了解CCMoveTo CCCallFuncN CCSequence用法

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        了解CCMoveTo    CCCallFuncN   CCSequence用法       

        分类:            菜鸟的Objective-C笔记3232人阅读评论(0)收藏举报

在《iPhone & iPad Cocos2D游戏开发实战》一书中在看第四章时候遇到陌生知识,然后在网上找到相关知识点,再此记录;

由序列控制蜘蛛的移动方法代码

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  1. -(void) runSpiderMoveSequence:(CCSprite*)spider { 
  2. // 随着时间慢慢增加蜘蛛的移动速度  
  3. numSpidersMoved++;//定义的int型变量 
  4. if (numSpidersMoved % 8 == 0 && spiderMoveDuration > 2.0f) { 
  5. spiderMoveDuration -= 0.1f; } 
  6. // 用于控制蜘蛛移动的动作序列 
  7. CGPoint belowScreenPosition = CGPointMake(spider.position.x, 
  8. -[spider texture].contentSize.height); 
  9. CCMoveTo* move = [CCMoveTo actionWithDuration:spiderMoveDuration position:belowScreenPosition]; 
  10. CCCallFuncN* call = [CCCallFuncN actionWithTarget:self selector:@selector(spiderBelowScreen:)]; 
  11. CCSequence* sequence = [CCSequence actions:move, call, nil]; 
  12. [spider runAction:sequence];  
-(void) runSpiderMoveSequence:(CCSprite*)spider {// 随着时间慢慢增加蜘蛛的移动速度 numSpidersMoved++;//定义的int型变量if (numSpidersMoved % 8 == 0 && spiderMoveDuration > 2.0f) {spiderMoveDuration -= 0.1f; }// 用于控制蜘蛛移动的动作序列CGPoint belowScreenPosition = CGPointMake(spider.position.x,-[spider texture].contentSize.height);CCMoveTo* move = [CCMoveTo actionWithDuration:spiderMoveDuration position:belowScreenPosition];CCCallFuncN* call = [CCCallFuncN actionWithTarget:self selector:@selector(spiderBelowScreen:)];CCSequence* sequence = [CCSequence actions:move, call, nil];[spider runAction:sequence]; }

RunSpiderMoveSequence方法的作用是跟踪已被放下的蜘蛛数量。每次到第八个蜘蛛时,spiderMoveDuration的值就会被减少,从而提高所有蜘蛛的移动速度。%这个符号叫作“余数运算子”(Modulus Operator),用于得到运用除法以后得到的余数。比如,如果numSpidersMoved可以用8除尽,那么“余数运算子”的计算结果就应该是0。

这里用到的动作序列只有一个CCMoveTo动作和一个CCCallFuncN动作。你可以改进蜘蛛的行为,比如让它往下移动一点,等个几秒钟,然后一直移动到底部,就像真的邪恶的蜘蛛通常会做的那样。我将把具体的做法留给你去发挥。我选择CCCallFuncN的目的是给spiderBelowScreen方法传递蜘蛛精灵作为它的sender变量。这样的话,当某只蜘蛛到达屏幕底部时,我就可以直接引用那个蜘蛛,不需要再去到处找了


1.CCMoveTo 

表示移动到某一个点,还有一个与它类似的CCMoveBy表示移动相对于当前位置某个位置,相当于一个向量;


2.CCCallFuncN

CCCallFuncN 带有一个参数,这个参数本身是一个Action,相当于他的参数就是一个BUtton;与它类似的还有

CCCallFunc 不带参数, 执行回调函数方法,

CCCallFuncND 带两个参数,一个是Action动作,另一个是自定义的参数

CCCallFuncO 也是两个参数,和CCCallFuncN参数一样,


以下是几个类在CCActionInstant.m文件中的定义,通过他们的-(void)execute函数看出他们参数问题

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  1. // 
  2. // CallFunc 
  3. // 
  4. #pragma mark CCCallFunc 
  5.  
  6. @implementation CCCallFunc 
  7.  
  8. @synthesize targetCallback = targetCallback_; 
  9.  
  10. +(id) actionWithTarget: (id) t selector:(SEL) s 
  11.     return [[[self alloc] initWithTarget: t selector: s] autorelease]; 
  12.  
  13. -(id) initWithTarget: (id) t selector:(SEL) s 
  14.     if( (self=[super init]) ) { 
  15.         self.targetCallback = t; 
  16.         selector_ = s; 
  17.     } 
  18.     return self; 
  19.  
  20. -(NSString*) description 
  21.     return [NSString stringWithFormat:@"<%@ = %p | Tag = %ld | selector = %@>"
  22.             [self class], 
  23.             self, 
  24.             (long)tag_, 
  25.             NSStringFromSelector(selector_) 
  26.             ]; 
  27.  
  28. -(void) dealloc 
  29.     [targetCallback_ release]; 
  30.     [super dealloc]; 
  31.  
  32. -(id) copyWithZone: (NSZone*) zone 
  33.     CCActionInstant *copy = [[[self class] allocWithZone: zone] initWithTarget:targetCallback_ selector:selector_]; 
  34.     return copy; 
  35.  
  36. -(void) update:(ccTime)time 
  37.     [self execute]; 
  38.  
  39. -(void) execute 
  40.     [targetCallback_ performSelector:selector_]; 
  41. @end 
//// CallFunc//#pragma mark CCCallFunc@implementation CCCallFunc@synthesize targetCallback = targetCallback_;+(id) actionWithTarget: (id) t selector:(SEL) s{return [[[self alloc] initWithTarget: t selector: s] autorelease];}-(id) initWithTarget: (id) t selector:(SEL) s{if( (self=[super init]) ) {self.targetCallback = t;selector_ = s;}return self;}-(NSString*) description{return [NSString stringWithFormat:@"<%@ = %p | Tag = %ld | selector = %@>",[self class],self,(long)tag_,NSStringFromSelector(selector_)];}-(void) dealloc{[targetCallback_ release];[super dealloc];}-(id) copyWithZone: (NSZone*) zone{CCActionInstant *copy = [[[self class] allocWithZone: zone] initWithTarget:targetCallback_ selector:selector_];return copy;}-(void) update:(ccTime)time{[self execute];}-(void) execute{[targetCallback_ performSelector:selector_];}@end
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  1. // 
  2. // CallFuncN 
  3. // 
  4. #pragma mark CCCallFuncN 
  5.  
  6. @implementation CCCallFuncN 
  7.  
  8. -(void) execute 
  9.     [targetCallback_ performSelector:selector_ withObject:target_]; 
  10. @end 
//// CallFuncN//#pragma mark CCCallFuncN@implementation CCCallFuncN-(void) execute{[targetCallback_ performSelector:selector_ withObject:target_];}@end
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  1. // 
  2. // CallFuncND 
  3. // 
  4. #pragma mark CCCallFuncND 
  5.  
  6. @implementation CCCallFuncND 
  7.  
  8. @synthesize callbackMethod = callbackMethod_; 
  9.  
  10. +(id) actionWithTarget:(id)t selector:(SEL)s data:(void*)d 
  11.     return [[[self alloc] initWithTarget:t selector:s data:d] autorelease]; 
  12.  
  13. -(id) initWithTarget:(id)t selector:(SEL)s data:(void*)d 
  14.     if( (self=[super initWithTarget:t selector:s]) ) { 
  15.         data_ = d; 
  16.  
  17. #if COCOS2D_DEBUG 
  18.         NSMethodSignature * sig = [t methodSignatureForSelector:s];// added 
  19.         NSAssert(sig !=0 , @"Signature not found for selector - does it have the following form? -(void)name:(id)sender data:(void*)data"); 
  20. #endif 
  21.         callbackMethod_ = (CC_CALLBACK_ND) [t methodForSelector:s]; 
  22.     } 
  23.     return self; 
  24.  
  25. -(id) copyWithZone: (NSZone*) zone 
  26.     CCActionInstant *copy = [[[self class] allocWithZone: zone] initWithTarget:targetCallback_ selector:selector_ data:data_]; 
  27.     return copy; 
  28.  
  29. -(void) dealloc 
  30.     // nothing to dealloc really. Everything is dealloc on super (CCCallFuncN) 
  31.     [super dealloc]; 
  32.  
  33. -(void) execute 
  34.     callbackMethod_(targetCallback_,selector_,target_, data_); 
  35. @end 
//// CallFuncND//#pragma mark CCCallFuncND@implementation CCCallFuncND@synthesize callbackMethod = callbackMethod_;+(id) actionWithTarget:(id)t selector:(SEL)s data:(void*)d{return [[[self alloc] initWithTarget:t selector:s data:d] autorelease];}-(id) initWithTarget:(id)t selector:(SEL)s data:(void*)d{if( (self=[super initWithTarget:t selector:s]) ) {data_ = d;#if COCOS2D_DEBUGNSMethodSignature * sig = [t methodSignatureForSelector:s]; // addedNSAssert(sig !=0 , @"Signature not found for selector - does it have the following form? -(void)name:(id)sender data:(void*)data");#endifcallbackMethod_ = (CC_CALLBACK_ND) [t methodForSelector:s];}return self;}-(id) copyWithZone: (NSZone*) zone{CCActionInstant *copy = [[[self class] allocWithZone: zone] initWithTarget:targetCallback_ selector:selector_ data:data_];return copy;}-(void) dealloc{// nothing to dealloc really. Everything is dealloc on super (CCCallFuncN)[super dealloc];}-(void) execute{callbackMethod_(targetCallback_,selector_,target_, data_);}@end
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  1. @implementation CCCallFuncO 
  2. @synthesize  object = object_; 
  3.  
  4. +(id) actionWithTarget: (id) t selector:(SEL) s object:(id)object 
  5.     return [[[self alloc] initWithTarget:t selector:s object:object] autorelease]; 
  6.  
  7. -(id) initWithTarget:(id) t selector:(SEL) s object:(id)object 
  8.     if( (self=[super initWithTarget:t selector:s] ) ) 
  9.         self.object = object; 
  10.  
  11.     return self; 
  12.  
  13. - (void) dealloc 
  14.     [object_ release]; 
  15.     [super dealloc]; 
  16.  
  17. -(id) copyWithZone: (NSZone*) zone 
  18.     CCActionInstant *copy = [[[self class] allocWithZone: zone] initWithTarget:targetCallback_ selector:selector_ object:object_]; 
  19.     return copy; 
  20.  
  21.  
  22. -(void) execute 
  23.     [targetCallback_ performSelector:selector_ withObject:object_]; 
  24.  
  25. @end 
@implementation CCCallFuncO@synthesize  object = object_;+(id) actionWithTarget: (id) t selector:(SEL) s object:(id)object{return [[[self alloc] initWithTarget:t selector:s object:object] autorelease];}-(id) initWithTarget:(id) t selector:(SEL) s object:(id)object{if( (self=[super initWithTarget:t selector:s] ) )self.object = object;return self;}- (void) dealloc{[object_ release];[super dealloc];}-(id) copyWithZone: (NSZone*) zone{CCActionInstant *copy = [[[self class] allocWithZone: zone] initWithTarget:targetCallback_ selector:selector_ object:object_];return copy;}-(void) execute{[targetCallback_ performSelector:selector_ withObject:object_];}@end

3.CCSequence

sequence是用来按顺序执行一系列的动作,即动作按排列的顺序一个接一个的执行,示例如下:

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  1. id action1 = [CCMoveTo actionWithDuration:2 position:ccp(100,100)]; 
  2. id action2 = [CCMoveBy actionWithDuration:2  position: ccp(80,80)]; 
  3. id action3 = [CCMoveBy actionWithDuration:2  position: ccp(0,80)]; 
  4. [sprite runAction: [CCSequence actions:action1, action2, action3, nil]]; 
id action1 = [CCMoveTo actionWithDuration:2 position:ccp(100,100)];id action2 = [CCMoveBy actionWithDuration:2  position: ccp(80,80)];id action3 = [CCMoveBy actionWithDuration:2  position: ccp(0,80)];[sprite runAction: [CCSequence actions:action1, action2, action3, nil]];

上面这段代码的意思是,sprite(精灵对象)先移动到坐标(100,100)位置,然后在向右上方移动(8080),然后,再向右移动8080,0)。这一系列动作是不重叠,一个接一个的执行的。

注意的是,在这些动作中不能有 CCRepeatForever 这种无限的动作(就是不停的一直持续的动作),必须是那种可以在有限的时间内完成的。


另外在博客上看到其他几个类似的类的用法,都是cocos2d常用动作 原文连接 http://leeyin.iteye.com/blog/1306557

CCSpawn

这个与上面的 CCSequence 不同的是,排列的动作是同时执行的,执行的时间以子动作中的最长的时间为准。代码示例:

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  1. id action = [CCSpawn actions: 
  2.         [CCJumpBy actionWithDuration:2 position:ccp(300,0) height:50 jumps:4], 
  3.         [CCRotateBy actionWithDuration: 2 angle: 720], 
  4.         nil]; 
  5.   
  6. [sprite runAction:action]; 
id action = [CCSpawn actions:[CCJumpBy actionWithDuration:2 position:ccp(300,0) height:50 jumps:4],[CCRotateBy actionWithDuration: 2 angle: 720],nil]; [sprite runAction:action];

上面这段代码的意思是,sprite 在两秒钟内,向右跳四次,总共跳跃距离是300,跳跃高度是50,在跳跃过程中同时旋转720度。


CCRepeat

这个是用来重复一个动作有限的次数。当然,你也可以用CCSequence来实现同样的功能,只是那样看起来有点傻。示例:

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  1. id a1 = [CCMoveBy actionWithDuration:1 position:ccp(150,0)]; 
  2. id action1 = [CCRepeat actionWithAction: 
  3.         [CCSequence actions: [CCPlace actionWithPosition:ccp(60,60)], a1, nil] 
  4.         times:3]; 
  5. [sprite runAction:action1]; 
id a1 = [CCMoveBy actionWithDuration:1 position:ccp(150,0)];id action1 = [CCRepeat actionWithAction:[CCSequence actions: [CCPlace actionWithPosition:ccp(60,60)], a1, nil]times:3];[sprite runAction:action1];

上面这段代码的意思是,先将sprite 放置在(60,60)位置,然后一秒内向右移动150的距离。这两个动作重复3次。


CCRepeatForever

上面的是重复有限次数,这个是无限次重复,比如,你想让一个轮子不停的旋转,就可以用这个实现。示例:

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  1. CCRotateBy* rotate = [CCRotateBy actionWithDuration:1.0f angle:360]; 
  2. CCRepeatForever* action2 = [CCRepeatForever actionWithAction:rotate]; 
  3. [sprite runAction:action2]; 
CCRotateBy* rotate = [CCRotateBy actionWithDuration:1.0f angle:360];CCRepeatForever* action2 = [CCRepeatForever actionWithAction:rotate];[sprite runAction:action2];

就像上面讲的这段代码会让这个 sprite一直不停的以每秒360度的转速永远的旋转下去。
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