【注意】CCSpriteBatchNode不支持CCOrbitCamera动画。如果不需要用到CCSpriteBatchNode的话可以用下面这种方式:
#include "HelloWorldScene.h" #include "SimpleAudioEngine.h" using namespace cocos2d; using namespace CocosDenshion; CCScene* HelloWorld::scene() { CCScene *scene = CCScene::create(); HelloWorld *layer = HelloWorld::create(); scene->addChild(layer); return scene; } bool HelloWorld::init() { if ( !CCLayer::init() ) { return false; } size = CCDirector::sharedDirector()->getWinSize(); //加一背景 CCLayerColor* background = CCLayerColor::create(ccc4(255,180,255,255),size.width,size.height); this->addChild(background); actionIsDone = true;//标示动作是否完成 createPoker(); //创建扑克 return true; } //创建扑克 void HelloWorld::createPoker() { //扑克牌正面 CCSprite* pokerFront = CCSprite::create("poker_front.png"); pokerFront->setVisible(false); pokerFront->setPosition(ccp(size.width/2,size.height/2)); this->addChild(pokerFront,1,123); //扑克牌反面 CCSprite* pokerBack = CCSprite::create("poker_back.png"); pokerBack->setPosition(pokerFront->getPosition()); this->addChild(pokerBack,321); } //翻牌动作 void HelloWorld::startOrbitAction() { //扑克牌正面 CCSprite* pokerFront = (CCSprite*)this->getChildByTag(123); //扑克牌反面 CCSprite* pokerBack = (CCSprite*)this->getChildByTag(321); float orbitTime = 1; if (pokerFront->isVisible() == false && actionIsDone == true) { actionIsDone = false; //第一个参数是旋转的时间,第二个参数是起始半径,第三个参数半径差,第四个参数是起始Z角,第五个参数是旋转Z角差,第六个参数是起始X角,最后一个参数旋转X角差, CCOrbitCamera* orbitFront = CCOrbitCamera::create(orbitTime,270,90,0); CCSequence* sequenceFront = CCSequence::createWithTwoActions(CCShow::create(),orbitFront); CCTargetedAction* targetFront = CCTargetedAction::create(pokerFront,sequenceFront); CCOrbitCamera* orbitBack = CCOrbitCamera::create(orbitTime,0); pokerBack->runAction(CCSequence::create(orbitBack,CCHide::create(),targetFront,CCCallFunc::create(this,callfunc_selector(HelloWorld::actionIsDownFunc)),NULL)); }else if(pokerFront->isVisible() == true && actionIsDone == true){ actionIsDone = false; CCOrbitCamera* orbitFront = CCOrbitCamera::create(orbitTime,orbitFront); CCTargetedAction* targetFront = CCTargetedAction::create(pokerBack,sequenceFront); CCOrbitCamera* orbitBack = CCOrbitCamera::create(orbitTime,0); pokerFront->runAction(CCSequence::create(orbitBack,NULL)); } } void HelloWorld::actionIsDownFunc() { actionIsDone = true; } bool HelloWorld::ccTouchBegan(CCTouch *pTouch,CCEvent *pEvent) { //翻牌动作 startOrbitAction(); return true; } void HelloWorld::ccTouchMoved(CCTouch *pTouch,CCEvent *pEvent){} void HelloWorld::ccTouchEnded(CCTouch *pTouch,CCEvent *pEvent){} void HelloWorld::onEnter() { CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this,false); CCLayer::onEnter(); } void HelloWorld::onExit() { CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this); CCLayer::onExit(); } HelloWorld::~HelloWorld(){}
第二种方式:如果考虑到性能问题要用到CCSpriteBatchNode的话,那么可以使用CCRotateTo来实现类似的功能:
//扑克牌正面(带数字的是正面) CCSprite* pokerFront = CCSprite::createWithSpriteFrameName("card_fg.png"); // 数字 CCSprite* pokerNumber = CCSprite::createWithSpriteFrameName("18.png"); //扑克牌反面 CCSprite* pokerBack = CCSprite::createWithSpriteFrameName("card_bg.png"); pokerFront->setPosition(ccp(m_size.width/2,m_size.height/2)); pokerBack->setPosition(ccp(m_size.width/2,m_size.height/2)); pokerNumber->setPosition(ccp(m_size.width/2,m_size.height/2)); m_spriteBatchNode->addChild(pokerFront); m_spriteBatchNode->addChild(pokerNumber); m_spriteBatchNode->addChild(pokerBack); CCRotateTo* rtFont1 = CCRotateTo::create(0.f,0.f,-90.f); CCRotateTo* rtNumber1 = CCRotateTo::create(0.f,-90.f); // 先将前景和数字旋转到要进行反过来使用的位置待用 pokerFront->runAction(rtFont1); pokerNumber->runAction(rtNumber1); // 将牌的背面向Y轴旋转90度,这时候该面刚好旋转到被隐藏的位置 CCRotateTo* rtBack = CCRotateTo::create(0.5f,90.f); // 讲牌的正面和数组从刚才的位置旋转到0度,这样子刚好和牌的背面动画衔接起来 CCRotateTo* rtFont2 = CCRotateTo::create(0.5f,0.f); CCTargetedAction* ta = CCTargetedAction::create(pokerFront,rtFont2); CCRotateTo* rtNumber2 = CCRotateTo::create(0.5f,0.f); CCTargetedAction* taa = CCTargetedAction::create(pokerNumber,rtNumber2); pokerBack->runAction(CCSequence::create(rtBack,CCSpawn::create(ta,taa,nullptr),nullptr));原文链接:https://www.f2er.com/cocos2dx/341091.html