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 instance
bool 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;
}
}