COCOS2D-X 抖动效果 CCShake

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__

------------------------------------------------------------------------------------------------------------------------------------

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();
}

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();



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