用了coco2dx引擎也有段时间了,但是总感觉不是很好用,为了写一个功能,往往要写好几行代码,就比如做一个场景切换特效,就要这么写
@H_301_3@auto scene@H_404_4@=HelloWorld::create();//创建待切换的场景 auto transition@H_404_4@=TransitionFade::create(1.0f,scene);//给场景增加特效 Director::getInstance()@H_404_4@->replaceScene(transition);//运用导演类来进行切换场景简单的一个功能,却要写三行代码,而且很多地方需要用到场景切换,每次使用就要至少写三行,还要做添加不同场景对应头文件之类的事,真的好麻烦。
作为一个讲究效率(其实是嫌麻烦)的程序员,肯定想尽可能的避免这类麻烦的事发生。如果能进一步封装一下这三行代码,直接一个函数就实现场景切换特效该多好,于是乎,一个场景工厂管理类就诞生了,这可以大大的提高我的开发效率(你说这人怎么这么懒呢)。
不多说了,上代码。
首先是SceneFactory.h
然后是其对应的SceneFactory.cpp
@H_301_3@#include "SceneFactory.h" Scene* SceneFactory::create(kSceneType type) { Scene* scene = nullptr; //该工厂根据场景的类型创造出相对应的场景 switch (type) { case kSceneGame: scene = GameScene::create(); break; case kSceneChallenge: break; case kSceneIntro: scene = IntroScene::create(); break; case kSceneLogin: scene = LoginScene::create(); break; default: break; } return scene; } Scene* SceneFactory::create(kSceneType type,int level) { Scene* scene = nullptr; switch (type) { case kSceneGame: scene = GameScene::create(level); break; default: break; } return scene; } TransitionScene* SceneFactory::createTransition(kTranslateType transType,float t) { TransitionScene* scene = nullptr; //根据场景的转换类型,生产出不同的带特效的转换场景 //这些场景转换特效我是从cpp-test里的场景转换的例子里抄过来的,如果有缺少,请按照格式自行添加。 switch (transType) { case kNone: scene = TransitionScene::create(t,s); break; case kCrossFade: scene = TransitionCrossFade::create(t,s); break; case kFade: scene = TransitionFade::create(t,s); break; case kFadeBL: scene = TransitionFadeBL::create(t,s); break; case kFadeDown: scene = TransitionFadeDown::create(t,s); break; case kFadeTR: scene = TransitionFadeTR::create(t,s); break; case kFadeUp: scene = TransitionFadeUp::create(t,s); break; case kFlipAngularLeftOver: scene = TransitionFlipAngular::create(t,s,TransitionScene::Orientation::LEFT_OVER); break; case kFlipAngularRightOver: scene = TransitionFlipAngular::create(t,TransitionScene::Orientation::RIGHT_OVER); break; case kFlipXLeftOver: scene = TransitionFlipX::create(t,TransitionScene::Orientation::LEFT_OVER); break; case kFlipXRightOver: scene = TransitionFlipX::create(t,TransitionScene::Orientation::RIGHT_OVER); break; case kFlipXUpOver: scene = TransitionFlipX::create(t,TransitionScene::Orientation::UP_OVER); break; case kFlipXDownOver: scene = TransitionFlipX::create(t,TransitionScene::Orientation::DOWN_OVER); break; case kFlipYLeftOver: scene = TransitionFlipY::create(t,TransitionScene::Orientation::LEFT_OVER); break; case kFlipYRightOver: scene = TransitionFlipY::create(t,TransitionScene::Orientation::RIGHT_OVER); break; case kFlipYUpOver: scene = TransitionFlipY::create(t,TransitionScene::Orientation::UP_OVER); break; case kFlipYDownOver: scene = TransitionFlipY::create(t,TransitionScene::Orientation::DOWN_OVER); break; case kZoomFlipAngularLeftOver: scene = TransitionZoomFlipAngular::create(t,TransitionScene::Orientation::LEFT_OVER); break; case kZoomFlipAngularRightOver: scene = TransitionZoomFlipAngular::create(t,TransitionScene::Orientation::RIGHT_OVER); break; case kZoomFlipXLeftOver: scene = TransitionZoomFlipX::create(t,TransitionScene::Orientation::LEFT_OVER); break; case kZoomFlipXRightOver: scene = TransitionZoomFlipX::create(t,TransitionScene::Orientation::RIGHT_OVER); break; case kZoomFlipXUpOver: scene = TransitionZoomFlipX::create(t,TransitionScene::Orientation::UP_OVER); break; case kZoomFlipXDownOver: scene = TransitionZoomFlipX::create(t,TransitionScene::Orientation::DOWN_OVER); break; case kZoomFlipYLeftOver: scene = TransitionZoomFlipY::create(t,TransitionScene::Orientation::LEFT_OVER); break; case kZoomFlipYRightOver: scene = TransitionZoomFlipY::create(t,TransitionScene::Orientation::RIGHT_OVER); break; case kZoomFlipYUpOver: scene = TransitionZoomFlipY::create(t,TransitionScene::Orientation::UP_OVER); break; case kZoomFlipYDownOver: scene = TransitionZoomFlipY::create(t,TransitionScene::Orientation::DOWN_OVER); break; case kJumpZoom: scene = TransitionJumpZoom::create(t,s); break; case kMoveInB: scene = TransitionMoveInB::create(t,s); break; case kMoveInL: scene = TransitionMoveInL::create(t,s); break; case kMoveInR: scene = TransitionMoveInR::create(t,s); break; case kMoveInT: scene = TransitionMoveInT::create(t,s); break; case kPageTurnTure: scene = TransitionPageTurn::create(t,true); break; case kPageTurnFalse: scene = TransitionPageTurn::create(t,false); break; case kRotoZoom: scene = TransitionRotoZoom::create(t,s); break; case kShrinkGrow: scene = TransitionShrinkGrow::create(t,s); break; case kSlideInB: scene = TransitionSlideInB::create(t,s); break; case kSlideInL: scene = TransitionSlideInL::create(t,s); break; case kSlideInR: scene = TransitionSlideInR::create(t,s); break; case kSlideInT: scene = TransitionSlideInT::create(t,s); break; case kSplitCols: scene = TransitionSplitCols::create(t,s); break; case kSplitRows: scene = TransitionSplitRows::create(t,s); break; case kTurnOffTiles: scene = TransitionTurnOffTiles::create(t,s); break; default: break; } return scene; } void SceneFactory::changeScene(kSceneType type,float t) { auto scene = SceneFactory::create(type); auto transcene = SceneFactory::createTransition(transType,scene,t); //若当前有正在运行的场景,切换成该新场景,否则运行该新场景 if (Director::getInstance()->getRunningScene()) { if (transType == kNone) { Director::getInstance()->replaceScene(scene); } else { Director::getInstance()->replaceScene(transcene); } } else { Director::getInstance()->runWithScene(scene); } } void SceneFactory::changeScene(kSceneType type,int level,float t) { auto scene = SceneFactory::create(type,level); auto transcene = SceneFactory::createTransition(transType,t); if (Director::getInstance()->getRunningScene()) { Director::getInstance()->replaceScene(transcene); } else { Director::getInstance()->runWithScene(scene); } } SceneFactory::SceneFactory() { } SceneFactory::~SceneFactory() { }好啦,以上就是所有代码(好多好多场景切换特效,写的有点累,不过为了以后能偷懒,我忍),那怎么使用呢?很简单。
@H_301_3@SceneFactory::changeScene(kTypeGame,kFade,0.3f);只要这么一行代码,就通过Fade(其实我也不知道是什么特效)的方式切换到你的GameScene了。当然头文件还是免不了的,但是你不用担心用哪个场景的头文件了,因为你只要用SceneFactory.h就可以了。
@H_301_3@#define SceneFactory SF(其实你可以更懒的)。