游戏中屏幕抖动是一个非常炫的效果,那么在COCOS2D-X 中该怎么实现呢?
直接上代码:
CCShake.h
- #ifndef __SHAKE_H__
- #define __SHAKE_H__
- #include "cocos2d.h"
- USING_NS_CC;
- 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:
- void startWithTarget(cocos2d::CCNode *pTarget);
- void update(float time);
- void stop(void);
- CCPoint m_StartPosition;
- // Strength of the action
- float m_strength_x, m_strength_y;
- };
- #endif //__SHAKE_H__
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CCShake.cpp
- #include "CCShake.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)
- {
- }
- 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 = ((float)rand() / (float)RAND_MAX);
- 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(m_StartPosition, ccp( randx, randy)));
- }
- void CCShake::startWithTarget(CCNode *pTarget)
- {
- CCActionInterval::startWithTarget( pTarget );
- // save the initial position
- m_StartPosition=pTarget->getPosition();
- }
- void CCShake::stop(void)
- {
- // Action is done, reset clip position
- this->getTarget()->setPosition( m_StartPosition);
- CCActionInterval::stop();
- }
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();