CCBezierBy* CCBezierBy::create(float t, const ccBezierConfig& c),ccBezierConfig是一个结构体:
typedef struct _ccBezierConfig {
//! end position of the bezier
CCPoint endPosition;
//! Bezier control point 1
CCPoint controlPoint_1;
//! Bezier control point 2
CCPoint controlPoint_2;
} ccBezierConfig;
CGPoint endPosition 曲线的终点坐标(相对于起点的偏移量,非绝对坐标),图中的P3
CGPoint controlPoint_1 曲线第一个弧度的参考点坐标(相对于起点的偏移量,非绝对坐标),图中的P1
CGPoint controlPoint_2曲线第二个弧度的参考点坐标(相对于起点的偏移量,非绝对坐标),图中的P2
Vec2 p1=Vec2(length/2,length/2);
Vec2 p2=Vec2(-length/2,length/2);
Vec2 p3=Vec2(-length/2,-length/2);
Vec2 p4=Vec2(length/2,-length/2);
Vec2 c1=Vec2(length/2, 0);
Vec2 c2=Vec2(0, length/2);
Vec2 c3=Vec2(-length/2, 0);
Vec2 c4=Vec2(0, -length/2);
ccBezierConfig bC1;
bC1.controlPoint_1=c1;
bC1.controlPoint_2=c1;
bC1.endPosition=p1;
auto bezier1=BezierBy::create(.5, bC1);
ccBezierConfig bC2;
bC2.controlPoint_1=c2;
bC2.controlPoint_2=c2;
bC2.endPosition=p2;
auto bezier2=BezierBy::create(.5, bC2);
ccBezierConfig bC3;
bC3.controlPoint_1=c3;
bC3.controlPoint_2=c3;
bC3.endPosition=p3;
auto bezier3=BezierBy::create(.5, bC3);
ccBezierConfig bC4;
bC4.controlPoint_1=c4;
bC4.controlPoint_2=c4;
bC4.endPosition=p4;
auto bezier4=BezierBy::create(.5, bC4);
partic->runAction(RepeatForever::create(Sequence::create(bezier1, bezier2, bezier3, bezier4, NULL)));