Cocos2d-x3.0TestCpp文件夹笔记(二)[通俗易懂]

2022-07-10 12:38:19 浏览数 (1)

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3.Actions-Basic:此demo中体现ccp由Point取代 ①ActionManual:直接设置精灵的属性demo。

const Color3B Color3B::RED (255, 0, 0); const Color3B Color3B::GREEN ( 0, 255, 0); const Color3B Color3B::BLUE ( 0, 0, 255); //第四个參数为透明度。前三个同上 const Color4B Color4B::RED (255, 0, 0, 255); const Color4B Color4B::GREEN ( 0, 255, 0, 255); const Color4B Color4B::BLUE ( 0, 0, 255, 255); //參数同上,就是用比例方式传參 const Color4F Color4F::WHITE ( 1, 1, 1, 1); const Color4F Color4F::YELLOW ( 1, 1, 0, 1); const Color4F Color4F::GREEN ( 0, 1, 0, 1); const Color4F Color4F::BLUE ( 0, 0, 1, 1); const Color4F Color4F::RED ( 1, 0, 0, 1); const Color4F Color4F::MAGENTA( 1, 0, 1, 1); const Color4F Color4F::BLACK ( 0, 0, 0, 1); const Color4F Color4F::ORANGE ( 1, 0.5f, 0, 1); const Color4F Color4F::GRAY (0.65f, 0.65f, 0.65f, 1); //以下的求解释 const BlendFunc BlendFunc::DISABLE = {GL_ONE, GL_ZERO}; const BlendFunc BlendFunc::ALPHA_PREMULTIPLIED = {GL_ONE, GL_ONE_MINUS_SRC_ALPHA}; const BlendFunc BlendFunc::ALPHA_NON_PREMULTIPLIED = {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}; const BlendFunc BlendFunc::ADDITIVE = {GL_SRC_ALPHA, GL_ONE};

②ActionMove:MoveTo/MoveBy。使用方法:此动作是移动。

auto actionTo = MoveTo::create(2, Point(s.width-40, s.height-40)); auto actionBy = MoveBy::create(2, Point(80,80)); auto actionByBack = actionBy->reverse(); ③ActionRotate:RotateBy/RotateTo。

使用方法:此动作是旋转。

auto actionTo = RotateTo::create( 2, 45); auto actionBy = RotateBy::create(2 , 360); auto actionByBack = actionBy->reverse(); ④ActionRotateBy3D:RotateBy。在3D世界旋转。X,Y坐标的基点是左下角。Z坐标的基点就是中心? 从源代码看出,仅仅有RotateBy有,使用方法: auto actionBy1 = RotateBy::create(4, Vertex3F(360, 0, 0)); auto actionBy2 = RotateBy::create(4, Vertex3F(0, 360, 0)); auto actionBy3 = RotateBy::create(4 ,Vertex3F(0, 0, 360)); ⑤ActionScale:ScaleTo/ScaleBy。此动作是设置缩放,參数大于零放大,小于一是缩小,负数为翻转。 使用方法: auto actionTo = ScaleTo::create(2.0f, 0.5f); auto actionBy = ScaleBy::create(2.0f, 1.0f, 10.0f); auto actionBy2 = ScaleBy::create(2.0f, 5.0f, 1.0f); ⑥ActionSkew:SkewTo/SkewBy。

此动作是设置倾斜。

使用方法:(此动作不懂) auto actionTo = SkewTo::create(2, 37.2f, -37.2f); auto actionToBack = SkewTo::create(2, 0, 0); auto actionBy = SkewBy::create(2, 0.0f, -90.0f); auto actionBy2 = SkewBy::create(2, 45.0f, 45.0f); ⑦ActionRotationalSkew:相同是RotateBy/RotateTo。仅仅只是是两个參数。各自是X和Y。用单独的旋转角度。

使用方法: auto actionByBack = actionBy->reverse(); auto actionTo = RotateTo::create(2, 180, 180); auto actionToBack = RotateTo::create(2, 0, 0); auto actionBy = RotateBy::create(2, 0.0f, 360); auto actionByBack = actionBy->reverse();

auto actionBy2 = RotateBy::create(2, 360, 0); auto actionBy2Back = actionBy2->reverse(); ⑧ActionRotationalSkewVSStandardSkew:标准Skew和Rotate比較,据发现Skew会牵扯到缩放系数。

使用方法同上。 ⑨ActionSkewRotateScale:三个动作同一时候运行。

SizeMake改为Size。

使用方法: box->runAction(Sequence::create(actionTo, actionToBack, NULL)); box->runAction(Sequence::create(rotateTo, rotateToBack, NULL)); box->runAction(Sequence::create(actionScaleTo, actionScaleToBack, NULL)); ⑩ActionJump:JumpTo/JumpBy。不用解释。 基本动作完毕。综上总结Skew和Rotate都为差别为。Skew改变了节点的缩放系数,详细改变求解说。 下面为特殊动作。

她们是在一个菜单里的,为Actions-Basic. ①CardinalSplineBy / CardinalSplineTo:事实上就调用了一个CardinalSplineBy。其动作运行为 四个控制点的一个矩形。

draw方法的内容MARK一下,求大神传授。

。 使用方法: CCCardinalSplineBy::create(float duration, cocos2d::CCPointArray *points, float tension); 中duration是时间间隔,points是控制点列表。tension是松紧程度。tension==1时,样条线是分段直线。

tension<1向外松弛弯曲,tension>1向内缩紧弯曲。

By动作是以当前坐标为新坐标原点。

auto array = PointArray::create(20); array->addControlPoint(Point(0, 0)); array->addControlPoint(Point(s.width/2-30, 0)); array->addControlPoint(Point(s.width/2-30, s.height-80)); array->addControlPoint(Point(0, s.height-80)); array->addControlPoint(Point(0, 0)); auto action = CardinalSplineBy::create(3, array, 0); auto reverse = action->reverse(); auto seq = Sequence::create(action, reverse, NULL); ②CatmullRomBy / CatmullRomTo;同上一样是曲线依照控制点运动。详细的我还没有搜索到。请知道的给我说下。谢谢。 使用方法: auto array = PointArray::create(20); array->addControlPoint(Point(0, 0)); array->addControlPoint(Point(80, 80)); array->addControlPoint(Point(s.width – 80, 80)); array->addControlPoint(Point(s.width – 80, s.height – 80)); array->addControlPoint(Point(80, s.height – 80)); array->addControlPoint(Point(80, 80)); array->addControlPoint(Point(s.width / 2, s.height / 2)); auto action = CatmullRomBy::create(3, array); auto reverse = action->reverse(); auto seq = Sequence::create(action, reverse, NULL); ③BezierBy / BezierTo:贝尔曲线。使用方法: ccBezierConfig bezier; bezier.controlPoint_1 = Point(0, s.height/2); bezier.controlPoint_2 = Point(300, -s.height/2); bezier.endPosition = Point(300,100); auto bezierForward = BezierBy::create(3, bezier); auto bezierBack = bezierForward->reverse(); auto rep = RepeatForever::create(Sequence::create( bezierForward, bezierBack, NULL)); ④ActionBlink:Blink闪烁动作,使用方法: // 持续时间 闪烁次数 static Blink* create(float duration, int blinks); auto action1 = Blink::create(2, 10); auto action2 = Blink::create(2, 5); ⑤ActionFade:FadeIn / FadeOut此动作为改变节点的透明度属性,当中FadeIn为全然显示,FadeOut为全然隐藏。

使用方法: //參数为delay延时单位为秒 static FadeIn* create(float d); auto action1 = FadeIn::create(1.0f); auto action1Back = action1->reverse(); ⑥ActionTint:TintTo / TintBy此动作为改变节点颜色属性。

使用方法: static TintTo* create(float duration, GLubyte red, GLubyte green, GLubyte blue); 參数列表为,duration,和R,G。B。 auto action1 = TintTo::create(2, 255, 0, 255); auto action2 = TintBy::create(2, -127, -255, -127); auto action2Back = action2->reverse(); ⑦Animation:动画demo。动画也有reverse()方法。 使用方法一:通过普通文件创建动画。 auto animation = Animation::create(); for( int i=1;i<15;i ) { char szName[100] = {0}; sprintf(szName, “Images/grossini_dance_d.png”, i); animation->addSpriteFrameWithFile(szName); } // should last 2.8 seconds. And there are 14 frames. animation->setDelayPerUnit(2.8f / 14.0f); animation->setRestoreOriginalFrame(true); auto action = Animate::create(animation); _grossini->runAction(Sequence::create(action, action->reverse(), NULL)); 使用方法二:通过plist创建动画 auto cache = AnimationCache::getInstance(); cache->addAnimationsWithFile(“animations/animations-2.plist”); auto animation2 = cache->getAnimation(“dance_1”);

auto action2 = Animate::create(animation2); _tamara->runAction(Sequence::create(action2, action2->reverse(), NULL)); 注意:animations-2.plist文件和其它plist文件不一样。 ⑧⑨Sequence: Move Rotate:顺序运行n个动作。

使用方法: static Sequence* create(FiniteTimeAction *action1, …) CC_REQUIRES_NULL_TERMINATION; //參数以NULL结尾。 ⑩问题 CallFunc中的create方法的调用 參数不同,调用的是不是相应的CalkFunc家族的类。

auto action = Sequence::create( Place::create(Point(200,200)), Show::create(), MoveBy::create(1, Point(100,0)), CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback1,this)), CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback2,this,_grossini)), CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback3,this,_grossini,0xbebabeba)), NULL); (11)”Sequence: Move Rotate Scale RemoveSelf”:移除自己动作,使用方法: static RemoveSelf * create(bool isNeedCleanUp = true); auto action = Sequence::create( MoveBy::create( 2, Point(240,0)), RotateBy::create( 2, 540), ScaleTo::create(1,0.1f), RemoveSelf::create(), NULL); (12)Spawn: Jump Rotate:函数为:ActionSpawn:几个动作同一时候运行。 使用方法: auto action = Spawn::create( JumpBy::create(2, Point(300,0), 50, 4), RotateBy::create( 2, 720), NULL); (13)Reverse an action:函数为:ActionReverse,动作的恢复。 使用方法: auto jump = JumpBy::create(2, Point(300,0), 50, 4); auto action = Sequence::create( jump, jump->reverse(), NULL); (14)DelayTime: m delay m:函数为:ActionDelayTime,延时动作。 使用方法: auto move = MoveBy::create(1, Point(150,0)); //延时动作的參数单位为秒 auto action = Sequence::create( move, DelayTime::create(2), move, NULL); (15)Repeat / RepeatForever actions:函数为:ActionRepeat: 使用方法: //反复三次指定动作。当中Place动作是放置节点到指定位置,就是把setPosition弄成了动作。 //当中最后的參数“3”就是反复次数 auto action1 = Repeat::create(Sequence::create( Place::create(Point(60,60)), a1, NULL) , 3); //无休止的反复指定动作。

auto action2 = RepeatForever::create(Sequence::create(a1->clone(), a1->reverse(), NULL)); (16)CallFuncN RepeatForever:函数为:ActionRepeatForever。通过回调函数使节点无休止运行指定动作。 使用方法: auto action = Sequence::create(DelayTime::create(1), CallFunc::create( std::bind( &ActionRepeatForever::repeatForever, this, _grossini) ), NULL); void ActionRepeatForever::repeatForever(Node* sender) { auto repeat = RepeatForever::create( RotateBy::create(1.0f, 360) );

sender->runAction(repeat); } (17)Repeat/RepeatForever RotateTo:函数为: ActionRotateToRepeat 。疑问,为什么当精灵_kathia运行完动作后会旋转90°,个人感觉是bug。

还有就是“clone()方法”的使用方法。

使用方法: auto act1 = RotateTo::create(1, 90); auto act2 = RotateTo::create(1, 0); auto seq = Sequence::create(act1, act2, NULL); auto rep1 = RepeatForever::create(seq); auto rep2 = Repeat::create( seq->clone(), 10); (18)RepeatForever / Repeat Rotate:函数为:ActionRotateJerk。同上 仅仅是角度不同。 (19)Callbacks: CallFunc with std::function():函数为: ActionCallFunction 。解说各种方式创建CallFunc系列动作(多态创建)。

源代码:疑点。參数this的作用,调用的是哪个create函数。 auto action1 = Sequence::create( MoveBy::create(2, Point(200,0)), CallFunc::create( std::bind(&ActionCallFunction::callback1, this) ), CallFunc::create( // lambda 表达式 [&](){ auto s = Director::getInstance()->getWinSize(); auto label = Label::createWithTTF(“called:lambda callback”, “fonts/Marker Felt.ttf”, 16.0f); label->setPosition(Point( s.width/4*1,s.height/2-40)); this->addChild(label); } ), NULL);

auto action2 = Sequence::create( ScaleBy::create(2 , 2), FadeOut::create(2), CallFunc::create( std::bind(&ActionCallFunction::callback2, this, _tamara) ), NULL);

auto action3 = Sequence::create( RotateBy::create(3 , 360), FadeOut::create(2), CallFunc::create( std::bind(&ActionCallFunction::callback3, this, _kathia, 42) ), NULL); void ActionCallFunction::callback1(); void ActionCallFunction::callback2(Node* sender); void ActionCallFunction::callback3(Node* sender, long data); (20)Grossini should jump after moving:函数为: ActionCallFuncN 。须要重看。 源代码: auto action = Sequence::create( MoveBy::create(2.0f, Point(150,0)), CallFuncN::create( CC_CALLBACK_1(ActionCallFuncN::callback, this)), //假设用CallFuncN创建CallFuncN系列的回调函数。则不须要传递Node*參数。(?) NULL);

_grossini->runAction(action); void ActionCallFuncN::callback(Node* sender ) { auto a = JumpBy::create(5, Point(0,0), 100, 5); sender->runAction(a); } (21)simulates CallFuncND with std::bind():函数为:ActionCallFuncND:移动后自己主动消失。 源代码: auto action = Sequence::create( MoveBy::create(2.0f, Point(200,0)), CallFuncN::create( CC_CALLBACK_1(ActionCallFuncND::doRemoveFromParentAndCleanup, this, true)), //用CallFuncN的方法创建动作。回调函数还能带有和传其它參数? NULL); _grossini->runAction(action); void ActionCallFuncND::doRemoveFromParentAndCleanup(Node* sender, bool cleanup) { _grossini->removeFromParentAndCleanup(cleanup); } CallFunc系列总结:能够用CallFunc::create()方法创建这个系列的回调函数,仅仅要參数不同就可以。第二个參数固定为this,意识是这个函数的 调用者。使用方法例如以下所看到的: CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback1,this)), CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback2,this,_grossini)),

CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback3,this,_grossini,0xbebabeba)),

如有错误,希望大家多多指正。谢谢。

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