Cocos2d-X 动作展示《一》

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由于Cocos2d-X中的动作较多,我将所有的动作制作成了一个滚动视图,每个滚动视图上都有动作名,单击滚动视图就可以展示相应的动作

程序效果图:

使用滚动视图实现动作切换


动作展示



程序代码

首先创建一个ActionShow类

在ActionShow.h中的代码

#ifndef _ActionShow_H_
#define _ActionShow_H_

#include "cocos2d.h"  
#include "cocos-ext.h"  
USING_NS_CC;  
USING_NS_CC_EXT;

class ActionShow : public CCLayer
{
public:
    static CCScene* scene();

    bool init();

    CREATE_FUNC(ActionShow);
    
    bool ccTouchBegan(CCTouch*,CCEvent*);
	void ccTouchEnded(CCTouch*,CCEvent*);

	CCNode* _c;
	void testAction(int idx,CCLayerColor*);

    void func();
    void funcN(CCNode*);
    void funcND(CCNode*,void*);
};

#endif

ActionShow.cpp中的代码

#include "ActionShow.h"

static const char* _actionName[] =
{
	"CCMoveBy","CCMoveTo","CCRotateBy","CCRotateTo","CCScaleBy","CCScaleTo","CCSkewBy","CCSkewTo","CCJumpBy","CCJumpTo","CCBezierBy","CCBezierTo","CCFadeIn","CCFadeOut","CCTintTo","CCTintBy","CCBlink","CCDelayTime","CCOrbitCamera","CCCardinalSplineTo","CCCardinalSplineBy","CCCatmullRomTo","CCCatmullRomBy","CCFollow","CCCallFunc","CCCallFuncN","CCCallFuncND"
};

CCScene* ActionShow::scene()
{
    CCScene* scene = CCScene::create();

    ActionShow* layer = ActionShow::create();

    scene->addChild(layer);

    return scene;
}


bool ActionShow::init()
{
    CCLayer::init();
    
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();

    //创建Node结点用于ScrollView
    CCNode* c = CCNode::create();
	_c = c;

    //ScrollView中展示的动作的个数
	int actionCount = sizeof(_actionName) / sizeof(*_actionName);
	
    //使用for循环创建视图用于展示动作
	for (int i = 0; i < actionCount; i++)
	{
		CCLayerColor* layer;
		
        //
        if (i % 2 == 0)
		{
            //创建带有颜色的背景层(背景层的颜色为深灰色)
			layer = CCLayerColor::create(ccc4(192,192,255),winSize.width,winSize.height);
		}
		else
		{
            //创建带有颜色的背景层(背景层的颜色为浅灰色)
			layer = CCLayerColor::create(ccc4(128,128,winSize.height);
		}

		c->addChild(layer);
		layer->setPosition(ccp(i*winSize.width,0));

        //保存动作的名字
		const char* title = _actionName[i];

        //创建标签用于显示动作的名字
        CCLabelTTF* label = CCLabelTTF::create(title,"Arial",36);
		layer->addChild(label);

        //设置标签的位置
		label->setPosition(ccp(winSize.width / 2,winSize.height - 80));
	}

    //创建滚动视图
	CCScrollView* view = CCScrollView::create(winSize,c);
	
    //设置滚动视图的滚动方向为水平滚动
    view->setDirection(kCCScrollViewDirectionHorizontal);

    //设置滚动视图的大小
	view->setContentSize(CCSize(winSize.width*actionCount,winSize.height));
	addChild(view);

	//能触摸
	setTouchEnabled(true);
	setTouchMode(kCCTouchesOneByOne);

	return true;
}

bool ActionShow::ccTouchBegan(CCTouch*,CCEvent*)
{
	return true;
}

void ActionShow::testAction(int idx,CCLayerColor* layer)
{
	CCSize winSize = CCDirector::sharedDirector()->getWinSize();
	
    //得到用户创建的精灵
    CCSprite* sprite = (CCSprite*)layer->getUserObject();

    //当没有精灵的时候
	if (sprite == NULL)
	{
       //创建一个新的精灵
		sprite = CCSprite::create("CloseNormal.png");
		layer->addChild(sprite);

        //设置精灵的关联对象
        layer->setUserObject(sprite);
	}

    //保存用户选择的动作
	const char* an = _actionName[idx];
	
    //动作类
    CCAction* action;
	
    //设置精灵的位置
    sprite->setPosition(ccp(winSize.width / 2,winSize.height / 2));

	if (an == "CCMoveTo")//运动
	{
		action = CCMoveTo::create(2,ccp(100,100));
	}
	if (an == "CCMoveBy")//运动
	{
		action = CCMoveBy::create(2,100));
	}
	if (an == "CCRotateBy")//旋转
	{
		action = CCRotateBy::create(2,250);
	}
	if (an == "CCRotateTo")//旋转
	{
		action = CCRotateTo::create(2,250);
	}
	if (an == "CCScaleBy")//放大或缩小
	{
        //2表示放大两倍
        //-2表示缩小两倍
		action = CCScaleBy::create(2,2);
	}
	if (an == "CCScaleTo")//放大或缩小
	{
		action = CCScaleTo::create(2,-2);
	}
	if (an == "CCSkewBy")//扭曲
	{
        //第一个参数:完成扭曲所花的时间
        //第二个参数:x轴方向扭曲的值
        //第三个参数:y轴方向扭曲的值
		action = CCSkewBy::create(2,35,87);
	}
	if (an == "CCSkewTo")//扭曲
	{
		action = CCSkewTo::create(2,87);
	}
	if (an == "CCJumpBy")//跳跃
    {
        //第一个参数:完成跳跃所花的时间
        //第一个参数:跳跃到的位置
        //第一个参数:跳跃的高度
        //第一个参数:跳跃的次数
		action = CCJumpBy::create(3,100),50,6);
	}
	if (an == "CCJumpTo")//跳跃
	{
		action = CCJumpTo::create(3,6);
	}
	if (an == "CCBezierBy")//贝塞尔曲线(相对)
	{
        //设置控制点
		ccBezierConfig c;

        //控制点1
		c.controlPoint_1 = ccp(400,400);
		
        //控制点2
        c.controlPoint_2 = ccp(250,360);
		
        //终点
        c.endPosition = ccp(100,100);

        //第一个参数:时间
        //第二个参数:控制点
		action = CCBezierBy::create(3,c);
	}
	if (an == "CCBezierTo")//贝塞尔曲线(绝对)
	{
		ccBezierConfig c;
		c.controlPoint_1 = ccp(400,400);
		c.controlPoint_2 = ccp(250,360);
		c.endPosition = ccp(100,100);
		action = CCBezierTo::create(3,c);
	}
	if (an == "CCFadeIn")//淡入(通过修改透明度实现)
	{
		action = CCFadeIn::create(3);
	}
	if (an == "CCFadeOut")//淡出(通过修改透明度实现)
	{
		action = CCFadeOut::create(3);
	}
	if (an == "CCTintTo")//在精灵上混合一个颜色
	{
		action = CCTintTo::create(3,255,0);
	}
	if (an == "CCTintBy")//在精灵上混合一个颜色
	{
		action = CCTintBy::create(3,23,47,37);
	}
	if (an == "CCBlink")//精灵闪烁
	{
		action = CCBlink::create(3,10);
	}
	if (an == "CCDelayTime")//精灵停顿一会儿
	{
        //2秒钟内精灵移动到(100,100)
        CCMoveBy* move = CCMoveBy::create(2,100));

        //停顿1秒钟
		CCDelayTime* delay = CCDelayTime::create(1);

        //精灵返回
		CCFiniteTimeAction* back = move->reverse();
		
        //动作的顺序封装(先执行move后执行delay)
        action = CCSequence::create(move,delay,back,NULL);
	}
	if (an == "CCOrbitCamera")//根据球面坐标轨迹旋转
	{
         //参数1:旋转的时间
         //参数2:起始半径
         //参数3:半径差
         //参数4:起始z角
         //参数5:旋转z角
         //参数6:起始x角
         //参数7:旋转x角      
		 action = CCOrbitCamera::create(5,80,13,55,24);
	}
	if (an == "CCCardinalSplineTo")//样条曲线动作
	{
        //创建样条曲线动作
		CCPointArray* arr = CCPointArray::create(20);

        //创建围城曲线框的四个点
		arr->addControlPoint(ccp(200,200));
		arr->addControlPoint(ccp(200,100));
		arr->addControlPoint(ccp(100,200));
		action = CCCardinalSplineTo::create(5,arr,5.0f);
	}
	if (an == "CCCardinalSplineBy")//样条曲线动作
	{
		CCPointArray* arr = CCPointArray::create(20);
		arr->addControlPoint(ccp(200-50,200-50));
		arr->addControlPoint(ccp(200-50,100-50));
		arr->addControlPoint(ccp(100-50,200-50));
		action = CCCardinalSplineBy::create(5,5.0f);
	}
	if (an == "CCCatmullRomTo")//云性曲线
	{
		CCPointArray* arr = CCPointArray::create(20);
		arr->addControlPoint(ccp(200,200));
		action = CCCatmullRomTo::create(5,arr);
	}
	if (an == "CCCatmullRomBy")//云性曲线
	{
		CCPointArray* arr = CCPointArray::create(20);
		arr->addControlPoint(ccp(200,200));
		action = CCCatmullRomBy::create(5,arr);
	}
    if (an == "CCFollow")//镜头跟着目标走,超过范围就结束。
	{
		CCSprite* sprite2 = CCSprite::create("green_edit.png");
		layer->addChild(sprite2);
		sprite2->setPosition(ccp(winSize.width / 2,winSize.height / 2));
		sprite2->runAction(CCJumpBy::create(100,ccp(800,800),800,60));
		action = CCFollow::create(sprite2);
	}
	if (an == "CCCallFunc")//创建一个回调动作(不带参数)
	{
		action = CCCallFunc::create(this,callfunc_selector(ActionShow::func));
	}
	if (an == "CCCallFuncN")//创建一个回调动作(传调用者为参数)
	{
		action = CCCallFuncN::create(this,callfuncN_selector(ActionShow::funcN));
	}
	if (an == "CallFuncND")//创建一个回调动作(带2个参数)
	{
		void* p = NULL;
		action = CCCallFuncND::create(this,callfuncND_selector(ActionShow::funcND),p);
	}

	sprite->runAction(action);

}

void ActionShow::func()
{
}

void ActionShow::funcN(CCNode*)
{
}

void ActionShow::funcND(CCNode*,void*)
{
}

void ActionShow::ccTouchEnded(CCTouch* t,CCEvent*)
{
    //得到按下鼠标时的位置
    CCPoint ptStart = t->getStartLocation();
	
    //得到松开鼠标时的位置
    CCPoint ptEnd = t->getLocation();
	
    //如果两个位置的距离的平方小于或者等于25
    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
		//将鼠标点下的时候的位置的坐标转换成结点坐标
        CCPoint ptInContainer = _c->convertToNodeSpace(ptStart);
		
        //创建一个数组用于保存LayerColor
        CCArray* arr = _c->getChildren();// 所有的layercolor
		
        //用于寻找点中的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;
			}
		}
	}

}




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