【COCOS2DX-游戏开发之三十】抖动效果 CCShake

cocos2dx全屏抖动,个别对象抖动


/**
 desc:让指定控件抖动
 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();
 */
#ifndef __SHAKE_H__
#define __SHAKE_H__

#include "actions/CCActionInterval.h"

/**
 * 按指定频度范围内抖动[-strength_x,strength_x][-strength_y, strength_y]
 */
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:
    
    virtual void startWithTarget(cocos2d::CCNode *pTarget);
    virtual void update(float time);
    virtual void stop(void);
    
    
    // Initial position of the shaked node
    float m_initial_x, m_initial_y;
    // Strength of the action
    float m_strength_x, m_strength_y;
};


/**
 * 线性抖动(剩余时间越短,抖动范围越小)
 */
class CCFallOffShake : public CCShake
{
public:
    CCFallOffShake();
    
    // Create the action with a time and a strength (same in x and y)
    static CCFallOffShake* create(float d, float strength );
    // Create the action with a time and strengths (different in x and y)
    static CCFallOffShake* createWithStrength(float d, float strength_x, float strength_y );
    
protected:
    virtual void update(float time);
};

#endif //__SHAKE_H__



CPP


#include "ShakeAction.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), m_initial_x(0), m_initial_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 = CCRANDOM_0_1();
    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(ccp(m_initial_x, m_initial_y),ccp( randx, randy)));
}

void CCShake::startWithTarget(CCNode *pTarget)
{
    CCActionInterval::startWithTarget( pTarget );
    
    // save the initial position
    m_initial_x = pTarget->getPosition().x;
    m_initial_y = pTarget->getPosition().y;
}

void CCShake::stop(void)
{
    // Action is done, reset clip position
    this->getTarget()->setPosition( ccp( m_initial_x, m_initial_y ) );
    
    CCActionInterval::stop();
}

///////////////////////////////////////////////////////////////////////////////


CCFallOffShake::CCFallOffShake()
{
    
}

// Create the action with a time and a strength (same in x and y)
CCFallOffShake* CCFallOffShake::create(float d, float strength )
{
    return createWithStrength( d, strength, strength );
}

// Create the action with a time and strengths (different in x and y)
CCFallOffShake* CCFallOffShake::createWithStrength(float duration, float strength_x, float strength_y)
{
    CCFallOffShake *pRet = new CCFallOffShake();
    
    if (pRet && pRet->initWithDuration(duration, strength_x, strength_y))
    {
        pRet->autorelease();
    }
    else
    {
        CC_SAFE_DELETE(pRet);
    }
    
    return pRet;
}

void CCFallOffShake::update(float dt)
{
    float rate = (getDuration() - getElapsed())/getDuration();
    if (rate < 0.f) {
        rate = 0.f;
    }
    
    float randx = fgRangeRand( -m_strength_x, m_strength_x )*rate;
    float randy = fgRangeRand( -m_strength_y, m_strength_y )*rate;
    
    // move the target to a shaked position
    m_pTarget->setPosition( ccpAdd(ccp(m_initial_x, m_initial_y),ccp( randx, randy)));
}


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();








你可能感兴趣的:(【COCOS2DX-游戏开发之三十】抖动效果 CCShake)