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畢業(yè)設計用紙摘要對于小區(qū)物業(yè)管理來說,其工作流程的繁雜性、多樣化、管理復雜、收繳費用與設備維護繁瑣。計算機已完全能夠勝任物業(yè)管理工作,而且更加準確、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處。這將給項目查詢和管理帶來很大的方便,從而給物業(yè)管理工作帶來更高的效率,這也是物業(yè)管理正規(guī)化、現(xiàn)代化的重要標志。

因此,開發(fā)一套高效率、無差錯的小區(qū)物業(yè)管理系統(tǒng)軟件十分必要。本系統(tǒng)的主要目的是告別帳本,安全、快捷的保存數(shù)據(jù)信息。由于小區(qū)物業(yè)管理涉及到費用問題,為了增強系統(tǒng)的保密性,使業(yè)主利益不受損害,使業(yè)主能夠對自家的物業(yè)費用和投訴等情況提供透明化、直觀的了解。關鍵詞:,sqlserver,C#,小區(qū)物業(yè)

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目錄TOC\o"1-3"\h\u第一章緒論 ①Jump:在每一幀的update()方法中檢測是否有點擊事件觸發(fā)。有,則觸發(fā)Jump;沒有繼續(xù)奔跑動畫。而Jump則是通過cocos2dx中的Box2d,賦予物體向上的速度實現(xiàn)。②Share:Share的功能是通過ShareSDK的集成實現(xiàn),只需要將ShareSDK集成至游戲中,并在游戲結束時實例調用即可。③計時:計時相對簡單,只需要一直獲得每一幀的系統(tǒng)時間,并同時計算差值的和并可以得到游戲時間。

第五章系統(tǒng)實現(xiàn)5.1開始場景開始場景是玩家進入游戲的地方:Scene*gameBegin::createWelcome(){ autobeginScene=Scene::create(); autowelcomeLayer=foreGround::create(); autobackLayer=backGround::create(Color4B(255,255,255,255));/*因為背景只設置了顏色,就沒有單獨初始化*/ autoplayLayer=playGround::create(); beginScene->addChild(welcomeLayer,50); beginScene->addChild(backLayer,-20); beginScene->addChild(playLayer,0); returnbeginScene;}//用于創(chuàng)建場景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的初始化三個場景的基本設置一樣故不一一贅述。5.2進行場景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;}//進行時場景voidGameControl::OnUpdate(floatdt){ currectIndex++; if(currectIndex>=nextIndex) { reset(); addBlock(); }}//每一幀中調用障礙生成并設置下一個障礙物的出現(xiàn)距離voidGameControl::reset(){ currectIndex=0; nextIndex=(rand()%120)+60;}//設置障礙物的生成間隔voidGameControl::addBlock(){ autoblock=Block::create(); m_layer->addChild(block); block->setPositionY(block->getContentSize().height/2+m_positionY);}//添加障礙物//以上為游戲控制器調用,控制游戲中跑步角色的生成以及障礙物的生成5.3結束游戲結束游戲分為了兩個連續(xù)的部分,首先是碰撞檢測: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);//檢測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);}}}}//檢測是否相撞在完成了得到檢測之后,回調gameover,并創(chuàng)建gameover場景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的實現(xiàn)voidGameCtrl::onUserTouch(){ hero->getPhysicsBody()->setVelocity(Vec2(0,400));}將火柴人做個剛體,賦予一個向上的速度即可實現(xiàn)jump.5.4隨機障礙的實現(xiàn)以及銷毀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;}//黑色障礙的隨機生成voidBlock::update(floattime){ this->setPositionX(getPositionX()-5); if(getPositionX()<0) { unscheduleUpdate(); removeFromParent(); }}//障礙物的銷毀

總結這次畢業(yè)設計,是對我三年所學知識的重新溫習,我認識到了自身有很多不足。這次畢業(yè)設計的難點在游戲框架設計以

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