直接上代码:
//
// OvalAction.h
// LSWGameIOS
//
// Created by lsw on 14-10-27.
//
//
#ifndef __LSWGameIOS__OvalAction__
#define __LSWGameIOS__OvalAction__
#include "cocos2d.h"
typedef struct OvalConfig {
cocos2d::Vec2 centerPos;
float a;
float b;
bool moveClockDir;
std::pair<int, int> zOrder;
}LOvalConfig;
class MoveOvalBy : public cocos2d::ActionInterval {
public:
MoveOvalBy();
~MoveOvalBy();
bool initWithDuration(float dt, const OvalConfig& c);
virtual MoveOvalBy* clone() const override;
virtual MoveOvalBy* reverse() const override;
virtual void update(float dt);
virtual void startWithTarget(cocos2d::Node *target) override;
static MoveOvalBy* create(float dt, const OvalConfig& c);
protected:
OvalConfig _config;
inline float getPosXAtOval(float dt) {
if (_config.moveClockDir) {
return _config.a * cos(4 * MATH_PIOVER2 * dt);
}
return _config.a * cos(4 * MATH_PIOVER2 * (1 - dt));
}
inline float getPosYAtOval(float dt) {
if (_config.moveClockDir) {
return _config.b * sin(4 * MATH_PIOVER2 * dt);
}
return _config.b * sin(4 * MATH_PIOVER2 * (1 - dt));
}
};
#endif /* defined(__LSWGameIOS__OvalAction__) */
cpp文件:
//
// OvalAction.cpp
// LSWGameIOS
//
// Created by lsw on 14-10-27.
//
//
#include "OvalAction.h"
USING_NS_CC;
MoveOvalBy::MoveOvalBy()
{
}
MoveOvalBy::~MoveOvalBy()
{
}
MoveOvalBy *MoveOvalBy::create(float dt, const OvalConfig &c)
{
auto moveOvalBy = new MoveOvalBy();
if (moveOvalBy && moveOvalBy->initWithDuration(dt, c))
{
moveOvalBy->autorelease();
return moveOvalBy;
}
return nullptr;
}
bool MoveOvalBy::initWithDuration(float dt, const OvalConfig &c)
{
if (ActionInterval::initWithDuration(dt))
{
_config = c;
return true;
}
return false;
}
void MoveOvalBy::update(float dt)
{
if (_target)
{
float x = getPosXAtOval(dt);
float y = getPosYAtOval(dt);
_target->setPosition(_config.centerPos + Vec2(x, y));
if (dt <= 0.5)
{
_target->setZOrder(_config.zOrder.first);
}
else
{
_target->setZOrder(_config.zOrder.second);
}
}
}
MoveOvalBy *MoveOvalBy::clone() const
{
auto moveOvalBy = new MoveOvalBy();
if (moveOvalBy && moveOvalBy->initWithDuration(_duration, _config))
{
moveOvalBy->autorelease();
return moveOvalBy;
}
return nullptr;
}
MoveOvalBy *MoveOvalBy::reverse() const
{
OvalConfig newConfig;
newConfig.a = _config.a;
newConfig.b = _config.b;
newConfig.centerPos = _config.centerPos;
newConfig.moveClockDir = !_config.moveClockDir;
newConfig.zOrder = _config.zOrder;
return MoveOvalBy::create(_duration, newConfig);
}
void MoveOvalBy::startWithTarget(Node *target)
{
ActionInterval::startWithTarget(target);
}
调用方法:
auto s1 = Sprite::create("CloseSelected.png");
addChild(s1);
s1->setPosition(Vec2(visibleSize.width/2, visibleSize.height/2));
auto s2 = Sprite::create("CloseNormal.png");
addChild(s2);
OvalConfig c;
c.a = 100;
c.b = 10;
c.centerPos = s1->getPosition();
c.moveClockDir = false;
c.zOrder.first = -1;
c.zOrder.second = 1;
s2->runAction(RepeatForever::create(MoveOvalBy::create(1.0f, c)));