游戏中屏幕抖动是一个非常炫的效果,那么在COCOS2D-X 中该怎么实现呢?
直接上代码:
CCShake.h
#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__
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CCShake.cpp
#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)
{
}
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)));
}
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();
}
用法:
pSprite->runAction(CCShake::create(0.1f,10));
pSprite:想抖动的物体
第一个参数是:抖动的时间
第一个参数是:抖动的幅度
注意
一个CCNode同时执行多个CCShake动作,或者一个CCShake没有完又执行一个CCShake的话就会出现问题,会出现偏移的现象!
解决方案:
1).不要同时执行多个CCShake动作.
2.自己外部记录这个CCNode的位置,执行完成后手动setPosition();