[cocos2d-x]图层的旋转缩放效果

要实现一个两个图层叠加在一起,然后点击其中的一个图层,实现另外一个图层的旋转缩放的效果。

预期效果:

1.实现两个layer添加在一个场景中。

2.实现点击一个场景能实现另一个场景的旋转缩放的功能。

3.实现layer中精灵的随机生成和自由走动。

4.实现场景中具有触摸事件的精灵。

效果图:




实现步骤:

1.首先分析一下这个效果是由两个图层组成的,先来实现一下上面的一个黄色图层

GameLayer.h:

#ifndef _______GameLayer__
#define _______GameLayer__

#include <iostream>
#include "cocos2d.h"
using namespace cocos2d;
class GameLayer:public CCLayer
{
public:
    CCPoint gameLayerPosition;
    CCPoint lastTouchLocation;
    bool init();
    
    CREATE_FUNC(GameLayer);
    virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
    virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
    virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
    virtual void registerWithTouchDispatcher(void);
    
    void addRandomThings();
    void runRandomMoveSequence(CCNode* node);
};
#endif /* defined(_______GameLayer__) */



GameLayer.cpp:

#include "GameLayer.h"
#include "HelloWorldScene.h"
#include "Spider.h"
bool GameLayer::init()
{
    if (!CCLayer::init()) {
        return false;
    }
    
    
    CCSize size = CCDirector::sharedDirector()->getWinSize();
    CCSprite * background = CCSprite::create("grass.png");
    background->setPosition(CCPointMake(size.width/2, size.height/2));
    this->addChild(background);
    CCLabelTTF *label = CCLabelTTF::create("GameLayer", "Marker Felt", 44);
    label->setColor(ccBLACK);
    label->setPosition(CCPointMake(size.width/2, size.height/2));
    label->setAnchorPoint(CCPointMake(0.5f, 1));
    this->addChild(label);
    this->GameLayer::addRandomThings();
    this->setTouchEnabled(true);
    return true;
}

void GameLayer::registerWithTouchDispatcher()
{
    CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 0, true);
}

bool GameLayer::ccTouchBegan(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
    //记录点击下的坐标点
    lastTouchLocation = HelloWorld::locationFromTouch(pTouch);
    
    return true;
}

void GameLayer::ccTouchMoved(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
    CCPoint currentTouchLocation = HelloWorld::locationFromTouch(pTouch);
    //获得两点之间的差值
    CCPoint moveTo = ccpSub(lastTouchLocation, currentTouchLocation);
    moveTo = ccpMult(moveTo, -1);
    
    lastTouchLocation = currentTouchLocation;
    //将当前图层移动到鼠标移动的地方
    this->setPosition(ccpAdd(this->getPosition(), moveTo));
    CCLog("gameLayertouchMoved");
}

void GameLayer::ccTouchEnded(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
    //恢复一开始的position(gameLayerPosition(0,0))
    CCMoveTo* move = CCMoveTo::create(1, gameLayerPosition);
    CCEaseIn* ease = CCEaseIn::create(move, 0.5f);
    ease->setTag(103);
    this->runAction(ease);
    CCLog("gameLayertouchEnded");
}

void GameLayer::addRandomThings()
{
    CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
    //向图层加太阳
    for (int i=0; i<4; i++) {
        CCSprite* firething = CCSprite::create("firething.png");
        firething->setPosition(CCPointMake(CCRANDOM_0_1() * screenSize.width, CCRANDOM_0_1() * screenSize.height));
        this->addChild(firething);
        this->runRandomMoveSequence(firething);
    }
    //向图层加蜘蛛
    for (int j=0; j<10; j++) {
        //添加用CCNode封装了的Spider精灵,Spider具有触摸事件
        Spider::spiderWithParentNode(this);
    }
}

void GameLayer::runRandomMoveSequence(CCNode* node)
{
    float duration = CCRANDOM_0_1() * 5 + 1;
    CCMoveBy* move1 = CCMoveBy::create(duration, CCPointMake(-180, 0));
    CCMoveBy* move2 = CCMoveBy::create(duration, CCPointMake(0, -180));
    CCMoveBy* move3 = CCMoveBy::create(duration, CCPointMake(180, 0));
    CCMoveBy* move4 = CCMoveBy::create(duration, CCPointMake(0, 180));
    CCSequence* sequence = (CCSequence*)CCSequence::create(move1,move2,move3,move4,NULL);
    CCRepeatForever* repeat = CCRepeatForever::create(sequence);
    node->runAction(repeat);
}





2.其次实现下面的那个绿色草坪的图层

UserInterfaceLayer.h:


#ifndef _______UserInterfaceLayer__
#define _______UserInterfaceLayer__

#include <iostream>
#include "cocos2d.h"
using namespace cocos2d;
class UserInterfaceLayer:public CCLayer
{
public:
    bool init();
    CREATE_FUNC(UserInterfaceLayer);
    bool isTouchForMe(CCPoint touchLocation);
    virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
    virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
    virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
    virtual void registerWithTouchDispatcher(void);
};
#endif /* defined(_______UserInterfaceLayer__) */

UserInterfaceLayer.cpp:

#include "UserInterfaceLayer.h"
#include "HelloWorldScene.h"
#include "GameLayer.h"
bool UserInterfaceLayer::init()
{
    if (!CCLayer::init()) {
        return false;
    }
    
    
    CCSize size = CCDirector::sharedDirector()->getWinSize();
    CCSprite * background = CCSprite::create("ui-frame.png");
    background->setPosition(CCPointMake(size.width/2, size.height));
    background->setAnchorPoint(CCPointMake(0.5, 1));
    this->addChild(background,0,101);
    
    CCLabelTTF* label = CCLabelTTF::create("Here be your Game Scores etc", "Courier", 22);
    label->setColor(ccBLACK);
    label->setPosition(CCPointMake(size.width/2, size.height));
    label->setAnchorPoint(CCPointMake(0.5f, 1));
    this->addChild(label);
    
    this->setTouchEnabled(true);
    return true;
}

void UserInterfaceLayer::registerWithTouchDispatcher()
{
    CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 0, false);
}

//判断是否点击了我所在的范围
bool UserInterfaceLayer::isTouchForMe(CCPoint touchLocation)
{
    CCNode * node = this->getChildByTag(101);
    //boundBox方法是返回当前node所占的rect
    return node->boundingBox().containsPoint(touchLocation);
}

bool UserInterfaceLayer::ccTouchBegan(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
    CCPoint location = pTouch->getLocation();
    
    bool isTouchHandled = this->isTouchForMe(location);
    if (isTouchHandled) {
        CCNode * node = this->getChildByTag(101);
        
        ((CCSprite*)node)->setColor(ccRED);
    }
    
    
    GameLayer *gameLayer = HelloWorld::sharedhelloworld()->gameLayer();
    CCRotateBy * rotate = CCRotateBy::create(16, 360);
    //gameLayer->runAction(rotate);
    
    
    CCScaleTo * scale1 = CCScaleTo::create(8, 0);
    CCScaleTo *scale2 = CCScaleTo::create(8, 1);
    CCSequence* sequence = CCSequence::create(scale1,scale2,NULL);
    sequence->setTag(111);
    gameLayer->stopActionByTag(111);
    gameLayer->setRotation(0);
    gameLayer->setScale(1);
    gameLayer->runAction(rotate);
    gameLayer->runAction(sequence);
    return true;
}

void UserInterfaceLayer::ccTouchMoved(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
    CCNode* node = this->getChildByTag(101);
    ((CCSprite*)node)->setColor(ccGREEN);
    CCLog("uiLayertouchMoved");
}

void UserInterfaceLayer::ccTouchEnded(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
    CCNode * node = this->getChildByTag(101);
    ((CCSprite*)node)->setColor(ccWHITE);
    CCLog("uiLayertouchEnded");
}

3.接着是一个带有触摸功能的Spider类

Spider.h:

#ifndef _______Spider__
#define _______Spider__

#include <iostream>
#include "cocos2d.h"
using namespace cocos2d;
//CCLayer是默认继承了触摸协议的,这里蜘蛛类只要是继承CCNode类然后继承CCTargetedTouchDelegate
class Spider:public CCNode,public CCTargetedTouchDelegate
{
public:
    CCSprite* spiderSprite;
    int numUpdates;
    static Spider* spiderWithParentNode(CCNode* parentNode);
    bool initWithParentNode(CCNode* parentNode);
    
    
    //spider触摸事件
    void update(float delta);
    void moveAway(float duration,CCPoint moveTo);
    virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
};
#endif /* defined(_______Spider__) */

Spider.cpp:

#include "Spider.h"
#include "HelloWorldScene.h"
Spider* Spider::spiderWithParentNode(CCNode* parentNode)
{
    //类似宏定义CREAT_FUNC创建对象
    Spider* pRet = new Spider();
    if (pRet&&pRet->initWithParentNode(parentNode)) {
        pRet->autorelease();
        return pRet;
    }
    else
    {
        delete pRet;
        pRet = NULL;
        return pRet;
    }
}

bool Spider::initWithParentNode(CCNode* parentNode) //参数指GameLayer层
{
    //注意:要执行某个节点的scheduleUpdate方法必须要把它添加到层上去
    parentNode->addChild(this);//this指当前具有触摸事件的node节点
    CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
    spiderSprite = CCSprite::create("spider.png");
    spiderSprite->setPosition(CCPointMake(CCRANDOM_0_1()*screenSize.width, CCRANDOM_0_1()*screenSize.height));
    this->addChild(spiderSprite);
    
    //添加触摸事件
    CCDirector* pDirector = CCDirector::sharedDirector();
    pDirector->getTouchDispatcher()->addTargetedDelegate(this, -1, true);
    
    this->scheduleUpdate();
}

//点击蜘蛛随机移动
void Spider::moveAway(float duration, cocos2d::CCPoint moveTo)
{
    spiderSprite->stopAllActions();
    CCMoveBy* move = CCMoveBy::create(duration, moveTo);
    spiderSprite->runAction(move);
}

void Spider::update(float delta)
{
    numUpdates++;
    if (numUpdates > 50) {
        numUpdates = 0;
        CCPoint moveTo = CCPointMake(CCRANDOM_0_1()*200 - 100, CCRANDOM_0_1()*100 - 50);
        this->moveAway(2, moveTo);
    }
}

bool Spider::ccTouchBegan(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
    CCPoint touchLocation = HelloWorld::locationFromTouch(pTouch);
    
    bool isTouchHandled = spiderSprite->boundingBox().containsPoint(touchLocation);
    if (isTouchHandled) {
        numUpdates = 0;
        CCPoint moveTo;
        float moveDistance = 60;
        //float rand = CCRANDOM_0_1();
        if (CCRANDOM_0_1() < 0.25f)
        {
            moveTo = CCPointMake(moveDistance, moveDistance);
        }
        else if (CCRANDOM_0_1() <0.5f)
        {
            moveTo = CCPointMake(-moveDistance, moveDistance);
        }
        else if(CCRANDOM_0_1() <0.75)
        {
            moveTo = CCPointMake(moveDistance, -moveDistance);
        }
        else
        {
            moveTo = CCPointMake(-moveDistance, -moveDistance);
        }
        this->moveAway(0.1f, moveTo);
    }
    return isTouchHandled;
    return true;
}


4.然后是合成界面,也就是主场景界面

HelloworldScene.h:

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
#include "GameLayer.h"  
using namespace cocos2d;
class HelloWorld : public cocos2d::CCLayer
{
public:
    // Method 'init' in cocos2d-x returns bool, instead of 'id' in cocos2d-iphone (an object pointer)
    virtual bool init();

    // there's no 'id' in cpp, so we recommend to return the class instance pointer
    static cocos2d::CCScene* scene();
    
    static CCPoint locationFromTouch(CCTouch* touch);
    // preprocessor macro for "static create()" constructor ( node() deprecated )
    CREATE_FUNC(HelloWorld);
    
    static HelloWorld* sharedhelloworld();
    
    GameLayer* gameLayer();
};

#endif // __HELLOWORLD_SCENE_H__

HelloWorldScene.cpp:

#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
#include "GameLayer.h"
#include "UserInterfaceLayer.h"
using namespace cocos2d;
using namespace CocosDenshion;

static HelloWorld * helloWorld = NULL;

CCScene* HelloWorld::scene()
{
    // 'scene' is an autorelease object
    CCScene *scene = CCScene::create();
    
//    // 'layer' is an autorelease object
    HelloWorld *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 ( !CCLayer::init() )
    {
        return false;
    }
    helloWorld = this;
    GameLayer* gameLayer = GameLayer::create();
    this->addChild(gameLayer,1,201);
    
    UserInterfaceLayer* userInterfaceLayer = UserInterfaceLayer::create();
    this->addChild(userInterfaceLayer,2,202);
    
    return true;
}

HelloWorld*HelloWorld::sharedhelloworld()
{
    return helloWorld;
}

GameLayer*HelloWorld::gameLayer()
{
    CCNode * node = this->getChildByTag(201);
    return (GameLayer *)node;
}

CCPoint HelloWorld::locationFromTouch(CCTouch* touch)
{
    return touch->getLocation();
}

源码下载:http://download.csdn.net/detail/s10141303/6247313
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