cocos2d-x怎样做抛物线运动???

前端之家收集整理的这篇文章主要介绍了cocos2d-x怎样做抛物线运动???前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。
CCEaseInOut* createParabola(float t,CCPoint startPoint,CCPoint endPoint,float height /* = 0 */,float angle /* = 60 */){

	// 把角度转换为弧度
	float radian = angle*3.14159/180.0;
	// 第一个控制点为抛物线左半弧的中点
	float q1x = startPoint.x+(endPoint.x - startPoint.x)/4.0;
	CCPoint q1 = ccp(q1x,height + startPoint.y+cos(radian)*q1x);		
	// 第二个控制点为整个抛物线的中点
	float q2x = startPoint.x + (endPoint.x - startPoint.x)/2.0;
	CCPoint q2 = ccp(q2x,height + startPoint.y+cos(radian)*q2x);
	
	//曲线配置
	ccBezierConfig cfg;
	cfg.controlPoint_1 = q1;
	cfg.controlPoint_2 = q2;
	cfg.endPosition = endPoint;
	//使用CCEaseInOut让曲线运动有一个由慢到快的变化,显得更自然
	return CCEaseInOut::create(CCBezierTo::create(t,cfg),0.5); 
}


用法如下:

CCSprite *s = CCSprite::create("battle_music_close.png");
	this->addChild(s);
	//moveParabola(s,ccp(0,0),ccp(300,640),0.5);
	s->runAction(CCRepeatForever::create(CCRotateBy::create(0.2,360)));
	s->runAction(createParabola(1,s->getPosition(),ccp(450,-100),900,20));
原文链接:https://www.f2er.com/cocos2dx/341012.html

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