Cocos2d-x学习笔记
动作速度的控制
基本动作和组合动作实现了针对精灵的各种运动和动画效果的改变。带这样的改变速度是匀速的、线性的。通过ActionEase及其子类和Speed类,我们可以使精灵以非匀速或非线性速度运动。
ActionEase类图:
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
{
kEaseIn = 100,
kEaseOut,
kEaseInOut,
kEaseSineIn,
kEaseSineOut,
kEaseSineInOut,
kEaseExponentialIn,
kEaseExponentialOut,
kEaseExponentialInOut,
kSpeed
}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);
auto pItemLabel1 = Label::createWithBMFont("fonts/fnt2.fnt", "EaseIn");
auto pItemMenu1 = MenuItemLabel::create(pItemLabel1, CC_CALLBACK_1(HelloWorld::onClickMenu, this));
pItemMenu1->setTag(kEaseIn);
auto pItemLabel2 = Label::createWithBMFont("fonts/fnt2.fnt", "EaseOut");
auto pItemMenu2 = MenuItemLabel::create(pItemLabel2, CC_CALLBACK_1(HelloWorld::onClickMenu, this));
pItemMenu2->setTag(kEaseOut);
auto pItemLabel3 = Label::createWithBMFont("fonts/fnt2.fnt", "EaseInOut");
auto pItemMenu3 = MenuItemLabel::create(pItemLabel3, CC_CALLBACK_1(HelloWorld::onClickMenu, this));
pItemMenu3->setTag(kEaseInOut);
auto pItemLabel4 = Label::createWithBMFont("fonts/fnt2.fnt", "EaseSineIn");
auto pItemMenu4 = MenuItemLabel::create(pItemLabel4, CC_CALLBACK_1(HelloWorld::onClickMenu, this));
pItemMenu4->setTag(kEaseSineIn);
auto pItemLabel5 = Label::createWithBMFont("fonts/fnt2.fnt", "EaseSineOut");
auto pItemMenu5 = MenuItemLabel::create(pItemLabel5, CC_CALLBACK_1(HelloWorld::onClickMenu, this));
pItemMenu5->setTag(kEaseSineOut);
auto pItemLabel6 = Label::createWithBMFont("fonts/fnt2.fnt", "EaseSineInOut");
auto pItemMenu6 = MenuItemLabel::create(pItemLabel6, CC_CALLBACK_1(HelloWorld::onClickMenu, this));
pItemMenu6->setTag(kEaseSineInOut);
auto pItemLabel7 = Label::createWithBMFont("fonts/fnt2.fnt", "EaseExponentialIn");
auto pItemMenu7 = MenuItemLabel::create(pItemLabel7, CC_CALLBACK_1(HelloWorld::onClickMenu, this));
pItemMenu7->setTag(kEaseExponentialIn);
auto pItemLabel8 = Label::createWithBMFont("fonts/fnt2.fnt", "EaseExponentialOut");
auto pItemMenu8 = MenuItemLabel::create(pItemLabel8, CC_CALLBACK_1(HelloWorld::onClickMenu, this));
pItemMenu8->setTag(kEaseExponentialOut);
auto pItemLabel9 = Label::createWithBMFont("fonts/fnt2.fnt", "EaseExponentialInOut");
auto pItemMenu9 = MenuItemLabel::create(pItemLabel9, CC_CALLBACK_1(HelloWorld::onClickMenu, this));
pItemMenu9->setTag(kEaseExponentialInOut);
auto pItemLabel10 = Label::createWithBMFont("fonts/fnt2.fnt", "Speed");
auto pItemMenu10 = MenuItemLabel::create(pItemLabel10, CC_CALLBACK_1(HelloWorld::onClickMenu, this));
pItemMenu10->setTag(kSpeed);
auto mn = Menu::create(pItemMenu1, pItemMenu2, pItemMenu3, pItemMenu4, pItemMenu5, pItemMenu6, pItemMenu7, pItemMenu8, pItemMenu9, pItemMenu10, NULL);
mn->alignItemsInColumns(2, 2, 2, 2, 2, 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("bg.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)
{
FiniteTimeAction *ac1 = (FiniteTimeAction *)MoveBy::create(2, Vec2(200, 0));
FiniteTimeAction *ac2 = ((FiniteTimeAction *)ac1)->reverse();
ActionInterval *ac = Sequence::create(ac1, ac2, NULL);
switch (this->getTag())
{
case kEaseIn:
sprite->runAction(EaseIn::create(ac, 3));//3倍速度由慢至快
break;
case kEaseOut:
sprite->runAction(EaseOut::create(ac, 3));//3倍速度有快至慢
break;
case kEaseInOut:
sprite->runAction(EaseInOut::create(ac, 3));//3倍速度由慢至快再有快至慢
break;
case kEaseSineIn:
sprite->runAction(EaseSineIn::create(ac));//采用正弦变换速度由慢至快
break;
case kEaseSineOut:
sprite->runAction(EaseSineOut::create(ac));//采用正弦变换速度有快至慢
break;
case kEaseSineInOut:
sprite->runAction(EaseSineInOut::create(ac));//采用正弦变换速度由慢至快再有快至慢
break;
case kEaseExponentialIn:
sprite->runAction(EaseExponentialIn::create(ac));//采用指数变换速度由慢至快
break;
case kEaseExponentialOut:
sprite->runAction(EaseExponentialOut::create(ac));//采用指数变换速度有快至慢
break;
case kEaseExponentialInOut:
sprite->runAction(EaseExponentialInOut::create(ac));//采用指数变换速度由慢至快再有快至慢
break;
case kSpeed:
sprite->runAction(Speed::create(ac, (CCRANDOM_0_1() * 5)));//随机设置变换速度
break;
default:
break;
}
}
函数调用
在顺序动作执行的中间或者结束时,可以回调某个函数,从而可以在该函数中执行任何处理。函数调用可以分为:无参数函数调用和有参数函数调用。
CC_CALLBACK_0
:该宏定义了一个回调函数,并与函数对象绑定在一起,0表示这个函数没有输出参数。CC_CALLBACK_1
:该宏定义了一个回调函数,并与函数对象绑定在一起,1表示这个函数有一个输出参数。