cpp-tests EffectsTest一些3D特效

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由于官方的例子EffectsTest已经展示了很多效果,看起来还很不错,这里我不分析代码了,例子中特效的介绍请看:3D特效介绍


下面我直接上我自己写的例子及效果图,里面其实好多重复的代码,这里懒得去逐行去添加注释了。


////第五列 第三行
void HelloWorld::PageTurn3DFunc()
{
	NodeGrid *nodeGrid = NodeGrid::create();
	this->addChild(nodeGrid);
	auto Sp = Sprite::create("bang.png");
	Sp->setPosition(Vec2(800+OFFX, 180));
	nodeGrid->addChild(Sp);
	ScaleBy *bottomScaleBy = ScaleBy::create(1.5, 3);
	auto pageTrun = PageTurn3D::create(1.5, Size(20,10));
	nodeGrid->runAction(Sequence::create(pageTrun, pageTrun->reverse(), nullptr));
	Sp->runAction(Sequence::create(bottomScaleBy, bottomScaleBy->reverse(), nullptr));
	m_NodeGrids.push_back(nodeGrid);

	auto tf = LabelTTF::create("PageTurn3D", "Arial", 26);
	tf->setPosition(Vec2(Sp->getPosition().x + OFFX,
		Sp->getPosition().y + Sp->getContentSize().height * 0.5 + tf->getContentSize().height - 10));
	this->addChild(tf,10);
}

//第四列 第三行
void HelloWorld::SplitRowAndColFunc()
{
	NodeGrid *nodeGrid = NodeGrid::create();
	this->addChild(nodeGrid);
	auto Sp = Sprite::create("bang.png");
	Sp->setPosition(Vec2(620+OFFX, 180));
	nodeGrid->addChild(Sp);
	ScaleBy *bottomScaleBy = ScaleBy::create(2, 2);
	SplitRows *splitRow = SplitRows::create(1, 9);
	SplitCols *splitCol = SplitCols::create(1, 9);
	nodeGrid->runAction(Sequence::create(splitRow, splitRow->reverse(), splitCol, splitCol->reverse(), nullptr));
	Sp->runAction(Sequence::create(bottomScaleBy, bottomScaleBy->reverse(), nullptr));
	m_NodeGrids.push_back(nodeGrid);

	auto tf = LabelTTF::create("SplitRowAndCol", "Arial", 26);
	tf->setPosition(Vec2(Sp->getPosition().x + OFFX,
		Sp->getPosition().y + Sp->getContentSize().height * 0.5 + tf->getContentSize().height - 10));
	this->addChild(tf,10);
}

//第三列 第四行
void HelloWorld::TurnOffTilesFunc()
{
	NodeGrid *nodeGrid = NodeGrid::create();
	this->addChild(nodeGrid);
	auto Sp = Sprite::create("bang.png");
	Sp->setPosition(Vec2(440+OFFX, 50));
	nodeGrid->addChild(Sp);
	ScaleBy *bottomScaleBy = ScaleBy::create(1.5, 3);
	auto turnOff = TurnOffTiles::create(1.5, Size(25,15), 30);
	nodeGrid->runAction(Sequence::create(turnOff, turnOff->reverse(), nullptr));
	Sp->runAction(Sequence::create(bottomScaleBy, bottomScaleBy->reverse(), nullptr));
	m_NodeGrids.push_back(nodeGrid);

	auto tf = LabelTTF::create("TurnOffTiles", "Arial", 26);
	tf->setPosition(Vec2(Sp->getPosition().x + OFFX,
		Sp->getPosition().y + Sp->getContentSize().height * 0.5 + tf->getContentSize().height - 10));
	this->addChild(tf,10);
}

//第三列 第三行
void HelloWorld::FadeOutALLTilesFunc()
{
	//这里把上、下、左、右四种效果合成一个
	NodeGrid *nodeGrid = NodeGrid::create();
	this->addChild(nodeGrid);
	auto Sp = Sprite::create("bang.png");
	Sp->setPosition(Vec2(440+OFFX, 180));
	nodeGrid->addChild(Sp);
	//从左下-右上
	FadeOutBLTiles *FadeOutBL = FadeOutBLTiles::create(0.5, Size(30,25));
	//从右上-左下
	FadeOutTRTiles *FadeOutTR = FadeOutTRTiles::create(0.5, Size(30,25));
	//从上-下
	FadeOutDownTiles *FadeOutDown = FadeOutDownTiles::create(0.5, Size(30,25));
	//从下-上
	FadeOutUpTiles *FadeUp = FadeOutUpTiles::create(0.5, Size(30,25));
	nodeGrid->runAction(Sequence::create(FadeOutBL, FadeOutBL->reverse(), DelayTime::create(0.2),
										 FadeOutTR, FadeOutTR->reverse(), DelayTime::create(0.2),
										 FadeOutDown, FadeOutDown->reverse(),DelayTime::create(0.2),
										 FadeUp, FadeUp->reverse(),nullptr));
	m_NodeGrids.push_back(nodeGrid);

	auto tf = LabelTTF::create("FadeOutALLTiles", "Arial", 26);
	tf->setPosition(Vec2(Sp->getPosition().x + OFFX,
		Sp->getPosition().y + Sp->getContentSize().height * 0.5 + tf->getContentSize().height - 10));
	this->addChild(tf,10);
}

//第二列 第三行
void HelloWorld::ShuffleTilesFunc()
{
	NodeGrid *nodeGrid = NodeGrid::create();
	this->addChild(nodeGrid);
	auto Sp = Sprite::create("bang.png");
	Sp->setPosition(Vec2(260+OFFX, 180));
	nodeGrid->addChild(Sp);
	ScaleBy *bottomScaleBy = ScaleBy::create(2, 2);
	auto shattered = ShuffleTiles::create(2, Size(25,15), 30);
	nodeGrid->runAction(Sequence::create(shattered, shattered->reverse(), nullptr));
	Sp->runAction(Sequence::create(bottomScaleBy, bottomScaleBy->reverse(), nullptr));
	m_NodeGrids.push_back(nodeGrid);

	auto tf = LabelTTF::create("ShuffleTiles", "Arial", 26);
	tf->setPosition(Vec2(Sp->getPosition().x + OFFX,
		Sp->getPosition().y + Sp->getContentSize().height * 0.5 + tf->getContentSize().height - 10));
	this->addChild(tf,10);
}

//第一列 第三行
void HelloWorld::ShatteredTiles3DFunc()
{
	NodeGrid *nodeGrid = NodeGrid::create();
	this->addChild(nodeGrid);
	auto Sp = Sprite::create("bang.png");
	Sp->setPosition(Vec2(80+OFFX, 180));
	nodeGrid->addChild(Sp);
	ScaleBy *bottomScaleBy = ScaleBy::create(1.5, 2);
	nodeGrid->runAction(ShatteredTiles3D::create(3, Size(25,15),5, true));
	Sp->runAction(Sequence::create(bottomScaleBy, bottomScaleBy->reverse(), nullptr));
	m_NodeGrids.push_back(nodeGrid);

	auto tf = LabelTTF::create("ShatteredTiles3D", "Arial", 26);
	tf->setPosition(Vec2(Sp->getPosition().x + OFFX,
		Sp->getPosition().y + Sp->getContentSize().height * 0.5 + tf->getContentSize().height - 10));
	this->addChild(tf,10);

	ShuffleTilesFunc();
}

//第五列
void HelloWorld::LiquidFunc()
{
	NodeGrid *nodeGrid = NodeGrid::create();
	this->addChild(nodeGrid);
	auto Sp = Sprite::create("bang.png");
	Sp->setPosition(Vec2(800 + OFFX, 360));
	nodeGrid->addChild(Sp);
	ScaleBy *bottomScaleBy = ScaleBy::create(2, 2);
	nodeGrid->runAction(Liquid::create(4, Size(15,10),3, 5));
	Sp->runAction(Sequence::create(bottomScaleBy, bottomScaleBy->reverse(), nullptr));
	m_NodeGrids.push_back(nodeGrid);

	auto tf = LabelTTF::create("Liquid", "Arial", 26);
	tf->setPosition(Vec2(Sp->getPosition().x  + OFFX,
		Sp->getPosition().y + Sp->getContentSize().height * 0.5 + tf->getContentSize().height - 10));
	this->addChild(tf,10);
}

//第五列
void HelloWorld::TwirlFunc()
{
	NodeGrid *nodeGrid = NodeGrid::create();
	this->addChild(nodeGrid);
	auto Sp = Sprite::create("bang.png");
	Sp->setPosition(Vec2(800 + OFFX, 540));
	nodeGrid->addChild(Sp);
	ScaleBy *bottomScaleBy = ScaleBy::create(1.5, 2);
	nodeGrid->runAction(Twirl::create(3, Size(15,10), Vec2(800, 540), 2, 5));
	Sp->runAction(Sequence::create(bottomScaleBy, bottomScaleBy->reverse(), nullptr));
	m_NodeGrids.push_back(nodeGrid);

	auto tf = LabelTTF::create("Twirl", "Arial", 26);
	tf->setPosition(Vec2(Sp->getPosition().x  + OFFX,
		Sp->getPosition().y + Sp->getContentSize().height * 0.5 + tf->getContentSize().height - 10));
	this->addChild(tf,10);

	LiquidFunc();
}

//第四列
void HelloWorld::Ripple3DFunc()
{
	NodeGrid *nodeGrid = NodeGrid::create();
	this->addChild(nodeGrid);
	auto Sp = Sprite::create("bang.png");
	Sp->setPosition(Vec2(620 + OFFX, 360));
	nodeGrid->addChild(Sp);
	ScaleBy *bottomScaleBy = ScaleBy::create(2, 2);
	nodeGrid->runAction(Ripple3D::create(4, Size(15,10),Vec2(240,160), 25, 5, 30));
	Sp->runAction(Sequence::create(bottomScaleBy, bottomScaleBy->reverse(), nullptr));
	m_NodeGrids.push_back(nodeGrid);

	auto tf = LabelTTF::create("Ripple3D", "Arial", 26);
	tf->setPosition(Vec2(Sp->getPosition().x  + OFFX,
		Sp->getPosition().y + Sp->getContentSize().height * 0.5 + tf->getContentSize().height - 10));
	this->addChild(tf,10);
}

//第四列
void HelloWorld::Lens3DFunc()
{
	NodeGrid *nodeGrid = NodeGrid::create();
	this->addChild(nodeGrid);
	auto Sp = Sprite::create("bang.png");
	Sp->setPosition(Vec2(620 + OFFX, 540));
	nodeGrid->addChild(Sp);
	ScaleBy *bottomScaleBy = ScaleBy::create(1, 2);
	nodeGrid->runAction(Lens3D::create(2, Size(15,10),Vec2(240,160), 45));
	Sp->runAction(Sequence::create(bottomScaleBy, bottomScaleBy->reverse(), nullptr));
	m_NodeGrids.push_back(nodeGrid);

	auto tf = LabelTTF::create("Lens3D", "Arial", 26);
	tf->setPosition(Vec2(Sp->getPosition().x  + OFFX,
		Sp->getPosition().y + Sp->getContentSize().height * 0.5 + tf->getContentSize().height - 10));
	this->addChild(tf,10);

	Ripple3DFunc();
}

//第三列
void HelloWorld::Flip3DFunc()
{
	NodeGrid *nodeGrid = NodeGrid::create();
	this->addChild(nodeGrid);
	//X轴
	auto Sp = Sprite::create("bang.png");
	Sp->setPosition(Vec2(440 + OFFX, 540));
	nodeGrid->addChild(Sp);
	ScaleBy *bottomScaleBy = ScaleBy::create(2.0, 4);
	auto flipx = FlipX3D::create(2.0);
	nodeGrid->runAction(Sequence::create(flipx, flipx->reverse(), nullptr));
	Sp->runAction(Sequence::create(bottomScaleBy, bottomScaleBy->reverse(), nullptr));
	m_NodeGrids.push_back(nodeGrid);

	auto tf = LabelTTF::create("FlipX3D", "Arial", 26);
	tf->setPosition(Vec2(Sp->getPosition().x  + OFFX,
		Sp->getPosition().y + Sp->getContentSize().height * 0.5 + tf->getContentSize().height - 10));
	this->addChild(tf,10);

	NodeGrid *nodeGrid1 = NodeGrid::create();
	this->addChild(nodeGrid1);
	//Y轴
	auto SpClone = Sprite::create("bang.png");
	SpClone->setPosition(Vec2(440 + OFFX, 360));
	nodeGrid1->addChild(SpClone);
	ScaleBy *bottomScaleByClone = ScaleBy::create(1.5, 2);
	auto flipy = FlipY3D::create(1.5);
	nodeGrid1->runAction(Sequence::create(flipy, flipy->reverse(), nullptr));
	SpClone->runAction(Sequence::create(bottomScaleByClone, bottomScaleByClone->reverse(), nullptr));
	m_NodeGrids.push_back(nodeGrid1);

	auto tf1 = LabelTTF::create("FlipY3D", "Arial", 26);
	tf1->setPosition(Vec2(SpClone->getPosition().x  + OFFX,
		SpClone->getPosition().y + SpClone->getContentSize().height * 0.5 + tf1->getContentSize().height - 10));
	this->addChild(tf1,10);
}

//第二列
void HelloWorld::WavesTiles3DFunc()
{
	NodeGrid *nodeGrid = NodeGrid::create();
	this->addChild(nodeGrid);
	ScaleBy *bottomScaleBy = ScaleBy::create(2, 2);
	auto Sp = Sprite::create("bang.png");
	Sp->setPosition(Vec2(260 + OFFX, 360));
	nodeGrid->addChild(Sp);
	auto bottomShaky3D = WavesTiles3D::create(4, Size(20,10), 5, 100);
	nodeGrid->runAction(bottomShaky3D);
	Sp->runAction(Sequence::create(bottomScaleBy, bottomScaleBy->reverse(),nullptr));
	m_NodeGrids.push_back(nodeGrid);

	auto tf = LabelTTF::create("WavesTiles3D", "Arial", 26);
	tf->setPosition(Vec2(Sp->getPosition().x  + OFFX,
		Sp->getPosition().y + Sp->getContentSize().height * 0.5 + tf->getContentSize().height - 10));
	this->addChild(tf,10);
}

//第二列
void HelloWorld::Waves3DFunc()
{
	NodeGrid *nodeGrid = NodeGrid::create();
	this->addChild(nodeGrid);
	auto Sp = Sprite::create("bang.png");
	Sp->setPosition(Vec2(260 + OFFX, 540));
	nodeGrid->addChild(Sp);
	auto rightShaky3D = Waves3D::create(3, Size(20,10),5, 50);
	nodeGrid->runAction(rightShaky3D);
	ScaleBy *rightScaleBy = ScaleBy::create(1.5, 2);
	Sp->runAction(Sequence::create(rightScaleBy, rightScaleBy->reverse(),nullptr));
	m_NodeGrids.push_back(nodeGrid);

	auto tf = LabelTTF::create("Waves3D", "Arial", 26);
	tf->setPosition(Vec2(Sp->getPosition().x  + OFFX,
		Sp->getPosition().y + Sp->getContentSize().height * 0.5 + tf->getContentSize().height - 10));
	this->addChild(tf,10);

	WavesTiles3DFunc();
}

//第一列
void HelloWorld::ShakyTiles3DFunc()
{
	ScaleBy *bottomScaleBy = ScaleBy::create(1.5, 3);
	auto Sp = Sprite::create("bang.png");
	Sp->setPosition(Vec2(80 + OFFX, 360));
	NodeGrid *nodeGrid = NodeGrid::create();
	nodeGrid->addChild(Sp);
	this->addChild(nodeGrid);
	m_NodeGrids.push_back(nodeGrid);
	auto bottomShaky3D = ShakyTiles3D::create(3, Size(20,10), 3, true);
	nodeGrid->runAction(bottomShaky3D);
	Sp->runAction(Sequence::create(bottomScaleBy, bottomScaleBy->reverse(),nullptr));

	auto tf = LabelTTF::create("ShakyTiles3D", "Arial", 26);
	tf->setPosition(Vec2(Sp->getPosition().x  + OFFX,
						 Sp->getPosition().y + Sp->getContentSize().height * 0.5 + tf->getContentSize().height - 10));
	
	this->addChild(tf,10);
}

//第一列
void HelloWorld::Shaky3DFunc()
{
	auto Sp = Sprite::create("bang.png");
	Sp->setPosition(Vec2(80 + OFFX, 540));
	//3.x中已经改变了,Node中已经没有setGird与getGird接口了,改到NodeGird里面了
	NodeGrid *leftNodeGrid = NodeGrid::create();
	leftNodeGrid->addChild(Sp);
	this->addChild(leftNodeGrid);
	m_NodeGrids.push_back(leftNodeGrid);
	auto leftShaky3D = Shaky3D::create(3, Size(10,10), 2, true);
	leftNodeGrid->runAction(leftShaky3D);
	ScaleBy *leftScaleBy = ScaleBy::create(1.5, 3);
	Sp->runAction(Sequence::create(leftScaleBy, leftScaleBy->reverse(),nullptr));

	auto tf = LabelTTF::create("Shaky3D", "Arial", 26);
	tf->setPosition(Vec2(Sp->getPosition().x  + OFFX,
		Sp->getPosition().y + Sp->getContentSize().height * 0.5 + tf->getContentSize().height - 10));
	this->addChild(tf,10);

	ShakyTiles3DFunc();

	//设置一个update定时器,每帧去查询是否结束了晃动
	schedule( schedule_selector(HelloWorld::checkAnim) );
}

//这个函数很有用,没有他,效果不会恢复原状
void HelloWorld::checkAnim(float dt)
{
	//由于晃动结束后,他是不会自己恢复原状的,只能设置Node类中一个Grid属性,看Node源码就知道了。
	std::vector<NodeGrid*>::iterator iter;
	for( iter = m_NodeGrids.begin(); iter != m_NodeGrids.end(); ++ iter)
	{
		auto s2 = (*iter);
		//由于这里只有Shaky3D这一种特效,所以用了getNumberOfRunningActions(当前正在运行的Action个数)
		//及此node是否有grid属性。
		if ( s2->getNumberOfRunningActions() == 0 && s2->getGrid() != NULL)
		{
			//要设置成NULL,才会恢复原状
			s2->setGrid(NULL);
		}
	}
}


上面用到的最多的是声明一个NodeGrid的对象,然后添加sprite到其里面,最后是NodeGird去runActions(),sprite是不能直接运行Grid3DAction里面效果的,只能是NodeGird对象。

由于屏幕就那么大,选取的精灵图片也小,不如官方例子那样醒目,但是还是能看出效果的,但是gif上传大小受限,只能一减在减,看不到全过程





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