheduleUpdate(); returntrue;}//黑色障碍的随机生成voidBlock::update(floattime){ this->setPositionX(getPositionX()-5); if(getPositionX()<0) { unscheduleUpdate(); removeFromParent(); }}//障碍物的销毁
总结这次毕业设计,是对我三年所学知识的重新温习,我认识到了自身有很多不足。这次毕业设计的难点在游戏框架设计以
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