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  • 3.CCFadeOutTRTiles,部落格效果,跳动的方块特效,3D瓷砖晃动特效,破碎的3D瓷砖特效,瓷砖洗牌特效,分多行消失特效,分多列消失特效

    

    1 TiledGrid3D

    //TiledGrid3D

    //CCFadeOutTRTiles * action = CCFadeOutTRTiles::create(2,

    CCSize(20,20));

    //CCFadeOutBLTiles * action = CCFadeOutBLTiles::create(2,

    CCSize(20,20));

    //CCJumpTiles3D * action = CCJumpTiles3D::create(2,

    CCSize(4,4),20,20);

    //CCShakyTiles3D * action = CCShakyTiles3D::create(2, CCSize(20,

    20), 30, false);

    //CCShatteredTiles3D * action = CCShatteredTiles3D::create(2,

    CCSize(20,20),20,false);

    //CCShuffleTiles * action = CCShuffleTiles::create(2,

    CCSize(20,20),2);

    //CCSplitCols * action = CCSplitCols::create(2, 20);

    //CCSplitRows * action = CCSplitRows::create(2, 20);

    //CCTurnOffTiles * action = CCTurnOffTiles::create(2,

    CCSize(20,20));

    CCWavesTiles3D * action = CCWavesTiles3D::create(2,

    CCSize(20,20),20,30);

    spr->runAction(action);

     

    部落网格效果。从左下角到右下角

    CCActionInterval* fadeOutTRTiles = CCFadeOutTRTiles::create(5, CCSize(50, 50));

    sp->runAction(fadeOutTRTiles);

    //參数1:特效持续的时间

    //參数2:网格大小

    #include "T18Grid3D.h"

    #include "AppMacros.h"

     

    CCScene *T18Grid3D::scene()

    {

        CCScene * scene = CCScene::create();

        T18Grid3D * layer = T18Grid3D::create();

        scene->addChild(layer);

        return scene;

    }

     

    bool T18Grid3D::init()

    {

        TBack::init();

       

        //Grid3D

        CCSprite * spr = CCSprite::create("HelloWorld.png");

        spr->setPosition(ccp(winSize.width / 2, winSize.height / 2));

        addChild(spr);

     

        CCFadeOutTRTiles * action = CCFadeOutTRTiles::create(

            20,

            CCSize(20, 20));

     

        spr->runAction(action);

     

        return true;

    }

    执行结果:

    跳动的方块特效

    CCActionInterval* jumpTitles = CCJumpTitles3D::create(5,CCSize(20,20),5,20);

    sp->runAction(jumpTiles);

    作用:跳动的方格特效

    參数1:特效持续的时间

    參数2:网格的大小

    參数3:跳动的次数

    參数4:跳动的振幅

    #include "T18Grid3D.h"

    #include "AppMacros.h"

     

    CCScene *T18Grid3D::scene()

    {

        CCScene * scene = CCScene::create();

        T18Grid3D * layer = T18Grid3D::create();

        scene->addChild(layer);

        return scene;

    }

     

    bool T18Grid3D::init()

    {

        TBack::init();

       

        //Grid3D

        CCSprite * spr = CCSprite::create("HelloWorld.png");

        spr->setPosition(ccp(winSize.width / 2, winSize.height / 2));

        addChild(spr);

     

        CCActionInterval* jumpTiles = CCJumpTiles3D::create(

            5,              //特效持续的时间

            CCSize(20,20),  //网格的大小

            5,              //跳动的次数

            20);            //跳动的振幅

     

        spr->runAction(jumpTiles);

     

        return true;

    }

    3D 瓷砖晃动特效

    CCActionInterval* shakyTiles3D = CCShakyTiles3D::create(5, CCSize(10, 10), 5, false);

    sp->runAction(shakyTiles3D);

    作用:创建一个3d瓷砖晃动的特效

    參数1:特效持续的时间

    參数2:网格大小

    參数3:晃动的范围

    參数5:是否有z轴晃动

    #include "T18Grid3D.h"

    #include "AppMacros.h"

     

    CCScene *T18Grid3D::scene()

    {

        CCScene * scene = CCScene::create();

        T18Grid3D * layer = T18Grid3D::create();

        scene->addChild(layer);

        return scene;

    }

     

    bool T18Grid3D::init()

    {

        TBack::init();

       

        //Grid3D

        CCSprite * spr = CCSprite::create("HelloWorld.png");

        spr->setPosition(ccp(winSize.width / 2, winSize.height / 2));

        addChild(spr);

     

        CCActionInterval* shakyTiles3D = CCShakyTiles3D::create(

            5,                //特效持续的时间

            CCSize(10, 10),   //网格大小

            5,                //晃动的范围

            false);           //是否有z轴晃动

     

        spr->runAction(shakyTiles3D);

     

        return true;

    }

    执行结果:

    破碎的3D瓷砖特效 

    CCActionInterval* shatteredTiles = CCShatteredTiles3D::create(15, CCSize(10, 10), 50, true); 

    sp->runAction(shatteredTiles); 

    作用:破碎的3D瓷砖特效

    參数1:特效持续的时间

    參数2:网格大小

    參数3:范围

    參数4:是否开启z

    #include "T18Grid3D.h"

    #include "AppMacros.h"

     

    CCScene *T18Grid3D::scene()

    {

        CCScene * scene = CCScene::create();

        T18Grid3D * layer = T18Grid3D::create();

        scene->addChild(layer);

        return scene;

    }

     

    bool T18Grid3D::init()

    {

        TBack::init();

       

        //Grid3D

        CCSprite * spr = CCSprite::create("HelloWorld.png");

        spr->setPosition(ccp(winSize.width / 2, winSize.height / 2));

        addChild(spr);

     

        CCActionInterval* shatteredTiles = CCShatteredTiles3D::create(

            15,                  //特效持续的时间

            CCSize(10,10),       //网格大小

            50,                  //范围

            true);               //是否开启z

     

        spr->runAction(shatteredTiles);

     

        return true;

    }

    执行结果(特点是破碎的状态):

    瓷砖洗牌特效:

    CCActionInterval* shuffle = CCShuffleTiles::create(5, CCSize(50, 50), 50);

    作用:瓷砖的洗牌特效

    參数1:特效持续的时间

    參数2:网格大小

    參数3:随机数

    #include "T18Grid3D.h"

    #include "AppMacros.h"

     

    CCScene *T18Grid3D::scene()

    {

        CCScene * scene = CCScene::create();

        T18Grid3D * layer = T18Grid3D::create();

        scene->addChild(layer);

        return scene;

    }

     

    bool T18Grid3D::init()

    {

        TBack::init();

       

        //Grid3D

        CCSprite * spr = CCSprite::create("HelloWorld.png");

        spr->setPosition(ccp(winSize.width / 2, winSize.height / 2));

        addChild(spr);

     

        CCActionInterval * shuffle = CCShuffleTiles::create(

            5,                //特效的持续时间

            CCSize(50,50),    //网格的大小

            50);              //随机数

     

        spr->runAction(shuffle);

     

        return true;

    }

    执行效果:

    分多行消失特效

    CCActionInterval* splitCols = CCSplitCols::create(5,50);

    sp->runAction(splitCols);

    作用:分多列消失特效

    參数1:特效持续的时间

    參数2:列数

    #include "T18Grid3D.h"

    #include "AppMacros.h"

     

    CCScene *T18Grid3D::scene()

    {

        CCScene * scene = CCScene::create();

        T18Grid3D * layer = T18Grid3D::create();

        scene->addChild(layer);

        return scene;

    }

     

    bool T18Grid3D::init()

    {

        TBack::init();

       

        //Grid3D

        CCSprite * spr = CCSprite::create("HelloWorld.png");

        spr->setPosition(ccp(winSize.width / 2, winSize.height / 2));

        addChild(spr);

     

        CCActionInterval * splitCols = CCSplitCols::create(5,20);

     

        spr->runAction(splitCols);

     

        return true;

    }

    执行效果:

    分多列消失特效 

    CCActionInterval* splitRows = CCSplitRows::create(5, 50); 

    sp->runAction(splitRows); 

     

    作用:分多行消失特效

    參数1:特效持续的时间

    參数2:行数

    #include "T18Grid3D.h"

    #include "AppMacros.h"

     

    CCScene *T18Grid3D::scene()

    {

        CCScene * scene = CCScene::create();

        T18Grid3D * layer = T18Grid3D::create();

        scene->addChild(layer);

        return scene;

    }

     

    bool T18Grid3D::init()

    {

        TBack::init();

       

        //Grid3D

        CCSprite * spr = CCSprite::create("HelloWorld.png");

        spr->setPosition(ccp(winSize.width / 2, winSize.height / 2));

        addChild(spr);

     

        CCActionInterval * splitRows = CCSplitRows::create(5, 50);

       

        spr->runAction(splitRows);

     

        return true;

    }

    执行结果:

    方块消失特效

    CCActionInterval* turnOffFiels = CCTurnOffTiles::create(4, CCSize(50, 50));

    sp->runAction(turnOffFiles);

    作用:方块消失特效

    參数1:特效持续的时间

    參数2:网络大小

    #include "T18Grid3D.h"

    #include "AppMacros.h"

     

    CCScene *T18Grid3D::scene()

    {

        CCScene * scene = CCScene::create();

        T18Grid3D * layer = T18Grid3D::create();

        scene->addChild(layer);

        return scene;

    }

     

    bool T18Grid3D::init()

    {

        TBack::init();

       

        //Grid3D

        CCSprite * spr = CCSprite::create("HelloWorld.png");

        spr->setPosition(ccp(winSize.width / 2, winSize.height / 2));

        addChild(spr);

     

        CCActionInterval * turnOffFiles = CCTurnOffTiles::create(

            4,                 //特效持续的时间

            CCSize(50,50));    //网格大小

     

        spr->runAction(turnOffFiles);

     

        return true;

    }

    执行结果(渐渐消失):

    3D瓷砖波动特效

    CCActionInterval * turnOffFiles = CCTurnOffTiles::create(

    4,

    CCSize(10,10),

    10,

    20);

    作用:创建一个3D瓷砖波动特效

    參数1:特效持续时间

    參数2:网格大小

    參数3:波动的速率

    參数4:振幅

    #include "T18Grid3D.h"

    #include "AppMacros.h"

     

    CCScene *T18Grid3D::scene()

    {

        CCScene * scene = CCScene::create();

        T18Grid3D * layer = T18Grid3D::create();

        scene->addChild(layer);

        return scene;

    }

     

    bool T18Grid3D::init()

    {

        TBack::init();

       

        //Grid3D

        CCSprite * spr = CCSprite::create("HelloWorld.png");

        spr->setPosition(ccp(winSize.width / 2, winSize.height / 2));

        addChild(spr);

     

        //3D瓷砖波动特效

        CCActionInterval* wavesTiles3D = CCWavesTiles3D::create(

            5,               //特效持续时间

            CCSize(10, 10),  //网格大小

            10,              //波动的速率

            20);             //振幅

     

        spr->runAction(wavesTiles3D);

     

        return true;

    }

    执行结果:

     

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  • 原文地址:https://www.cnblogs.com/lxjshuju/p/6956465.html
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