游戏中屏幕抖动是一个非常炫的效果,那么在COCOS2D-X 中该怎么实现呢?
直接上代码:
CCShake.h
#ifndef __SHAKE_H__ #define __SHAKE_H__ #include "cocos2d.h" USING_NS_CC; 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: void startWithTarget(cocos2d::CCNode *pTarget); void update(float time); void stop(void); CCPoint m_StartPosition; // Strength of the action float m_strength_x, m_strength_y; }; #endif //__SHAKE_H__
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CCShake.cpp
#include "CCShake.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) { } 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 = ((float)rand() / (float)RAND_MAX); 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(m_StartPosition, ccp( randx, randy))); } void CCShake::startWithTarget(CCNode *pTarget) { CCActionInterval::startWithTarget( pTarget ); // save the initial position m_StartPosition=pTarget->getPosition(); } void CCShake::stop(void) { // Action is done, reset clip position this->getTarget()->setPosition( m_StartPosition); CCActionInterval::stop(); }