Cocos动作(2)
2016-03-28 16:12
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自定义动作
自定义一个延时动作:应该继承自ActionInterval主要是重载startWithTarget、init和update函数。
假设我们设计一个让精灵画圆圈的动作:
class
MyAction : public
ActionInterval
{public:
static
MyAction* create(float
t, Vec2
center) //动作设计的create函数第一个参数都是时长,其他参数不同动作不同,这里设置了圆心(半径就是精灵锚点到圆心)
{MyAction* ret =
new MyAction;
ret->_center = center;
ret->init(t);
ret->autorelease();
return ret;}
Vec2 _center;
float _r;
float _startAngle;
/* */
bool init(float
t) //init通常没啥事可做
{ActionInterval::initWithDuration(t);
return
true;}
void startWithTarget(Node*
target)
{
ActionInterval::startWithTarget(target); //还是要继承父类,父类只是保存了这个对象
//接下来做一些初始设置
Vec2 pos =
target->getPosition();
_r = pos.getDistance(_center);
_startAngle = ( _center-pos).getAngle();
}
void update(float
dt) //dt就是当前的时间和总的要求时间比值(进度百分比)
{
DrawNode* node = (DrawNode*)_target->getUserObject();
这里的_target是由Action提供的,实际上就是stratWtihTarget中保存的精灵对象,直接调用就行(Node *_target;)
/* 计算当前的位置 */
float endAngle =
dt * M_PI * 2 + _startAngle; // dt *
M_PI * 2表示当前旋转角度
//计算x和y偏角位移
float x = sinf(endAngle)* _r;
float y = cosf(endAngle)* _r;
//移动
_target->setPosition(_center+
Vec2(x, y));
node->drawDot(_center +
Vec2(x, y), 2, Color4F::RED);
}
};
MyAction* action =
MyAction::create(10.0f, Vec2(size.width / 2,size.height / 2));
运行动作:两种方法都一样
sprite->runAction(action);
Director::getInstance()->getActionManager()->addAction(action,sprite,
true);
其他延时动作
Action* action =JumpBy::create(5, Vec2(300, 300), 50, 10);
JumpBy:时间,终点,每跳高度,跳几次。
贝塞尔移动:必须先给出配置参数,之后按参数运行
ccBezierConfig conf;
conf.controlPoint_1= Vec2(CCRANDOM_0_1()*winSize.width,
CCRANDOM_0_1()*winSize.height);配置点1
conf.controlPoint_2= Vec2(CCRANDOM_0_1()*winSize.width,
CCRANDOM_0_1()*winSize.height);配置点2
conf.endPosition= Vec2(winSize.width,winSize.height);结束点
Action* action =
BezierBy::create(5.0f,conf);时间和配置参数
用DrawNode画贝塞尔:
node->drawCubicBezier(sprite->getPosition(),conf.controlPoint_1, conf.controlPoint_2, conf.endPosition, 200,
Color4F::RED);
Speed:可以控制另外一个动作的速度的动作
MoveBy* move =
MoveBy::create(10.0f, Vec2(300, 300));被控制动作
Speed* speed =
Speed::create(move, 1);将被控动作添加
Sprite* sprite =
Sprite::create("Images/blocks.png"); addChild(sprite);
sprite->runAction(speed);
速度设置用speed ->setSpeed(3f);
做一个点击加速,按一下加速
auto func = [](Touch*,
Event*,
Speed* sp){sp->setSpeed(3);
return true;};
std::function<bool(Touch*,
Event*)> func1 =std::bind(func, std::placeholders::_1, std::placeholders::_2, speed);
auto ev =
EventListenerTouchOneByOne::create();
ev->onTouchBegan= func1;
_eventDispatcher->addEventListenerWithSceneGraphPriority(ev,this);
EaseElasticOut(In):掉水里的效果,也是组合动作
MoveBy* move =
MoveBy::create(10.0f, Vec2(0,-winSize.height));
EaseElasticOut* in =
EaseElasticOut::create(move);
sprite->runAction(in);
还有EaseBounceIn(Out):弹簧效果,下面给Items做
for (Node* item : items)
{item->setPositionX(item->getPositionX()+ winSize.width);
MoveBy* move =
MoveBy::create(5.0f, Vec2(-winSize.width,0));
EaseElasticOut* ease =
EaseElasticOut::create(move);
//如果想要依次设置先后的顺序动作序列——Sequence和DelayTime动作
DelayTime* delay =
DelayTime::create(2.0f*i++);
Sequence* seq =
Sequence::create(delay,ease, NULL);结尾的Null表示结束位置(这个函数是不限数目参数)
item->runAction(seq); //运行连续动作}
Follow:跟随某个精灵(如游戏中主角永远在屏幕中央)
Sprite* sprite =
Sprite::create("Images/blocks.png");
Follow* follow =
Follow::create(sprite);
this->runAction(follow);
被follow后精灵会一直在屏幕中央,但是其他精灵和这个精灵的相对位置是不变的,并不是只讲该精灵移动到中央,而是一起移动(实际上不太用这个动作)
Sequence:序列动作,需要在最后一个参数后面加个Null表示结束
MoveBy* move =
MoveBy::create(2.0f, Vec2(100, 100));
MoveBy* back =move->reverse();
Sequence* seq =
Sequence::create(move, back,NULL);
Sequence* seq2 =seq->reverse();
Sequence* seq3 =
Sequence::create(seq, seq2, NULL);
Sprite* sprite =
Sprite::create("Images/blocks.png"); addChild(sprite);
sprite->runAction(seq3);
Spawn:批量动作,类似于Sequence,但是同时发生的动作
MoveBy* move =
MoveBy::create(2.0f, Vec2(100, 100));
RotateBy* r =
RotateBy::create(2.0f, 360);
Spawn* spawn =
Spawn::create(move, r, NULL);
sprite->setOpacity(0);
FadeIn* fade =
FadeIn::create(2.0f);
Spawn* spawn2 =
Spawn::create(spawn,fade, NULL);
sprite->runAction(spawn2);
ProgressTo:让ProgressTimer动起来(否则只能通过timer自己的setPercentage)
ProgressTo* progress =
ProgressTo::create(4.0f, 50); //时间,百分比
Sprite* sprite =
Sprite::create("ccs-res/cocosui/slidbar.png");
ProgressTimer* timer =
ProgressTimer::create(sprite);// 属性设置略写
addChild(timer); timer->runAction(progress);
RepeatForever:无线重复
MoveBy* move =
MoveBy::create(2.0f, Vec2(200, 200));
RepeatForever* repeat =
RepeatForever::create(move);
Place:就和setPosition一样
Place* place =
Place::create(Vec2(100, 100));
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