cpp-tests ActionsEaseTest

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Action的动作实在太多太多了,有40-50种,自由组合等能出的更多,这里没有全部列下来,只是简单的列了下面几种。

更详细的讲解请看 http://blog.csdn.net/ac_huang/article/details/37972017




cpp-tests ActionsEaseTest_第1张图片


1、简单的快慢移动效果


void SpriteEase::onEnter()
{
    EaseSpriteDemo::onEnter();
    
	//创建一个相对移动,即在3s内,x轴移动VisibleRect::right().x-130,y轴移动0
    auto move = MoveBy::create(3, Vec2(VisibleRect::right().x-130,0));
	//最快捷的反向运动,move动作的反向动作,即移动到位后,在原路返回
    auto move_back = move->reverse();
    
	// EaseIn 由慢至快。
    auto move_ease_in = EaseIn::create(move->clone(), 2.5f);
    auto move_ease_in_back = move_ease_in->reverse();
    
	// EaseOut 由快至慢。
    auto move_ease_out = EaseOut::create(move->clone(), 2.5f);
    auto move_ease_out_back = move_ease_out->reverse();
    
    auto delay = DelayTime::create(0.25f);
    
	//注意看第二个参数为delay与第四个为delay->clone(),后面全是他的复制品,仔细看源码,他里面有一个
	//保存此对象(delay)的动作,即赋值。如果不使用clone,那么全是一个对象指针,后续操作会全乱。
	//delay->clone()为深度复制,即不是简单的改变指针指向,复制他的一切(包括动作、形为、监听等)
	//下面这个动作组是:移动----等待----返回
    auto seq1 = Sequence::create(move, delay, move_back, delay->clone(), nullptr);
    auto seq2 = Sequence::create(move_ease_in, delay->clone(), move_ease_in_back, delay->clone(), nullptr);
    auto seq3 = Sequence::create(move_ease_out, delay->clone(), move_ease_out_back, delay->clone(), nullptr);
    
    //RepeatForever永久运动,但是后面使用stopAction来停止
    auto a2 = _grossini->runAction(RepeatForever::create(seq1));
    a2->setTag(1);

    auto a1 = _tamara->runAction(RepeatForever::create(seq2));
    a1->setTag(1);

    auto a = _kathia->runAction(RepeatForever::create(seq3));
    a->setTag(1);

	//用来停止上面三个精灵的移动
    schedule(schedule_selector(SpriteEase::testStopAction), 6.25f);
}

void SpriteEase::testStopAction(float dt)
{
	//停止
    unschedule(schedule_selector(SpriteEase::testStopAction));
    _tamara->stopActionByTag(1);
    _kathia->stopActionByTag(1);
    _grossini->stopActionByTag(1);
}

看上面的注释,为了帮助我记录笔记和一点点学习源码打开入口。


2、带有弹性的移动


void SpriteEaseElastic::onEnter()
{
    EaseSpriteDemo::onEnter();
    
    auto move = MoveBy::create(3, Vec2(VisibleRect::right().x-130, 0));
    auto move_back = move->reverse();
    
	//让目标动作赋予弹性 ,且以目标动作起点位子赋予弹性
    auto move_ease_in = EaseElasticIn::create(move->clone() );
    auto move_ease_in_back = move_ease_in->reverse();
    
	//让目标动作赋予弹性 ,且以目标动作终点位子赋予弹性
    auto move_ease_out = EaseElasticOut::create(move->clone() );
    auto move_ease_out_back = move_ease_out->reverse();
    
    auto delay = DelayTime::create(0.25f);

    auto seq1 = Sequence::create(move, delay, move_back, delay->clone(), nullptr);
    auto seq2 = Sequence::create(move_ease_in, delay->clone(), move_ease_in_back, delay->clone(), nullptr);
    auto seq3 = Sequence::create(move_ease_out, delay->clone(), move_ease_out_back, delay->clone(), nullptr);
    
    _grossini->runAction( RepeatForever::create(seq1));
    _tamara->runAction( RepeatForever::create(seq2));
    _kathia->runAction( RepeatForever::create(seq3));    
}

让物体开始移动和结束移动时有一点点抖动,看起来像有弹性一样。


3、带有反弹的物体运动


void SpriteEaseElasticInOut::onEnter()
{
    EaseSpriteDemo::onEnter();
    
    auto move = MoveBy::create(3, Vec2(VisibleRect::right().x-130, 0));

	//让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性
    auto move_ease_inout1 = EaseElasticInOut::create(move->clone(), 0.3f);
    auto move_ease_inout_back1 = move_ease_inout1->reverse();
    
	//让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性
    auto move_ease_inout2 = EaseElasticInOut::create(move->clone(), 0.45f);
    auto move_ease_inout_back2 = move_ease_inout2->reverse();
    
    auto move_ease_inout3 = EaseElasticInOut::create(move->clone(), 0.6f);
    auto move_ease_inout_back3 = move_ease_inout3->reverse();
    
    auto delay = DelayTime::create(0.25f);
        
    auto seq1 = Sequence::create(move_ease_inout1, delay, move_ease_inout_back1, delay->clone(), nullptr);
    auto seq2 = Sequence::create(move_ease_inout2, delay->clone(), move_ease_inout_back2, delay->clone(), nullptr);
    auto seq3 = Sequence::create(move_ease_inout3, delay->clone(), move_ease_inout_back3, delay->clone(), nullptr);
    
    _tamara->runAction( RepeatForever::create(seq1));
    _kathia->runAction( RepeatForever::create(seq2));
    _grossini->runAction( RepeatForever::create(seq3)); 
}

void SpriteEaseBounce::onEnter()
{
    EaseSpriteDemo::onEnter();
    
    auto move = MoveBy::create(3, Vec2(VisibleRect::right().x-130, 0));
    auto move_back = move->reverse();
    
	//让目标动作赋予反弹力,且以目标动作开始位子开始反弹
    auto move_ease_in = EaseBounceIn::create(move->clone() );
    auto move_ease_in_back = move_ease_in->reverse();
    
	//让目标动作赋予反弹力,且以目标动作结束位子开始反弹
    auto move_ease_out = EaseBounceOut::create(move->clone() );
    auto move_ease_out_back = move_ease_out->reverse();
    
    auto delay = DelayTime::create(0.25f);
    
    auto seq1 = Sequence::create(move, delay, move_back, delay->clone(), nullptr);
    auto seq2 = Sequence::create(move_ease_in, delay->clone(), move_ease_in_back, delay->clone(), nullptr);
    auto seq3 = Sequence::create(move_ease_out, delay->clone(), move_ease_out_back, delay->clone(), nullptr);
    
    _grossini->runAction( RepeatForever::create(seq1));
    _tamara->runAction( RepeatForever::create(seq2));
    _kathia->runAction( RepeatForever::create(seq3));    
}

void SpriteEaseBounceInOut::onEnter()
{
    EaseSpriteDemo::onEnter();

    auto move = MoveBy::create(3, Vec2(VisibleRect::right().x-130, 0));
    auto move_back = move->reverse();
    
	//让目标动作赋予反弹力,且以目标动作结束位子开始反弹
    auto move_ease = EaseBounceInOut::create(move->clone() );
    auto move_ease_back = move_ease->reverse();
    
    auto delay = DelayTime::create(0.25f);
    
    auto seq1 = Sequence::create(move, delay, move_back, delay->clone(), nullptr);
    auto seq2 = Sequence::create(move_ease, delay->clone(), move_ease_back, delay->clone(), nullptr);
    
    this->positionForTwo();
    
    _grossini->runAction( RepeatForever::create(seq1));
    _tamara->runAction( RepeatForever::create(seq2));
}


这个要和上面的弹性区别,这个看起来像有一个无形的墙把物体反弹回来,从上面可以看出来,大体分为开始就反弹,结束时反

弹,或者开始与结束时都反弹。



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