聲明:博文內容為自己整理筆記所用,有不對的地方還請大家指正.
在cocos2dx 中的tests 項目里 已經帶了 足夠多的 動畫事例
ActionsTest
我只是看了其中一些 自我感覺比較常用的動畫
ActionMove 移動
在cocos2d-x中移動分 to 和 by 兩種
1 CCSize s = CCDirector::sharedDirector()->getWinSize(); 2 3 CCActionInterval* actionTo = CCMoveTo::create(2, CCPointMake(s.width-40, s.height-40)); //2s的時間移動到某個位置相對於屏幕 4 CCActionInterval* actionBy = CCMoveBy::create(2, CCPointMake(80,80)); //2s的時間移動到80,80 5 CCActionInterval* actionByBack = actionBy->reverse(); //讓動作回復到actionBy之前的地方 6 7 m_tamara->runAction( actionTo); //執行actionTo 8 m_grossini->runAction( CCSequence::create(actionBy, actionByBack, NULL)); //順序執行(actionBy,actionByBack),必須用NULL結尾 9 m_kathia->runAction(CCMoveTo::create(1, CCPointMake(40,40))); //1s的時間移動到40,40
ActionScale 縮放
同樣分為 to 和 by 記得有地方說這兩種縮放 效果會不一樣 但是我在win32 上實驗 縮放大小是一樣的,以后在到xcode 上實驗
1 CCActionInterval* actionTo = CCScaleTo::create(2.0f, 0.5f); //2個參數(時間,放大倍數) 2 CCActionInterval* actionBy = CCScaleBy::create(2.0f, 1.0f, 10.0f); //三個參數(時間,x方向放大倍數,y方向放大倍數) 3 CCActionInterval* actionBy2 = CCScaleBy::create(2.0f, 5.0f, 1.0f); 4 5 m_grossini->runAction( actionTo); 6 m_tamara->runAction( CCSequence::create(actionBy, actionBy->reverse(), NULL)); 7 m_kathia->runAction( CCSequence::create(actionBy2, actionBy2->reverse(), NULL));
ActionSkew
還沒研究 暫時留在這里
1 CCActionInterval *actionTo = CCSkewTo::create(2, 37.2f, -37.2f); 2 CCActionInterval *actionToBack = CCSkewTo::create(2, 0, 0); 3 CCActionInterval *actionBy = CCSkewBy::create(2, 0.0f, -90.0f); 4 CCActionInterval *actionBy2 = CCSkewBy::create(2, 45.0f, 45.0f); 5 CCActionInterval *actionByBack = actionBy->reverse(); 6 7 m_tamara->runAction(CCSequence::create(actionTo, actionToBack, NULL)); 8 m_grossini->runAction(CCSequence::create(actionBy, actionByBack, NULL)); 9 10 m_kathia->runAction(CCSequence::create(actionBy2, actionBy2->reverse(), NULL));
ActionRotate
旋轉
1 CCActionInterval* actionTo = CCRotateTo::create( 2, 45); //2s內順時針旋轉45度(每跨度180,旋轉方向會相反) 2 CCActionInterval* actionTo2 = CCRotateTo::create( 2, -45); //2s內逆時針旋轉45度(每跨度180,旋轉方向會相反) 3 CCActionInterval* actionTo0 = CCRotateTo::create(2 , 0); 4 m_tamara->runAction( CCSequence::create(actionTo, actionTo0, NULL)); 5 6 CCActionInterval* actionBy = CCRotateBy::create(2 , 360); //2s內自身旋轉360度,正數為順時針旋轉,負數相反 7 CCActionInterval* actionByBack = actionBy->reverse(); //回復 8 m_grossini->runAction( CCSequence::create(actionBy, actionByBack, NULL)); 9 10 m_kathia->runAction( CCSequence::create(actionTo2, actionTo0->copy()->autorelease(), NULL)); 11 //actionTo0->copy()->autorelease() 不清楚 作用
ActionJump
跳動移動
1 CCActionInterval* actionTo = CCJumpTo::create(2, CCPointMake(300,300), 50, 4); //2s內跳向300,300的位置,跳躍高度為50,跳躍次數為4 2 CCActionInterval* actionBy = CCJumpBy::create(2, CCPointMake(300,0), 50, 4); //向x方向跳動300像素,跳躍高度為50,跳躍次數為4 3 CCActionInterval* actionUp = CCJumpBy::create(2, CCPointMake(0,0), 80, 4); //原地跳動 高度80 次數為4 4 CCActionInterval* actionByBack = actionBy->reverse(); //回復 5 6 m_tamara->runAction( actionTo); 7 m_grossini->runAction( CCSequence::create(actionBy, actionByBack, NULL)); //順序執行actionBy, actionByBack動作 8 m_kathia->runAction( CCRepeatForever::create(actionUp)); //CCRepeatForever 一直重復相同的動作
順序執行和並發執行
1 CCMoveTo *moveTo = CCMoveTo::actionWithDuration(5, ccp(150,250)); 2 CCScaleTo *scaleTo = CCScaleTo::actionWithDuration(5, 3); 3 CCDelayTime *waiting = CCDelayTime::actionWithDuration(2);//停滯2秒 4 CCRotateBy *rotBy = CCRotateBy::actionWithDuration(5, 180); 5 //順序執行定義好的動畫 6 _sprite1->runAction(CCSequence::actions(moveTo,waiting,scaleTo,waiting,rotBy,NULL)); 7 //並發執行(同時執行)各類動畫 8 _sprite2->runAction(CCSpawn::actions(moveTo,scaleTo,rotBy)); 9 //一直重復相同的動作 10 _sprite3->runAction(CCRepeatForever::actionWithAction(rotBy));
_sprite->stopAction(scale);//停住某個action,只能停止單個動畫,在組合動畫中不能停住
帶有回調方法的移動
ActionCallFunc 無參回調
1 void ActionCallFunc::onEnter() 2 { 3 ActionsDemo::onEnter(); 4 5 centerSprites(3); 6 7 CCFiniteTimeAction* action = CCSequence::create( 8 CCMoveBy::create(2, CCPointMake(200,0)), 9 CCCallFunc::create(this, callfunc_selector(ActionCallFunc::callback1)), 10 NULL); 11 12 CCFiniteTimeAction* action2 = CCSequence::create( 13 CCScaleBy::create(2 , 2), 14 CCFadeOut::create(2), 15 CCCallFuncN::create(this, callfuncN_selector(ActionSequence2::callback2)), 16 NULL); 17 18 CCFiniteTimeAction* action3 = CCSequence::create( 19 CCRotateBy::create(3 , 360), 20 CCFadeOut::create(2), 21 CCCallFuncND::create(this, callfuncND_selector(ActionSequence2::callback3), (void*)0xbebabeba), 22 NULL); 23 24 m_grossini->runAction(action); 25 m_tamara->runAction(action2); 26 m_kathia->runAction(action3); 27 } 28 29 30 void ActionCallFunc::callback1() 31 { 32 CCSize s = CCDirector::sharedDirector()->getWinSize(); 33 CCLabelTTF *label = CCLabelTTF::create("callback 1 called", "Marker Felt", 16); 34 label->setPosition(CCPointMake( s.width/4*1,s.height/2)); 35 36 addChild(label); 37 } 38 39 void ActionCallFunc::callback2(CCNode* pSender) 40 { 41 CCSize s = CCDirector::sharedDirector()->getWinSize(); 42 CCLabelTTF *label = CCLabelTTF::create("callback 2 called", "Marker Felt", 16); 43 label->setPosition(CCPointMake( s.width/4*2,s.height/2)); 44 45 addChild(label); 46 } 47 48 void ActionCallFunc::callback3(CCNode* pTarget, void* data) 49 { 50 CCSize s = CCDirector::sharedDirector()->getWinSize(); 51 CCLabelTTF *label = CCLabelTTF::create("callback 3 called", "Marker Felt", 16); 52 label->setPosition(CCPointMake( s.width/4*3,s.height/2)); 53 addChild(label); 54 } 55
有參數的回調
1 void ActionCallFuncND::onEnter() 2 { 3 ActionsDemo::onEnter(); 4 5 centerSprites(1); 6 7 CCFiniteTimeAction* action = CCSequence::create(CCMoveBy::create(2.0f, ccp(200,0)), 8 CCCallFuncND::create(this, callfuncND_selector(ActionCallFuncND::removeFromParentAndCleanup), (void*)true), 9 NULL); 10 11 m_grossini->runAction(action); 12 } 13 14 std::string ActionCallFuncND::title() 15 { 16 return "CallFuncND + auto remove"; 17 } 18 19 std::string ActionCallFuncND::subtitle() 20 { 21 return "CallFuncND + removeFromParentAndCleanup. Grossini dissapears in 2s"; 22 } 23 24 void ActionCallFuncND::removeFromParentAndCleanup(CCNode* pSender, void* data) 25 { 26 bool bCleanUp = (bool)data; 27 m_grossini->removeFromParentAndCleanup(bCleanUp); 28 }
其他動畫可以在tests里自行查找
cocos2d-x提供豐富的動畫
