原文:http://www.cnblogs.com/iosfans/archive/2011/12/18/2292734.html
接下来要出场的几个类的确很酷,你会发现很多游戏都在使用他们。
本章用到了以下几个类:
CCProgressTimer
CCParallaxNode
CCRibbon
CCMotionStreak
先看效果吧
A node that simulates a parallax scroller
The children will be moved faster / slower than the parent according the the parallax ratio.
1 -(id)init 2 { 3 if (self = [super init]) { 4 5 CCParallaxNode *para = [CCParallaxNode node]; 6 CGSize sizeOfWin = [[CCDirector sharedDirector] winSize]; 7 8 //用4个精灵来显示4个层次 9 CCSprite *parallax1 = [CCSprite spriteWithFile:@"parallax1.png"]; 10 CCSprite *parallax2 = [CCSprite spriteWithFile:@"parallax2.png"]; 11 CCSprite *parallax3 = [CCSprite spriteWithFile:@"parallax3.png"]; 12 CCSprite *parallax4 = [CCSprite spriteWithFile:@"parallax4.png"]; 13 14 //设置孩子们的定位点 15 parallax1.anchorPoint = CGPointMake(0, 1); 16 parallax2.anchorPoint = CGPointMake(0, 0.5); 17 parallax3.anchorPoint = CGPointMake(0, 0.5); 18 parallax4.anchorPoint = CGPointMake(0, 0); 19 CGPoint topOffset = CGPointMake(0, sizeOfWin.height); 20 CGPoint midOffset = CGPointMake(0, sizeOfWin.height * 0.5); 21 CGPoint zeroOffset = CGPointZero; 22 23 //注意,这里并不是真正的坐标点,而是用来控制速度的。 24 CGPoint piont1 = CGPointMake(0.5f, 0); 25 CGPoint piont2 = CGPointMake(1, 0); 26 CGPoint piont3 = CGPointMake(1.5, 0); 27 CGPoint piont4 = CGPointMake(2, 0); 28 29 //添加4个孩子,注意z轴、速度差别和基于定位点的Offset 30 [para addChild:parallax1 z:1 parallaxRatio:piont1 positionOffset:topOffset]; 31 [para addChild:parallax2 z:2 parallaxRatio:piont2 positionOffset:midOffset]; 32 [para addChild:parallax3 z:3 parallaxRatio:piont3 positionOffset:midOffset]; 33 [para addChild:parallax4 z:4 parallaxRatio:piont4 positionOffset:zeroOffset]; 34 35 [self addChild:para]; 36 37 //动起来 38 CCMoveTo *moveTo = [CCMoveTo actionWithDuration:5 position:CGPointMake(-330, 0)]; 39 CCMoveTo *moveBack = [CCMoveTo actionWithDuration:5 position:CGPointMake(0, 0)]; 40 CCSequence *se = [CCSequence actions:moveTo,moveBack, nil]; 41 CCRepeatForever *repeat = [CCRepeatForever actionWithAction:se]; 42 [para runAction:repeat]; 43 } 44 return self; 45 }
CCProgressTimer(进度条)
时间进度类可用于很多地方,比如加载进度条,或者用于展示处于失效状态的按钮恢复到激活状态所需要的时间。比如WOW中技能的CD冷却效果,想象一下如何实现这个效果,一个显示技能图标的精灵,一个半透明的起蒙版作用的遮罩精灵。
恩,我尝试着模仿了一下游戏中的技能冷却效果,还不错。这里特别提一下像素的【刀剑2】一个很值得一玩的游戏。
先看cocos2D官方的一句话定义:
CCProgresstimer is a subclass of CCNode. It renders the inner sprite according to the percentage. The progress can be Radial, Horizontal or vertical.
1 // 2 // SkillSprite.m 3 // CH07 4 // 5 // Created by phc on 11-12-17. 6 // Copyright (c) 2011年 hxsoft. All rights reserved. 7 // 8 9 #import "SkillSprite.h" 10 11 @implementation SkillSprite 12 -(void)dealloc 13 { 14 //这个Scheduler必须手动释放 15 [[CCScheduler sharedScheduler] unscheduleAllSelectorsForTarget:self]; 16 [super dealloc]; 17 } 18 //向外部提供的静态初始化方法 19 +(id)skillWithParent:(CCNode *)parentNode spriteFile:(NSString *)fileName 20 { 21 return [[[self alloc] initWithParent:parentNode spriteFile:fileName] autorelease]; 22 } 23 24 -(int)cdTime 25 { 26 return cdTime_; 27 } 28 -(void)setCdTime:(int)cdTime 29 { 30 cdTime_ = cdTime; 31 } 32 -(id)initWithParent:(CCNode *)parentNode spriteFile:(NSString *)fileName 33 { 34 if (self = [super init]) { 35 CCSpriteFrameCache *frameCache = [CCSpriteFrameCache sharedSpriteFrameCache]; 36 [frameCache addSpriteFramesWithFile:@"skill.plist"]; 37 38 //根据传递进来的fileName参数显示相应的图片给skillSprite 39 skillSprite = [CCSprite spriteWithSpriteFrame:[frameCache spriteFrameByName:fileName]]; 40 41 //构造蒙版层,mask.png本身带有透明效果。 42 maskSprite = [CCProgressTimer progressWithFile:@"mask.png"]; 43 44 //技能图标在下,蒙版在上 45 [self addChild:skillSprite z:0]; 46 [self addChild:maskSprite z:1]; 47 48 49 50 } 51 return self; 52 } 53 54 //在onEnter中注册目标触摸事件委托,注意不要漏掉[super onEnter] 55 -(void)onEnter 56 { 57 [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES]; 58 [super onEnter]; 59 } 60 //在onExit中注销目标触摸事件委托 61 -(void)onExit 62 { 63 [[CCTouchDispatcher sharedDispatcher] removeDelegate:self]; 64 [super onExit]; 65 } 66 67 //为了检测是否命中,需要获取自身的rect,这里需要好好琢磨。 68 -(CGRect)getRect 69 { 70 CGRect tmp = [maskSprite boundingBox]; 71 return CGRectMake(-tmp.size.width * 0.5, -tmp.size.height * 0.5, tmp.size.width, tmp.size.height); 72 } 73 74 -(BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event 75 { 76 //获得触摸点坐标 77 CGPoint touchPos = [self convertTouchToNodeSpaceAR:touch]; 78 79 if (CGRectContainsPoint([self getRect], touchPos)) { 80 if (CDLock) { 81 return YES; 82 } 83 //如果命中了技能 84 maskSprite.percentage = 100; 85 //让蒙版转起来 86 [[CCScheduler sharedScheduler] scheduleUpdateForTarget:self priority:0 paused:NO]; 87 timePicker = 0; 88 CDLock = YES; 89 return YES; 90 } 91 return NO; 92 93 } 94 95 -(void)update:(ccTime)dt 96 { 97 //把时间片累加起来,来对应显示进度。 98 timePicker += dt*10; 99 float percent =100 - timePicker / cdTime_*100; 100 101 102 if (percent <= 0) { 103 percent = 0; 104 maskSprite.percentage = 0; 105 [[CCScheduler sharedScheduler] unscheduleAllSelectorsForTarget:self]; 106 CDLock = NO; 107 }else 108 { 109 maskSprite.percentage = percent; 110 } 111 } 112 @end
1 //创建链条对象 2 -(void)createRibbon 3 { 4 CCRibbon *rib = [CCRibbon ribbonWithWidth:32 image:@"sl.png" length:32 color:ccc4(255, 255, 255, 255) fade:125]; 5 [self addChild:rib z:3 tag:TAGRIBBON]; 6 } 7 8 //移除链条对象,本例中在touchEnd的时候使用 9 -(void)removeRibbon 10 { 11 [self removeChildByTag:TAGRIBBON cleanup:YES]; 12 } 13 14 15 //创建拖尾链条,我写错了单词了,:-) 16 -(void)createMotionSpeak 17 { 18 CCMotionStreak *mot = [CCMotionStreak streakWithFade:0.4f minSeg:100 image:@"sl.png" width:16 length:16 color:ccc4(255, 0, 255, 255)]; 19 [self addChild:mot z:3 tag:TAGMOTIONSTREAK]; 20 } 21 //移除拖尾链条 22 -(void)removeMotionStreak 23 { 24 [self removeChildByTag:TAGMOTIONSTREAK cleanup:YES]; 25 } 26 27 //本例同时展示了链条和拖尾链条,没有办法,奇数次使用CCRibbon,偶数次使用CCMotionStreak 28 -(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event 29 { 30 UITouch *touch = [touches anyObject]; 31 CGPoint touchPosition = [[CCDirector sharedDirector] convertToGL:[touch locationInView:touch.view]]; 32 if (isMotionStreak) { 33 [self createMotionSpeak]; 34 CCMotionStreak *mot = [self getChildByTag:TAGMOTIONSTREAK]; 35 [mot.ribbon addPointAt:touchPosition width:16]; 36 } else { 37 [self createRibbon]; 38 CCRibbon *rib = [self getChildByTag:TAGRIBBON]; 39 [rib addPointAt:touchPosition width:8]; 40 } 41 42 } 43 44 //在触摸点移动的时候,addPointAt。 45 -(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event 46 { 47 UITouch *touch = [touches anyObject]; 48 CGPoint touchPosition = [[CCDirector sharedDirector] convertToGL:[touch locationInView:touch.view]]; 49 if (isMotionStreak) { 50 CCMotionStreak *mot = [self getChildByTag:TAGMOTIONSTREAK]; 51 [mot.ribbon addPointAt:touchPosition width:16]; 52 } else { 53 CCRibbon *rib = [self getChildByTag:TAGRIBBON]; 54 [rib addPointAt:touchPosition width:8]; 55 } 56 57 58 59 } 60 61 //触摸结束的时候,清除链条 62 -(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event 63 { 64 if (isMotionStreak) { 65 [self removeMotionStreak]; 66 } else { 67 [self removeRibbon]; 68 } 69 70 isMotionStreak = !isMotionStreak; 71 }