因为Cocos2d-X中的动作较多,我将全部的动作制作成了一个滚动视图。每一个滚动视图上都有动作名,单击滚动视图就能够展示对应的动作
程序效果图:
使用滚动视图实现动作切换
动作展示
程序代码:
首先创建一个ActionShow类
在ActionShow.h中的代码
#ifndef _ActionShow_H_
#define _ActionShow_H_ #include "cocos2d.h"
#include "cocos-ext.h"
USING_NS_CC;
USING_NS_CC_EXT; class ActionShow : public CCLayer
{
public:
static CCScene* scene(); bool init(); CREATE_FUNC(ActionShow); bool ccTouchBegan(CCTouch*, CCEvent*);
void ccTouchEnded(CCTouch*, CCEvent*); CCNode* _c;
void testAction(int idx, CCLayerColor*); void func();
void funcN(CCNode*);
void funcND(CCNode*, void*);
}; #endif
ActionShow.cpp中的代码
#include "ActionShow.h" static const char* _actionName[] =
{
"CCMoveBy",
"CCMoveTo",
"CCRotateBy",
"CCRotateTo",
"CCScaleBy",
"CCScaleTo",
"CCSkewBy",
"CCSkewTo",
"CCJumpBy",
"CCJumpTo",
"CCBezierBy",
"CCBezierTo",
"CCFadeIn",
"CCFadeOut",
"CCTintTo",
"CCTintBy",
"CCBlink",
"CCDelayTime",
"CCOrbitCamera",
"CCCardinalSplineTo",
"CCCardinalSplineBy",
"CCCatmullRomTo",
"CCCatmullRomBy",
"CCFollow",
"CCCallFunc",
"CCCallFuncN",
"CCCallFuncND"
}; CCScene* ActionShow::scene()
{
CCScene* scene = CCScene::create(); ActionShow* layer = ActionShow::create(); scene->addChild(layer); return scene;
} bool ActionShow::init()
{
CCLayer::init(); CCSize winSize = CCDirector::sharedDirector()->getWinSize(); //创建Node结点用于ScrollView
CCNode* c = CCNode::create();
_c = c; //ScrollView中展示的动作的个数
int actionCount = sizeof(_actionName) / sizeof(*_actionName); //使用for循环创建视图用于展示动作
for (int i = 0; i < actionCount; i++)
{
CCLayerColor* layer; //
if (i % 2 == 0)
{
//创建带有颜色的背景层(背景层的颜色为深灰色)
layer = CCLayerColor::create(ccc4(192, 192, 192, 255), winSize.width, winSize.height);
}
else
{
//创建带有颜色的背景层(背景层的颜色为浅灰色)
layer = CCLayerColor::create(ccc4(128, 128, 128, 255), winSize.width, winSize.height);
} c->addChild(layer);
layer->setPosition(ccp(i*winSize.width, 0)); //保存动作的名字
const char* title = _actionName[i]; //创建标签用于显示动作的名字
CCLabelTTF* label = CCLabelTTF::create(title, "Arial", 36);
layer->addChild(label); //设置标签的位置
label->setPosition(ccp(winSize.width / 2, winSize.height - 80));
} //创建滚动视图
CCScrollView* view = CCScrollView::create(winSize, c); //设置滚动视图的滚动方向为水平滚动
view->setDirection(kCCScrollViewDirectionHorizontal); //设置滚动视图的大小
view->setContentSize(CCSize(winSize.width*actionCount, winSize.height));
addChild(view); //能触摸
setTouchEnabled(true);
setTouchMode(kCCTouchesOneByOne); return true;
} bool ActionShow::ccTouchBegan(CCTouch*, CCEvent*)
{
return true;
} void ActionShow::testAction(int idx, CCLayerColor* layer)
{
CCSize winSize = CCDirector::sharedDirector()->getWinSize(); //得到用户创建的精灵
CCSprite* sprite = (CCSprite*)layer->getUserObject(); //当没有精灵的时候
if (sprite == NULL)
{
//创建一个新的精灵
sprite = CCSprite::create("CloseNormal.png");
layer->addChild(sprite); //设置精灵的关联对象
layer->setUserObject(sprite);
} //保存用户选择的动作
const char* an = _actionName[idx]; //动作类
CCAction* action; //设置精灵的位置
sprite->setPosition(ccp(winSize.width / 2, winSize.height / 2)); if (an == "CCMoveTo")//运动
{
action = CCMoveTo::create(2, ccp(100, 100));
}
if (an == "CCMoveBy")//运动
{
action = CCMoveBy::create(2, ccp(100, 100));
}
if (an == "CCRotateBy")//旋转
{
action = CCRotateBy::create(2, 250);
}
if (an == "CCRotateTo")//旋转
{
action = CCRotateTo::create(2, 250);
}
if (an == "CCScaleBy")//放大或缩小
{
//2表示放大两倍
//-2表示缩小两倍
action = CCScaleBy::create(2, 2);
}
if (an == "CCScaleTo")//放大或缩小
{
action = CCScaleTo::create(2, -2);
}
if (an == "CCSkewBy")//扭曲
{
//第一个參数:完毕扭曲所花的时间
//第二个參数:x轴方向扭曲的值
//第三个參数:y轴方向扭曲的值
action = CCSkewBy::create(2, 35, 87);
}
if (an == "CCSkewTo")//扭曲
{
action = CCSkewTo::create(2, 35, 87);
}
if (an == "CCJumpBy")//跳跃
{
//第一个參数:完毕跳跃所花的时间
//第一个參数:跳跃到的位置
//第一个參数:跳跃的高度
//第一个參数:跳跃的次数
action = CCJumpBy::create(3, ccp(100, 100), 50, 6);
}
if (an == "CCJumpTo")//跳跃
{
action = CCJumpTo::create(3, ccp(100, 100), 50, 6);
}
if (an == "CCBezierBy")//贝塞尔曲线(相对)
{
//设置控制点
ccBezierConfig c; //控制点1
c.controlPoint_1 = ccp(400, 400); //控制点2
c.controlPoint_2 = ccp(250, 360); //终点
c.endPosition = ccp(100, 100); //第一个參数:时间
//第二个參数:控制点
action = CCBezierBy::create(3, c);
}
if (an == "CCBezierTo")//贝塞尔曲线(绝对)
{
ccBezierConfig c;
c.controlPoint_1 = ccp(400, 400);
c.controlPoint_2 = ccp(250, 360);
c.endPosition = ccp(100, 100);
action = CCBezierTo::create(3, c);
}
if (an == "CCFadeIn")//淡入(通过改动透明度实现)
{
action = CCFadeIn::create(3);
}
if (an == "CCFadeOut")//淡出(通过改动透明度实现)
{
action = CCFadeOut::create(3);
}
if (an == "CCTintTo")//在精灵上混合一个颜色
{
action = CCTintTo::create(3, 255, 0, 0);
}
if (an == "CCTintBy")//在精灵上混合一个颜色
{
action = CCTintBy::create(3, 23, 47, 37);
}
if (an == "CCBlink")//精灵闪烁
{
action = CCBlink::create(3, 10);
}
if (an == "CCDelayTime")//精灵停顿一会儿
{
//2秒钟内精灵移动到(100,100)
CCMoveBy* move = CCMoveBy::create(2, ccp(100, 100)); //停顿1秒钟
CCDelayTime* delay = CCDelayTime::create(1); //精灵返回
CCFiniteTimeAction* back = move->reverse(); //动作的顺序封装(先运行move后运行delay)
action = CCSequence::create(move, delay, back, NULL);
}
if (an == "CCOrbitCamera")//依据球面坐标轨迹旋转
{
//參数1:旋转的时间
//參数2:起始半径
//參数3:半径差
//參数4:起始z角
//參数5:旋转z角
//參数6:起始x角
//參数7:旋转x角
action = CCOrbitCamera::create(5, 80, 13, 55, 13, 80, 24);
}
if (an == "CCCardinalSplineTo")//样条曲线动作
{
//创建样条曲线动作
CCPointArray* arr = CCPointArray::create(20); //创建围城曲线框的四个点
arr->addControlPoint(ccp(200, 200));
arr->addControlPoint(ccp(200, 100));
arr->addControlPoint(ccp(100, 100));
arr->addControlPoint(ccp(100, 200));
action = CCCardinalSplineTo::create(5, arr, 5.0f);
}
if (an == "CCCardinalSplineBy")//样条曲线动作
{
CCPointArray* arr = CCPointArray::create(20);
arr->addControlPoint(ccp(200-50, 200-50));
arr->addControlPoint(ccp(200-50, 100-50));
arr->addControlPoint(ccp(100-50, 100-50));
arr->addControlPoint(ccp(100-50, 200-50));
action = CCCardinalSplineBy::create(5, arr, 5.0f);
}
if (an == "CCCatmullRomTo")//云性曲线
{
CCPointArray* arr = CCPointArray::create(20);
arr->addControlPoint(ccp(200, 200));
arr->addControlPoint(ccp(200, 100));
arr->addControlPoint(ccp(100, 100));
arr->addControlPoint(ccp(100, 200));
action = CCCatmullRomTo::create(5, arr);
}
if (an == "CCCatmullRomBy")//云性曲线
{
CCPointArray* arr = CCPointArray::create(20);
arr->addControlPoint(ccp(200, 200));
arr->addControlPoint(ccp(200, 100));
arr->addControlPoint(ccp(100, 100));
arr->addControlPoint(ccp(100, 200));
action = CCCatmullRomBy::create(5, arr);
}
if (an == "CCFollow")//镜头跟着目标走,超过范围就结束。
{
CCSprite* sprite2 = CCSprite::create("green_edit.png");
layer->addChild(sprite2);
sprite2->setPosition(ccp(winSize.width / 2, winSize.height / 2));
sprite2->runAction(CCJumpBy::create(100, ccp(800, 800), 800, 60));
action = CCFollow::create(sprite2);
}
if (an == "CCCallFunc")//创建一个回调动作(不带參数)
{
action = CCCallFunc::create(this, callfunc_selector(ActionShow::func));
}
if (an == "CCCallFuncN")//创建一个回调动作(传调用者为參数)
{
action = CCCallFuncN::create(this, callfuncN_selector(ActionShow::funcN));
}
if (an == "CallFuncND")//创建一个回调动作(带2个參数)
{
void* p = NULL;
action = CCCallFuncND::create(this, callfuncND_selector(ActionShow::funcND), p);
} sprite->runAction(action); } void ActionShow::func()
{
} void ActionShow::funcN(CCNode*)
{
} void ActionShow::funcND(CCNode*, void*)
{
} void ActionShow::ccTouchEnded(CCTouch* t, CCEvent*)
{
//得到按下鼠标时的位置
CCPoint ptStart = t->getStartLocation(); //得到松开鼠标时的位置
CCPoint ptEnd = t->getLocation(); //假设两个位置的距离的平方小于或者等于25
if(ptStart.getDistanceSq(ptEnd) <= 25)
{
// click
// 点中了哪个子窗体 // 转换ptStart为ScrollView中的Container的坐标
// 再推断被点击的LayerColor
//将鼠标点下的时候的位置的坐标转换成结点坐标
CCPoint ptInContainer = _c->convertToNodeSpace(ptStart); //创建一个数组用于保存LayerColor
CCArray* arr = _c->getChildren();// 全部的layercolor //用于寻找点中的LayerColor
for (int i = 0; i < sizeof(_actionName) / sizeof(*_actionName); i++)
{
//
CCLayerColor* layer = (CCLayerColor*)arr->objectAtIndex(i);
if (layer->boundingBox().containsPoint(ptInContainer))
{
testAction(i, layer);
break;
}
}
} }