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
#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
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