cocos2d-x Action

转自:http://codingnow.cn/cocos2d-x/775.html

cocos2d-x Action

从结构图可以看出,动作类的基类是CCAction,通过继承它可以实现很多种动作。

  CCFiniteTimeAction有限次动作执行类,就是按时间顺序执行一系列动作,执行完后动作结束;

  CCSpeed:调整实体(节点)的执行速度

  CCFollow:可以使节点跟随指定的另一个节点移动。

下面我们主要来学习CCFiniteTimeAction,这个类在平常的开发中很常见。

CCFiniteTimeAction又分为CCActionInstanse(瞬时动作的基类)和CCActionInterval(延时动作的基类)。CCActionInstanse:没什么特别,跟CCActionInterval主要区别是没有执行过程,动作瞬间就执行完成了;CCActionInterval:执行需要一定的时间(或者说一个过程)。我们用的最多的就是延时动作,下面对它进行单独介绍。

根据上面的类结构图,CCActionInterval的子类有很多,可以通过cocos2d-x自带的tests例子来学习,主要有这些动作:移动(CCMoveTo/CCMoveBy)、缩放(CCScaleTo/CCScaleBy)、旋转(CCRotateTO/CCRotateBy)、扭曲(CCSkewTo/CCSkewBy)、跳跃(CCJumpTo/CCJumpBy)、贝塞尔曲线(CCBezierTo/CCBezierBy)、闪烁(CCBink)、淡入淡出(CCFadeIn/CCFadeOut)、染色(CCTintTo/CCTintBy)等,还可以把上面这些动作的几个组合成一个序列。下面是移动和缩放动作的代码示例,其他的动作都类似,都是调用actionWithDuration函数,用到的时候具体参数的含义可以参考cocos2d-x自带的tests例子。

CCMoveTo和CCMoveBy
移动精灵,两者的区别在于:CCMoveTo是移动到指定坐标,CCMoveBy是相对坐标。如ccp(50,50),前者表示移动到x=50,y=50处,后者表示向x方向移动50个单位,向y方向移动50个单位。实例代码如下:

CCSize winSize = CCDirector::sharedDirector()->getWinSize();

CCActionInterval* actionMoveTo = CCMoveTo::actionWithDuration(2,ccp(winSize.width - 30,winSize.height - 30) );

CCActionInterval* actionMoveBy = CCMoveBy::actionWithDuration(1,ccp(-50,-50) );

//m_Soldier->runAction(actionMoveTo);

//m_Soldier->runAction(actionMoveBy);

m_Soldier->runAction( CCSequence::actions(actionMoveTo,actionMoveBy,NULL) );

CCSequence是动作序列,把若干个动作按顺序组合在一起,然后依次执行,NULL是结束标志。上面代码表示该精灵移动到屏幕右上角,然后沿x轴和y轴负方向移动50个单位。
CCScaleTo和CCScaleBy
缩放精灵,前者表示缩放到xx倍;后者表示缩放xx倍。可以分别制定横向和纵向的缩放倍数,实例代码如下:

CCActionInterval* actionScaleTo = CCScaleTo::actionWithDuration(1, 0.6f);

CCActionInterval* actionScaleTo2 = CCScaleTo::actionWithDuration(1, 0.6f, 1.5f);

CCActionInterval* actionScaleBy = CCScaleBy::actionWithDuration(1, 0.4f);

CCActionInterval* actionScaleBy2 = CCScaleBy::actionWithDuration(1, 0.4f, 2.0f);

m_Soldier->runAction( actionScaleTo );

tempSoldier->runAction( CCSequence::actions(actionScaleBy2, actionScaleBy2->reverse(), NULL) );

reverse()表示执行该动作的逆动作,即恢复到原样。

接下来学习一下CCSpawn、CCRepeatForever、CCRepeat、CCDelayTime。
CCSpawn:跟CCSequence不一样的是,它表示将若干个动作组合在一起,同时执行它们(并行执行),执行时间以最长的那个动作为准。下面代码表示:精灵边旋转边跳跃,2秒的时间跳跃4次,每次跳跃的高度是50个单位,沿x轴方向跳跃300个单位的距离;旋转720度。

CCAction*  action = CCSpawn::actions(

    CCJumpBy::actionWithDuration(2, CCPointMake(300,0), 50, 4),

    CCRotateBy::actionWithDuration( 2,  720),

    NULL);

 

m_grossini->runAction(action);

CCRepeatForever:表示无限的重复执行某个动作或动作序列。
CCRepeat:表示重复执行某个动作或者动作序列,但是是有限次的重复,可以指定重复次数

CCActionInterval*  act1 = CCRotateTo::actionWithDuration(1, 90);

CCActionInterval*  act2 = CCRotateTo::actionWithDuration(1, 0);

CCActionInterval*  seq = (CCActionInterval*)(CCSequence::actions(act1, act2, NULL));

CCAction*  rep1 = CCRepeatForever::actionWithAction(seq);

CCActionInterval*  rep2 = CCRepeat::actionWithAction((CCFiniteTimeAction*)(seq->copy()->autorelease()), 10);

 

m_tamara->runAction(rep1);

m_kathia->runAction(rep2);

CCDelayTime:表示延迟,在动作之间加一个间歇时间。如下面的代码表示:精灵执行一个move动作后,暂停2秒,再继续执行后面的move动作。

CCActionInterval*  move = CCMoveBy::actionWithDuration(1, CCPointMake(150,0));

CCFiniteTimeAction*  action = CCSequence::actions( move, CCDelayTime::actionWithDuration(2), move, NULL);

 

m_grossini->runAction(action);

 CCTintTo&CCTintBy 调整某一CCNode对象的rgb色值到某一值

//通过对象的表态方法create创建对象实例;其中

//第一参数为渐变时间,第二个参数为RGB中的R值,第三个参数为RGB中的G值,第四个参数为RGB中的B值

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));

CCFadeTo:设置某对象的透明度,透明度值为CCRGBAProtocol

CCFadeIn:通过设置透明度隐藏某对象

CCFadeOut:通过设置透明度显示某对象

//第一个参数为闪烁效果的总时间,第二个参数为闪烁的次数

m_tamara->setOpacity( 0 );

CCActionInterval*  action1 = CCFadeIn::create(1.0f);

CCActionInterval*  action1Back = action1->reverse();



CCActionInterval*  action2 = CCFadeOut::create(1.0f);

CCActionInterval*  action2Back = action2->reverse();



CCActionInterval*  action3 = CCFadeTo::create(2, 20);



m_tamara->runAction( CCSequence::create( action1, action1Back, NULL));

m_kathia->runAction( CCSequence::create( action2, action2Back, NULL));

m_grossini->runAction(action3);

CCCardinalSplineBy–为同一组控制点实现不同的移动路径

这个类是样条曲线动作,其创建函数CCCardinalSplineBy::create(float duration, cocos2d::CCPointArray *points, float tension);中duration是时间间隔,points是控制点列表,tension是松紧程度。tension==1时,样条线是分段直线。tension<1向外松弛弯曲,tension>1向内缩紧弯曲。By动作是以当前坐标为新坐标原点。

 

CCSize s = CCDirector::sharedDirector()->getWinSize();

CCPointArray *array = CCPointArray::create(20);

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)

    //



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);

由于By动作是以当前坐标为新坐标原点,所以在draw函数里设置openGL的原点位置

// move to 50,50 since the "by" path will start at 50,50

kmGLPushMatrix();

kmGLTranslatef(50, 50, 0);

ccDrawCardinalSpline(m_pArray, 0, 100);

kmGLPopMatrix();



CCSize s = CCDirector::sharedDirector()->getWinSize();



kmGLPushMatrix();

kmGLTranslatef(s.width/2, 50, 0);

ccDrawCardinalSpline(m_pArray, 1, 100);

kmGLPopMatrix();

 

 

动作完成回调

动作一般支持3种回调方式

(1).无发送者无数据回调:CCCallFunc,示例如下

void HelloWorld::actionCallback()

{

    CCSize winSize = CCDirector::sharedDirector()->getWinSize();



    CCLabelTTF *label = CCLabelTTF::labelWithString("Action Callback!", "Marker Felt", 32);

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



    this->addChild(label);

}

(2).有发送者无数据回调:CCCallFuncN  (N是CCNode),示例如下

void HelloWorld::actionCallbackN(CCNode *pSender)

{

    CCSprite *sprite = (CCSprite *) pSender;



    // 回调变红色

    sprite->setColor(ccRED);

}

(3).有发送者有数据回调:CCCallFuncND  (N是CCNode,D是data,是void *类型)

void HelloWorld::actionCallbackND(CCNode *pSender, void *data)

{

    CCSize winSize = CCDirector::sharedDirector()->getWinSize();



    CCSprite *sprite = (CCSprite *) pSender;



    // 回调变蓝色

    sprite->setColor(ccBLUE);

    

    // 接收回调数据

    CCLabelTTF *label = CCLabelTTF::labelWithString((char *) data, "Marker Felt", 32);

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

    this->addChild(label);



    CCLog((char *) data);

}

使用回调示例如下:

void HelloWorld::actionListen()

{

    CCSize winSize = CCDirector::sharedDirector()->getWinSize();



    CCFiniteTimeAction *action = CCSequence::actions(

        CCMoveBy::actionWithDuration(2.0f, CCPointMake(winSize.width / 2, 0)),

        CCCallFunc::actionWithTarget(this, callfunc_selector(HelloWorld::actionCallback)), NULL);



    CCFiniteTimeAction *actionN = CCSequence::actions(

        CCMoveBy::actionWithDuration(2.0f, CCPointMake(-winSize.width / 2, 0)),

        CCCallFuncN::actionWithTarget(this, callfuncN_selector(HelloWorld::actionCallbackN)), NULL);



    CCFiniteTimeAction *actionND = CCSequence::actions(

        CCMoveBy::actionWithDuration(2.0f, CCPointMake(winSize.width / 2, 0)),

        CCCallFuncND::actionWithTarget(this, callfuncND_selector(HelloWorld::actionCallbackND), (void *) "Callback Data"), NULL);



    oldManSprite->runAction(actionND);

    youngSisterSprite->runAction(actionN);

}

 

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