游戏设计中,动作是不可缺少的,Cocos2d-x中所有的动作都继承自Action类,而Action类继承自Ref和Clonable类,整个动作类继承体系如图:
FiniteTimeAction是所有瞬时动作和延时动作的父类,Follow跟随一个节点的动作,Speed改变一个动作的时间。,其中FiniteTimeAction的两个子类以及这两个子类的子类是重点。
瞬时性动作类
<ActionInstant.h>中的类是瞬时动作类,它的子类有:
//... 显示一个节点 setVisible(true)
class Show : public ActionInstant {
};
//... 隐藏一个节点 setVisible(false)
class Hide : public ActionInstant {
};
//... 切换节点的可视属性 setVisible(!_target->isVisible())
class ToggleVisibility : public ActionInstant {
};
//... 移除自己
class RemoveSelf : public ActionInstant {
};
// 水平翻转精灵
class FlipX : public ActionInstant {
};
// 垂直翻转精灵
class FlipY : public ActionInstant {
};
// 将节点放置到某个位置
class Place : public ActionInstant {
};
// 设置动作的回调函数为 std::function<void()>
class CallFunc : public ActionInstant {
public :
static CallFunc * create(const std::function<void()>& func);
};
// 设置动作的回调函数为 std::function<void(Node*)>
class CallFuncN : public CallFunc {
public :
static CallFuncN * create(const std::function<void(Node*)>& func);
};
延时性动作类
<ActionInterval.h>中的类是瞬时动作类,它的子类有:
// 创建序列动画
class Sequence : public ActionInterval {
public :
// 这种方式创建序列动画最后需要加nullptr
// 比如: Sequence::create(action1, action2, nullptr);
static Sequence* create(FiniteTimeAction *action1, ...);
// 根据一个动作vector来创建
static Sequence* create(const Vector<FiniteTimeAction*>& arrayOfActions);
// 创建两个动作
static Sequence* createWithTwoActions(FiniteTimeAction *actionOne, FiniteTimeAction *actionTwo);
// 根据变长动作数组创建序列动作
static Sequence* createWithVariableList(FiniteTimeAction *action1, va_list args);
};
// 重复一个动作(一次)
class Repeat : public ActionInterval {
public :
// 创建一个FiniteTimeAction动作
static Repeat* create(FiniteTimeAction *action, unsigned int times);
};
// 创建不断重复的动作
class RepeatForever : public ActionInterval {
public :
// 由一个延时动作ActionInterval而创建
static RepeatForever* create(ActionInterval *action);
};
// 创建同时执行的动作
class Spawn : public ActionInterval {
public :
// 同序列式动作, 最后需要添加nullptr
static Spawn* create(FiniteTimeAction *action1, ...);
static Spawn* createWithVariableList(FiniteTimeAction *action1, va_list args);
static Spawn* create(const Vector<FiniteTimeAction*>& arrayOfActions);
static Spawn* createWithTwoActions(FiniteTimeAction *action1, FiniteTimeAction *action2);
};
// 旋转动作 旋转到某个角度
class RotateTo : public ActionInterval {
};
// 旋转动作 旋转一定角度
class CC_DLL RotateBy : public ActionInterval {
};
// 移动一定距离
class MoveBy : public ActionInterval {
};
// 移动到某个点
class MoveTo : public MoveBy {
};
/*---------- 这个动作By版本继承自To版本 ----------*/
// 使某个倾斜到某个角度
class SkewTo : public ActionInterval {
};
// 倾斜一定角度
class SkewBy : public SkewTo {
};
// 跳跃一定距离
class JumpBy : public ActionInterval {
};
// 跳跃到某个点
class JumpTo : public JumpBy {
};
// 贝塞尔曲线
class BezierBy : public ActionInterval {
};
//
class BezierTo : public BezierBy {
};
// 缩放
class ScaleTo : public ActionInterval {
};
class ScaleBy : public ScaleTo {
};
// 闪烁
class Blink : public ActionInterval {
};
// 设置透明度
class FadeTo : public ActionInterval
// 淡入
class FadeIn : public FadeTo {
};
// 淡出
class FadeOut : public FadeTo {
};
// 延时动作
class DelayTime : public ActionInterval {
};
// 动画
class Animate : public ActionInterval {
};
在所有延时动作里:
- SkewBy继承自SkewTo, ScaleBy继承自ScaleTo
- RotateBy和RotateTo分别继承自ActionInterval
TinkTo和TinkBy分别继承自ActionInterval
- BesizerTo继承自BezierBy
MoveTo继承自MoveBy
JumpTo继承自JumpBy
动作管理
所有的动作执行都由动作管理类ActionManager对象_actionManager来管理动作,_actionManager将所有的动作添加到执行序列中,然后该对象定时刷新自己的update函数,然后调用动作序列中每个动作的step函数,这些step再根据自身的update或结束动作:
假设先添加一个延时性动作:
tihs->runAction(action);
然后由ActionManager来添加到动作队列中:
Action * Node::runAction(Action* action)
{
CCASSERT( action != nullptr, "Argument must be non-nil");
_actionManager->addAction(action, this, !_running);
return action;
}
看看addAction发生了什么:
void ActionManager::addAction(Action *action, Node *target, bool paused)
{
CCASSERT(action != nullptr, "");
CCASSERT(target != nullptr, "");
tHashElement *element = nullptr;
// we should convert it to Ref*, because we save it as Ref*
Ref *tmp = target;
HASH_FIND_PTR(_targets, &tmp, element);
if (! element)
{
element = (tHashElement*)calloc(sizeof(*element), 1);
element->paused = paused;
target->retain();
element->target = target;
HASH_ADD_PTR(_targets, target, element);
}
actionAllocWithHashElement(element);
CCASSERT(! ccArrayContainsObject(element->actions, action), "");
ccArrayAppendObject(element->actions, action); // 此处将action添加到动作列表里
action->startWithTarget(target); // 然后绑定该动作的执行节点
}
添加了新的动作之后, 在帧刷新时会调用ActionManager的update函数,然后会遍历每个动作并执行相应的step函数:
void ActionManager::update(float dt)
{
for (tHashElement *elt = _targets; elt != nullptr; )
{
_currentTarget = elt;
_currentTargetSalvaged = false;
if (! _currentTarget->paused)
{
// The 'actions' MutableArray may change while inside this loop.
for (_currentTarget->actionIndex = 0; _currentTarget->actionIndex < _currentTarget->actions->num;
_currentTarget->actionIndex++)
{
_currentTarget->currentAction = (Action*)_currentTarget->actions->arr[_currentTarget->actionIndex];
if (_currentTarget->currentAction == nullptr)
{
continue;
}
_currentTarget->currentActionSalvaged = false;
_currentTarget->currentAction->step(dt); // 对于延时性动作而言,执行ActionInterval::step(dt);
if (_currentTarget->currentActionSalvaged)
{
// The currentAction told the node to remove it. To prevent the action from
// accidentally deallocating itself before finishing its step, we retained
// it. Now that step is done, it's safe to release it.
_currentTarget->currentAction->release();
} else
if (_currentTarget->currentAction->isDone()) // 动作执行结束后,isDone函数返回true,然后将动作停止并移除
{
_currentTarget->currentAction->stop();
Action *action = _currentTarget->currentAction;
// Make currentAction nil to prevent removeAction from salvaging it.
_currentTarget->currentAction = nullptr;
removeAction(action);
}
_currentTarget->currentAction = nullptr;
}
}
// elt, at this moment, is still valid
// so it is safe to ask this here (issue #490)
elt = (tHashElement*)(elt->hh.next);
// only delete currentTarget if no actions were scheduled during the cycle (issue #481)
if (_currentTargetSalvaged && _currentTarget->actions->num == 0)
{
deleteHashElement(_currentTarget);
}
}
// issue #635
_currentTarget = nullptr;
}
对于延时性动作ActionInterval来说, 只有RepeatForever重写了基类ActionInterval的step函数,其他默认使用基类的版本:
void ActionInterval::step(float dt)
{
if (_firstTick)
{
_firstTick = false;
_elapsed = 0;
}
else
{
_elapsed += dt;
}
// 该调用会遍历每个ActionInterval的子类的update函数,从而执行相应的动作
this->update(MAX (0, // needed for rewind. elapsed could be negative
MIN(1, _elapsed /
MAX(_duration, FLT_EPSILON) // division by 0
)
)
);
}
在每一帧结束后, ActionMagener的update会根据函数isDone()来检测动作是否完成,如果完成,就执行stop函数将动作停止,并且执行 removeAction函数将动作移除。