cocos 屏幕抖动,3.10可以用 ,x->runAction(CCShake::create(1.0f, 5));
#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__
#include "CShake.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)));
_target->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();
}