cocos2dx全屏抖动,个别对象抖动
/**
desc:让指定控件抖动
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();
*/
#ifndef __SHAKE_H__
#define __SHAKE_H__
#include "actions/CCActionInterval.h"
/**
* 按指定频度范围内抖动[-strength_x,strength_x][-strength_y, strength_y]
*/
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:
virtual void startWithTarget(cocos2d::CCNode *pTarget);
virtual void update(float time);
virtual void stop(void);
// Initial position of the shaked node
float m_initial_x, m_initial_y;
// Strength of the action
float m_strength_x, m_strength_y;
};
/**
* 线性抖动(剩余时间越短,抖动范围越小)
*/
class CCFallOffShake : public CCShake
{
public:
CCFallOffShake();
// Create the action with a time and a strength (same in x and y)
static CCFallOffShake* create(float d, float strength );
// Create the action with a time and strengths (different in x and y)
static CCFallOffShake* createWithStrength(float d, float strength_x, float strength_y );
protected:
virtual void update(float time);
};
#endif //__SHAKE_H__
#include "ShakeAction.h"
#include "cocos2d.h"
USING_NS_CC;
// not really useful, but I like clean default constructors
CCShake::CCShake() : m_strength_x(0), m_strength_y(0), m_initial_x(0), m_initial_y(0)
{
}
CCShake* CCShake::create( float d, float strength )
{
// call other construction method with twice the same strength
return 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 included
static float fgRangeRand( float min, float max )
{
float rnd = CCRANDOM_0_1();
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 position
m_pTarget->setPosition( ccpAdd(ccp(m_initial_x, m_initial_y),ccp( randx, randy)));
}
void CCShake::startWithTarget(CCNode *pTarget)
{
CCActionInterval::startWithTarget( pTarget );
// save the initial position
m_initial_x = pTarget->getPosition().x;
m_initial_y = pTarget->getPosition().y;
}
void CCShake::stop(void)
{
// Action is done, reset clip position
this->getTarget()->setPosition( ccp( m_initial_x, m_initial_y ) );
CCActionInterval::stop();
}
///
CCFallOffShake::CCFallOffShake()
{
}
// Create the action with a time and a strength (same in x and y)
CCFallOffShake* CCFallOffShake::create(float d, float strength )
{
return createWithStrength( d, strength, strength );
}
// Create the action with a time and strengths (different in x and y)
CCFallOffShake* CCFallOffShake::createWithStrength(float duration, float strength_x, float strength_y)
{
CCFallOffShake *pRet = new CCFallOffShake();
if (pRet && pRet->initWithDuration(duration, strength_x, strength_y))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
void CCFallOffShake::update(float dt)
{
float rate = (getDuration() - getElapsed())/getDuration();
if (rate < 0.f) {
rate = 0.f;
}
float randx = fgRangeRand( -m_strength_x, m_strength_x )*rate;
float randy = fgRangeRand( -m_strength_y, m_strength_y )*rate;
// move the target to a shaked position
m_pTarget->setPosition( ccpAdd(ccp(m_initial_x, m_initial_y),ccp( randx, randy)));
}
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();