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(Rosenstock, 1988) Social Learning Theory and the Health Belief Model

(Rosenstock, 1988) Social Learning Theory and the Health Belief Model
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Incentives Incentive (or reinforcement) is defined as the value of a particular object or outcome. The outcome may be health status, physical appearance, approval of others, economic gain, or other consequences. Behavior is regulated by its consequences (reinforcements), but only as those consequences are interpreted and understood by the individual.
Social Learning Theory and the Health Belief Model
Irwin M. Rosenstock, PhD Victor J. Strecher, PhD, MPH Marshall H. Becker, PhD, MPH
Model, social learning theory (recently relabelled social cognitive theory), self-efficacy, and locus of control have all been applied with varying success to problems of explaining, predicting, and influencing behavior. Yet, there is conceptual confusion among researchers and practitioners about the interrelationships of these theories and variables. This article attempts to show how these explanatory factors may be related, and in so doing, posits a revised explanatory model which incorporates self-efficacy into the Health Belief Model. Specifically, self-efficacy is proposed as a separate independent variable along with the traditional health belief variables of perceived susceptibility, severity, benefits, and barriers. Incentive to behave (health motivation) is also a component of the model. Locus of control is not included explicitly because it is believed to be incorporated within other elements of the model. It is predicted that the new formulation will more fully account for health-related behavior than did earlier formulations, and will suggest more effective behavioral

库克哈波评价表

库克哈波评价表

库克哈波评价表
库克哈波评价表是用来评价市场营销和广告效果的一种工具。

它通常由两个维度构成,分别是康乐维度(Cook)和义务维度(Harpel)。

康乐维度(Cook)衡量了市场营销活动对目标受众的满意度和参与度。

它包括以下几个指标:
1. 认知度(Awareness):评估市场营销活动是否成功地让目标受众了解产品或品牌。

2. 兴趣(Interest):评估市场营销活动是否能够引起目标受众的兴趣,使他们对产品或品牌产生好奇心。

3. 意愿(Willingness):评估市场营销活动是否能够激发目标受众对产品或品牌的购买意愿。

义务维度(Harpel)衡量了市场营销活动对目标受众的参与度和行为影响。

它包括以下几个指标:
1. 参与度(Involvement):评估市场营销活动是否能够引起目标受众的参与和互动。

2. 行动(Action):评估市场营销活动是否能够促使目标受众采取行动,例如购买产品或参与推广活动。

3. 影响力(Influence):评估市场营销活动对目标受众的影响
程度,包括对其态度、行为和决策的影响等。

综合考虑康乐维度和义务维度的表现,可以得出市场营销活动的综合评价。

根据评价结果,可以对市场营销策略进行调整和优化,以提高广告效果和营销效益。

公共政策终结理论研究综述

公共政策终结理论研究综述

公共政策终结理论研究综述摘要:政策终结是政策过程的一个环节,是政策更新、政策发展、政策进步的新起点。

政策终结是20世纪70年代末西方公共政策研究领域的热点问题。

公共政策终结是公共政策过程的一个重要阶段,对政策终结的研究不仅有利于促进政策资源的合理配置,更有利于提高政府的政策绩效。

本文简要回顾了公共政策终结研究的缘起、内涵、类型、方式、影响因素、促成策略以及发展方向等内容,希望能够对公共政策终结理论有一个比较全面深入的了解。

关键词:公共政策,政策终结,理论研究行政有着古老的历史,但是,在一个相当长的历史时期中,行政所赖以治理社会的工具主要是行政行为。

即使是公共行政出现之后,在一个较长的时期内也还主要是借助于行政行为去开展社会治理,公共行政与传统行政的区别在于,找到了行政行为一致性的制度模式,确立了行政行为的(官僚制)组织基础。

到了公共行政的成熟阶段,公共政策作为社会治理的一个重要途径引起了人们的重视。

与传统社会中主要通过行政行为进行社会治理相比,公共政策在解决社会问题、降低社会成本、调节社会运行等方面都显示出了巨大的优势。

但是,如果一项政策已经失去了存在的价值而又继续被保留下来了,就可能会发挥极其消极的作用。

因此,及时、有效地终结一项或一系列错误的或没有价值的公共政策,有利于促进公共政策的更新与发展、推进公共政策的周期性循环、缓解和解决公共政策的矛盾和冲突,从而实现优化和调整公共政策系统的目标。

这就引发了学界对政策终结理论的思考和探索。

自政策科学在美国诞生以来,公共政策过程理论都是学术界所关注的热点。

1956年,拉斯韦尔在《决策过程》一书中提出了决策过程的七个阶段,即情报、建议、规定、行使、运用、评价和终止。

此种观点奠定了政策过程阶段论在公共政策研究中的主导地位。

一时间,对于政策过程各个阶段的研究成为政策学界的主要课题。

然而,相对于其他几个阶段的研究来说,政策终结的研究一直显得非常滞后。

这种情况直到20世纪70年代末80年代初,才有了明显的改善。

外企hr常用英语单词 HR英文单词

外企hr常用英语单词 HR英文单词

外企hr常用英语单词 HR英文单词导读:就爱阅读网友为您分享以下“HR英文单词”资讯,希望对您有所帮助,感谢您对的支持!1. 人力资源管理:(Human Resource Management ,HRM)人力资源经理:( human resource manager)高级管理人员:(executive)职业:(profession)道德标准:(ethics)操作工:(operative employees)专家:(specialist)人力资源认证协会:(the Human Resource Certification Institute,HRCI)2.外部环境:(external environment)内部环境:(internal environment)政策:(policy)企业文化:(corporate culture)1目标:(mission)股东:(shareholders)非正式组织:(informal organization)跨国公司:(multinational corporation,MNC)管理多样性:(managing diversity)3.工作:(job)职位:(posting)工作分析:(job analysis)工作说明:(job description)工作规范:(job specification)工作分析计划表:(job analysis schedule,JAS)职位分析问卷调查法:(Management Position Description Questionnaire,MPDQ) 行政秘书:(executive secretary) 地区服务经理助理:(assistant district service manager)4.人力资源计划:(Human Resource Planning,HRP)战略规划:(strategic planning)长期趋势:(long term trend)要求预测:(requirement forecast)供给预测:(availability forecast)管理人力储备:(management inventory)裁减:(downsizing)人力资源信息系统:(Human Resource Information2System,HRIS)5.招聘:(recruitment)员工申请表:(employee requisition)招聘方法:(recruitment methods)内部提升:(Promotion From Within ,PFW)工作公告:(job posting)广告:(advertising)职业介绍所:(employment agency)特殊事件:(special events)实习:(internship)6.选择:(selection)选择率:(selection rate)简历:(resume)标准化:(standardization)有效性:(validity)客观性:(objectivity)规范:(norm)录用分数线:(cutoff score)准确度:(aiming)业务知识测试:(job knowledge tests)求职面试:(employment interview)非结构化面试:(unstructured interview)3结构化面试:(structured interview)小组面试:(group interview)职业兴趣测试:(vocational interest tests)会议型面试:(board interview)7.组织变化与人力资源开发人力资源开发:(Human Resource Development,HRD) 培训:(training) 开发:(development)定位:(orientation)训练:(coaching)辅导:(mentoring)经营管理策略:(business games)案例研究:(case study)会议方法:(conference method)角色扮演:(role playing)工作轮换:(job rotating)在职培训:(on-the-job training ,OJT)媒介:(media)8.企业文化与组织发展企业文化:(corporate culture)组织发展:(organization development,OD) 调查反馈:(survey feedback)4质量圈:(quality circles)目标管理:(management by objective,MBO)全面质量管理:(Total Quality Management,TQM) 团队建设:(team building) 9.职业计划与发展职业:(career)职业计划:(career planning)职业道路:(career path)职业发展:(career development)自我评价:(self-assessment)职业动机:(career anchors)10.绩效评价绩效评价:(Performance Appraisal,PA) 小组评价:(group appraisal)业绩评定表:(rating scales method)关键事件法:(critical incident method)排列法:(ranking method)平行比较法:(paired comparison)硬性分布法:(forced distribution method) 晕圈错误:(halo error)宽松:(leniency)严格:(strictness)53600反馈:(360-degree feedback)叙述法:(essay method)集中趋势:(central tendency)11.报酬与福利报酬:(compensation)直接经济报酬:(direct financial compensation) 间接经济报酬:(indirect financial compensation) 非经济报酬:(no financial compensation) 公平:(equity)外部公平:(external equity)内部公平:(internal equity)员工公平:(employee equity)小组公平:(team equity)工资水平领先者:(pay leaders)现行工资率:(going rate)工资水平居后者:(pay followers)劳动力市场:(labor market)工作评价:(job evaluation)排列法:(ranking method)分类法:(classification method)因素比较法:(factor comparison method)评分法:(point method)海氏指示图表个人能力分析法:(Hay Guide Chart-profile6Method) 工作定价:(job pricing)工资等级:(pay grade)工资曲线:(wage curve)工资幅度:(pay range)12.福利和其它报酬问题福利(间接经济补偿)员工股权计划:(employee stock ownership plan,ESOP) 值班津贴:(shift differential)奖金:(incentive compensation)分红制:(profit sharing)13.安全与健康的工作环境安全:(safety)健康:(health)频率:(frequency rate)紧张:(stress)角色冲突:(role conflict)催眠法:(hypnosis)酗酒:(alcoholism)14.员工和劳动关系工会:(union)地方工会:(local union)行业工会:(craft union)7产业工会:(industrial union)全国工会:(national union)谈判组:(bargaining union)劳资谈判:(collective bargaining)仲裁:(arbitration)罢工:(strike)内部员工关系:(internal employee relations) 纪律:(discipline)纪律处分:(disciplinary action)申诉:(grievance)降职:(demotion)调动:(transfer)晋升:(promotion)AAction learning:行动学习Alternation ranking method:交替排序法Annual bonus:年终分红Application forms:工作申请表Appraisal interview:评价面试Aptitudes:资质Arbitration:仲裁Attendance incentive plan:参与式激励计划8Authority:职权BBehavior modeling:行为模拟Behaviorally anchored rating scale (bars):行为锚定等级评价法Benchmark job:基准职位Benefits:福利Bias:个人偏见Boycott:联合抵制Bumping/layoff procedures:工作替换/临时解雇程序Burnout:耗竭CCandidate-order error:候选人次序错误Capital accumulation program:资本积累方案Career anchors:职业锚Career cycle:职业周期Career planning and development:职业规划与职业发展 Case study method:案例研究方法Central tendency:居中趋势Citations:传讯Civil Rights Act:民权法Classes:类Classification (or grading) method:归类(或分级)法9Collective bargaining:集体谈判Comparable worth:可比价值Compensable factor:报酬因素Computerized forecast:计算机化预测Content validity:内容效度Criterion validity:效标效度Critical incident method:关键事件法DDavis-Bacon Act (DBA):戴维斯?佩根法案Day-to-day-collective bargaining:日常集体谈判Decline stage:下降阶段Deferred profit-sharing plan:延期利润分享计划Defined benefit:固定福利Defined contribution:固定缴款Department of Labor job analysis:劳工部工作分析法Discipline:纪律Dismissal:解雇;开除Downsizing:精简EEarly retirement window:提前退休窗口Economic strike:经济罢工Edgar Schein:艾德加?施恩10Employee compensation:职员报酬Employee orientation:雇员上岗引导Employee Retirement Income Security Act (ERISA) :雇员退休收入保障法案 Employee services benefits:雇员服务福利Employee stock ownership plan (ESOP) :雇员持股计划Equal Pay Act:公平工资法Establishment stage:确立阶段Exit interviews:离职面谈Expectancy chart:期望图表Experimentation:实验Exploration stage:探索阶段FFact-finder:调查Fair day”s work:公平日工作Fair Labor Standards Act:公平劳动标准法案Flexible benefits programs:弹性福利计划Flex place:弹性工作地点Flextime:弹性工作时间Forced distribution method:强制分布法Four-day workweek:每周4天工作制Frederick Taylor:弗雷德里克?泰罗11Functional control:职能控制Functional job analysis:功能性工作分析法GGeneral economic conditions:一般经济状况Golden offerings:高龄给付Good faith bargaining:真诚的谈判Grade description:等级说明书Grades:等级Graphic rating scale:图尺度评价法Grid training:方格训练Grievance:抱怨Grievance procedure:抱怨程序Group life insurance:团体人寿保险Group pension plan:团体退休金计划Growth stage:成长阶段Guarantee corporation:担保公司Guaranteed fair treatment:有保证的公平对待Guaranteed piecework plan:有保障的计件工资制 Gain sharing:收益分享HHalo effect:晕轮效应Health maintenance organization (HMO) :健康维持组织12IIllegal bargaining:非法谈判项目Impasse:僵持Implied authority:隐含职权Incentive plan:激励计划Individual retirement account (IRA) :个人退休账户 In-house development center:企业内部开发中心 Insubordination:不服从13。

计量经济学期末考试试题及答案

计量经济学期末考试试题及答案

云南财经大学《计量经济学》课程期末考试卷(一)一、单项选择题(每小题1分,共20分)1、计量经济模型是指【 】A 、 投入产出模型B 、数学规划模型C 、包含随机方程的经济数学模型D 、 模糊数学模型2、计量经济模型的基本应用领域有【 】A 、结构分析 、经济预测、政策评价B 、弹性分析、乘数分析、政策模拟C 、消费需求分析、生产技术分析、市场均衡分析D 、季度分析、年度分析、中长期分析3、以下模型中正确的是【 】A 、 e 87X .022.1Yˆ++= B 、μ++=99X .034.12Y C 、 e 99X .034.12Y ++= D 、e X Y 10++=ββ4、产量x (台)与单位产品成本y (元/台)之间的回归方程为yˆ=356-1。

5x ,这说明【 】A 、产量每增加一台,单位产品成本增加356元B 、 产量每增加一台,单位产品成本减少1.5元C 、产量每增加一台,单位产品成本平均增加356元D 、产量每增加一台,单位产品成本平均减少1。

5元5、以y 表示实际观测值,yˆ表示回归估计值,则用普通最小二乘法得到的样本回归直线ii x y 10ˆˆˆββ+=满足【 】 A 、)ˆ(i i yy -∑=0 B 、 2)ˆ(y y i -∑=0 C 、 2)ˆ(i i yy -∑=0 D 、2)(y y i -∑=0 6、以下关于用经济计量模型进行预测出现误差的原因,正确的说法是【 】A 、只有随机因素B 、只有系统因素C 、既有随机因素,又有系统因素D 、 A 、B 、C 都不对7、下列模型中拟合优度最高的是【 】A 、 n=25,k=4,2R =0。

92B 、n=10,k=3,2R =0。

90C 、n=15,k=2,2R =0.88D 、n=20,k=5,94.0R 2=8、下列模型不是线性回归模型的是:【 】A 、)/1(21i i XB B Y += B 、 i i i u LnX B B Y ++=21C 、i i i u X B B LnY ++=21D 、 i i i u LnX B B LnY ++=219、以下检验异方差的方法中最具一般性是【 】A 、Park 检验B 、 戈里瑟检验C 、Goldfeld-Quandt 检验D 、White 检验10、当模型的随机误差项出现序列相关时,【 】不宜用于模型的参数估计A 、 OLSB 、 GLSC 、 一阶差分法D 、 广义差分法11、已知在D-W 检验中,d=1。

扎根理论在营销研究中的应用探讨

扎根理论在营销研究中的应用探讨

扎根理论在营销研究中的应用探讨王汪帅;张新安;刘慧华【摘要】扎根理论是一种重要的定性研究方法,最早诞生于社会学,后在许多社会科学领域得到应用.使用扎根理论之前需要阅读大量文献以培养理论敏感度.而在数据处理方面,扎根理论主要依赖于编码技术,包括主轴编码、开放式编码以及选择性编码.需要注意的是扎根理论不等同于内容分析.在未来的营销学研究中,扎根理论应该更广泛地被应用于面对新话题时的理论构建、进行可重复性研究、过程模型问题以及涉及多变量的复杂问题.【期刊名称】《北京航空航天大学学报(社会科学版)》【年(卷),期】2018(031)006【总页数】9页(P60-68)【关键词】扎根理论;定性研究法;理论构建;营销学;自然主义【作者】王汪帅;张新安;刘慧华【作者单位】上海交通大学安泰经济与管理学院,上海200030;上海交通大学安泰经济与管理学院,上海200030;上海交通大学安泰经济与管理学院,上海200030【正文语种】中文【中图分类】C93-03一、引言扎根理论(grounded theory)最早从社会学研究中发展出来,经过不断的演化,其应用范围已经扩展到社会学之外的诸多领域,成为一种非常重要的定性研究方法。

[1]近些年,采用扎根理论的研究论文越来越多地出现在营销学研究领域的顶级期刊上。

然而,在这些研究中,学者们对于扎根理论的使用却不像定量研究方法那样有章可循,由于缺乏标准化的程序和具体实施步骤,对扎根理论研究步骤的描述总是给人一种语焉不详的感觉,甚至经常会发现不同论文中相互矛盾的情况,在很大程度上制约了采用这种方法所得出结论的可靠性。

文章对扎根理论的起源发展、适用范围和研究步骤进行了详细的介绍,在澄清相关的核心概念之后,梳理了采用扎根理论作为研究方法的文献,分析了这些文献在使用扎根理论时的共性和差异,分析了一些常见的误解,并讨论了使用扎根理论进行营销学研究时所需要遵循的规范以及所需要注意的事项。

勇气 英语作文

勇气 英语作文

Courage is a fundamental human virtue that enables individuals to face challenges and overcome obstacles.It is the inner strength that propels us to act despite fear or uncertainty.Here are some key aspects of courage that can be explored in an English essay:1.Definition of Courage:Courage can be defined as the ability to confront fear,pain, danger,or intimidation.It is not the absence of fear but the mastery of it.2.Types of Courage:There are various forms of courage,including physical courage, moral courage,and social courage.Physical courage is the bravery shown in the face of physical danger.Moral courage refers to standing up for ones beliefs even when they are unpopular.Social courage is the ability to face social disapproval or rejection.3.Historical Examples:Throughout history,there have been numerous examples of courageous individuals who have changed the course of events.Examples include Martin Luther King Jr.s fight for civil rights,Joan of Arcs leadership in battle,and Mahatma Gandhis nonviolent resistance.4.Courage in Everyday Life:Courage is not only displayed in grand gestures but also in everyday acts.It can be as simple as admitting a mistake,standing up to a bully,or making a difficult decision that is right but not easy.5.Importance of Courage:Courage is essential for personal growth and societal progress. It allows individuals to take risks,innovate,and challenge the status quo,leading to advancements in various fields.6.Cultivating Courage:Courage can be developed and strengthened over time.It involves building selfconfidence,understanding ones values,and practicing resilience in the face of adversity.7.Courage and Fear:Courage does not mean being fearless rather,it is about acknowledging fear and taking action despite it.It is about having the determination to move forward even when faced with daunting challenges.8.Courage and Leadership:Courageous leaders inspire others to face challenges and take risks.They set an example by demonstrating resilience and the willingness to make tough decisions.9.Courage in Literature and Film:Many works of literature and film explore the theme of courage,providing insights into the human spirit and the complexities of facingadversity.Characters like Atticus Finch in To Kill a Mockingbird and Frodo Baggins in The Lord of the Rings are celebrated for their courage.10.The Consequences of Courage:Acting with courage can lead to both positive and negative outcomes.While it can result in personal growth and societal change,it can also lead to personal sacrifice and potential backlash.11.Courage and Moral Dilemmas:Sometimes,courage involves making difficult moral choices,such as whistleblowing or standing up against corruption,even when it could lead to personal harm.12.The Role of Courage in Society:In a society that often values conformity,courage is needed to challenge norms and advocate for change.It is a catalyst for social justice and equality.In conclusion,courage is a multifaceted concept that goes beyond mere bravery in the face of danger.It encompasses a wide range of actions and attitudes that contribute to personal development and societal advancement.By understanding and embracing courage,individuals can make a positive impact on the world around them.。

如何经营台球室英文作文

如何经营台球室英文作文

如何经营台球室英文作文英文:Running a pool room can be a challenging but rewarding business. There are a few key strategies that I have foundto be effective in managing a successful pool room.First and foremost, it's important to create a welcoming and inviting atmosphere for customers. This means keeping the space clean and well-maintained, and providing comfortable seating and good lighting. I also make sure to have a variety of pool tables available, so that customersof all skill levels can find a table that suits their needs.In addition to the physical space, I also focus on creating a positive and friendly environment. This means hiring staff who are knowledgeable about the game of pool and who can provide excellent customer service. I also encourage a sense of community among my customers, by hosting tournaments and events that bring people together.Another important aspect of running a pool room is managing the financial side of the business. This includes setting reasonable prices for table rental and drinks, as well as keeping track of expenses and revenue. I also look for opportunities to increase revenue, such as offering pool lessons or selling pool-related merchandise.Finally, I have found that effective marketing is crucial for bringing in new customers and keeping existing ones engaged. I use social media to promote events and specials, and I also partner with local businesses and organizations to cross-promote.Overall, running a successful pool room requires a combination of creating a welcoming atmosphere, managing the business side effectively, and engaging with customers on a personal level.中文:经营台球室是一项具有挑战性但又令人满足的业务。

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Rokon引擎主要类介绍com.stickycoding.rokon包:Rokon:提供静态函数和属性属性:circle,Polygon实例,圆形rectangle,Polygon实例,矩形。

Sprite类的polygon属性默认为该矩形函数:getActivity(),获取当前activity实例---------------------------------------------------------------------------------------------------------------------- RokonActivity:Activity子类,提供基本的引擎参数设置和视图转换onCreate(),入口函数,子类须覆写该函数,在该函数中设置全屏,横(竖)屏,界面尺寸,创建引擎,实例化自定义类createEngine(),创建只包含SurfaceView的引擎createEngine(boolean createRelativeLayout),参数为true创建包含SurfaceView和RelativeLayout的引擎,RalativeLayout可添加其他Android组件。

以下4个函数须在createEngine前调用:forceFullscreen(),全屏forceGameSize(float width, float height),设置游戏界面尺寸forceLandscape(),横屏,同时须在AndroidManifest.xml中设置属性android:screenOrientation="landscape"forcePortrait(),竖屏,同时须在AndroidManifest.xml中设置属性android:screenOrientation="portrait"onLoadComplete(),引擎创建成功后自动调用,须在子类中覆写,在该函数中初始化要使用到的所有图片Texture,以及调用setScene显示当前的Scenedispose(),退出游戏时自动调用进行垃圾回收,若子类有自定义的类实例,须覆写该函数并在函数体内设置object = nullgetGameHeight(),获取界面高getGameWidth(),获取界面宽getInterface(),获取createEngine中创建的RalativeLayout实例,可向其添加其他组件getScene(),获取当前显示的Scene实例setDrawPriority(int drawPriority),设置绘图模式,0-VBO模式,1-一般模式,默认为0,一般不需要自己调用setGameSize(float width, float height),设置游戏界面尺寸,和forceGameSize不同之处在于:若参数宽高与实际手机屏幕尺寸不一致,会根据屏幕宽高比重新设置界面宽,并返回宽度值setGraphicsPath(ng.String path),设置图片资源根目录路径,游戏图片资源均放在assets/graphics下setScene(Scene scene),设置当前要显示的Scene实例disableBack(),back键不起作用,若自定义了退出按钮事件,则可调用该函数屏蔽back键的退出功能enableBack(),back键起作用,默认值---------------------------------------------------------------------------------------------------------------------- Scene:场景类,包含若干层(Layer)属性:activity,RokonActivity实例引用构造函数:Scene(),创建默认只有1个层,该层最多包含32个绘制对象的场景Scene(int layerCount),创建layerCount个层,每个层都最多包含32个绘制对象的场景Scene(int layerCount, int layerObjectCount),创建layerCount个层,每个层都最多包含layerObjectCount个绘制对象的场景Scene(int layerCount, int[] layerObjectCount),创建layerCount个层,每个层包含的绘制对象个数由layerObjectCount数组指定抽象函数,须在子类中覆写,覆写的函数体可为空onReady(),在RokonActivity的setScene中自动调用,在该函数中可获取到activity,构造函数中获取activity为空onGameLoop(),游戏逻辑循环,一直都在调用onPause(),游戏暂停时调用,比如来电onResume(),游戏恢复时调用,比如挂断电话重新回到游戏add(GameObject drawableObject),添加一个GameObject到第一层(索引号为0)add(int layerIndex, GameObject drawableObject),添加一个GameObject到指定层(索引号)clear(),删除所有绘制对象clearLayer(int index),删除某层中的所有绘制对象moveLayer(int startIndex, int endIndex),移动层序switchLayers(int layer1, int layer2),互换层序例:初始层序〔0,1,2...〕,调用moveLayer(0,2)后,层序变为〔1,2,0...〕;调用switchLayer(0,2)后,层序变为〔2,1,0...〕getLayer(int index),根据索引号获取某层实例getWindow(),获取窗体实例getWorld(),获取World实例,box2d使用setBackground(Background background),设置界面背景,参数其实为FixedBackground实例(Background的子类)setLayer(int index, Layer layer),替换某层setWindow(Window window),设置游戏窗体setWorld(World world),设置box2d世界remove(DrawableObject drawableObject),删除某个绘制对象removeWindow(),删除游戏窗体removeWorld(),删除box2d世界onT ouch(float x, float y, MotionEvent event, int pointerCount, int pointerId),游戏区域点击onT ouchReal(float x, float y, MotionEvent event, int pointerCount, int pointerId),实际屏幕点击isPhysicsPaused(),物理引擎是否暂停pausePhysics(),暂停物理引擎resumePhysics(),恢复物理引擎noPhysics(),不使用物理引擎,默认设置usePhysics(),使用物理引擎,setWorld中会调用stopInvoke(),关闭类外函数调用useInvoke(),启动类外函数调用,在Sprite类中某些动作执行开始和结束时会调用Scene类的函数,函数名参看Sprite类源代码toastLong(ng.String message),显示长消息toastShort(ng.String message),显示短消息invoke(Callback callback)invoke(ng.String methodName)invoke(ng.String method,ng.Class<?>[] param,ng.Object[] pa ramVal)invoke(ng.String methodName, ng.Object[] paramValues)以上4个函数作用都是调用该类的方法,等同于直接:函数名(参数)的调用方式onFadeEnd(DrawableObject object),绘制对象渐现(失)完后调用,可在子类覆写onMoveEnd(DimensionalObject object),画布对象移动完后调用,可在子类覆写,注:只有调用DimensionalObject的move函数来移动对象,最后运动停止才会调用该方法onEndScene(),转换到另一场景时释放当前场景资源,自动调用,需在子类中覆写该函数以释放自定义类实例---------------------------------------------------------------------------------------------------------------------- Layer:层,包含在Scene中,所有绘制对象均添加于层中。

Layer实例已在Scene有初始化,若需要自定义子类继承Layer,则应调用Scene.setLayer函数设置为自定义层显示构造函数:Layer(Scene parentScene, int maximumDrawableObjects),创建位于父场景parentScene中,最多包含maximumDrawableObjects个绘制对象的层add(GameObject drawableObject),添加一个Gameobject对象clear(),删除层中的所有对象getGameObject(int index),获取某个绘制对象setDrawOrder(int type),设置绘图次序类型,一共6种类型,取值0,1,2,3,4,5,默认为0,详见DrawOrder类ignoreWindow(),忽略窗体绘制useWindow(),依赖窗体绘制,默认使用isUsingWindow(),是否依赖窗体---------------------------------------------------------------------------------------------------------------------- Sprite:精灵类,继承GameObject,该类为一层层继承下来,请熟悉其继承关系!子类包含:LineSprite, PhysicalSprite, PolygonSprite, TextSprite, TiledSprite构造函数:Sprite(float x, float y, float width, float height),根据坐标和宽高创建精灵onRemove(),精灵被删除时自动调用,子类需覆写该函数,设置类变量为null onUpdate(),状态属性更新函数,在该函数中改变精灵的位移,旋转角度等accelerate(float acceleration, float angle),沿某一角度(弧度为单位)加速运动,该角度相对于y轴accelerate(float acceleration, float angle, float terminalVelocity)沿某一角度(弧度为单位)加速运动,当线速度大于等于terminalVelocity时,以terminalVelocity值匀速运动accelerateX(float accelerationX),水平方向加速运动accelerateX(float accelerationX, float terminalSpeedX),水平方向加速运动,当线速度大于等于terminalSpeedX时,以terminalSpeedX值匀速运动accelerateY(float accelerationY),垂直方向加速运动accelerateY(float accelerationY, float terminalSpeedY) ,垂直方向加速运动,当线速度大于等于terminalSpeedY时,以terminalSpeedY值匀速运动addModifier(Modifier modifier),添加一个Modifier实例,最多能同时添加8个modifier。

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