第八章动作和动画-间隔动作

来源:互联网 发布:网络借贷细则 编辑:程序博客网 时间:2024/05/23 02:26

Cocos2d-x学习笔记


间隔动作

间隔动作执行完成需要一定的事件,可以设置duration属性来设置动作的执行时间。间隔动作的基类是ActionInterval。

实例

HelloWorld.h文件

#ifndef __HELLOWORLD_SCENE_H__#define __HELLOWORLD_SCENE_H__#include "cocos2d.h"#include "SettingScene.h"//枚举类型作为标签typedef enum{    kMoveTo = 100,    kMoveBy,    kJumpTo,    kJumpBy,    kBezierBy,    kScaleTo,    kScaleBy,    kRotateTo,    kRotateBy,    kBlink,    kTintTo,    kTintBy,    kFadeTo,    kFadeIn,    kFadeOut}ActionTypes;class HelloWorld : public cocos2d::Layer{public:    static cocos2d::Scene* createScene();    virtual bool init();    // a selector callback    void onClickMenu(cocos2d::Ref * pSender);    // implement the "static create()" method manually    CREATE_FUNC(HelloWorld);};#endif // __HELLOWORLD_SCENE_H__

HelloWorld.cpp文件

#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 instancebool HelloWorld::init(){    //////////////////////////////    // 1. super init first    if ( !Layer::init() )    {        return false;    }    Size visibleSize = Director::getInstance()->getVisibleSize();    Vec2 origin = Director::getInstance()->getVisibleOrigin();    /////////////////////////////    //背景    auto bg = Sprite::create("bg.png");    bg->setPosition(Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2));    this->addChild(bg);    //XxxTo是运动到指定位置,XxxBy是运动到相对位置    auto pItemLabel1 = Label::createWithBMFont("fonts/fnt2.fnt", "MoveTo");    auto pItemMenu1 = MenuItemLabel::create(pItemLabel1, CC_CALLBACK_1(HelloWorld::onClickMenu, this));    pItemMenu1->setTag(kMoveTo);    auto pItemLabel2 = Label::createWithBMFont("fonts/fnt2.fnt", "MoveBy");    auto pItemMenu2 = MenuItemLabel::create(pItemLabel2, CC_CALLBACK_1(HelloWorld::onClickMenu, this));    pItemMenu2->setTag(kMoveBy);    auto pItemLabel3 = Label::createWithBMFont("fonts/fnt2.fnt", "JumpTo");    auto pItemMenu3 = MenuItemLabel::create(pItemLabel3, CC_CALLBACK_1(HelloWorld::onClickMenu, this));    pItemMenu3->setTag(kJumpTo);    auto pItemLabel4 = Label::createWithBMFont("fonts/fnt2.fnt", "JumpBy");    auto pItemMenu4 = MenuItemLabel::create(pItemLabel4, CC_CALLBACK_1(HelloWorld::onClickMenu, this));    pItemMenu4->setTag(kJumpBy);    auto  pItemLabel5 = Label::createWithBMFont("fonts/fnt2.fnt", "BezierBy");    auto pItemMenu5 = MenuItemLabel::create(pItemLabel5, CC_CALLBACK_1(HelloWorld::onClickMenu, this));    pItemMenu5->setTag(kBezierBy);    auto  pItemLabel6 = Label::createWithBMFont("fonts/fnt2.fnt", "ScaleTo");    auto pItemMenu6 = MenuItemLabel::create(pItemLabel6, CC_CALLBACK_1(HelloWorld::onClickMenu, this));    pItemMenu6->setTag(kScaleTo);    auto  pItemLabel7 = Label::createWithBMFont("fonts/fnt2.fnt", "ScaleBy");    auto pItemMenu7 = MenuItemLabel::create(pItemLabel7, CC_CALLBACK_1(HelloWorld::onClickMenu, this));    pItemMenu7->setTag(kScaleBy);    auto  pItemLabel8 = Label::createWithBMFont("fonts/fnt2.fnt", "RotateTo");    auto pItemMenu8 = MenuItemLabel::create(pItemLabel8, CC_CALLBACK_1(HelloWorld::onClickMenu, this));    pItemMenu8->setTag(kRotateTo);    auto  pItemLabel9 = Label::createWithBMFont("fonts/fnt2.fnt", "RotateBy");    auto pItemMenu9 = MenuItemLabel::create(pItemLabel9, CC_CALLBACK_1(HelloWorld::onClickMenu, this));    pItemMenu9->setTag(kRotateBy);    auto  pItemLabel10 = Label::createWithBMFont("fonts/fnt2.fnt", "Blink");    auto pItemMenu10 = MenuItemLabel::create(pItemLabel10, CC_CALLBACK_1(HelloWorld::onClickMenu, this));    pItemMenu10->setTag(kBlink);    auto  pItemLabel11 = Label::createWithBMFont("fonts/fnt2.fnt", "TintTo");    auto pItemMenu11 = MenuItemLabel::create(pItemLabel11, CC_CALLBACK_1(HelloWorld::onClickMenu, this));    pItemMenu11->setTag(kTintTo);    auto  pItemLabel12 = Label::createWithBMFont("fonts/fnt2.fnt", "TintBy");    auto pItemMenu12 = MenuItemLabel::create(pItemLabel12, CC_CALLBACK_1(HelloWorld::onClickMenu, this));    pItemMenu12->setTag(kTintBy);    auto  pItemLabel13 = Label::createWithBMFont("fonts/fnt2.fnt", "FadeTo");    auto pItemMenu13 = MenuItemLabel::create(pItemLabel13, CC_CALLBACK_1(HelloWorld::onClickMenu, this));    pItemMenu13->setTag(kFadeTo);    auto  pItemLabel14 = Label::createWithBMFont("fonts/fnt2.fnt", "FadeIn");    auto pItemMenu14 = MenuItemLabel::create(pItemLabel14, CC_CALLBACK_1(HelloWorld::onClickMenu, this));    pItemMenu14->setTag(kFadeIn);    auto  pItemLabel15 = Label::createWithBMFont("fonts/fnt2.fnt", "FadeOut");    auto pItemMenu15 = MenuItemLabel::create(pItemLabel15, CC_CALLBACK_1(HelloWorld::onClickMenu, this));    pItemMenu15->setTag(kFadeOut);    auto mn = Menu::create(pItemMenu1, pItemMenu2, pItemMenu3, pItemMenu4, pItemMenu5, pItemMenu6, pItemMenu7, pItemMenu8, pItemMenu9, pItemMenu10, pItemMenu11, pItemMenu12, pItemMenu13, pItemMenu14, pItemMenu15, NULL);    mn->alignItemsInColumns(3, 3, 3, 3, 3, NULL);    this->addChild(mn);    return true;}void HelloWorld::onClickMenu(Ref * pSender){    MenuItem * nmitem = (MenuItem *)pSender;    //不使用Setting::createScene()创建,因为这样不能传递参数    auto sc = Scene::create();    auto layer = Setting::create();    layer->setTag(nmitem->getTag());    sc->addChild(layer);    auto reScene = TransitionSlideInR::create(1.0f, sc);    Director::getInstance()->replaceScene(reScene);}

Setting.h文件

#ifndef __SETTING_SCENE_H__#define __SETTING_SCENE_H__#include "cocos2d.h"#include "HelloWorldScene.h"class Setting : public cocos2d::Layer{    cocos2d::Sprite * sprite;public:    static cocos2d::Scene* createScene();    virtual bool init();    // a selector callback    void goMenu(cocos2d::Ref * pSender);    void backMenu(cocos2d::Ref * pSender);    // implement the "static create()" method manually    CREATE_FUNC(Setting);};#endif // __SETTINGSCENE_SCENE_H__

Setting.cpp文件

#include "SettingScene.h"USING_NS_CC;Scene* Setting::createScene(){    // 'scene' is an autorelease object    auto scene = Scene::create();    // 'layer' is an autorelease object    auto layer = Setting::create();    // add layer as a child to scene    scene->addChild(layer);    // return the scene    return scene;}bool Setting::init(){    //////////////////////////////    // 1. super init first    if (!Layer::init())    {        return false;    }    Size visibleSize = Director::getInstance()->getVisibleSize();    Vec2 origin = Director::getInstance()->getVisibleOrigin();    /////////////////////////////    //背景    auto bg = Sprite::create("Background800x480.png");    bg->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 2));    this->addChild(bg);    sprite = Sprite::create("hero.png");    sprite->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 2));    this->addChild(sprite);    auto backMenuItem = MenuItemImage::create("Back-up.png", "Back-down.png", CC_CALLBACK_1(Setting::backMenu, this));    backMenuItem->setPosition(Director::getInstance()->convertToGL(Vec2(120, 100)));    auto goMenuItem = MenuItemImage::create("Go-up.png", "Go-down.png", CC_CALLBACK_1(Setting::goMenu, this));    goMenuItem->setPosition(Director::getInstance()->convertToGL(Vec2(visibleSize.width / 2, 100)));    Menu * mn = Menu::create(backMenuItem, goMenuItem, NULL);    mn->setPosition(Vec2::ZERO);    this->addChild(mn);    return true;}void Setting::backMenu(cocos2d::Ref * pSender){    auto sc = HelloWorld::createScene();    auto reScene = TransitionSlideInL::create(1.0f, sc);    Director::getInstance()->replaceScene(reScene);}void Setting::goMenu(cocos2d::Ref * pSender){    Size size = Director::getInstance()->getVisibleSize();    Vec2 p = Vec2(CCRANDOM_0_1() * size.width, CCRANDOM_0_1() * size.height);    ccBezierConfig bezier;//贝塞尔曲线结构体    switch (this->getTag())    {    //MoveTo,MoveBy是移动函数    case kMoveTo:    sprite->runAction(MoveTo::create(2, Vec2(size.width - 50, size.height - 50)));    break;    case kMoveBy:    sprite->runAction(MoveBy::create(2, Vec2(-50, -50)));    break;    //JumpTo,JumpBy是跳动函数,第一个参数是持续的时间(s),第二个参数是跳动到的位置,第三个参数是跳动的高度,第四个参数是跳动的次数    case kJumpTo:    sprite->runAction(JumpTo::create(2, Vec2(150, 50), 30, 5));    break;    case kJumpBy:    sprite->runAction(JumpBy::create(2, Vec2(100, 100), 30, 5));    break;    //贝赛尔曲线    case kBezierBy:    bezier.controlPoint_1 = Vec2(0, size.height / 2);//第一个控制点    bezier.controlPoint_2 = Vec2(300, -size.width / 2);//第二个控制点    bezier.endPosition = Vec2(100, 100);//结束点    break;    //缩放动作    case kScaleTo:        sprite->runAction(ScaleTo::create(2, 0.5));//(时间,缩放比例)    break;    case kScaleBy:    sprite->runAction(ScaleBy::create(2, 0.5));//(时间,缩放比例)    break;    //旋转动作函数    case kRotateTo:       sprite->runAction(RotateTo::create(2, 180));//(时间,旋转角度)       break;    case kRotateBy:    sprite->runAction(RotateBy::create(2, -180));//(时间,旋转角度)    break;    //闪烁动作函数    case kBlink:    sprite->runAction(Blink::create(3, 5));//(时间,闪烁次数)    break;    //染色动作函数    case kTintTo:    sprite->runAction(TintTo::create(2, 255, 0, 0));//(时间, R, G, B)    break;    case kTintBy:       sprite->runAction(TintBy::create(0.5, 0, 255, 255));//(时间, R, G, B)    break;    //不透明度变换函数    case kFadeTo:    sprite->runAction(FadeTo::create(1, 80));//(时间,不透明度)80%    break;    //淡入淡出函数0~255,0为完全透明,255为完全不透明    case kFadeIn:       sprite->runAction(FadeIn::create(1));//       break;    case kFadeOut:       sprite->runAction(FadeOut::create(1));       break;    default:    break;    }}
0 0
原创粉丝点击