8 cocos2dx添加场景切换效果,控制场景切换彻底完成之后再执行动画

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1 添加场景切换效果

供场景切换的类:

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CCTransitionJumpZoom

CCTransitionProgressRadialCCW

CCTransitionProgressRadialCW

CCTransitionProgressHorizontal

CCTransitionProgressVertical

CCTransitionProgressInOut

CCTransitionProgressOutIn

CCTransitionCrossFade

CCTransitionFadeTR

CCTransitionFadeBL

CCTransitionFadeUp

CCTransitionFadeDown

CCTransitionTurnOffTiles

CCTransitionSplitRows

CCTransitionSplitCols

CCTransitionFade

CCTransitionShrinkGrow

CCTransitionRotoZoom

CCTransitionMoveInL

CCTransitionMoveInR

CCTransitionMoveInT

CCTransitionMoveInB

CCTransitionSlideInL

CCTransitionSlideInR

CCTransitionSlideInT

CCTransitionSlideInB

场景切换案例:

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TMenu.h

#ifndef __TMenu_H__

#define __TMenu_H__

#include "cocos2d.h"

USING_NS_CC;

class TMenu:public CCLayer

{

public:

static CCScene * scene();

CREATE_FUNC(TMenu);

bool init();

CCMenu * menu;

void menuCallback(CCObject * sender);

void closeCallback(CCObject * sender);

virtual bool ccTouchBegan(CCTouch *pTouch,CCEvent *pEvent);

virtual void ccTouchMoved(CCEvent *pEvent);

};

#endif

TMenu.cpp

#include "TMenu.h"

#include "AppMacros.h"

#include "T01LayerAnchorPoint.h"

#include "T02LayerSprite.h"

#include "T03LayerZorder.h"

#include "T04ColorLayer.h"

#include "T05Coordinate.h"

#include "T06BatchNode.h"

#include "T07Schedule.h"

#include "T08Touch.h"

#include "T09Memory.h"

#include "T10Label.h"

#include "T11CCMenu.h"

#include "T12UI.h"

#include "T13Action.h"

#include "T14Animation.h"

#include "T15Speed.h"

#include "T16CCFollow.h"

#include "T17CCProgressTo.h"

#include "T18Grid3D.h"

#include "T19Draw.h"

#include "T20Music.h"

#include "T21Particle.h"

#include "T22UserDefault.h"

//供场景切换用

static CCTransitionScene * switchSceneEffect(int index,float t,CCScene *s)

{

switch (index)

{

case 0:

return CCTransitionJumpZoom::create(t,s);

break;

case 1:

return CCTransitionProgressRadialCCW::create(t,s);

break;

case 2:

return CCTransitionProgressRadialCW::create(t,s);

break;

case 3:

return CCTransitionProgressHorizontal::create(t,s);

break;

case 4:

return CCTransitionProgressVertical::create(t,s);

break;

case 5:

return CCTransitionProgressInOut::create(t,s);

break;

case 6:

return CCTransitionProgressOutIn::create(t,s);

break;

case 7:

return CCTransitionCrossFade::create(t,s);

break;

case 8:

return CCTransitionCrossFade::create(t,s);

break;

case 9:

return CCTransitionFadeTR::create(t,s);

break;

case 10:

return CCTransitionFadeBL::create(t,s);

break;

case 11:

return CCTransitionFadeUp::create(t,s);

break;

case 12:

return CCTransitionFadeDown::create(t,s);

break;

case 13:

return CCTransitionTurnOffTiles::create(t,s);

break;

case 14:

return CCTransitionSplitRows::create(t,s);

break;

case 15:

return CCTransitionSplitCols::create(t,s);

break;

case 16:

return CCTransitionFade::create(t,s);

break;

case 17:

return CCTransitionShrinkGrow::create(t,s);

break;

case 18:

return CCTransitionRotoZoom::create(t,s);

break;

case 19:

return CCTransitionMoveInL::create(t,s);

break;

case 20:

return CCTransitionMoveInR::create(t,s);

break;

case 21:

return CCTransitionMoveInT::create(t,s);

break;

case 22:

return CCTransitionMoveInB::create(t,s);

break;

case 23:

return CCTransitionSlideInL::create(t,s);

break;

case 24:

return CCTransitionSlideInR::create(t,s);

break;

case 25:

return CCTransitionSlideInT::create(t,s);

break;

case 26:

return CCTransitionSlideInB::create(t,s);

break;

}

}

static char * menu_array[]

{

"T01LayerAnchorPoint.h",

"T02LayerSprite.h",21); font-family:新宋体; font-size:9.5pt">"T03LayerZorder.h",21); font-family:新宋体; font-size:9.5pt">"T04ColorLayer.h",21); font-family:新宋体; font-size:9.5pt">"T05Coordinate.h",21); font-family:新宋体; font-size:9.5pt">"T06BatchNode.h",21); font-family:新宋体; font-size:9.5pt">"T07Schedule.h",21); font-family:新宋体; font-size:9.5pt">"T08Touch.h",21); font-family:新宋体; font-size:9.5pt">"T09Memory.h",21); font-family:新宋体; font-size:9.5pt">"T10Label.h",21); font-family:新宋体; font-size:9.5pt">"T11CCMenu.h",21); font-family:新宋体; font-size:9.5pt">"T12UI.h",21); font-family:新宋体; font-size:9.5pt">"T13Action.h",21); font-family:新宋体; font-size:9.5pt">"T14Animation.h",21); font-family:新宋体; font-size:9.5pt">"T15Speed.h",21); font-family:新宋体; font-size:9.5pt">"T16CCFollow.h",21); font-family:新宋体; font-size:9.5pt">"T17CCProgressTo.h",21); font-family:新宋体; font-size:9.5pt">"T18Grid3D.h",21); font-family:新宋体; font-size:9.5pt">"T19Draw.h",21); font-family:新宋体; font-size:9.5pt">"T20Music.h",21); font-family:新宋体; font-size:9.5pt">"T21Particle.h",21); font-family:新宋体; font-size:9.5pt">"T22UserDefault.h"

};

CCScene * TMenu::scene()

{

scene = CCScene::create();

TMenu * layer = create();

scene->addChild(layer);

return scene;

}

bool init()

{

CCLayer::init();

menu = CCMenu::create();

for (int i = 0; i < sizeof(menu_array) / sizeof(*menu_array); i++)

{

CCMenuItem * item = CCMenuItemFont::create(menu_array[i],

this,

menu_selector(menuCallback));

menu->addChild(item);

}

menu->alignItemsVertically();

addChild(menu);

CCArray * array = menu->getChildren();

CCObject * obj;

int i = 0;

CCARRAY_FOREACH(array,obj)

{

CCMenuItem * item = (CCMenuItem*)obj;

item->setTag(i + 1 + 10000);

i++;

}

CCMenuItem * closeItem = CCMenuItemImage::create("CloseNormal.png","CloseSelected.png");

closeItem->setTarget(this,closeCallback));

CCMenu * menu2 = create(closeItem,138); font-family:新宋体; font-size:9.5pt">NULL);

menu2->setPosition(CCPointZero);

closeItem->setPosition(ccp(winSize.width - closeItem->getContentSize().width / 2,138); font-family:新宋体; font-size:9.5pt">winSize.height - closeItem->getContentSize().height / 2));

addChild(menu2);

setTouchEnabled(true);

setTouchMode(kCCTouchesOneByOne);

return true;

}

void CCObject * sender)

{

CCMenuItem *)sender;

CCScene * pScene = NULL;

switch (item->getTag()-10000)

{

case 1:

pScene = T01LayerAnchorPoint::scene();

break;

case 2:

pScene = T02LayerSprite::scene();

break;

case 3:

pScene = T03LayerZorder::scene();

break;

case 4:

pScene = T04ColorLayer::scene();

break;

case 5:

pScene = T05Coordinate::scene();

break;

case 6:

pScene = T06BatchNode::scene();

break;

case 7:

pScene = T07Schedule::scene();

break;

case 8:

pScene = T08Touch::scene();

break;

case 9:

pScene = T09Memory::scene();

break;

case 10:

pScene = T10Label::scene();

break;

case 11:

pScene = T11CCMenu::scene();

break;

case 12:

pScene = T12UI::scene();

break;

case 13:

pScene = T13Action::scene();

break;

case 14:

pScene = T14Animation::scene();

break;

case 15:

pScene = T15Speed::scene();

break;

case 16:

pScene = T16CCFollow::scene();

break;

case 17:

pScene = T17CCProgressTo::scene();

break;

case 18:

pScene = T18Grid3D::scene();

break;

case 19:

pScene = T19Draw::scene();

break;

case 20:

pScene = T20Music::scene();

break;

case 21:

pScene = T21Particle::scene();

break;

case 22:

pScene = T22CCUserDefault::scene();

break;

}

//下面的代码用于做控制场景切换用

if (pScene != NULL)

{

static int idx = 0;

CCTransitionScene * scene = switchSceneEffect(idx++,2,pScene);

if (idx == 27)

{

idx = 0;

}

CCDirector::sharedDirector()->replaceScene(scene);

}

}

void CCObject * sender)

{

exit(0);

}

bool CCEvent *pEvent)

{

return true;

}

void CCEvent *pEvent)

{

CCRect rcWin = CCRect(0,40,138); font-family:新宋体; font-size:9.5pt">winSize.width,138); font-family:新宋体; font-size:9.5pt">winSize.height-80);

CCMenuItem * firstItem = (CCMenuItem *)menu->getChildren()->objectAtIndex(0);

CCMenuItem * lastItem = (lastObject();

CCPoint firstInWorld = menu->convertToWorldSpace(firstItem->getPosition());

CCPoint lastInWorld = menu->convertToWorldSpace(lastItem->getPosition());

if (rcWin.containsPoint(firstInWorld)&&pTouch->getDelta().y<0)

return;

if (rcWin.containsPoint(lastInWorld) && pTouch->getDelta().y >0)

return;

menu->setPositionY(menu->getPositionY() + pTouch->getDelta().y);

}

运行效果

2 有时候我们想等场景切换彻底完成之后再让动画播放,这时候需要做重写以下代码

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void onEnter();

void onEnterTransitionDidFinish();

案例:

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#include "AppMacros.h"

CCScene *T14Animation * layer = TBack::init();

return true;

}

//在进入场景的时候做以下操作

void onEnter()

{

onEnter();

//图片的方式创建一个精灵

spr = CCSprite::"animation/p_2_01.png");

//设置精灵的显示位置

spr->winSize.width / 2,138); font-family:新宋体; font-size:9.5pt">winSize.height / 2));

addChild(spr);

}

//当场景切换彻底完成之后执行的动作。

void onEnterTransitionDidFinish()

{

onEnterTransitionDidFinish();

//plist中是图片信息

CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animation/plant.plist");

//创建动画

CCAnimation * animation = CCAnimation::create();

//这个用于存储图片的名字

char nameBuf[100];

for (int i = 0; i < 8; i++)

{

memset(nameBuf,sizeof(nameBuf));

sprintf(nameBuf,21); font-family:新宋体; font-size:9.5pt">"p_2_0%d.png",i + 1);

animation->addSpriteFrame(spriteFrameByName(nameBuf));

}

//设置每次动画执行的时候的延时

animation->setDelayPerUnit(0.1f);

//这只循环两次

animation->setLoops(2);

CCAnimate * animate = CCAnimate::create(animation);

spr->runAction(animate);

}

上面案例在场景彻底切换完成之后新场景中的动画等效果才执行。

原文链接:https://www.f2er.com/cocos2dx/346523.html

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