cocos2d-x Action


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);
}

 


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