在《iPhone & iPad Cocos2D游戏开发实战》一书中在看第四章时候遇到陌生知识,然后在网上找到相关知识点,再此记录;
由序列控制蜘蛛的移动方法代码
-(void) runSpiderMoveSequence:(CCSprite*)spider { // 随着时间慢慢增加蜘蛛的移动速度 numSpidersMoved++;//定义的int型变量 if (numSpidersMoved % 8 == 0 && spiderMoveDuration > 2.0f) { spiderMoveDuration -= 0.1f; } // 用于控制蜘蛛移动的动作序列 CGPoint belowScreenPosition = CGPointMake(spider.position.x, -[spider texture].contentSize.height); CCMoveTo* move = [CCMoveTo actionWithDuration:spiderMoveDuration position:belowScreenPosition]; CCCallFuncN* call = [CCCallFuncN actionWithTarget:self selector:@selector(spiderBelowScreen:)]; CCSequence* sequence = [CCSequence actions:move, call, nil]; [spider runAction:sequence]; }
RunSpiderMoveSequence方法的作用是跟踪已被放下的蜘蛛数量。每次到第八个蜘蛛时,spiderMoveDuration的值就会被减少,从而提高所有蜘蛛的移动速度。%这个符号叫作“余数运算子”(Modulus Operator),用于得到运用除法以后得到的余数。比如,如果numSpidersMoved可以用8除尽,那么“余数运算子”的计算结果就应该是0。
这里用到的动作序列只有一个CCMoveTo动作和一个CCCallFuncN动作。你可以改进蜘蛛的行为,比如让它往下移动一点,等个几秒钟,然后一直移动到底部,就像真的邪恶的蜘蛛通常会做的那样。我将把具体的做法留给你去发挥。我选择CCCallFuncN的目的是给spiderBelowScreen方法传递蜘蛛精灵作为它的sender变量。这样的话,当某只蜘蛛到达屏幕底部时,我就可以直接引用那个蜘蛛,不需要再去到处找了
1.CCMoveTo
表示移动到某一个点,还有一个与它类似的CCMoveBy表示移动相对于当前位置某个位置,相当于一个向量;
2.CCCallFuncN
CCCallFuncN 带有一个参数,这个参数本身是一个Action,相当于他的参数就是一个BUtton;与它类似的还有
CCCallFunc 不带参数, 执行回调函数方法,
CCCallFuncND 带两个参数,一个是Action动作,另一个是自定义的参数
CCCallFuncO 也是两个参数,和CCCallFuncN参数一样,
以下是几个类在CCActionInstant.m文件中的定义,通过他们的-(void)execute函数看出他们参数问题
// // CallFunc // #pragma mark CCCallFunc @implementation CCCallFunc @synthesize targetCallback = targetCallback_; +(id) actionWithTarget: (id) t selector:(SEL) s { return [[[self alloc] initWithTarget: t selector: s] autorelease]; } -(id) initWithTarget: (id) t selector:(SEL) s { if( (self=[super init]) ) { self.targetCallback = t; selector_ = s; } return self; } -(NSString*) description { return [NSString stringWithFormat:@"<%@ = %p | Tag = %ld | selector = %@>", [self class], self, (long)tag_, NSStringFromSelector(selector_) ]; } -(void) dealloc { [targetCallback_ release]; [super dealloc]; } -(id) copyWithZone: (NSZone*) zone { CCActionInstant *copy = [[[self class] allocWithZone: zone] initWithTarget:targetCallback_ selector:selector_]; return copy; } -(void) update:(ccTime)time { [self execute]; } -(void) execute { [targetCallback_ performSelector:selector_]; } @end
// // CallFuncN // #pragma mark CCCallFuncN @implementation CCCallFuncN -(void) execute { [targetCallback_ performSelector:selector_ withObject:target_]; } @end
// // CallFuncND // #pragma mark CCCallFuncND @implementation CCCallFuncND @synthesize callbackMethod = callbackMethod_; +(id) actionWithTarget:(id)t selector:(SEL)s data:(void*)d { return [[[self alloc] initWithTarget:t selector:s data:d] autorelease]; } -(id) initWithTarget:(id)t selector:(SEL)s data:(void*)d { if( (self=[super initWithTarget:t selector:s]) ) { data_ = d; #if COCOS2D_DEBUG NSMethodSignature * sig = [t methodSignatureForSelector:s]; // added NSAssert(sig !=0 , @"Signature not found for selector - does it have the following form? -(void)name:(id)sender data:(void*)data"); #endif callbackMethod_ = (CC_CALLBACK_ND) [t methodForSelector:s]; } return self; } -(id) copyWithZone: (NSZone*) zone { CCActionInstant *copy = [[[self class] allocWithZone: zone] initWithTarget:targetCallback_ selector:selector_ data:data_]; return copy; } -(void) dealloc { // nothing to dealloc really. Everything is dealloc on super (CCCallFuncN) [super dealloc]; } -(void) execute { callbackMethod_(targetCallback_,selector_,target_, data_); } @end
@implementation CCCallFuncO @synthesize object = object_; +(id) actionWithTarget: (id) t selector:(SEL) s object:(id)object { return [[[self alloc] initWithTarget:t selector:s object:object] autorelease]; } -(id) initWithTarget:(id) t selector:(SEL) s object:(id)object { if( (self=[super initWithTarget:t selector:s] ) ) self.object = object; return self; } - (void) dealloc { [object_ release]; [super dealloc]; } -(id) copyWithZone: (NSZone*) zone { CCActionInstant *copy = [[[self class] allocWithZone: zone] initWithTarget:targetCallback_ selector:selector_ object:object_]; return copy; } -(void) execute { [targetCallback_ performSelector:selector_ withObject:object_]; } @end
3.CCSequence
sequence是用来按顺序执行一系列的动作,即动作按排列的顺序一个接一个的执行,示例如下:
id action1 = [CCMoveTo actionWithDuration:2 position:ccp(100,100)]; id action2 = [CCMoveBy actionWithDuration:2 position: ccp(80,80)]; id action3 = [CCMoveBy actionWithDuration:2 position: ccp(0,80)]; [sprite runAction: [CCSequence actions:action1, action2, action3, nil]];
上面这段代码的意思是,sprite(精灵对象)先移动到坐标(100,100)位置,然后在向右上方移动(80,80),然后,再向右移动80(80,0)。这一系列动作是不重叠,一个接一个的执行的。
注意的是,在这些动作中不能有 CCRepeatForever 这种无限的动作(就是不停的一直持续的动作),必须是那种可以在有限的时间内完成的。
另外在博客上看到其他几个类似的类的用法,都是cocos2d常用动作 原文连接 http://leeyin.iteye.com/blog/1306557
CCSpawn
这个与上面的 CCSequence 不同的是,排列的动作是同时执行的,执行的时间以子动作中的最长的时间为准。代码示例:
id action = [CCSpawn actions: [CCJumpBy actionWithDuration:2 position:ccp(300,0) height:50 jumps:4], [CCRotateBy actionWithDuration: 2 angle: 720], nil]; [sprite runAction:action];
上面这段代码的意思是,sprite 在两秒钟内,向右跳四次,总共跳跃距离是300,跳跃高度是50,在跳跃过程中 同时旋转720度。
CCRepeat
这个是用来重复一个动作有限的次数。当然,你也可以用CCSequence来实现同样的功能,只是那样看起来有点傻。示例:
id a1 = [CCMoveBy actionWithDuration:1 position:ccp(150,0)]; id action1 = [CCRepeat actionWithAction: [CCSequence actions: [CCPlace actionWithPosition:ccp(60,60)], a1, nil] times:3]; [sprite runAction:action1];
上面这段代码的意思是,先将sprite 放置在(60,60)位置,然后一秒内向右移动150的距离。这两个动作重复3次。
CCRepeatForever
上面的是重复有限次数,这个是无限次重复,比如,你想让一个轮子不停的旋转,就可以用这个实现。示例:
CCRotateBy* rotate = [CCRotateBy actionWithDuration:1.0f angle:360]; CCRepeatForever* action2 = [CCRepeatForever actionWithAction:rotate]; [sprite runAction:action2];