cocos2d-x学习笔记(9)--effect(特效)

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cocos2d-x学习笔记(9)--effect(特效)

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     在游戏中,我们经常会看到一些打斗场面使整个屏幕产生波浪效果,或者在切换场景是出现翻页效果等等。下面,我会把所有的特效全部罗列出来,一共有22种,比较多。其实每一个类就是一个特效类,我们只要掌握特效的是用方法,那么久可以掌握全部特效的是用。

step1:创建cocos2d-win32 application,并命名为effecttest

step2:在HelloWorldScene.h中添加如下的类,

其中第一个类是最重要的:

class EffectLayer:public CCLayerColor//CCLayerColor可以设置背景颜色{protected:CCSprite* m_player ;public:EffectLayer();~EffectLayer();virtual void onEnter();virtual std::string title();void backCallback(CCObject* pSender);void restartCallback(CCObject* pSender);void nextCallback(CCObject* pSender);};


//以下的类都是特效类class Shaky3DDemo:public CCShaky3D{public:static CCActionInterval* actionWithDuration(ccTime d){return CCShaky3D::actionWithRange(5, true, ccg(15, 10), d);}};class Waves3DDemo : public CCWaves3D {public:static CCActionInterval* actionWithDuration(ccTime t){return CCWaves3D::actionWithWaves(5, 40, ccg(15,10), t);}};class FlipX3DDemo : public CCFlipX3D {public:static CCActionInterval* actionWithDuration(ccTime t){CCFlipX3D* flipx  = CCFlipX3D::actionWithDuration(t);CCActionInterval* flipx_back = flipx->reverse();CCDelayTime* delay = CCDelayTime::actionWithDuration(2);return (CCActionInterval*)(CCSequence::actions(flipx, delay, flipx_back, NULL));}};class FlipY3DDemo : public CCFlipY3D {public:static CCActionInterval* actionWithDuration(ccTime t){CCFlipY3D* flipy  = CCFlipY3D::actionWithDuration(t);CCActionInterval* flipy_back = flipy->reverse();CCDelayTime* delay = CCDelayTime::actionWithDuration(2);return (CCActionInterval*)(CCSequence::actions(flipy, delay, flipy_back, NULL));}};class Lens3DDemo : public CCLens3D {public:static CCActionInterval* actionWithDuration(ccTime t){CCSize size = CCDirector::sharedDirector()->getWinSize();return CCLens3D::actionWithPosition(CCPointMake(size.width/2,size.height/2), 240, ccg(15,10), t); }};class Ripple3DDemo : public CCRipple3D {public:static CCActionInterval* actionWithDuration(ccTime t){CCSize size = CCDirector::sharedDirector()->getWinSize();return CCRipple3D::actionWithPosition(CCPointMake(size.width/2,size.height/2), 240, 4, 160, ccg(32,24), t);}};class LiquidDemo : public CCLiquid{public:static CCActionInterval* actionWithDuration(ccTime t){return CCLiquid::actionWithWaves(4, 20, ccg(16,12), t); }};class WavesDemo : public CCWaves {public:static CCActionInterval* actionWithDuration(ccTime t){return CCWaves::actionWithWaves(4, 20, true, true, ccg(16,12), t);  }};class TwirlDemo : public CCTwirl {public:static CCActionInterval* actionWithDuration(ccTime t){CCSize size = CCDirector::sharedDirector()->getWinSize();return CCTwirl::actionWithPosition(CCPointMake(size.width/2, size.height/2), 1, 2.5f, ccg(12,8), t); }};class ShakyTiles3DDemo : public CCShakyTiles3D{public:static CCActionInterval* actionWithDuration(ccTime t){return CCShakyTiles3D::actionWithRange(5, true, ccg(16,12), t) ;}};class ShatteredTiles3DDemo : public CCShatteredTiles3D{public:static CCActionInterval* actionWithDuration(ccTime t){return CCShatteredTiles3D::actionWithRange(5, true, ccg(16,12), t); }};class ShuffleTilesDemo : public CCShuffleTiles{public:static CCActionInterval* actionWithDuration(ccTime t){CCShuffleTiles* shuffle = CCShuffleTiles::actionWithSeed(25, ccg(16,12), t);CCActionInterval* shuffle_back = shuffle->reverse();CCDelayTime* delay = CCDelayTime::actionWithDuration(2);return (CCActionInterval*)(CCSequence::actions(shuffle, delay, shuffle_back, NULL));}};class FadeOutTRTilesDemo : public CCFadeOutTRTiles{public:static CCActionInterval* actionWithDuration(ccTime t){CCFadeOutTRTiles* fadeout = CCFadeOutTRTiles::actionWithSize(ccg(16,12), t);CCActionInterval* back = fadeout->reverse();CCDelayTime* delay = CCDelayTime::actionWithDuration(0.5f);return (CCActionInterval*)(CCSequence::actions(fadeout, delay, back, NULL));}};class FadeOutBLTilesDemo : public CCFadeOutBLTiles{public:static CCActionInterval* actionWithDuration(ccTime t){CCFadeOutBLTiles* fadeout = CCFadeOutBLTiles::actionWithSize(ccg(16,12), t);CCActionInterval* back = fadeout->reverse();CCDelayTime* delay = CCDelayTime::actionWithDuration(0.5f);return (CCActionInterval*)(CCSequence::actions(fadeout, delay, back, NULL));}};class FadeOutUpTilesDemo : public CCFadeOutUpTiles{public:static CCActionInterval* actionWithDuration(ccTime t){CCFadeOutUpTiles* fadeout = CCFadeOutUpTiles::actionWithSize(ccg(16,12), t);CCActionInterval* back = fadeout->reverse();CCDelayTime* delay = CCDelayTime::actionWithDuration(0.5f);return (CCActionInterval*)(CCSequence::actions(fadeout, delay, back, NULL));}};class FadeOutDownTilesDemo : public CCFadeOutDownTiles{public:static CCActionInterval* actionWithDuration(ccTime t){CCFadeOutDownTiles* fadeout = CCFadeOutDownTiles::actionWithSize(ccg(16,12), t);CCActionInterval* back = fadeout->reverse();CCDelayTime* delay = CCDelayTime::actionWithDuration(0.5f);return (CCActionInterval*)(CCSequence::actions(fadeout, delay, back, NULL));}};class TurnOffTilesDemo : public CCTurnOffTiles{public:static CCActionInterval* actionWithDuration(ccTime t){CCTurnOffTiles* fadeout = CCTurnOffTiles::actionWithSeed(25, ccg(48,32) , t);CCActionInterval* back = fadeout->reverse();CCDelayTime* delay = CCDelayTime::actionWithDuration(0.5f);return (CCActionInterval*)(CCSequence::actions(fadeout, delay, back, NULL));}};class WavesTiles3DDemo : public CCWavesTiles3D{public:static CCActionInterval* actionWithDuration(ccTime t){return CCWavesTiles3D::actionWithWaves(4, 120, ccg(15,10), t); }};class JumpTiles3DDemo : public CCJumpTiles3D{public:static CCActionInterval* actionWithDuration(ccTime t){CCSize size = CCDirector::sharedDirector()->getWinSize();return CCJumpTiles3D::actionWithJumps(2, 30, ccg(15,10), t); }};class SplitRowsDemo : public CCSplitRows{public:static CCActionInterval* actionWithDuration(ccTime t){return CCSplitRows::actionWithRows(9, t); }};class SplitColsDemo : public CCSplitCols{public:static CCActionInterval* actionWithDuration(ccTime t){return CCSplitCols::actionWithCols(9, t); }};class PageTurn3DDemo : public CCPageTurn3D{public:static CCActionInterval* actionWithDuration(ccTime t){CCDirector::sharedDirector()->setDepthTest(true);return CCPageTurn3D::actionWithSize(ccg(15,10), t); }};
step3:在HelloWorldScene.cpp中,设置如下全局变量:

static int index = 0;
const int MAX_INDEX = 21;


static std::string effectsList[] = 
{
"Shaky3D",
"Waves3D",
"FlipX3D",
"FlipY3D",
"Lens3D",
"Ripple3D",
"Liquid",
"Waves",
"Twirl",
"ShakyTiles3D",
"ShatteredTiles3D",
"ShuffleTiles",
"FadeOutTRTiles",
"FadeOutBLTiles",
"FadeOutUpTiles",
"FadeOutDownTiles",
"TurnOffTiles",
"WavesTiles3D",
"JumpTiles3D",
"SplitRows",
"SplitCols",
"PageTurn3D"
};//用于标识特效

同时添加如下全局函数

CCActionInterval* createEffect(ccTime t){CCDirector::sharedDirector()->setDepthTest(false);switch (index){case 0: return Shaky3DDemo::actionWithDuration(t);case 1: return Waves3DDemo::actionWithDuration(t);case 2: return FlipX3DDemo::actionWithDuration(t);case 3: return FlipY3DDemo::actionWithDuration(t);case 4: return Lens3DDemo::actionWithDuration(t);case 5: return Ripple3DDemo::actionWithDuration(t);case 6: return LiquidDemo::actionWithDuration(t);case 7: return WavesDemo::actionWithDuration(t);case 8: return TwirlDemo::actionWithDuration(t);case 9: return ShakyTiles3DDemo::actionWithDuration(t);case 10: return ShatteredTiles3DDemo::actionWithDuration(t);case 11: return ShuffleTilesDemo::actionWithDuration(t);case 12: return FadeOutTRTilesDemo::actionWithDuration(t);case 13: return FadeOutBLTilesDemo::actionWithDuration(t);case 14: return FadeOutUpTilesDemo::actionWithDuration(t);case 15: return FadeOutDownTilesDemo::actionWithDuration(t);case 16: return TurnOffTilesDemo::actionWithDuration(t);case 17: return WavesTiles3DDemo::actionWithDuration(t);case 18: return JumpTiles3DDemo::actionWithDuration(t);case 19: return SplitRowsDemo::actionWithDuration(t);case 20: return SplitColsDemo::actionWithDuration(t);case 21: return PageTurn3DDemo::actionWithDuration(t);}return NULL;}
用于切换特效

在HelloWorldScene::scene()函数中将HelloWorld *layer = HelloWorld::node();改为EffectLayer* layer = new EffectLayer();

最主要的是EffectLayer构造函数

EffectLayer::EffectLayer(){initWithColor( ccc4(32,32,32,255) );CCSize size = CCDirector::sharedDirector()->getWinSize();CCNode* node = CCNode::node();CCActionInterval* effect = createEffect(3);node->runAction(effect);addChild(node, 0);//添加背景CCSprite* pBk = CCSprite::spriteWithFile("background.png");pBk->setAnchorPoint( CCPointZero );node->addChild(pBk, 0);//添加精灵CCSprite* player = CCSprite::spriteWithFile("player.png");player->setPosition(ccp(size.width / 2, size.height / 2));node->addChild(player, 1);//添加标题CCLabelTTF* label = CCLabelTTF::labelWithString(effectsList[index].c_str(),"Arial", 28);label->setPosition(ccp(size.width/2, size.height-30));addChild(label);//添加基本按钮CCLabelTTF* pNextLabel  = CCLabelTTF::labelWithString("Next ", "Arial", 28);CCLabelTTF*pBackLabel = CCLabelTTF::labelWithString("Back ", "Arial", 28);CCLabelTTF*pRestartLabel = CCLabelTTF::labelWithString("Restart ", "Arial", 28);CCMenuItemLabel* pNextItem  = CCMenuItemLabel::itemWithLabel(pNextLabel, this, menu_selector(EffectLayer::nextCallback));CCMenuItemLabel* pBackItem = CCMenuItemLabel::itemWithLabel(pBackLabel, this, menu_selector(EffectLayer::backCallback));CCMenuItemLabel* pRestartItem = CCMenuItemLabel::itemWithLabel(pRestartLabel, this, menu_selector(EffectLayer::restartCallback));CCMenu* pNextMenu = CCMenu::menuWithItem(pNextItem);CCMenu* pBackMenu = CCMenu::menuWithItem(pBackItem);CCMenu* pRestartMenu = CCMenu::menuWithItem(pRestartItem);pNextItem->setPosition(ccp(size.width/2 +150, 50));pBackItem->setPosition(ccp(size.width/2 - 150, 50));pRestartItem->setPosition(ccp(size.width/2 , 50));pNextMenu->setPosition(CCPointZero);pBackMenu->setPosition(CCPointZero);pRestartMenu->setPosition(CCPointZero);addChild(pNextMenu,1);addChild(pBackMenu, 1);addChild(pRestartMenu,1);}
此处中,大家可能对创建node对象有些迷惑。在此,我为大家一一讲解。

此处,node其中一个功能是把背景对象,人物对象添加到node对象中,其实就相当于一个layer的功能,背景和人物就组成一个新图层。接着再定义一个特效动作effect,让node对象让执行effect动作,此时就出现了特效。大家可以留意到,在运行效果中,下面三个按钮并没有参与到特效运动中,那时因为,node对象没有包含这三个按钮。


如果大家把EffectLayer构造函数中最后三个添加函数改成如下:

node->addChild(pNextMenu,1);node->addChild(pBackMenu, 1);node->addChild(pRestartMenu,1);


再运行程序,可以发现,按钮也跟着动了。就是说若想要设计特效动作,只需将对象添加到node对象中就可以了。

剩下的代码我也粘贴到此处:

EffectLayer::~EffectLayer(){}std::string EffectLayer::title(){return "EffectLayer";}void EffectLayer::onEnter() {CCLayer::onEnter();}void EffectLayer::backCallback(CCObject* pSender){if(index == 0)return;index--;CCScene* scene = new CCScene();scene->addChild(new EffectLayer());CCDirector::sharedDirector()->replaceScene(scene);scene->release();}void EffectLayer::restartCallback(CCObject* pSender){CCScene* scene = new CCScene();scene->addChild(new EffectLayer());CCDirector::sharedDirector()->replaceScene(scene);scene->release();}void EffectLayer::nextCallback(CCObject* pSender){if(index == MAX_INDEX)return;index++;CCScene* scene = new CCScene();scene->addChild(new EffectLayer());CCDirector::sharedDirector()->replaceScene(scene);scene->release();}

step4:

下面我上传一些图片供大家参考:







源代码下载地址:http://download.csdn.net/download/wen294299195/4525816






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