cocos2d-x实战 C++卷 学习笔记--第7章 动作、特效(一)

前言:

介绍cocos2d-x中的动作、特效。

动作:

动作(action)包括基本动作和基本动作的组合,这些基本动作有缩放、移动、旋转等,而且这些动作变化的速度也可以设定。

动作类是 Action。它的类图如下:

cocos2d-x实战 C++卷 学习笔记--第7章 动作、特效(一)

Action有3个子类,FiniteTimeAction 是一种受时间限制的动作,Follow 是一种允许精灵跟随另一个精灵的动作,Speed是在一个动作运行时改变其运动速率。

瞬时动作:

瞬时动作就是不等待立即执行的动作,瞬时动作的基类是ActionInstant。瞬时动作 ActionInstant 类图如下:

cocos2d-x实战 C++卷 学习笔记--第7章 动作、特效(一)

代码示例:

 #ifndef __HELLOWORLD_SCENE_H__
 #define __HELLOWORLD_SCENE_H__

 #include "cocos2d.h"
 #include "Action.h"

 typedef enum
 {
     PLACE_TAG = ,
     FLIPX_TAG,
     FLIPY_TAG,
     HIDE_SHOW_TAG,
     TOGGLE_TAG,
     OTHER_ACTION,
     All_TAG_NUM
 }ActionTypes;

 class HelloWorld : public cocos2d::Layer
 {
 public:
     // there's no 'id' in cpp, so we recommend returning the class instance pointer
     static cocos2d::Scene* createScene();

     // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
     virtual bool init();  

     // a selector callback
     void menuCloseCallback(cocos2d::Ref* pSender);

     void menuItemCallback_01(cocos2d::Ref* pSender);
     void menuItemCallback_02(cocos2d::Ref* pSender);
     void menuItemCallback_03(cocos2d::Ref* pSender);
     void menuItemCallback_04(cocos2d::Ref* pSender);
     void menuItemCallback_05(cocos2d::Ref* pSender);
     void menuItemCallback_06(cocos2d::Ref* pSender);

     // implement the "static create()" method manually
     CREATE_FUNC(HelloWorld);
 };

 #endif // __HELLOWORLD_SCENE_H__

HelloWorldScene.h

 #include "HelloWorldScene.h"

 USING_NS_CC;

 Scene* HelloWorld::createScene()
 {
     // 'scene' is an autorelease object
     auto scene = Scene::create();

     // 'layer' is an autorelease object
     auto layer = HelloWorld::create();

     // add layer as a child to scene
     scene->addChild(layer);

     // return the scene
     return scene;
 }

 // on "init" you need to initialize your instance
 bool HelloWorld::init()
 {
     //////////////////////////////
     // 1. super init first
     if ( !Layer::init() )
     {
         return false;
     }

     Size visibleSize = Director::getInstance()->getVisibleSize();
     Point origin = Director::getInstance()->getVisibleOrigin();

     /////////////////////////////
     // 2. add a menu item with "X" image, which is clicked to quit the program
     //    you may modify it.

     // add a "close" icon to exit the progress. it's an autorelease object
     auto closeItem = MenuItemImage::create(
                                            "CloseNormal.png",
                                            "CloseSelected.png",
                                            CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));

     closeItem->setPosition(Point(origin.x + visibleSize.width - closeItem->getContentSize().width/ ,
                                 origin.y + closeItem->getContentSize().height/));

     // create menu, it's an autorelease object
     auto menu = Menu::create(closeItem, NULL);
     menu->setPosition(Point::ZERO);
     );

     /////////////////////////////
     // 3. add your codes below...

     Sprite* spbkground = Sprite::create("Demo1/Background480x800.png");
     // position the sprite on the center of the screen
     spbkground->setPosition(Point(visibleSize.width /  + origin.x, visibleSize.height /  + origin.y));
     // add the sprite as a child to this layer
     );

     ///////////////////////
     auto label_1 = Label::createWithBMFont("Demo1/fonts/fnt2.fnt", "01 label");
     auto label_2 = Label::createWithBMFont("Demo1/fonts/fnt2.fnt", "02 label");
     auto label_3 = Label::createWithBMFont("Demo1/fonts/fnt2.fnt", "03 label");
     auto label_4 = Label::createWithBMFont("Demo1/fonts/fnt2.fnt", "04 label");
     auto label_5 = Label::createWithBMFont("Demo1/fonts/fnt2.fnt", "05 label");
     auto label_6 = Label::createWithBMFont("Demo1/fonts/fnt2.fnt", "06 label");

     MenuItemLabel* muLab1 = MenuItemLabel::create(label_1, CC_CALLBACK_1(HelloWorld::menuItemCallback_01, this));
     MenuItemLabel* muLab2 = MenuItemLabel::create(label_2, CC_CALLBACK_1(HelloWorld::menuItemCallback_02, this));
     MenuItemLabel* muLab3 = MenuItemLabel::create(label_3, CC_CALLBACK_1(HelloWorld::menuItemCallback_03, this));
     MenuItemLabel* muLab4 = MenuItemLabel::create(label_4, CC_CALLBACK_1(HelloWorld::menuItemCallback_04, this));
     MenuItemLabel* muLab5 = MenuItemLabel::create(label_5, CC_CALLBACK_1(HelloWorld::menuItemCallback_05, this));
     MenuItemLabel* muLab6 = MenuItemLabel::create(label_6, CC_CALLBACK_1(HelloWorld::menuItemCallback_06, this));

     muLab1->setTag(PLACE_TAG);
     muLab2->setTag(FLIPX_TAG);
     muLab3->setTag(FLIPY_TAG);
     muLab4->setTag(HIDE_SHOW_TAG);
     muLab5->setTag(TOGGLE_TAG);
     muLab6->setTag(OTHER_ACTION);

     Menu* mu = Menu::create(muLab1, muLab2, muLab3, muLab4, muLab5, muLab6,NULL);
     mu->alignItemsVertically();
     mu->setPosition(Point(origin.x + visibleSize.width / , origin.y + visibleSize.height/));

     this->addChild(mu);
     return true;
 }

 void HelloWorld::menuCloseCallback(Ref* pSender)
 {
 #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
     MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
     return;
 #endif

     Director::getInstance()->end();

 #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
     exit();
 #endif
 }

 void HelloWorld::menuItemCallback_01(cocos2d::Ref* pSender)
 {
     MenuItem* muItem = (MenuItem*)pSender;
     auto sc = Scene::create();
     auto SecondLayer = CActionTest::create();
     SecondLayer->setTag(muItem->getTag());
     sc->addChild(SecondLayer);
     auto reScene = TransitionSlideInL::create(1.0f, sc);
     Director::getInstance()->replaceScene(reScene);

     log("function:%s, line:%d", __FUNCTION__, __LINE__);
 }

 void HelloWorld::menuItemCallback_02(cocos2d::Ref* pSender)
 {
     MenuItem* muItem = (MenuItem*)pSender;
     auto sc = Scene::create();
     auto SecondLayer = CActionTest::create();
     SecondLayer->setTag(muItem->getTag());
     sc->addChild(SecondLayer);
     auto reScene = TransitionSlideInR::create(1.0f, sc);
     Director::getInstance()->replaceScene(reScene);

     log("function:%s, line:%d", __FUNCTION__, __LINE__);
 }

 void HelloWorld::menuItemCallback_03(cocos2d::Ref* pSender)
 {
     MenuItem* muItem = (MenuItem*)pSender;
     auto sc = Scene::create();
     auto SecondLayer = CActionTest::create();
     SecondLayer->setTag(muItem->getTag());
     sc->addChild(SecondLayer);
     auto reScene = TransitionSlideInB::create(1.0f, sc);
     Director::getInstance()->replaceScene(reScene);

     log("function:%s, line:%d", __FUNCTION__, __LINE__);
 }

 void HelloWorld::menuItemCallback_04(cocos2d::Ref* pSender)
 {
     MenuItem* muItem = (MenuItem*)pSender;
     auto sc = Scene::create();
     auto SecondLayer = CActionTest::create();
     SecondLayer->setTag(muItem->getTag());
     sc->addChild(SecondLayer);
     auto reScene = TransitionSlideInT::create(1.0f, sc);
     Director::getInstance()->replaceScene(reScene);

     log("function:%s, line:%d", __FUNCTION__, __LINE__);
 }

 void HelloWorld::menuItemCallback_05(cocos2d::Ref* pSender)
 {
     MenuItem* muItem = (MenuItem*)pSender;
     auto sc = Scene::create();
     auto SecondLayer = CActionTest::create();
     SecondLayer->setTag(muItem->getTag());
     sc->addChild(SecondLayer);
     auto reScene = TransitionPageTurn::create(1.0f, sc, true);
     Director::getInstance()->replaceScene(reScene);

     log("function:%s, line:%d", __FUNCTION__, __LINE__);
 }

 void HelloWorld::menuItemCallback_06(cocos2d::Ref* pSender)
 {
     MenuItem* muItem = (MenuItem*)pSender;
     auto sc = Scene::create();
     auto SecondLayer = CActionTest::create();
     SecondLayer->setTag(muItem->getTag());
     sc->addChild(SecondLayer);
     auto reScene = TransitionPageTurn::create(1.0f, sc, true);
     Director::getInstance()->replaceScene(reScene);

     log("function:%s, line:%d", __FUNCTION__, __LINE__);
 }

HelloWorldScene.cpp

 #ifndef __ACTION_SCENE_H__
 #define __ACTION_SCENE_H__
 #include "cocos2d.h"
 #include "HelloWorldScene.h"
 class CActionTest : public cocos2d::Layer
 {
 public:
     CActionTest();
     ~CActionTest();

     static cocos2d::Scene* createScene();
     CREATE_FUNC(CActionTest);

     /// 初始化层 调用
     virtual bool init();
     /// 进入层时调用
     virtual void onEnter();
     /// 进入层而且过渡动画结束时调用
     virtual void onEnterTransitionDidFinish();
     /// 退出层时 调用
     virtual void onExit();
     /// 退出层 而且开始过渡动画时调用
     virtual void onExitTransitionDidStart();
     /// 层对象被清除时调用
     virtual void cleanup();

     void menuItemCallback_back(cocos2d::Ref* pSender);
     void menuItemCallback_Action(cocos2d::Ref* pSender);

 protected:
     cocos2d::Sprite*   spPlane;   // 飞机 精灵
     bool               bShow; // 隐藏标识
 };

 #endif  // __ACTION_SCENE_H__

Action.h

 #include "Action.h"

 USING_NS_CC;

 CActionTest::CActionTest()
 {
     spPlane = NULL;
     bShow = TRUE;

     log("function:%s, line:%d", __FUNCTION__, __LINE__);
 }

 CActionTest::~CActionTest()
 {

     log("function:%s, line:%d", __FUNCTION__, __LINE__);
 }

 Scene* CActionTest::createScene()
 {
     Scene* sc = Scene::create();
     auto myLayer = CActionTest::create();
     sc->addChild(myLayer);

     return sc;
 }

 bool CActionTest::init()
 {
     if (!Layer::init())
     {
         return false;
     }

     //// 层的初始化
     Size sz = Director::getInstance()->getVisibleSize();
     Point origion = Director::getInstance()->getVisibleOrigin();

     Sprite* spBkground = Sprite::create("Demo1/Background480x800.png");
     spBkground->setPosition(Point(origion.x + sz.width / , origion.y + sz.height / ));
     this->addChild(spBkground);

     MenuItemImage* muBack = MenuItemImage::create("Demo1/Back-up.png",
         "Demo1/Back-down.png",
         CC_CALLBACK_1(CActionTest::menuItemCallback_back, this));
     muBack->setPosition(Point(origion.x+, origion.y+sz.height-));

     MenuItemImage* muGo = MenuItemImage::create("Demo1/Go-up.png",
         "Demo1/Go-down.png",
         CC_CALLBACK_1(CActionTest::menuItemCallback_Action, this));
     muGo->setPosition(Point(origion.x + , origion.y + ));

     Menu* mu = Menu::create(muBack, muGo, NULL);
     mu->setPosition(Point::ZERO);
     this->addChild(mu);

     spPlane = Sprite::create("Demo1/Plane.png");
     spPlane->setPosition(Point(origion.x + sz.width / , origion.y + sz.height / ));
     );

     log("function:%s, line:%d", __FUNCTION__, __LINE__);
     return true;
 }

 /// 进入层时调用
 void CActionTest::onEnter()
 {
     Layer::onEnter();

     log("function:%s, line:%d", __FUNCTION__, __LINE__);
 }

 /// 进入层而且过渡动画结束时调用
 void CActionTest::onEnterTransitionDidFinish()
 {
     Layer::onEnterTransitionDidFinish();

     log("function:%s, line:%d", __FUNCTION__, __LINE__);
 }

 /// 退出层时 调用
 void CActionTest::onExit()
 {
     Layer::onExit();

     log("function:%s, line:%d", __FUNCTION__, __LINE__);
 }

 /// 退出层 而且开始过渡动画时调用
 void CActionTest::onExitTransitionDidStart()
 {
     Layer::onExitTransitionDidStart();

     log("function:%s, line:%d", __FUNCTION__, __LINE__);
 }

 /// 层对象被清除时调用
 void CActionTest::cleanup()
 {
     Layer::cleanup();

     log("function:%s, line:%d", __FUNCTION__, __LINE__);
 }

 void CActionTest::menuItemCallback_back(cocos2d::Ref* pSender)
 {
     auto sc = HelloWorld::createScene();
     auto reScene = TransitionShrinkGrow::create(1.0f, sc);
     Director::getInstance()->replaceScene(reScene);

     log("function:%s, line:%d", __FUNCTION__, __LINE__);
 }

 void CActionTest::menuItemCallback_Action(cocos2d::Ref* pSender)
 {
     log("function:%s, line:%d, Tag=%d", __FUNCTION__, __LINE__, this->getTag());

     Size sz = Director::getInstance()->getVisibleSize();
     Point pt = Point(CCRANDOM_0_1() * sz.width, CCRANDOM_0_1() * sz.height);
     ccBezierConfig  bezier;

     switch (this->getTag())
     {
     case PLACE_TAG:
         spPlane->runAction(Place::create(pt));
         log("PLACE_TAG,Position. x=%f, y=%f", pt.x, pt.y);
         break;

     case FLIPX_TAG:
         spPlane->runAction(FlipX::create(true));
         break;

     case FLIPY_TAG:
         spPlane->runAction(FlipY::create(true));
         break;

     case HIDE_SHOW_TAG:
         if (bShow)
         {
             spPlane->runAction(Hide::create());
             bShow = false;
         }
         else
         {
             spPlane->runAction(Show::create());
             bShow = true;
         }
         break;

     case TOGGLE_TAG:
         spPlane->runAction(ToggleVisibility::create());
         break;

     case OTHER_ACTION:
 //        spPlane->runAction(MoveTo::create(3.0f, Point(0, 0)));
 //        spPlane->runAction(MoveBy::create(1.0f, Point(200, 200)));
 //        spPlane->runAction(JumpTo::create(3.0f, Point(100, 300),100, 10));
 //        spPlane->runAction(JumpBy::create(3.0f, Point(100, 300), 400, 8));
         //bezier.controlPoint_1 = Point(100, sz.height);
         //bezier.controlPoint_2 = Point(100, -sz.height / 2);
         //bezier.endPosition = Point(300, 600);
         //spPlane->runAction(BezierTo::create(3.0f, bezier));

        // spPlane->runAction(ScaleTo::create(2.0f, 1.3));
 //        spPlane->runAction(ScaleBy::create(2.0f, 0.5));
 //         spPlane->runAction(RotateTo::create(3.0f, 181)); ///旋转角度超过180度,旋转方向会变
 //         spPlane->runAction(RotateTo::create(3.0f, 81)); ///旋转角度超过180度,旋转方向会变
         //        spPlane->runAction(RotateBy::create(3.0f, -100));
 //        spPlane->runAction(Blink::create(3.0f, 5));  // 闪烁
 //        spPlane->runAction(TintTo::create(2.0f, 255, 0, 0));
 //        spPlane->runAction(TintBy::create(2.0f, 255, 0, 0));  /// 这个 渲染,好像 颜色不正确
 //        spPlane->runAction(FadeTo::create(2.0f, 90));
         //spPlane->setOpacity(50);
         //spPlane->runAction(FadeIn::create(2.0f));
         spPlane->runAction(FadeOut::create(3.0f));
         break;

     default:
         break;
     }

     log("function:%s, line:%d", __FUNCTION__, __LINE__);
 }

Action.cpp

关键代码分析1:

  auto sc = Scene::create();       /// 生成新场景
  auto SecondLayer = CActionTest::create();
  SecondLayer->setTag(muItem->getTag());
  sc->addChild(SecondLayer);   ///将 CActionTest 层添加到 新场景
  auto reScene = TransitionSlideInR::create(1.0f, sc);  /// 生成 过渡场景(过渡动画)
  Director::getInstance()->replaceScene(reScene);  /// 场景替换

此处没有调用CAction::createScene()直接创建场景和层,而是采用上面的方法。主要是为了给场景传递参数。

(当然,你重写一个 带参数的 createScene(int Tag) ,将参数传入,也是可行的)

关键代码分析2:

/// 执行一个Place动作,Place动作是将精灵等Node对象移动到pt点。

spPlane->runAction(Place::create(pt));

//// 执行一个 FlipX 动作,FlipX 动作是将精灵等Node对象 水平方向翻转

spPlane->runAction(FlipX::create(true));

关键代码分析3:

Point pt = Point(CCRANDOM_0_1() * sz.width, CCRANDOM_0_1() * sz.height);

CCRANDOM_0_1() 宏 可以产生 0~1 之间的随机数。

间隔动作:

间隔动作执行完成需要一定的时间,可以设置 duration 属性来设置动作的执行时间。间隔动作基类是 ActionInterval。间隔动作ActionInterval类图如下:

cocos2d-x实战 C++卷 学习笔记--第7章 动作、特效(一)

上面的源码示例中,有用到 间隔动作。

关键代码分析:

 //        spPlane->runAction(MoveTo::create(3.0f, Point(0, 0)));
 //        spPlane->runAction(MoveBy::create(1.0f, Point(200, 200)));
 //        spPlane->runAction(JumpTo::create(3.0f, Point(100, 300),100, 10));
 //        spPlane->runAction(JumpBy::create(3.0f, Point(100, 300), 400, 8));
         //bezier.controlPoint_1 = Point(100, sz.height);
         //bezier.controlPoint_2 = Point(100, -sz.height / 2);
         //bezier.endPosition = Point(300, 600);
         //spPlane->runAction(BezierTo::create(3.0f, bezier));

        // spPlane->runAction(ScaleTo::create(2.0f, 1.3));
 //        spPlane->runAction(ScaleBy::create(2.0f, 0.5));
 //         spPlane->runAction(RotateTo::create(3.0f, 181)); ///旋转角度超过180度,旋转方向会变
 //         spPlane->runAction(RotateTo::create(3.0f, 81)); ///旋转角度超过180度,旋转方向会变
         //        spPlane->runAction(RotateBy::create(3.0f, -100));
 //        spPlane->runAction(Blink::create(3.0f, 5));  // 闪烁
 //        spPlane->runAction(TintTo::create(2.0f, 255, 0, 0));
 //        spPlane->runAction(TintBy::create(2.0f, 255, 0, 0));  /// 这个 渲染,好像 颜色不正确
 //        spPlane->runAction(FadeTo::create(2.0f, 90));
         //spPlane->setOpacity(50);
         //spPlane->runAction(FadeIn::create(2.0f));
         spPlane->runAction(FadeOut::create(3.0f));

间隔动作中很多类是 XxxTo 和 XxxBy 的命名。

XxxTo是指运动到指定的位置,这个位置是 绝对的。

XxxBy是指运动到相对于本身的位置,这个位置是相对的位置。

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