轉自:http://codingnow.cn/cocos2d-x/775.html
從結構圖可以看出,動作類的基類是CCAction,通過繼承它可以實現很多種動作。
CCFiniteTimeAction:有限次動作執行類,就是按時間順序執行一系列動作,執行完后動作結束;
CCSpeed:調整實體(節點)的執行速度;
CCFollow:可以使節點跟隨指定的另一個節點移動。
下面我們主要來學習CCFiniteTimeAction,這個類在平常的開發中很常見。
CCFiniteTimeAction又分為CCActionInstanse(瞬時動作的基類)和CCActionInterval(延時動作的基類)。CCActionInstanse:沒什么特別,跟CCActionInterval主要區別是沒有執行過程,動作瞬間就執行完成了;CCActionInterval:執行需要一定的時間(或者說一個過程)。我們用的最多的就是延時動作,下面對它進行單獨介紹。
根據上面的類結構圖,CCActionInterval的子類有很多,可以通過cocos2d-x自帶的tests例子來學習,主要有這些動作:移動(CCMoveTo/CCMoveBy)、縮放(CCScaleTo/CCScaleBy)、旋轉(CCRotateTO/CCRotateBy)、扭曲(CCSkewTo/CCSkewBy)、跳躍(CCJumpTo/CCJumpBy)、貝塞爾曲線(CCBezierTo/CCBezierBy)、閃爍(CCBink)、淡入淡出(CCFadeIn/CCFadeOut)、染色(CCTintTo/CCTintBy)等,還可以把上面這些動作的幾個組合成一個序列。下面是移動和縮放動作的代碼示例,其他的動作都類似,都是調用actionWithDuration函數,用到的時候具體參數的含義可以參考cocos2d-x自帶的tests例子。
CCMoveTo和CCMoveBy
移動精靈,兩者的區別在於:CCMoveTo是移動到指定坐標,CCMoveBy是相對坐標。如ccp(50,50),前者表示移動到x=50,y=50處,后者表示向x方向移動50個單位,向y方向移動50個單位。實例代碼如下:
CCSize winSize = CCDirector::sharedDirector()->getWinSize(); CCActionInterval* actionMoveTo = CCMoveTo::actionWithDuration(2,ccp(winSize.width - 30,winSize.height - 30) ); CCActionInterval* actionMoveBy = CCMoveBy::actionWithDuration(1,ccp(-50,-50) ); //m_Soldier->runAction(actionMoveTo); //m_Soldier->runAction(actionMoveBy); m_Soldier->runAction( CCSequence::actions(actionMoveTo,actionMoveBy,NULL) );
CCSequence是動作序列,把若干個動作按順序組合在一起,然后依次執行,NULL是結束標志。上面代碼表示該精靈移動到屏幕右上角,然后沿x軸和y軸負方向移動50個單位。
CCScaleTo和CCScaleBy
縮放精靈,前者表示縮放到xx倍;后者表示縮放xx倍。可以分別制定橫向和縱向的縮放倍數,實例代碼如下:
CCActionInterval* actionScaleTo = CCScaleTo::actionWithDuration(1, 0.6f); CCActionInterval* actionScaleTo2 = CCScaleTo::actionWithDuration(1, 0.6f, 1.5f); CCActionInterval* actionScaleBy = CCScaleBy::actionWithDuration(1, 0.4f); CCActionInterval* actionScaleBy2 = CCScaleBy::actionWithDuration(1, 0.4f, 2.0f); m_Soldier->runAction( actionScaleTo ); tempSoldier->runAction( CCSequence::actions(actionScaleBy2, actionScaleBy2->reverse(), NULL) );
reverse()表示執行該動作的逆動作,即恢復到原樣。
接下來學習一下CCSpawn、CCRepeatForever、CCRepeat、CCDelayTime。
CCSpawn:跟CCSequence不一樣的是,它表示將若干個動作組合在一起,同時執行它們(並行執行),執行時間以最長的那個動作為准。下面代碼表示:精靈邊旋轉邊跳躍,2秒的時間跳躍4次,每次跳躍的高度是50個單位,沿x軸方向跳躍300個單位的距離;旋轉720度。
CCAction* action = CCSpawn::actions( CCJumpBy::actionWithDuration(2, CCPointMake(300,0), 50, 4), CCRotateBy::actionWithDuration( 2, 720), NULL); m_grossini->runAction(action);
CCRepeatForever:表示無限的重復執行某個動作或動作序列。
CCRepeat:表示重復執行某個動作或者動作序列,但是是有限次的重復,可以指定重復次數
CCActionInterval* act1 = CCRotateTo::actionWithDuration(1, 90); CCActionInterval* act2 = CCRotateTo::actionWithDuration(1, 0); CCActionInterval* seq = (CCActionInterval*)(CCSequence::actions(act1, act2, NULL)); CCAction* rep1 = CCRepeatForever::actionWithAction(seq); CCActionInterval* rep2 = CCRepeat::actionWithAction((CCFiniteTimeAction*)(seq->copy()->autorelease()), 10); m_tamara->runAction(rep1); m_kathia->runAction(rep2);
CCDelayTime:表示延遲,在動作之間加一個間歇時間。如下面的代碼表示:精靈執行一個move動作后,暫停2秒,再繼續執行后面的move動作。
CCActionInterval* move = CCMoveBy::actionWithDuration(1, CCPointMake(150,0)); CCFiniteTimeAction* action = CCSequence::actions( move, CCDelayTime::actionWithDuration(2), move, NULL); m_grossini->runAction(action);
CCTintTo&CCTintBy 調整某一CCNode對象的rgb色值到某一值
//通過對象的表態方法create創建對象實例;其中 //第一參數為漸變時間,第二個參數為RGB中的R值,第三個參數為RGB中的G值,第四個參數為RGB中的B值 CCActionInterval* action1 = CCTintTo::create(2, 255, 0, 255); CCActionInterval* action2 = CCTintBy::create(2, -127, -255, -127); CCActionInterval* action2Back = action2->reverse(); m_tamara->runAction( action1); m_kathia->runAction( CCSequence::create( action2, action2Back, NULL));
CCFadeTo:設置某對象的透明度,透明度值為CCRGBAProtocol
CCFadeIn:通過設置透明度隱藏某對象
CCFadeOut:通過設置透明度顯示某對象
//第一個參數為閃爍效果的總時間,第二個參數為閃爍的次數 m_tamara->setOpacity( 0 ); CCActionInterval* action1 = CCFadeIn::create(1.0f); CCActionInterval* action1Back = action1->reverse(); CCActionInterval* action2 = CCFadeOut::create(1.0f); CCActionInterval* action2Back = action2->reverse(); CCActionInterval* action3 = CCFadeTo::create(2, 20); m_tamara->runAction( CCSequence::create( action1, action1Back, NULL)); m_kathia->runAction( CCSequence::create( action2, action2Back, NULL)); m_grossini->runAction(action3);
CCCardinalSplineBy–為同一組控制點實現不同的移動路徑
這個類是樣條曲線動作,其創建函數CCCardinalSplineBy::create(float duration, cocos2d::CCPointArray *points, float tension);中duration是時間間隔,points是控制點列表,tension是松緊程度。tension==1時,樣條線是分段直線。tension<1向外松弛彎曲,tension>1向內縮緊彎曲。By動作是以當前坐標為新坐標原點。
CCSize s = CCDirector::sharedDirector()->getWinSize(); CCPointArray *array = CCPointArray::create(20); array->addControlPoint(ccp(0, 0)); array->addControlPoint(ccp(s.width/2-30, 0)); array->addControlPoint(ccp(s.width/2-30, s.height-80)); array->addControlPoint(ccp(0, s.height-80)); array->addControlPoint(ccp(0, 0)); // // sprite 1 (By) // // Spline with no tension (tension==0) // CCCardinalSplineBy *action = CCCardinalSplineBy::create(3, array, 0); CCActionInterval *reverse = action->reverse(); CCFiniteTimeAction *seq = CCSequence::create(action, reverse, NULL); m_tamara->setPosition(ccp(50, 50)); m_tamara->runAction(seq); // // sprite 2 (By) // // Spline with high tension (tension==1) // CCCardinalSplineBy *action2 = CCCardinalSplineBy::create(3, array, 1); CCActionInterval *reverse2 = action2->reverse(); CCFiniteTimeAction *seq2 = CCSequence::create(action2, reverse2, NULL); m_kathia->setPosition(ccp(s.width/2, 50)); m_kathia->runAction(seq2);
由於By動作是以當前坐標為新坐標原點,所以在draw函數里設置openGL的原點位置
// move to 50,50 since the "by" path will start at 50,50 kmGLPushMatrix(); kmGLTranslatef(50, 50, 0); ccDrawCardinalSpline(m_pArray, 0, 100); kmGLPopMatrix(); CCSize s = CCDirector::sharedDirector()->getWinSize(); kmGLPushMatrix(); kmGLTranslatef(s.width/2, 50, 0); ccDrawCardinalSpline(m_pArray, 1, 100); kmGLPopMatrix();
動作完成回調
動作一般支持3種回調方式
(1).無發送者無數據回調:CCCallFunc,示例如下
void HelloWorld::actionCallback() { CCSize winSize = CCDirector::sharedDirector()->getWinSize(); CCLabelTTF *label = CCLabelTTF::labelWithString("Action Callback!", "Marker Felt", 32); label->setPosition(ccp(winSize.width / 2, winSize.height / 2)); this->addChild(label); }
(2).有發送者無數據回調:CCCallFuncN (N是CCNode),示例如下
void HelloWorld::actionCallbackN(CCNode *pSender) { CCSprite *sprite = (CCSprite *) pSender; // 回調變紅色 sprite->setColor(ccRED); }
(3).有發送者有數據回調:CCCallFuncND (N是CCNode,D是data,是void *類型)
void HelloWorld::actionCallbackND(CCNode *pSender, void *data) { CCSize winSize = CCDirector::sharedDirector()->getWinSize(); CCSprite *sprite = (CCSprite *) pSender; // 回調變藍色 sprite->setColor(ccBLUE); // 接收回調數據 CCLabelTTF *label = CCLabelTTF::labelWithString((char *) data, "Marker Felt", 32); label->setPosition(ccp(winSize.width / 2, winSize.height / 2)); this->addChild(label); CCLog((char *) data); }
使用回調示例如下:
void HelloWorld::actionListen() { CCSize winSize = CCDirector::sharedDirector()->getWinSize(); CCFiniteTimeAction *action = CCSequence::actions( CCMoveBy::actionWithDuration(2.0f, CCPointMake(winSize.width / 2, 0)), CCCallFunc::actionWithTarget(this, callfunc_selector(HelloWorld::actionCallback)), NULL); CCFiniteTimeAction *actionN = CCSequence::actions( CCMoveBy::actionWithDuration(2.0f, CCPointMake(-winSize.width / 2, 0)), CCCallFuncN::actionWithTarget(this, callfuncN_selector(HelloWorld::actionCallbackN)), NULL); CCFiniteTimeAction *actionND = CCSequence::actions( CCMoveBy::actionWithDuration(2.0f, CCPointMake(winSize.width / 2, 0)), CCCallFuncND::actionWithTarget(this, callfuncND_selector(HelloWorld::actionCallbackND), (void *) "Callback Data"), NULL); oldManSprite->runAction(actionND); youngSisterSprite->runAction(actionN); }