Orca原创,转贴请标明链接Orca的移动开发轨迹。
目前整个学习笔记的版本是cocos2d-x 2.1.0beta3。
本篇对分析TestCpp当中的Actions。
ActionsTest.h就看下前面就可以了
#ifndef _ActionsTest_H_
#define _ActionsTest_H_
#include "../testBasic.h"
----#include "cocos2d.h"
USING_NS_CC;
// 定义本篇中使用的枚举
enum
{
ACTION_MANUAL_LAYER = 0,
ACTION_MOVE_LAYER,
ACTION_SCALE_LAYER,
ACTION_ROTATE_LAYER,
ACTION_SKEW_LAYER,
ACTION_ROTATIONAL_SKEW_LAYER,
ACTION_ROTATIONAL_SKEW_VS_STANDARD_SKEW_LAYER,
ACTION_SKEWROTATE_LAYER,
ACTION_JUMP_LAYER,
ACTION_CARDINALSPLINE_LAYER,
ACTION_CATMULLROM_LAYER,
ACTION_BEZIER_LAYER,
ACTION_BLINK_LAYER,
ACTION_FADE_LAYER,
ACTION_TINT_LAYER,
ACTION_ANIMATE_LAYER,
ACTION_SEQUENCE_LAYER,
ACTION_SEQUENCE2_LAYER,
ACTION_SPAWN_LAYER,
ACTION_REVERSE,
ACTION_DELAYTIME_LAYER,
ACTION_REPEAT_LAYER,
ACTION_REPEATEFOREVER_LAYER,
ACTION_ROTATETOREPEATE_LAYER,
ACTION_ROTATEJERK_LAYER,
ACTION_CALLFUNC_LAYER,
ACTION_CALLFUNCND_LAYER,
ACTION_REVERSESEQUENCE_LAYER,
ACTION_REVERSESEQUENCE2_LAYER,
ACTION_ORBIT_LAYER,
ACTION_FLLOW_LAYER,
ACTION_TARGETED_LAYER,
PAUSERESUMEACTIONS_LAYER,
ACTION_ISSUE1305_LAYER,
ACTION_ISSUE1305_2_LAYER,
ACTION_ISSUE1288_LAYER,
ACTION_ISSUE1288_2_LAYER,
ACTION_ISSUE1327_LAYER,
ACTION_ISSUE1398_LAYER,
ACTION_LAYER_COUNT,
};
// the class inherit from TestScene
// every Scene each test used must inherit from TestScene,
// make sure the test have the menu item for back to main menu
/************************************************************************/
/* 主测试屏幕 */
/************************************************************************/
class ActionsTestScene : public TestScene
{
public:
// 本Test进入时调用的主要方法
virtual void runThisTest();
};
// 动作Demo层
class ActionsDemo : public CCLayer
{
protected:
CCSprite* m_grossini;
CCSprite* m_tamara;
CCSprite* m_kathia;
public:
// 进入时初始化的内容
virtual void onEnter();
// 退出时撤销的内容
virtual void onExit();
// 设置几个sprite居中
void centerSprites(unsigned int numberOfSprites);
// 设置sprite居左
void alignSpritesLeft(unsigned int numberOfSprites);
// 返回标题
virtual std::string title();
// 返回子标题
virtual std::string subtitle();
// 重启的callback
void restartCallback(CCObject* pSender);
// 下一个的callback
void nextCallback(CCObject* pSender);
// 返回的callback
void backCallback(CCObject* pSender);
};
// ActionManual层
class ActionManual : public ActionsDemo
{
public:
// 进入
virtual void onEnter();
// 子标题
virtual std::string subtitle();
};
重点是接下来的Actionstest.cpp:
#include "ActionsTest.h"
#include "../testResource.h"
#include "cocos2d.h"
// 声明一下前进后退的三个方法
CCLayer* NextAction();
CCLayer* BackAction();
CCLayer* RestartAction();
// 当前进行的action的id
static int s_nActionIdx = -1;
/************************************************************************/
/* 创建新的层 */
/************************************************************************/
CCLayer* CreateLayer(int nIndex)
{
CCLayer * pLayer = NULL;
// 根据nIndex的不同而创建不同的层
switch (nIndex)
{
case ACTION_MANUAL_LAYER:
pLayer = new ActionManual(); break;
case ACTION_MOVE_LAYER:
pLayer = new ActionMove(); break;
case ACTION_SCALE_LAYER:
pLayer = new ActionScale(); break;
case ACTION_ROTATE_LAYER:
pLayer = new ActionRotate(); break;
case ACTION_SKEW_LAYER:
pLayer = new ActionSkew(); break;
case ACTION_ROTATIONAL_SKEW_LAYER:
pLayer = new ActionRotationalSkew(); break;
case ACTION_ROTATIONAL_SKEW_VS_STANDARD_SKEW_LAYER:
pLayer = new ActionRotationalSkewVSStandardSkew(); break;
case ACTION_SKEWROTATE_LAYER:
pLayer = new ActionSkewRotateScale(); break;
case ACTION_JUMP_LAYER:
pLayer = new ActionJump(); break;
case ACTION_BEZIER_LAYER:
pLayer = new ActionBezier(); break;
case ACTION_BLINK_LAYER:
pLayer = new ActionBlink(); break;
case ACTION_FADE_LAYER:
pLayer = new ActionFade(); break;
case ACTION_TINT_LAYER:
pLayer = new ActionTint(); break;
case ACTION_ANIMATE_LAYER:
pLayer = new ActionAnimate(); break;
case ACTION_SEQUENCE_LAYER:
pLayer = new ActionSequence(); break;
case ACTION_SEQUENCE2_LAYER:
pLayer = new ActionSequence2(); break;
case ACTION_SPAWN_LAYER:
pLayer = new ActionSpawn(); break;
case ACTION_REVERSE:
pLayer = new ActionReverse(); break;
case ACTION_DELAYTIME_LAYER:
pLayer = new ActionDelayTime(); break;
case ACTION_REPEAT_LAYER:
pLayer = new ActionRepeat(); break;
case ACTION_REPEATEFOREVER_LAYER:
pLayer = new ActionRepeatForever(); break;
case ACTION_ROTATETOREPEATE_LAYER:
pLayer = new ActionRotateToRepeat(); break;
case ACTION_ROTATEJERK_LAYER:
pLayer = new ActionRotateJerk(); break;
case ACTION_CALLFUNC_LAYER:
pLayer = new ActionCallFunc(); break;
case ACTION_CALLFUNCND_LAYER:
pLayer = new ActionCallFuncND(); break;
case ACTION_REVERSESEQUENCE_LAYER:
pLayer = new ActionReverseSequence(); break;
case ACTION_REVERSESEQUENCE2_LAYER:
pLayer = new ActionReverseSequence2(); break;
case ACTION_ORBIT_LAYER:
pLayer = new ActionOrbit(); break;
case ACTION_FLLOW_LAYER:
pLayer = new ActionFollow(); break;
case ACTION_TARGETED_LAYER:
pLayer = new ActionTargeted(); break;
case ACTION_ISSUE1305_LAYER:
pLayer = new Issue1305(); break;
case ACTION_ISSUE1305_2_LAYER:
pLayer = new Issue1305_2(); break;
case ACTION_ISSUE1288_LAYER:
pLayer = new Issue1288(); break;
case ACTION_ISSUE1288_2_LAYER:
pLayer = new Issue1288_2(); break;
case ACTION_ISSUE1327_LAYER:
pLayer = new Issue1327(); break;
case ACTION_ISSUE1398_LAYER:
pLayer = new Issue1398(); break;
case ACTION_CARDINALSPLINE_LAYER:
pLayer = new ActionCardinalSpline(); break;
case ACTION_CATMULLROM_LAYER:
pLayer = new ActionCatmullRom(); break;
case PAUSERESUMEACTIONS_LAYER:
pLayer = new PauseResumeActions(); break;
default:
break;
}
// 返回创建的层
return pLayer;
}
CCLayer* NextAction()
{
// 当前运行的layerid
++s_nActionIdx;
// 超过最大值又返回第一个
s_nActionIdx = s_nActionIdx % ACTION_LAYER_COUNT;
// 创建对应的层
CCLayer* pLayer = CreateLayer(s_nActionIdx);
// 自动释放
pLayer->autorelease();
// 返回层
return pLayer;
}
CCLayer* BackAction()
{
// 当前运行的层id
--s_nActionIdx;
// 低于最小值返回最后一个
if( s_nActionIdx < 0 )
s_nActionIdx += ACTION_LAYER_COUNT;
// 创建层
CCLayer* pLayer = CreateLayer(s_nActionIdx);
pLayer->autorelease();
// 返回层
return pLayer;
}
// 重新开始
CCLayer* RestartAction()
{
// 重新创建层
CCLayer* pLayer = CreateLayer(s_nActionIdx);
pLayer->autorelease();
// 返回层
return pLayer;
}
// 本测试类的runthisTest
void ActionsTestScene::runThisTest()
{
// 默认第一个
s_nActionIdx = -1;
// 添加第一个层
addChild(NextAction());
// 切换场景
CCDirector::sharedDirector()->replaceScene(this);
}
// 获得title
std::string ActionsDemo::title()
{
return "ActionsTest";
}
// 获得子标题
std::string ActionsDemo::subtitle()
{
return "";
}
// 进入时的操作
void ActionsDemo::onEnter()
{
// 基类的进入操作
CCLayer::onEnter();
// Or you can create an sprite using a filename. only PNG is supported now. Probably TIFF too
// 创建几个人物的sprite,并增加一个引用计数
m_grossini = CCSprite::create(s_pPathGrossini);
m_grossini->retain();
m_tamara = CCSprite::create(s_pPathSister1);
m_tamara->retain();
m_kathia = CCSprite::create(s_pPathSister2);
m_kathia->retain();
// 加入layer中
addChild(m_grossini, 1);
addChild(m_tamara, 2);
addChild(m_kathia, 3);
// 设置三个sprite的位置
m_grossini->setPosition(ccp(VisibleRect::center().x, VisibleRect::bottom().y+VisibleRect::getVisibleRect().size.height/3));
m_tamara->setPosition(ccp(VisibleRect::center().x, VisibleRect::bottom().y+VisibleRect::getVisibleRect().size.height*2/3));
m_kathia->setPosition(ccp(VisibleRect::center().x, VisibleRect::bottom().y+VisibleRect::getVisibleRect().size.height/2));
// add title and subtitle
std::string str = title();
const char * pTitle = str.c_str();
CCLabelTTF* label = CCLabelTTF::create(pTitle, "Arial", 18);
addChild(label, 1);
label->setPosition( ccp(VisibleRect::center().x, VisibleRect::top().y - 30) );
// 如果子标题不为空的话就创建对应的子标题
std::string strSubtitle = subtitle();
if( ! strSubtitle.empty() )
{
CCLabelTTF* l = CCLabelTTF::create(strSubtitle.c_str(), "Thonburi", 22);
addChild(l, 1);
l->setPosition( ccp(VisibleRect::center().x, VisibleRect::top().y - 60) );
}
// 增加三个menuitem
CCMenuItemImage *item1 = CCMenuItemImage::create(s_pPathB1, s_pPathB2, this, menu_selector(ActionsDemo::backCallback) );
CCMenuItemImage *item2 = CCMenuItemImage::create(s_pPathR1, s_pPathR2, this, menu_selector(ActionsDemo::restartCallback) );
CCMenuItemImage *item3 = CCMenuItemImage::create(s_pPathF1, s_pPathF2, this, menu_selector(ActionsDemo::nextCallback) );
// 创建menu(记住最后一个要是NULL)
CCMenu *menu = CCMenu::create(item1, item2, item3, NULL);
// 三个menuitem的位置
menu->setPosition(CCPointZero);
item1->setPosition(ccp(VisibleRect::center().x - item2->getContentSize().width*2, VisibleRect::bottom().y+item2->getContentSize().height/2));
item2->setPosition(ccp(VisibleRect::center().x, VisibleRect::bottom().y+item2->getContentSize().height/2));
item3->setPosition(ccp(VisibleRect::center().x + item2->getContentSize().width*2, VisibleRect::bottom().y+item2->getContentSize().height/2));
// 把menu加入层中
addChild(menu, 1);
}
// 退出时的操作
void ActionsDemo::onExit()
{
// 释放这些spriete
m_grossini->release();
m_tamara->release();
m_kathia->release();
// 退出
CCLayer::onExit();
}
// restart的callback
void ActionsDemo::restartCallback(CCObject* pSender)
{
// 创建scene
CCScene* s = new ActionsTestScene();
// 增加Restart的层
s->addChild( RestartAction() );
// 切换scene
CCDirector::sharedDirector()->replaceScene(s);
// 手动释放
s->release();
}
// next的callback
void ActionsDemo::nextCallback(CCObject* pSender)
{
// 创建scene
CCScene* s = new ActionsTestScene();
// 增加next的层
s->addChild( NextAction() );
// 切换到next
CCDirector::sharedDirector()->replaceScene(s);
// 手动释放
s->release();
}
// back的callback
void ActionsDemo::backCallback(CCObject* pSender)
{
// 创建scene
CCScene* s = new ActionsTestScene();
// 增加back的层
s->addChild( BackAction() );
// 切换到back
CCDirector::sharedDirector()->replaceScene(s);
// 手动释放
s->release();
}
void ActionsDemo::centerSprites(unsigned int numberOfSprites)
{
// 获取屏幕size
CCSize s = CCDirector::sharedDirector()->getWinSize();
// 设置显示
if( numberOfSprites == 0 )
{
m_tamara->setVisible(false);
m_kathia->setVisible(false);
m_grossini->setVisible(false);
}
else if ( numberOfSprites == 1 )
{
m_tamara->setVisible(false);
m_kathia->setVisible(false);
m_grossini->setPosition(ccp(s.width/2, s.height/2));
}
else if( numberOfSprites == 2 )
{
m_kathia->setPosition( ccp(s.width/3, s.height/2));
m_tamara->setPosition( ccp(2*s.width/3, s.height/2));
m_grossini->setVisible(false);
}
else if( numberOfSprites == 3 )
{
m_grossini->setPosition( ccp(s.width/2, s.height/2));
m_tamara->setPosition( ccp(s.width/4, s.height/2));
m_kathia->setPosition( ccp(3 * s.width/4, s.height/2));
}
}
void ActionsDemo::alignSpritesLeft(unsigned int numberOfSprites)
{
// 获取size
CCSize s = CCDirector::sharedDirector()->getWinSize();
// 设置显示居左
if( numberOfSprites == 1 )
{
m_tamara->setVisible(false);
m_kathia->setVisible(false);
m_grossini->setPosition(ccp(60, s.height/2));
}
else if( numberOfSprites == 2 )
{
m_kathia->setPosition( ccp(60, s.height/3));
m_tamara->setPosition( ccp(60, 2*s.height/3));
m_grossini->setVisible( false );
}
else if( numberOfSprites == 3 )
{
m_grossini->setPosition( ccp(60, s.height/2));
m_tamara->setPosition( ccp(60, 2*s.height/3));
m_kathia->setPosition( ccp(60, s.height/3));
}
}
//------------------------------------------------------------------
//
// ActionManual
//
//------------------------------------------------------------------
void ActionManual::onEnter()
{
// 基类的onEnter
ActionsDemo::onEnter();
// 获取size
CCSize s = CCDirector::sharedDirector()->getWinSize();
// 对三个sprite的初始设置
m_tamara->setScaleX( 2.5f);
m_tamara->setScaleY( -1.0f);
m_tamara->setPosition( ccp(100,70) );
m_tamara->setOpacity( 128);
m_grossini->setRotation( 120);
m_grossini->setPosition( ccp(s.width/2, s.height/2));
m_grossini->setColor( ccc3( 255,0,0));
m_kathia->setPosition( ccp(s.width-100, s.height/2));
m_kathia->setColor( ccBLUE);
}
// Manual层的子菜单
std::string ActionManual::subtitle()
{
return "Manual Transformation";
}
//------------------------------------------------------------------
//
// ActionMove
//
//------------------------------------------------------------------
void ActionMove::onEnter()
{
//
ActionsDemo::onEnter();
// 放置三个sprite
centerSprites(3);
// 获得winsize
CCSize s = CCDirector::sharedDirector()->getWinSize();
// 创建三个action
CCActionInterval* actionTo = CCMoveTo::create(2, ccp(s.width-40, s.height-40));
CCActionInterval* actionBy = CCMoveBy::create(2, ccp(80,80));
// 注意第三个是actionBy的反向运动
CCActionInterval* actionByBack = actionBy->reverse();
// 对三个sprite进行
m_tamara->runAction( actionTo);
m_grossini->runAction( CCSequence::create(actionBy, actionByBack, NULL));
m_kathia->runAction(CCMoveTo::create(1, ccp(40,40)));
}
std::string ActionMove::subtitle()
{
// subtitle
return "MoveTo / MoveBy";
}
//------------------------------------------------------------------
//
// ActionScale
//
//------------------------------------------------------------------
void ActionScale::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
// 创建三个scale的action,scaleto使用的是x,y比例一样的方式,剩下两个则是不一样的
CCActionInterval* actionTo = CCScaleTo::create(2.0f, 0.5f);
CCActionInterval* actionBy = CCScaleBy::create(2.0f, 1.0f, 10.0f);
CCActionInterval* actionBy2 = CCScaleBy::create(2.0f, 5.0f, 1.0f);
// 运行这三个action
m_grossini->runAction( actionTo);
m_tamara->runAction( CCSequence::create(actionBy, actionBy->reverse(), NULL));
m_kathia->runAction( CCSequence::create(actionBy2, actionBy2->reverse(), NULL));
}
std::string ActionScale::subtitle()
{
// subtitle
return "ScaleTo / ScaleBy";
}
//------------------------------------------------------------------
//
// ActionSkew
//
//------------------------------------------------------------------
void ActionSkew::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
// 创建对应的skew action
CCActionInterval *actionTo = CCSkewTo::create(2, 37.2f, -37.2f);
CCActionInterval *actionToBack = CCSkewTo::create(2, 0, 0);
CCActionInterval *actionBy = CCSkewBy::create(2, 0.0f, -90.0f);
CCActionInterval *actionBy2 = CCSkewBy::create(2, 45.0f, 45.0f);
CCActionInterval *actionByBack = actionBy->reverse();
// 运行
m_tamara->runAction(CCSequence::create(actionTo, actionToBack, NULL));
m_grossini->runAction(CCSequence::create(actionBy, actionByBack, NULL));
m_kathia->runAction(CCSequence::create(actionBy2, actionBy2->reverse(), NULL));
}
string ActionSkew::subtitle()
{
return "SkewTo / SkewBy";
}
// ActionRotationalSkew
void ActionRotationalSkew::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(3);
// 创建rotate action
CCRotateTo* actionTo = CCRotateTo::create(2, 37.2f, -37.2f);
CCRotateTo* actionToBack = CCRotateTo::create(2, 0, 0);
CCRotateBy* actionBy = CCRotateBy::create(2, 0.0f, -90.0f);
CCRotateBy* actionBy2 = CCRotateBy::create(2, 45.0f, 45.0f);
CCRotateBy* actionByBack = (CCRotateBy*)actionBy->reverse();
// 运行
m_tamara->runAction(CCSequence::create(actionTo, actionToBack, NULL));
m_grossini->runAction(CCSequence::create(actionBy, actionByBack, NULL));
m_kathia->runAction(CCSequence::create(actionBy2, actionBy2->reverse(), NULL));
}
std::string ActionRotationalSkew::subtitle()
{
return "RotationalSkewTo / RotationalSkewBy";
}
//ActionRotationalSkewVSStandardSkew
void ActionRotationalSkewVSStandardSkew::onEnter()
{
ActionsDemo::onEnter();
// 先把这三个sprite给清除掉
m_tamara->removeFromParentAndCleanup(true);
m_grossini->removeFromParentAndCleanup(true);
m_kathia->removeFromParentAndCleanup(true);
// 获得winsize
CCSize s = CCDirector::sharedDirector()->getWinSize();
// 设置一个boxlayer的大小
CCSize boxSize = CCSizeMake(100.0f, 100.0f);
// 创建一个带颜色的layer
CCLayerColor *box = CCLayerColor::create(ccc4(255,255,0,255));
// 对这个layer设置anchor
box->setAnchorPoint(ccp(0.5,0.5));
box->setContentSize( boxSize );
// 默认layer是不能改变锚点的,所以要改变锚点的话要先ignoreAnchorPointForPosition
box->ignoreAnchorPointForPosition(false);
box->setPosition(ccp(s.width/2, s.height - 100 - box->getContentSize().height/2));
this->addChild(box);
CCLabelTTF *label = CCLabelTTF::create("Standard cocos2d Skew", "Marker Felt", 16);
label->setPosition(ccp(s.width/2, s.height - 100 + label->getContentSize().height));
this->addChild(label);
// 创建对应的skewby的action
CCSkewBy* actionTo = CCSkewBy::create(2, 360, 0);
CCSkewBy* actionToBack = CCSkewBy::create(2, -360, 0);
// 运行action,要注意的是sequence、spawn等action创建时如果不使用CCArray创建,则最后一个参数一定是NULL
box->runAction(CCSequence::create(actionTo, actionToBack, NULL));
// 创建显示的box
box = CCLayerColor::create(ccc4(255,255,0,255));
box->setAnchorPoint(ccp(0.5,0.5));
box->setContentSize(boxSize);
box->ignoreAnchorPointForPosition(false);
box->setPosition(ccp(s.width/2, s.height - 250 - box->getContentSize().height/2));
this->addChild(box);
label = CCLabelTTF::create("Rotational Skew", "Marker Felt", 16);
label->setPosition(ccp(s.width/2, s.height - 250 + label->getContentSize().height/2));
this->addChild(label);
// rotate如果增加第二个参数,则也会出现skew的效果
CCRotateBy* actionTo2 = CCRotateBy::create(2, 360, 0);
CCRotateBy* actionToBack2 = CCRotateBy::create(2, -360, 0);
box->runAction(CCSequence::create(actionTo2, actionToBack2, NULL));
}
std::string ActionRotationalSkewVSStandardSkew::subtitle()
{
return "Skew Comparison";
}
// ActionSkewRotateScale
void ActionSkewRotateScale::onEnter()
{
ActionsDemo::onEnter();
// 几乎和上个类一致,不特殊解释
m_tamara->removeFromParentAndCleanup(true);
m_grossini->removeFromParentAndCleanup(true);
m_kathia->removeFromParentAndCleanup(true);
CCSize boxSize = CCSizeMake(100.0f, 100.0f);
CCLayerColor *box = CCLayerColor::create(ccc4(255, 255, 0, 255));
box->setAnchorPoint(ccp(0, 0));
box->setPosition(ccp(190, 110));
box->setContentSize(boxSize);
static float markrside = 10.0f;
CCLayerColor *uL = CCLayerColor::create(ccc4(255, 0, 0, 255));
box->addChild(uL);
uL->setContentSize(CCSizeMake(markrside, markrside));
uL->setPosition(ccp(0.f, boxSize.height - markrside));
uL->setAnchorPoint(ccp(0, 0));
CCLayerColor *uR = CCLayerColor::create(ccc4(0, 0, 255, 255));
box->addChild(uR);
uR->setContentSize(CCSizeMake(markrside, markrside));
uR->setPosition(ccp(boxSize.width - markrside, boxSize.height - markrside));
uR->setAnchorPoint(ccp(0, 0));
addChild(box);
CCActionInterval *actionTo = CCSkewTo::create(2, 0.f, 2.f);
CCActionInterval *rotateTo = CCRotateTo::create(2, 61.0f);
CCActionInterval *actionScaleTo = CCScaleTo::create(2, -0.44f, 0.47f);
CCActionInterval *actionScaleToBack = CCScaleTo::create(2, 1.0f, 1.0f);
CCActionInterval *rotateToBack = CCRotateTo::create(2, 0);
CCActionInterval *actionToBack = CCSkewTo::create(2, 0, 0);
box->runAction(CCSequence::create(actionTo, actionToBack, NULL));
box->runAction(CCSequence::create(rotateTo, rotateToBack, NULL));
box->runAction(CCSequence::create(actionScaleTo, actionScaleToBack, NULL));
}
string ActionSkewRotateScale::subtitle()
{
return "Skew + Rotate + Scale";
}
//------------------------------------------------------------------
//
// ActionRotate
//
//------------------------------------------------------------------
void ActionRotate::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
// 同上,没有需要特殊解释的
CCActionInterval* actionTo = CCRotateTo::create( 2, 45);
CCActionInterval* actionTo2 = CCRotateTo::create( 2, -45);
CCActionInterval* actionTo0 = CCRotateTo::create(2 , 0);
m_tamara->runAction( CCSequence::create(actionTo, actionTo0, NULL));
CCActionInterval* actionBy = CCRotateBy::create(2 , 360);
CCActionInterval* actionByBack = actionBy->reverse();
m_grossini->runAction( CCSequence::create(actionBy, actionByBack, NULL));
// 注意这里,要重复使用必须copy->autorelease(),如果不这样的话,第一次调用的actionTo0就会自动失去效果
m_kathia->runAction( CCSequence::create(actionTo2, actionTo0->copy()->autorelease(), NULL));
}
std::string ActionRotate::subtitle()
{
return "RotateTo / RotateBy";
}
//------------------------------------------------------------------
//
// ActionJump
//
//------------------------------------------------------------------
void ActionJump::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
// 没多少区别
CCActionInterval* actionTo = CCJumpTo::create(2, ccp(300,300), 50, 4);
CCActionInterval* actionBy = CCJumpBy::create(2, ccp(300,0), 50, 4);
CCActionInterval* actionUp = CCJumpBy::create(2, ccp(0,0), 80, 4);
// 这里将actionBy的动作做了一次倒转
CCActionInterval* actionByBack = actionBy->reverse();
m_tamara->runAction( actionTo);
m_grossini->runAction( CCSequence::create(actionBy, actionByBack, NULL));
// 这里使用了repeatForever,动作将会一直持续下去
m_kathia->runAction( CCRepeatForever::create(actionUp));
}
std::string ActionJump::subtitle()
{
return "JumpTo / JumpBy";
}
//------------------------------------------------------------------
//
// ActionBezier
//
//------------------------------------------------------------------
void ActionBezier::onEnter()
{
ActionsDemo::onEnter();
CCSize s = CCDirector::sharedDirector()->getWinSize();
//
// startPosition can be any coordinate, but since the movement
// is relative to the Bezier curve, make it (0,0)
//
centerSprites(3);
// sprite 1
ccBezierConfig bezier;
// 贝塞尔曲线要控制controlpoint
bezier.controlPoint_1 = ccp(0, s.height/2);
bezier.controlPoint_2 = ccp(300, -s.height/2);
bezier.endPosition = ccp(300,100);
CCActionInterval* bezierForward = CCBezierBy::create(3, bezier);
CCActionInterval* bezierBack = bezierForward->reverse();
CCAction* rep = CCRepeatForever::create((CCActionInterval*)CCSequence::create( bezierForward, bezierBack, NULL));
// sprite 2
m_tamara->setPosition(ccp(80,160));
ccBezierConfig bezier2;
bezier2.controlPoint_1 = ccp(100, s.height/2);
bezier2.controlPoint_2 = ccp(200, -s.height/2);
bezier2.endPosition = ccp(240,160);
CCActionInterval* bezierTo1 = CCBezierTo::create(2, bezier2);
// sprite 3
m_kathia->setPosition(ccp(400,160));
CCActionInterval* bezierTo2 = CCBezierTo::create(2, bezier2);
// 运行
m_grossini->runAction( rep);
m_tamara->runAction(bezierTo1);
m_kathia->runAction(bezierTo2);
}
std::string ActionBezier::subtitle()
{
return "BezierBy / BezierTo";
}
//------------------------------------------------------------------
//
// ActionBlink
//
//------------------------------------------------------------------
void ActionBlink::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
// 没有特殊要说的
CCActionInterval* action1 = CCBlink::create(2, 10);
CCActionInterval* action2 = CCBlink::create(2, 5);
m_tamara->runAction( action1);
m_kathia->runAction(action2);
}
std::string ActionBlink::subtitle()
{
return "Blink";
}
//------------------------------------------------------------------
//
// ActionFade
//
//------------------------------------------------------------------
void ActionFade::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
// FadeIn和FadeOut是对透明度的处理。
m_tamara->setOpacity( 0 );
CCActionInterval* action1 = CCFadeIn::create(1.0f);
CCActionInterval* action1Back = action1->reverse();
CCActionInterval* action2 = CCFadeOut::create(1.0f);
CCActionInterval* action2Back = action2->reverse();
m_tamara->runAction( CCSequence::create( action1, action1Back, NULL));
m_kathia->runAction( CCSequence::create( action2, action2Back, NULL));
}
std::string ActionFade::subtitle()
{
return "FadeIn / FadeOut";
}
//------------------------------------------------------------------
//
// ActionTint
//
//------------------------------------------------------------------
void ActionTint::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
// 颜色的变幻
CCActionInterval* action1 = CCTintTo::create(2, 255, 0, 255);
CCActionInterval* action2 = CCTintBy::create(2, -127, -255, -127);
CCActionInterval* action2Back = action2->reverse();
m_tamara->runAction( action1);
m_kathia->runAction( CCSequence::create( action2, action2Back, NULL));
}
std::string ActionTint::subtitle()
{
return "TintTo / TintBy";
}
//------------------------------------------------------------------
//
// ActionAnimate
//
//------------------------------------------------------------------
void ActionAnimate::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
//
// Manual animation
//
// 使用图片创建动画
// 先创建一个空的animation
CCAnimation* animation = CCAnimation::create();
for( int i=1;i<15;i++)
{
char szName[100] = {0};
sprintf(szName, "Images/grossini_dance_%02d.png", i);
animation->addSpriteFrameWithFileName(szName);
}
// should last 2.8 seconds. And there are 14 frames.
// 设置每一帧的时间
animation->setDelayPerUnit(2.8f / 14.0f);
// 设置结束后存储帧
animation->setRestoreOriginalFrame(true);
// 创建动画
CCAnimate* action = CCAnimate::create(animation);
m_grossini->runAction(CCSequence::create(action, action->reverse(), NULL));
//
// File animation
//
// With 2 loops and reverse
// 通过plist文件创建
// 获取animationcache的单例
CCAnimationCache *cache = CCAnimationCache::sharedAnimationCache();
// 添加进缓存
cache->addAnimationsWithFile("animations/animations-2.plist");
// 根据名字创建
CCAnimation *animation2 = cache->animationByName("dance_1");
CCAnimate* action2 = CCAnimate::create(animation2);
m_tamara->runAction(CCSequence::create(action2, action2->reverse(), NULL));
// TODO:
// observer_ = [[NSNotificationCenter defaultCenter] addObserverForName:CCAnimationFrameDisplayedNotification object:nil queue:nil usingBlock:^(NSNotification* notification) {
//
// NSDictionary *userInfo = [notification userInfo];
// NSLog(@"object %@ with data %@", [notification object], userInfo );
// }];
//
// File animation
//
// with 4 loops
CCAnimation *animation3 = (CCAnimation *)animation2->copy()->autorelease();
animation3->setLoops(4);
CCAnimate* action3 = CCAnimate::create(animation3);
m_kathia->runAction(action3);
}
void ActionAnimate::onExit()
{
ActionsDemo::onExit();
//TODO:[[NSNotificationCenter defaultCenter] removeObserver:observer_];
}
std::string ActionAnimate::title()
{
return "Animation";
}
std::string ActionAnimate::subtitle()
{
return "Center: Manual animation. Border: using file format animation";
}
//------------------------------------------------------------------
//
// ActionSequence
//
//------------------------------------------------------------------
void ActionSequence::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
CCFiniteTimeAction* action = CCSequence::create(
CCMoveBy::create( 2, ccp(240,0)),
CCRotateBy::create( 2, 540),
NULL);
m_grossini->runAction(action);
}
std::string ActionSequence::subtitle()
{
return "Sequence: Move + Rotate";
}
//------------------------------------------------------------------
//
// ActionSequence2
//
//------------------------------------------------------------------
void ActionSequence2::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
m_grossini->setVisible(false);
// 这里我稍微改了一下,最后传递了一个参数
CCString *str = CCStringMake("next");
str->retain();
// 创建了三个不同的callbackfunc
CCFiniteTimeAction* action = CCSequence::create(
CCPlace::create(ccp(200,200)),
CCShow::create(),
CCMoveBy::create(1, ccp(100,0)),
CCCallFunc::create(this, callfunc_selector(ActionSequence2::callback1)),
CCCallFuncN::create(this, callfuncN_selector(ActionSequence2::callback2)),
CCCallFuncND::create(this, callfuncND_selector(ActionSequence2::callback3), str),
NULL);
m_grossini->runAction(action);
}
void ActionSequence2::callback1()
{
CCSize s = CCDirector::sharedDirector()->getWinSize();
CCLabelTTF *label = CCLabelTTF::create("callback 1 called", "Marker Felt", 16);
label->setPosition(ccp( s.width/4*1,s.height/2));
addChild(label);
}
void ActionSequence2::callback2(CCNode* sender)
{
CCSize s = CCDirector::sharedDirector()->getWinSize();
CCLabelTTF *label = CCLabelTTF::create("callback 2 called", "Marker Felt", 16);
label->setPosition(ccp( s.width/4*2,s.height/2));
addChild(label);
}
void ActionSequence2::callback3(CCNode* sender, void* data)
{
CCSize s = CCDirector::sharedDirector()->getWinSize();
// 测试刚才传过来的参数对不对
CCLOG("%s", ((CCString *)data)->getCString());
CCLabelTTF *label = CCLabelTTF::create("callback 3 called", "Marker Felt", 16);
label->setPosition(ccp( s.width/4*3,s.height/2));
addChild(label);
}
std::string ActionSequence2::subtitle()
{
return "Sequence of InstantActions";
}
//------------------------------------------------------------------
//
// ActionCallFunc
//
//------------------------------------------------------------------
void ActionCallFunc::onEnter()
{
ActionsDemo::onEnter();
// 类似,没有多少可说的
centerSprites(3);
CCFiniteTimeAction* action = CCSequence::create(
CCMoveBy::create(2, ccp(200,0)),
CCCallFunc::create(this, callfunc_selector(ActionCallFunc::callback1)),
NULL);
CCFiniteTimeAction* action2 = CCSequence::create(
CCScaleBy::create(2 , 2),
CCFadeOut::create(2),
CCCallFuncN::create(this, callfuncN_selector(ActionCallFunc::callback2)),
NULL);
CCFiniteTimeAction* action3 = CCSequence::create(
CCRotateBy::create(3 , 360),
CCFadeOut::create(2),
CCCallFuncND::create(this, callfuncND_selector(ActionCallFunc::callback3), (void*)0xbebabeba),
NULL);
m_grossini->runAction(action);
m_tamara->runAction(action2);
m_kathia->runAction(action3);
}
void ActionCallFunc::callback1()
{
CCSize s = CCDirector::sharedDirector()->getWinSize();
CCLabelTTF *label = CCLabelTTF::create("callback 1 called", "Marker Felt", 16);
label->setPosition(ccp( s.width/4*1,s.height/2));
addChild(label);
}
void ActionCallFunc::callback2(CCNode* pSender)
{
CCSize s = CCDirector::sharedDirector()->getWinSize();
CCLabelTTF *label = CCLabelTTF::create("callback 2 called", "Marker Felt", 16);
label->setPosition(ccp( s.width/4*2,s.height/2));
addChild(label);
}
void ActionCallFunc::callback3(CCNode* pTarget, void* data)
{
CCSize s = CCDirector::sharedDirector()->getWinSize();
CCLabelTTF *label = CCLabelTTF::create("callback 3 called", "Marker Felt", 16);
label->setPosition(CCPointMake( s.width/4*3,s.height/2));
addChild(label);
}
std::string ActionCallFunc::subtitle()
{
return "Callbacks: CallFunc and friends";
}
//------------------------------------------------------------------
//
// ActionCallFuncND
//
//------------------------------------------------------------------
void ActionCallFuncND::onEnter()
{
ActionsDemo::onEnter();
centerSprites(1);
// 类似,但这次使用了一个自动移除的方法
CCFiniteTimeAction* action = CCSequence::create(CCMoveBy::create(2.0f, ccp(200,0)),
CCCallFuncND::create(this, callfuncND_selector(ActionCallFuncND::removeFromParentAndCleanup), (void*)true),
NULL);
m_grossini->runAction(action);
}
std::string ActionCallFuncND::title()
{
return "CallFuncND + auto remove";
}
std::string ActionCallFuncND::subtitle()
{
return "CallFuncND + removeFromParentAndCleanup. Grossini dissapears in 2s";
}
void ActionCallFuncND::removeFromParentAndCleanup(CCNode* pSender, void* data)
{
// 检查传过来的参数
bool bCleanUp = data != NULL;
// 如果传过来的参数为真,则移除节点并清除所有的action
m_grossini->removeFromParentAndCleanup(bCleanUp);
}
//------------------------------------------------------------------
//
// ActionSpawn
//
//------------------------------------------------------------------
void ActionSpawn::onEnter()
{
ActionsDemo::onEnter();
// 设置一个角色
alignSpritesLeft(1);
// 创建action,同时进行jump和rotate
CCAction* action = CCSpawn::create(
CCJumpBy::create(2, ccp(300,0), 50, 4),
CCRotateBy::create( 2, 720),
NULL);
m_grossini->runAction(action);
}
std::string ActionSpawn::subtitle()
{
return "Spawn: Jump + Rotate";
}
//------------------------------------------------------------------
//
// ActionRepeatForever
//
//------------------------------------------------------------------
void ActionRepeatForever::onEnter()
{
ActionsDemo::onEnter();
centerSprites(1);
// 先延迟一秒,然后再无限重复callfunc
CCFiniteTimeAction* action = CCSequence::create(
CCDelayTime::create(1),
CCCallFuncN::create( this, callfuncN_selector(ActionRepeatForever::repeatForever) ),
NULL);
m_grossini->runAction(action);
}
void ActionRepeatForever::repeatForever(CCNode* pSender)
{
// 创建了一个每秒旋转360度的action
CCRepeatForever *repeat = CCRepeatForever::create( CCRotateBy::create(1.0f, 360) );
pSender->runAction(repeat);
}
std::string ActionRepeatForever::subtitle()
{
return "CallFuncN + RepeatForever";
}
//------------------------------------------------------------------
//
// ActionRotateToRepeat
//
//------------------------------------------------------------------
void ActionRotateToRepeat::onEnter()
{
ActionsDemo::onEnter();
// 创建两个人物
centerSprites(2);
CCActionInterval* act1 = CCRotateTo::create(1, 90);
CCActionInterval* act2 = CCRotateTo::create(1, 0);
CCActionInterval* seq = (CCActionInterval*)(CCSequence::create(act1, act2, NULL));
CCAction* rep1 = CCRepeatForever::create(seq);
// 注意这里依然是使用了copy->autorelease的方式
CCActionInterval* rep2 = CCRepeat::create((CCFiniteTimeAction*)(seq->copy()->autorelease()), 10);
m_tamara->runAction(rep1);
m_kathia->runAction(rep2);
}
std::string ActionRotateToRepeat ::subtitle()
{
return "Repeat/RepeatForever + RotateTo";
}
//------------------------------------------------------------------
//
// ActionRotateJerk
//
//------------------------------------------------------------------
void ActionRotateJerk::onEnter()
{
ActionsDemo::onEnter();
// 没什么需要解释的
centerSprites(2);
CCFiniteTimeAction* seq = CCSequence::create(
CCRotateTo::create(0.5f, -20),
CCRotateTo::create(0.5f, 20),
NULL);
CCActionInterval* rep1 = CCRepeat::create(seq, 10);
CCAction* rep2 = CCRepeatForever::create( (CCActionInterval*)(seq->copy()->autorelease()) );
m_tamara->runAction(rep1);
m_kathia->runAction(rep2);
}
std::string ActionRotateJerk::subtitle()
{
return "RepeatForever / Repeat + Rotate";
}
//------------------------------------------------------------------
//
// ActionReverse
//
//------------------------------------------------------------------
void ActionReverse::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
// 创建跳和返回
CCActionInterval* jump = CCJumpBy::create(2, ccp(300,0), 50, 4);
CCFiniteTimeAction* action = CCSequence::create( jump, jump->reverse(), NULL);
m_grossini->runAction(action);
}
std::string ActionReverse::subtitle()
{
return "Reverse an action";
}
//------------------------------------------------------------------
//
// ActionDelayTime
//
//------------------------------------------------------------------
void ActionDelayTime::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
// 创建延时再移动
CCActionInterval* move = CCMoveBy::create(1, ccp(150,0));
CCFiniteTimeAction* action = CCSequence::create( move, CCDelayTime::create(2), move, NULL);
m_grossini->runAction(action);
}
std::string ActionDelayTime::subtitle()
{
return "DelayTime: m + delay + m";
}
//------------------------------------------------------------------
//
// ActionReverseSequence
//
//------------------------------------------------------------------
void ActionReverseSequence::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
CCActionInterval* move1 = CCMoveBy::create(1, ccp(250,0));
CCActionInterval* move2 = CCMoveBy::create(1, ccp(0,50));
CCFiniteTimeAction* seq = CCSequence::create( move1, move2, move1->reverse(), NULL);
// 创建移动到A,移动到B,反移动,以及整个序列action倒过来。
CCFiniteTimeAction* action = CCSequence::create( seq, seq->reverse(), NULL);
m_grossini->runAction(action);
}
std::string ActionReverseSequence::subtitle()
{
return "Reverse a sequence";
}
//------------------------------------------------------------------
//
// ActionReverseSequence2
//
//------------------------------------------------------------------
void ActionReverseSequence2::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(2);
// Test:
// Sequence should work both with IntervalAction and InstantActions
CCActionInterval* move1 = CCMoveBy::create(1, ccp(250,0));
CCActionInterval* move2 = CCMoveBy::create(1, ccp(0,50));
CCToggleVisibility* tog1 = new CCToggleVisibility();
CCToggleVisibility* tog2 = new CCToggleVisibility();
tog1->autorelease();
tog2->autorelease();
// 创建移动到A,隐藏,移动到B,显示,然后反作用A,再反回来
CCFiniteTimeAction* seq = CCSequence::create( move1, tog1, move2, tog2, move1->reverse(), NULL);
CCActionInterval* action = CCRepeat::create((CCActionInterval*)(CCSequence::create( seq, seq->reverse(), NULL)), 3);
// Test:
// Also test that the reverse of Hide is Show, and vice-versa
m_kathia->runAction(action);
CCActionInterval* move_tamara = CCMoveBy::create(1, ccp(100,0));
CCActionInterval* move_tamara2 = CCMoveBy::create(1, ccp(50,0));
// 这里使用InstantAction来处理。这种类型的action是立即完成的
CCActionInstant* hide = new CCHide();
hide->autorelease();
CCFiniteTimeAction* seq_tamara = CCSequence::create( move_tamara, hide, move_tamara2, NULL);
CCFiniteTimeAction* seq_back = seq_tamara->reverse();
m_tamara->runAction( CCSequence::create( seq_tamara, seq_back, NULL));
}
std::string ActionReverseSequence2::subtitle()
{
return "Reverse sequence 2";
}
//------------------------------------------------------------------
//
// ActionRepeat
//
//------------------------------------------------------------------
void ActionRepeat::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(2);
// 创建repeat的action,也没有什么需要解释的
CCActionInterval* a1 = CCMoveBy::create(1, ccp(150,0));
CCActionInterval* action1 = CCRepeat::create(
CCSequence::create( CCPlace::create(ccp(60,60)), a1, NULL) ,
3);
CCAction* action2 = CCRepeatForever::create(
(CCActionInterval*)(CCSequence::create((CCActionInterval*)(a1->copy()->autorelease()), a1->reverse(), NULL))
);
m_kathia->runAction(action1);
m_tamara->runAction(action2);
}
std::string ActionRepeat::subtitle()
{
return "Repeat / RepeatForever actions";
}
//------------------------------------------------------------------
//
// ActionOrbit
//
//------------------------------------------------------------------
void ActionOrbit::onEnter()
{
ActionsDemo::onEnter();
// 放置3个sprite
centerSprites(3);
// 这里使用orbitcamera,旋转摄像机。在2秒内在半径为1的球面上绕纵轴旋转180度
// 这个有点复杂,先不管它了,以后用的着的时候再专门研究一下。
CCActionInterval* orbit1 = CCOrbitCamera::create(2,1, 0, 0, 180, 0, 0);
CCFiniteTimeAction* action1 = CCSequence::create(
orbit1,
orbit1->reverse(),
NULL);
// 第二个
CCActionInterval* orbit2 = CCOrbitCamera::create(2,1, 0, 0, 180, -45, 0);
CCFiniteTimeAction* action2 = CCSequence::create(
orbit2,
orbit2->reverse(),
NULL);
CCActionInterval* orbit3 = CCOrbitCamera::create(2,1, 0, 0, 180, 90, 0);
CCFiniteTimeAction* action3 = CCSequence::create(
orbit3,
orbit3->reverse(),
NULL);
m_kathia->runAction(CCRepeatForever::create((CCActionInterval*)action1));
m_tamara->runAction(CCRepeatForever::create((CCActionInterval*)action2));
m_grossini->runAction(CCRepeatForever::create((CCActionInterval*)action3));
CCActionInterval* move = CCMoveBy::create(3, ccp(100,-100));
CCActionInterval* move_back = move->reverse();
CCFiniteTimeAction* seq = CCSequence::create(move, move_back, NULL);
CCAction* rfe = CCRepeatForever::create((CCActionInterval*)seq);
m_kathia->runAction(rfe);
m_tamara->runAction((CCAction*)(rfe->copy()->autorelease()));
m_grossini->runAction((CCAction*)(rfe->copy()->autorelease()));
}
std::string ActionOrbit::subtitle()
{
return "OrbitCamera action";
}
//------------------------------------------------------------------
//
// ActionFollow
//
//------------------------------------------------------------------
void ActionFollow::onEnter()
{
ActionsDemo::onEnter();
centerSprites(1);
CCSize s = CCDirector::sharedDirector()->getWinSize();
m_grossini->setPosition(ccp(-200, s.height / 2));
CCActionInterval* move = CCMoveBy::create(2, ccp(s.width * 3, 0));
CCActionInterval* move_back = move->reverse();
CCFiniteTimeAction* seq = CCSequence::create(move, move_back, NULL);
CCAction* rep = CCRepeatForever::create((CCActionInterval*)seq);
m_grossini->runAction(rep);
// 创建了一个follow的action,用来跟随这个node。参数是在follow时跟着follow的范围
this->runAction(CCFollow::create(m_grossini, CCRectMake(0, 0, s.width * 2 - 100, s.height)));
}
std::string ActionFollow::subtitle()
{
return "Follow action";
}
void ActionTargeted::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
// 创建jump和rotate的action
CCJumpBy* jump1 = CCJumpBy::create(2,CCPointZero,100,3);
CCJumpBy* jump2 = (CCJumpBy*)jump1->copy()->autorelease();
CCRotateBy* rot1 = CCRotateBy::create(1, 360);
CCRotateBy* rot2 = (CCRotateBy*)rot1->copy()->autorelease();
// 以下两个action是控制目标动画,直接控制目标对象运行某个action
CCTargetedAction *t1 = CCTargetedAction::create(m_kathia, jump2);
CCTargetedAction *t2 = CCTargetedAction::create(m_kathia, rot2);
CCSequence* seq = (CCSequence*)CCSequence::create(jump1, t1, rot1, t2, NULL);
CCRepeatForever *always = CCRepeatForever::create(seq);
m_tamara->runAction(always);
}
std::string ActionTargeted::title()
{
return "ActionTargeted";
}
std::string ActionTargeted::subtitle()
{
return "Action that runs on another target. Useful for sequences";
}
void Issue1305::onEnter()
{
ActionsDemo::onEnter();
centerSprites(0);
// 创建了一个临时sprite
m_pSpriteTmp = CCSprite::create("Images/grossini.png");
/* c++ can't support block, so we use CCCallFuncN instead.
[spriteTmp_ runAction:[CCCallBlockN actionWithBlock:^(CCNode* node) {
NSLog(@"This message SHALL ONLY appear when the sprite is added to the scene, NOT BEFORE");
}] ];
*/
// 这个sprite将会运行一个回调函数log
m_pSpriteTmp->runAction(CCCallFuncN::create(this, callfuncN_selector(Issue1305::log)));
// 因为没有加入layer进行绘制,所以先retain一下
m_pSpriteTmp->retain();
// 将会在两秒后执行addSprite方法1次
scheduleOnce(schedule_selector(Issue1305::addSprite), 2);
}
void Issue1305::log(CCNode* pSender)
{
// 当完成了addSprite方法后显示这条LOG
CCLog("This message SHALL ONLY appear when the sprite is added to the scene, NOT BEFORE");
}
void Issue1305::onExit()
{
// 退出时释放掉,因为之前retain了
m_pSpriteTmp->release();
ActionsDemo::onExit();
}
void Issue1305::addSprite(float dt)
{
// 设置位置并加入
m_pSpriteTmp->setPosition(ccp(250,250));
addChild(m_pSpriteTmp);
}
std::string Issue1305::title()
{
return "Issue 1305";
}
std::string Issue1305::subtitle()
{
return "In two seconds you should see a message on the console. NOT BEFORE.";
}
void Issue1305_2::onEnter()
{
ActionsDemo::onEnter();
centerSprites(0);
// 先创建一个sprite
CCSprite *spr = CCSprite::create("Images/grossini.png");
spr->setPosition(ccp(200,200));
addChild(spr);
// 移动action
CCMoveBy* act1 = CCMoveBy::create(2 ,ccp(0, 100));
/* c++ can't support block, so we use CCCallFuncN instead.
id act2 = [CCCallBlock actionWithBlock:^{
NSLog(@"1st block");
}];
id act3 = [CCMoveBy create:2 position:ccp(0, -100)];
id act4 = [CCCallBlock actionWithBlock:^{
NSLog(@"2nd block");
}];
id act5 = [CCMoveBy create:2 position:ccp(100, -100)];
id act6 = [CCCallBlock actionWithBlock:^{
NSLog(@"3rd block");
}];
id act7 = [CCMoveBy create:2 position:ccp(-100, 0)];
id act8 = [CCCallBlock actionWithBlock:^{
NSLog(@"4th block");
}];
*/
// 创建一些不同的callfunc
CCCallFunc* act2 = CCCallFunc::create(this, callfunc_selector(Issue1305_2::printLog1));
CCMoveBy* act3 = CCMoveBy::create(2, ccp(0, -100));
CCCallFunc* act4 = CCCallFunc::create(this, callfunc_selector(Issue1305_2::printLog2));
CCMoveBy* act5 = CCMoveBy::create(2, ccp(100, -100));
CCCallFunc* act6 = CCCallFunc::create(this, callfunc_selector(Issue1305_2::printLog3));
CCMoveBy* act7 = CCMoveBy::create(2, ccp(-100, 0));
CCCallFunc* act8 = CCCallFunc::create(this, callfunc_selector(Issue1305_2::printLog4));
// 依次运行
CCFiniteTimeAction* actF = CCSequence::create(act1, act2, act3, act4, act5, act6, act7, act8, NULL);
// [spr runAction:actF];
// 使用actionManager来为这个sprite加入action
CCDirector::sharedDirector()->getActionManager()->addAction(actF ,spr, false);
}
void Issue1305_2::printLog1()
{
CCLog("1st block");
}
void Issue1305_2::printLog2()
{
CCLog("2nd block");
}
void Issue1305_2::printLog3()
{
CCLog("3rd block");
}
void Issue1305_2::printLog4()
{
CCLog("4th block");
}
std::string Issue1305_2::title()
{
return "Issue 1305 #2";
}
std::string Issue1305_2::subtitle()
{
return "See console. You should only see one message for each block";
}
void Issue1288::onEnter()
{
ActionsDemo::onEnter();
centerSprites(0);
// 创建一个sprite
CCSprite *spr = CCSprite::create("Images/grossini.png");
spr->setPosition(ccp(100, 100));
addChild(spr);
CCMoveBy* act1 = CCMoveBy::create(0.5, ccp(100, 0));
CCMoveBy* act2 = (CCMoveBy*)act1->reverse();
CCFiniteTimeAction* act3 = CCSequence::create(act1, act2, NULL);
CCRepeat* act4 = CCRepeat::create(act3, 2);
spr->runAction(act4);
}
std::string Issue1288::title()
{
return "Issue 1288";
}
std::string Issue1288::subtitle()
{
return "Sprite should end at the position where it started.";
}
void Issue1288_2::onEnter()
{
ActionsDemo::onEnter();
centerSprites(0);
// 没啥可说的
CCSprite *spr = CCSprite::create("Images/grossini.png");
spr->setPosition(ccp(100, 100));
addChild(spr);
CCMoveBy* act1 = CCMoveBy::create(0.5, ccp(100, 0));
spr->runAction(CCRepeat::create(act1, 1));
}
std::string Issue1288_2::title()
{
return "Issue 1288 #2";
}
std::string Issue1288_2::subtitle()
{
return "Sprite should move 100 pixels, and stay there";
}
void Issue1327::onEnter()
{
ActionsDemo::onEnter();
centerSprites(0);
//
CCSprite *spr = CCSprite::create("Images/grossini.png");
spr->setPosition(ccp(100, 100));
addChild(spr);
//
CCCallFuncN* act1 = CCCallFuncN::create(this, callfuncN_selector(Issue1327::logSprRotation));
CCRotateBy* act2 = CCRotateBy::create(0.25, 45);
CCCallFuncN* act3 = CCCallFuncN::create(this, callfuncN_selector(Issue1327::logSprRotation));
CCRotateBy* act4 = CCRotateBy::create(0.25, 45);
CCCallFuncN* act5 = CCCallFuncN::create(this, callfuncN_selector(Issue1327::logSprRotation));
CCRotateBy* act6 = CCRotateBy::create(0.25, 45);
CCCallFuncN* act7 = CCCallFuncN::create(this, callfuncN_selector(Issue1327::logSprRotation));
CCRotateBy* act8 = CCRotateBy::create(0.25, 45);
CCCallFuncN* act9 = CCCallFuncN::create(this, callfuncN_selector(Issue1327::logSprRotation));
CCFiniteTimeAction* actF = CCSequence::create(act1, act2, act3, act4, act5, act6, act7, act8, act9, NULL);
spr->runAction(actF);
}
std::string Issue1327::title()
{
return "Issue 1327";
}
std::string Issue1327::subtitle()
{
return "See console: You should see: 0, 45, 90, 135, 180";
}
void Issue1327::logSprRotation(CCNode* pSender)
{
CCLog("%f", ((CCSprite*)pSender)->getRotation());
}
//Issue1398
void Issue1398::incrementInteger()
{
m_nTestInteger++;
CCLog("incremented to %d", m_nTestInteger);
}
void Issue1398::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(0);
m_nTestInteger = 0;
CCLog("testInt = %d", m_nTestInteger);
this->runAction(
CCSequence::create(
CCCallFuncND::create(this, callfuncND_selector(Issue1398::incrementIntegerCallback), (void*)"1"),
CCCallFuncND::create(this, callfuncND_selector(Issue1398::incrementIntegerCallback), (void*)"2"),
CCCallFuncND::create(this, callfuncND_selector(Issue1398::incrementIntegerCallback), (void*)"3"),
CCCallFuncND::create(this, callfuncND_selector(Issue1398::incrementIntegerCallback), (void*)"4"),
CCCallFuncND::create(this, callfuncND_selector(Issue1398::incrementIntegerCallback), (void*)"5"),
CCCallFuncND::create(this, callfuncND_selector(Issue1398::incrementIntegerCallback), (void*)"6"),
CCCallFuncND::create(this, callfuncND_selector(Issue1398::incrementIntegerCallback), (void*)"7"),
CCCallFuncND::create(this, callfuncND_selector(Issue1398::incrementIntegerCallback), (void*)"8"),
NULL));
}
void Issue1398::incrementIntegerCallback(CCNode* pSender, void* data)
{
this->incrementInteger();
CCLog((char*)data);
}
std::string Issue1398::subtitle()
{
return "See console: You should see an 8";
}
std::string Issue1398::title()
{
return "Issue 1398";
}
/** ActionCatmullRom
*/
void ActionCatmullRom::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(2);
CCSize s = CCDirector::sharedDirector()->getWinSize();
//
// sprite 1 (By)
//
// startPosition can be any coordinate, but since the movement
// is relative to the Catmull Rom curve, it is better to start with (0,0).
//
m_tamara->setPosition(ccp(50, 50));
CCPointArray *array = CCPointArray::create(20);
array->addControlPoint(ccp(0, 0));
array->addControlPoint(ccp(80, 80));
array->addControlPoint(ccp(s.width - 80, 80));
array->addControlPoint(ccp(s.width - 80, s.height - 80));
array->addControlPoint(ccp(80, s.height - 80));
array->addControlPoint(ccp(80, 80));
array->addControlPoint(ccp(s.width / 2, s.height / 2));
CCCatmullRomBy *action = CCCatmullRomBy::create(3, array);
CCFiniteTimeAction *reverse = action->reverse();
CCFiniteTimeAction *seq = CCSequence::create(action, reverse, NULL);
m_tamara->runAction(seq);
//
// sprite 2 (To)
//
// The startPosition is not important here, because it uses a "To" action.
// The initial position will be the 1st point of the Catmull Rom path
//
CCPointArray *array2 = CCPointArray::create(20);
array2->addControlPoint(ccp(s.width / 2, 30));
array2->addControlPoint(ccp(s.width -80, 30));
array2->addControlPoint(ccp(s.width - 80, s.height - 80));
array2->addControlPoint(ccp(s.width / 2, s.height - 80));
array2->addControlPoint(ccp(s.width / 2, 30));
CCCatmullRomTo *action2 = CCCatmullRomTo::create(3, array2);
CCFiniteTimeAction *reverse2 = action2->reverse();
CCFiniteTimeAction *seq2 = CCSequence::create(action2, reverse2, NULL);
m_kathia->runAction(seq2);
m_pArray1 = array;
m_pArray1->retain();
m_pArray2 = array2;
m_pArray2->retain();
}
ActionCatmullRom::~ActionCatmullRom()
{
m_pArray1->release();
m_pArray2->release();
}
void ActionCatmullRom::draw()
{
ActionsDemo::draw();
// move to 50,50 since the "by" path will start at 50,50
kmGLPushMatrix();
kmGLTranslatef(50, 50, 0);
ccDrawCatmullRom(m_pArray1, 50);
kmGLPopMatrix();
ccDrawCatmullRom(m_pArray2,50);
}
string ActionCatmullRom::title()
{
return "CatmullRomBy / CatmullRomTo";
}
string ActionCatmullRom::subtitle()
{
return "Catmull Rom spline paths. Testing reverse too";
}
/** ActionCardinalSpline
*/
void ActionCardinalSpline::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(2);
CCSize s = CCDirector::sharedDirector()->getWinSize();
// 创建一个CCPointArray
CCPointArray *array = CCPointArray::create(20);
// 在array里面增加控制点
array->addControlPoint(ccp(0, 0));
array->addControlPoint(ccp(s.width/2-30, 0));
array->addControlPoint(ccp(s.width/2-30, s.height-80));
array->addControlPoint(ccp(0, s.height-80));
array->addControlPoint(ccp(0, 0));
//
// sprite 1 (By)
//
// Spline with no tension (tension==0)
//
// 根据控制点创建cardinalsplineby 的action
CCCardinalSplineBy *action = CCCardinalSplineBy::create(3, array, 0);
CCActionInterval *reverse = action->reverse();
CCFiniteTimeAction *seq = CCSequence::create(action, reverse, NULL);
m_tamara->setPosition(ccp(50, 50));
m_tamara->runAction(seq);
//
// sprite 2 (By)
//
// Spline with high tension (tension==1)
//
CCCardinalSplineBy *action2 = CCCardinalSplineBy::create(3, array, 1);
CCActionInterval *reverse2 = action2->reverse();
CCFiniteTimeAction *seq2 = CCSequence::create(action2, reverse2, NULL);
m_kathia->setPosition(ccp(s.width/2, 50));
m_kathia->runAction(seq2);
m_pArray = array;
// 为了之后再使用一次所以要先retain
array->retain();
}
ActionCardinalSpline::~ActionCardinalSpline()
{
m_pArray->release();
}
void ActionCardinalSpline::draw()
{
ActionsDemo::draw();
// move to 50,50 since the "by" path will start at 50,50
kmGLPushMatrix();
kmGLTranslatef(50, 50, 0);
// 根据ccparray来绘制线条
ccDrawCardinalSpline(m_pArray, 0, 100);
kmGLPopMatrix();
CCSize s = CCDirector::sharedDirector()->getWinSize();
kmGLPushMatrix();
kmGLTranslatef(s.width/2, 50, 0);
ccDrawCardinalSpline(m_pArray, 1, 100);
kmGLPopMatrix();
}
string ActionCardinalSpline::title()
{
return "CardinalSplineBy / CardinalSplineAt";
}
string ActionCardinalSpline::subtitle()
{
return "Cardinal Spline paths. Testing different tensions for one array";
}
/** PauseResumeActions
*/
PauseResumeActions::PauseResumeActions()
: m_pPausedTargets(NULL)
{
}
PauseResumeActions::~PauseResumeActions()
{
CC_SAFE_RELEASE(m_pPausedTargets);
}
void PauseResumeActions::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(2);
m_tamara->runAction(CCRepeatForever::create(CCRotateBy::create(3, 360)));
m_grossini->runAction(CCRepeatForever::create(CCRotateBy::create(3, -360)));
m_kathia->runAction(CCRepeatForever::create(CCRotateBy::create(3, 360)));
this->schedule(schedule_selector(PauseResumeActions::pause), 3, false, 0);
this->schedule(schedule_selector(PauseResumeActions::resume), 5, false, 0);
}
string PauseResumeActions::title()
{
return "PauseResumeActions";
}
string PauseResumeActions::subtitle()
{
return "All actions pause at 3s and resume at 5s";
}
void PauseResumeActions::pause(float dt)
{
CCLog("Pausing");
CCDirector *director = CCDirector::sharedDirector();
// 释放目标指针
CC_SAFE_RELEASE(m_pPausedTargets);
// 通过actionmanager来计数
m_pPausedTargets = director->getActionManager()->pauseAllRunningActions();
// 保持目标指针
CC_SAFE_RETAIN(m_pPausedTargets);
}
void PauseResumeActions::resume(float dt)
{
CCLog("Resuming");
CCDirector *director = CCDirector::sharedDirector();
director->getActionManager()->resumeTargets(m_pPausedTargets);
}
其实有不少地方也没有深入去解释,不过大致是这样了。基本上老实看完这里面的代码,对action的控制方式也就有了一定了解,可以自己尝试如何写action了。