Cocos2d-x中提供了非常丰富的动作特效。
例如:网格动画,扭曲特效,3D瓷砖波动特效
程序代码:
#include “ActionEffect.h”
#include “HelloWorldScene.h”
static const char* _actionName[] =
{
“CCFadeOutBLTiles”,
“CCFadeOutDownTiles”,
“CCFadeOutTRTiles”,
“CCFadeOutUpTiles”,
“CCFlipX3D”,
“CCFlipY3D”,
“CCJumpTiles3D”,
“CCLens3D”,
“CCLiquid”,
“CCPageTurn3D”,
“CCRipple3D”,
“CCShaky3D”,
“CCShakyTiles3D”,
“CCShatteredTiles3D”,
“CCShuffleTiles”,
“CCSplitCols”,
“CCSplitRows”,
“CCTurnOffTiles”,
“CCTwirl”,
“CCWaves”,
“CCWaves3D”,
“CCWavesTiles3D”
};
CCScene* ActionEffect::scene()
{
CCScene* s = CCScene::create();
ActionEffect* layer = ActionEffect::create();
s->addChild(layer);
return s;
}
bool ActionEffect::init()
{
CCLayer::init();
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCNode* c = CCNode::create();
_c = c;
int actionCount = sizeof(_actionName) / sizeof(*_actionName);
for (int i = 0; i < actionCount; i++)
{
/*
CCSprite* bg = CCSprite::create("HelloWorld.png");
c->addChild(bg);
bg->setPosition(ccp(winSize.width / 2 + i*winSize.width, winSize.height / 2));
*/
CCLayerColor* layer;
if (i % 2 == 0)
{
layer = CCLayerColor::create(ccc4(192, 192, 192, 255), winSize.width, winSize.height);
}
else
{
layer = CCLayerColor::create(ccc4(128, 128, 128, 255), winSize.width, winSize.height);
}
c->addChild(layer);
layer->setPosition(ccp(i*winSize.width, 0));
/* 设置Title */
const char* title = _actionName[i];
CCLabelTTF* label = CCLabelTTF::create(title, “Arial”, 36);
layer->addChild(label, 1000);
label->setPosition(ccp(winSize.width / 2, winSize.height – 80));
}
CCScrollView* view = CCScrollView::create(winSize, c);
view->setDirection(kCCScrollViewDirectionHorizontal);
view->setContentSize(CCSize(winSize.width*actionCount, winSize.height));
addChild(view);
c->setPositionX((1 – actionCount)*winSize.width);
// 能触摸
setTouchEnabled(true);
setTouchMode(kCCTouchesOneByOne);
return true;
}
bool ActionEffect::ccTouchBegan(CCTouch*, CCEvent*)
{
return true;
}
void ActionEffect::testAction(int idx, CCLayerColor* layer)
{
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSprite* sprite = (CCSprite*)layer->getUserObject();
if (sprite == NULL)
{
// sprite = CCSprite::create(“background3.png”);
sprite = CCSprite::create(“HelloWorld.png”);
layer->setUserObject(sprite);
layer->addChild(sprite);
}
const char* an = _actionName[idx];
CCAction* action = NULL;
sprite->setPosition(ccp(winSize.width / 2, winSize.height / 2));
CCMoveBy* moveBy = CCMoveBy::create(4, ccp(0, sprite->getContentSize().height / 2 – winSize.height / 2));
//网格从右上到左下部消失
//第一个参数:时间
//第二个参数:网格大小
if (an == “CCFadeOutBLTiles”)
{
action = CCFadeOutBLTiles::create(5, CCSize(16, 12));
}
//网格从上到下折叠消失
//第一个参数:时间
//第二个参数:网格大小
if (an == “CCFadeOutDownTiles”)
{
action = CCFadeOutDownTiles::create(5, CCSize(16, 12));
}
//网格从左下到右上消失
if (an == “CCFadeOutTRTiles”)
{
action = CCFadeOutTRTiles::create(5, CCSize(16, 12));
}
//网格从下到上消失
if (an == “CCFadeOutUpTiles”)
{
action = CCFadeOutUpTiles::create(5, CCSize(16, 12));
}
//创建一个X轴3D反转特效
if (an == “CCFlipX3D”) // 影响touch
{
action = CCFlipX3D::create(5);
}
//创建一个Y轴3D反转特效
if (an == “CCFlipY3D”)
{
action = CCFlipY3D::create(5);;
}
//网格跳动特效
if (an == “CCJumpTiles3D”)
{ //参数:时间,网格大小,次数,振幅
action = CCJumpTiles3D::create(5, CCSize(16, 12), 56, 5.0f);
}
//凸透镜特效
if (an == “CCLens3D”)
{
//参数:时间,网格大小,圆心坐标,圆半径
action = CCLens3D::create(5, CCSize(16, 12), ccp(winSize.width / 2, winSize.height / 2), 100);
}
//液体特效
if (an == “CCLiquid”)
{
//参数:时间,网格大小,速度,振幅
action = CCLiquid::create(56, CCSize(16, 12), 56, 2.0f);
}
//3D翻页特效
if (an == “CCPageTurn3D”)
{
action = CCPageTurn3D::create(5, CCSize(16, 12));
}
//创建一个3D水波特效
if (an == “CCRipple3D”)
{
//参数:时间,网格大小,坐标,半径,速度,振幅
action = CCRipple3D::create(10, CCSize(16, 12), ccp(winSize.width / 2, winSize.height / 2), 100, 10, 50.0f);
}
//创建一个3D晃动的效果
if (an == “CCShaky3D”)
{
//参数:时间,晃动网格大小,晃动范围,Z轴是否晃动
action = CCShaky3D::create(10, CCSize(16, 12), 2, true);
}
//创建一个3D瓷砖晃动的效果
if (an == “CCShakyTiles3D”)
{
//参数:时间,晃动网格大小,晃动范围,Z轴是否晃动
action = CCShakyTiles3D::create(5, CCSize(16, 12), 2, true);
}
//创建一个3D破碎瓷砖特效
if (an == “CCShatteredTiles3D”)
{
//参数:时间,晃动网格大小,晃动范围,Z轴是否晃动
action = CCShatteredTiles3D::create(1, CCSize(16, 12), 7, true);
}
//瓷砖洗牌特效
if (an == “CCShuffleTiles”)
{
//参数:时间,网格大小,随机数
action = CCShuffleTiles::create(5, CCSize(16, 12), CCRANDOM_0_1()*10000);
}
//多行消失特效(垂直)
if (an == “CCSplitCols”)
{
//参数:时间,行数
action = CCSplitCols::create(5, 9);
}
//多行消失特效(水平)
if (an == “CCSplitRows”)
{
//参数:时间,行数
action = CCSplitRows::create(5, 9);
}
//方块消失
if (an == “CCTurnOffTiles”)
{
//参数:时间,网格大小,随机数
action = CCTurnOffTiles::create(5, CCSize(16, 12));
}
//创建一个扭曲特效
if (an == “CCTwirl”)
{
//时间,网格大小,坐标,扭曲次数,振幅
action = CCTwirl::create(5, CCSize(16, 12), ccp(winSize.width / 2, winSize.height / 2), 5, 5.0f);
}
//创建一个波动效果
if (an == “CCWaves”)
{
//参数:时间,晃动网格大小,波动速度,振幅,是否水平波动,是否垂直波动
action = CCWaves::create(5, CCSize(16, 12), 5, 5.0f, true, false);
}
//创建一个3D波动效果
if (an == “CCWaves3D”)
{
//参数:时间,晃动网格大小,波动速度,振幅
action = CCWaves3D::create(5, CCSize(16, 12), 5, 5.0f);
}
//创建一个3D瓷砖波动效果
if (an == “CCWavesTiles3D”)
{
//参数:时间,晃动网格大小,波动速度,振幅
action = CCWavesTiles3D::create(5, CCSize(16, 12), 5, 5.0f);
}
if (action)
{
sprite->runAction(action);
}
}
void ActionEffect::ccTouchEnded(CCTouch* t, CCEvent*)
{
CCPoint ptStart = t->getStartLocation();
CCPoint ptEnd = t->getLocation();
if (ptStart.getDistanceSq(ptEnd) <= 25)
{
// click
// 点中了哪个子窗口
// 转换ptStart为ScrollView中的Container的坐标
// 再判断被点击的LayerColor
CCPoint ptInContainer = _c->convertToNodeSpace(ptStart);
CCArray* arr = _c->getChildren(); // 所有的layercolor
for (int i = 0; i < sizeof(_actionName) / sizeof(*_actionName); i++)
{
CCLayerColor* layer = (CCLayerColor*)arr->objectAtIndex(i);
if (layer->boundingBox().containsPoint(ptInContainer))
{
testAction(i, layer);
break;
}
}
}
}