cocos2d 滚屏抖动_cocos2d-x 使整个游戏场景抖动CCShake

CCShake.h

#ifndef __SHAKE_H__

#define __SHAKE_H__

#include "CCActionInterval.h"

class CCShake : public cocos2d::CCActionInterval

{

// Code by Francois Guibert

// Contact: www.frozax.com - http://twitter.com/frozax - www.facebook.com/frozax

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);

// Initial position of the shaked node

float m_initial_x, m_initial_y;

// Strength of the action

float m_strength_x, m_strength_y;

};

#endif //__SHAKE_H__

CCShake.cpp

// Code by Francois Guibert

// Contact: www.frozax.com - http://twitter.com/frozax - www.facebook.com/frozax

#include "CCShake.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), m_initial_x(0), m_initial_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(ccp(m_initial_x, m_initial_y),ccp( randx, randy)));

}

void CCShake::startWithTarget(CCNode *pTarget)

{

CCActionInterval::startWithTarget( pTarget );

// save the initial position

m_initial_x = pTarget->getPosition().x;

m_initial_y = pTarget->getPosition().y;

}

void CCShake::stop(void)

{

// Action is done, reset clip position

this->getTarget()->setPosition( ccp( m_initial_x, m_initial_y ) );

CCActionInterval::stop();

}

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值