COCOS2D-X 抖动效果 CCShake
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游戏中屏幕抖动是一个非常炫的效果,那么在COCOS2D-X 中该怎么实现呢?
直接上代码:
CCShake.h
#ifndef __SHAKE_H__#define __SHAKE_H__#include "cocos2d.h"USING_NS_CC;class CCShake : public cocos2d::CCActionInterval{public:CCShake();// Create the action with a time and a strength (same in x and y)static CCShake *create(float d, float strength );// Create the action with a time and strengths (different in x and y)static CCShake *createWithStrength(float d, float strength_x, float strength_y );bool initWithDuration(float d, float strength_x, float strength_y );protected:void startWithTarget(cocos2d::CCNode *pTarget);void update(float time);void stop(void);CCPoint m_StartPosition;// Strength of the actionfloat m_strength_x, m_strength_y;};#endif //__SHAKE_H__
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CCShake.cpp
#include "CCShake.h"#include "cocos2d.h"USING_NS_CC;// not really useful, but I like clean default constructorsCCShake::CCShake() : m_strength_x(0), m_strength_y(0){}CCShake *CCShake::create( float d, float strength ){// call other construction method with twice the same strengthreturn createWithStrength( d, strength, strength );}CCShake *CCShake::createWithStrength(float duration, float strength_x, float strength_y){CCShake *pRet = new CCShake();if (pRet && pRet->initWithDuration(duration, strength_x, strength_y)){pRet->autorelease();}else{CC_SAFE_DELETE(pRet);}return pRet;}bool CCShake::initWithDuration(float duration, float strength_x, float strength_y){if (CCActionInterval::initWithDuration(duration)){m_strength_x = strength_x;m_strength_y = strength_y;return true;}return false;}// Helper function. I included it here so that you can compile the whole file// it returns a random value between min and max includedstatic float fgRangeRand( float min, float max ){float rnd = ((float)rand() / (float)RAND_MAX);return rnd * (max - min) + min;}void CCShake::update(float dt){float randx = fgRangeRand( -m_strength_x, m_strength_x ) * dt;float randy = fgRangeRand( -m_strength_y, m_strength_y ) * dt;// move the target to a shaked positionm_pTarget->setPosition( ccpAdd(m_StartPosition, ccp( randx, randy)));}void CCShake::startWithTarget(CCNode *pTarget){CCActionInterval::startWithTarget( pTarget );// save the initial positionm_StartPosition=pTarget->getPosition();}void CCShake::stop(void){// Action is done, reset clip positionthis->getTarget()->setPosition( m_StartPosition);CCActionInterval::stop();}
用法:
pSprite->runAction(CCShake::create(0.1f,10));
pSprite:想抖动的物体
第一个参数是:抖动的时间
第一个参数是:抖动的幅度
注意
一个CCNode同时执行多个CCShake动作,或者一个CCShake没有完又执行一个CCShake的话就会出现问题,会出现偏移的现象!
解决方案:
1).不要同时执行多个CCShake动作.
2.自己外部记录这个CCNode的位置,执行完成后手动setPosition();
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