cocos2dx 自定义抛物线action

cocos2dx的动作里面有很多action,包括位移,贝赛尔曲线等,但是没有抛物线,做游戏时我们有时候需要让物体以抛物线来运动,贝塞尔曲线虽然可以模拟抛物线,但是用户使用两次后就会发现每次的抛物线都不一样,我们可以通过自定义action来实现抛物线。原理就是加速度和位置的关系

首先,我们新建一个ParabolaMoveAct.h和ParabolaMoveAct.cpp。

下面是.h文件的代码

#ifndef __PARABOLAMOVEACT_H__
#define __PARABOLAMOVEACT_H__


#include "cocos2d.h"
 
USING_NS_CC;
class ParabolaMoveAct : public cocos2d::CCActionInterval
{
public:
    bool initWithDuration(const CCPoint& m_now, float m_gx, float m_gy,float m_vx,float m_vy);
     
    virtual cocos2d::CCObject* copyWithZone(cocos2d::CCZone* pZone);
    virtual void startWithTarget(cocos2d::CCNode *pTarget);
    virtual void update(float time);
public:
    static ParabolaMoveAct* create(const CCPoint& m_now, float m_gx, float m_gy,float m_vx,float m_vy);
 
protected:
 
cocos2d::CCPoint m_now;
float m_gx;
float m_gy;
float m_vx;
float m_vy;
};
#endif // __HELLOWORLD_SCENE_H__

然后是.cpp的代码
#include "ParabolaMoveAct.h"
USING_NS_CC;
 
 
ParabolaMoveAct* ParabolaMoveAct::create(const CCPoint& m_now, float m_gx, float m_gy,float m_vx,float m_vy)
{
    ParabolaMoveAct *pRet = new ParabolaMoveAct();
    pRet->initWithDuration(m_now, m_gx, m_gy,m_vx,m_vy);
    pRet->autorelease();
 
    return pRet;
}
 
bool ParabolaMoveAct::initWithDuration(const CCPoint& m_now, float m_gx, float m_gy,float m_vx,float m_vy)
{
    if (CCActionInterval::initWithDuration(100))
    {
        this->m_now = m_now;
this->m_gx=m_gx;
this->m_gy=m_gy;
this->m_vx=m_vx;
this->m_vy=m_vy;
        return true;
    }
    return false;
}
 
CCObject* ParabolaMoveAct::copyWithZone(CCZone *pZone)
{
    CCZone* pNewZone = NULL;
    ParabolaMoveAct* pCopy = NULL;
    if(pZone && pZone->m_pCopyObject)
    {
        pCopy = (ParabolaMoveAct*)(pZone->m_pCopyObject);
    }
    else
    {
        pCopy = new ParabolaMoveAct();
        pZone = pNewZone = new CCZone(pCopy);
    }
 
    CCActionInterval::copyWithZone(pZone);
    pCopy->initWithDuration(m_now, m_gx, m_gy,m_vx,m_vy);
 
    CC_SAFE_DELETE(pNewZone);
    return pCopy;
}
 
void ParabolaMoveAct::startWithTarget(CCNode *pTarget)
{
    CCActionInterval::startWithTarget(pTarget);
    m_now = pTarget->getPosition();
}
void ParabolaMoveAct::update(float time)
{
   /* m_frameCnts++;
    m_currScale += m_scaleDiff;
 
    CCPoint newPos = ccpRotateByAngle(m_initPos, m_center, m_frameCnts * m_anglePreFrame);
    CCPoint diff = ccpSub(newPos, m_center);
    newPos = diff * m_currScale + m_center;
    m_pTarget->setPosition(newPos);*/
this->m_vx+=this->m_gx;
this->m_vy+=this->m_gy;
m_now.x+=this->m_vx;
m_now.y+=this->m_vy;
    m_pTarget->setPosition(m_now);
}
调用方式和cocos2dx里面的其他action相同
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