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  • Cocos2d-x学习笔记(十一)动作

    动作类Action是一切动作的祖先类。它有三个直接继承子类:

    1. FiniteTimeAction受时间限制的动作;
    2. Follow精灵跟随精灵的动作;
    3. Speed运动速度控制;

    而FiniteTimeAction又有两个直接子类:分别是ActionInstant和ActionInterval,顾类名而思意。

    瞬时动作即立即执行动作,下边是其使用示例:

    void MyAction::goMenu(cocos2d::Ref *pSender)
    {
        log("Tag = %i", this->getTag());
        Size size = Director::getInstance()->getVisibleSize();
        Vec2 p = Vec2(CCRANDOM_0_1()*size.width, CCRANDOM_0_1()*size.height);
    
        switch (this->getTag())
        {
            case PLACE_TAG:
                sprite->runAction(Place::create(p));// Places the node in a certain position
                break;
            case FLIPX_TAG:
                sprite->runAction(FlipX::create(true));// Flips the sprite horizontally
                break;
            case FLIPY_TAG:
                sprite->runAction(FlipY::create(true));// Flips the sprite vertically
                break;
            case HIDE_SHOW_TAG:
                if (hiddenFlag)
                {
                    sprite->runAction(Hide::create());// Hide the node
                    hiddenFlag = false;
                }
                else
                {
                    sprite->runAction(Show::create());// Show the node
                    hiddenFlag = true;
                }
                break;
            case TOGGLE_TAG:
                sprite->runAction(ToggleVisibility::create());// Toggles the visibility of a node
                break;
            default:
                break;
        }
    }
        
    void MyAction::backMenu(cocos2d::Ref *pSender)
    {
        auto sc = HelloWorld::createScene();
        // Slide in the incoming scene from the left border.
        auto reScene = TransitionSlideInL::create(1.0f, sc);
        Director::getInstance()->replaceScene(reScene);
    }
    View Code

    在goMenu()函数中的动作类都是ActionInstant的子类;

    void HelloWorld::OnClickMenu(cocos2d::Ref *pSender)
    {
        MenuItem *nmitem = (MenuItem*)pSender;
    
        auto sc = Scene::create();
        auto layer = MyAction::create();
        layer->setTag(nmitem->getTag());// set layer's tag, and this should be the most important part in this func.
    
        sc->addChild(layer);
    
        auto reScene = TransitionSlideInR::create(1.0f, sc);
        Director::getInstance()->replaceScene(reScene);
    }
    View Code

    运行结果:

    图1 HelloWorld层

    图2 MyAction层

    注意:这里的聚焦貌似没那么准确。

    以下为间隔动作的使用示例:

    void MyAction::goMenu(cocos2d::Ref *pSender)
    {
        log("Tag = %i", this->getTag());
        Size size = Director::getInstance()->getVisibleSize();
    
        ccBezierConfig bezier;
    
        switch (this->getTag())
        {
            case kMoveTo:
                // 第一个参数为移动持续时间,第二个参数为目标位置
                sprite->runAction(MoveTo::create(2,Vec2(size.width-50, size.height-50)));
                break;
            case kMoveBy:
                sprite->runAction(MoveBy::create(2,Vec2(-50, -50)));
                break;
            case kJumpTo:
                // 第一个参数为持续时间,第二个参数为目标位置,第三个参数为高度,第四个参数为跳跃次数
                sprite->runAction(JumpTo::create(2,Vec2(150, 50), 30, 5));
                break;
            case kJumpBy:
                sprite->runAction(JumpBy::create(2,Vec2(100, 100),30,5));
                break;
            case kBezierBy:
                bezier.controlPoint_1 = Vec2(0, size.height/2);
                bezier.controlPoint_2 = Vec2(300, -size.height/2);
                bezier.endPosition = Vec2(100, 100);
                sprite->runAction(BezierBy::create(3, bezier));
                break;
            case kScaleTo:
                // 第一个参数为持续时间,第二个参数为缩放比例
                sprite->runAction(ScaleTo::create(2, 4));
                break;
            case kScaleBy:
                sprite->runAction(ScaleBy::create(2, 0.5));
                break;
            case kRotateTo:
                // 第一个参数为持续时间,第二参数为旋转角度
                sprite->runAction(RotateTo::create(2, 180));
                break;
            case kRotateBy:
                sprite->runAction(RotateBy::create(2, -180));
                break;
            case kBlink:
                // 第一个参数为持续时间,第二个参数为闪烁次数
                sprite->runAction(Blink::create(3, 5));
                break;
            case kTintTo:
                // 第一个参数为持续时间,剩余参数对应RGB
                sprite->runAction(TintTo::create(2, 255, 0, 0));
                break;
            case kTintBy:
                sprite->runAction(TintBy::create(0.5, 0, 255, 255));
                break;
            case kFadeTo:
                // 第一个参数为持续时间,第二个参数为不透明度(百分数)
                sprite->runAction(FadeTo::create(1, 80));
                break;
            case kFadeIn:
                sprite->setOpacity(10);// 0~255,0位完全透明
                // 参数为持续时间
                sprite->runAction(FadeIn::create(1));
                break;
            case kFadeOut:
                sprite->runAction(FadeOut::create(1));
                break;
            default:
                break;
        }
    }
    View Code

    动作的速度控制示例:

    void MyAction::goMenu(Ref* pSender)
    {   
        log("Tag = %i",this->getTag());
        FiniteTimeAction * ac1 = (FiniteTimeAction *)MoveBy::create(2, Vec2(200, 0));
        FiniteTimeAction * ac2 = ((FiniteTimeAction *)ac1)->reverse();
        
        ActionInterval * ac = Sequence::create(ac1, ac2, NULL);
        
        switch (this->getTag()) {
            case kEaseIn:
                // 3倍速度由慢至快
                sprite->runAction(EaseIn::create(ac, 3));
                break;
            case kEaseOut:
                sprite->runAction(EaseOut::create(ac, 3));
                break;
            case kEaseInOut:
                sprite->runAction(EaseInOut::create(ac, 3));
                break;
            case kEaseSineIn:
                // 采用正弦变换由慢至快
                sprite->runAction(EaseSineIn::create(ac));
                break;
            case kEaseSineOut:
                sprite->runAction(EaseSineOut::create(ac));
                break;
            case kEaseSineInOut:            
                sprite->runAction(EaseSineInOut::create(ac));
                break;
            case kEaseExponentialIn:
                // 采用指数变换速度由慢至快
                sprite->runAction(EaseExponentialIn::create(ac));
                break;
            case kEaseExponentialOut:
                sprite->runAction(EaseExponentialOut::create(ac));
                break;
            case kEaseExponentialInOut:
                sprite->runAction(EaseExponentialInOut::create(ac));
                break;
            case kSpeed:
                // 随机变换速度
                sprite->runAction(Speed::create(ac, (CCRANDOM_0_1() * 5)));
                break;
        }
    }
    View Code
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  • 原文地址:https://www.cnblogs.com/AmitX-moten/p/4212166.html
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