动作往往不是单一,而是复杂的组合。我们可以按照一定的次序将上述基本动作组合起来,形成连贯的一套组合动作。组合动作包括以下几类:顺序、并列、有限次数重复、无限次数重复、反动作和动画。动画我们会在下一节介绍,本节我们重点顺序、并列、有限次数重复、无限次数重复和反动
下面我们通过一个实例介绍一下组合动作的使用,这个实例如下图所示,下图是一个操作菜单场景,选择菜单可以进入到下图动作场景,在下图动作场景中点击Go按钮可以执行我们选择的动作效果,点击Back按钮可以返回到菜单场景。
下面我们再看看具体的程序代码,首先看一下看HelloWorldScene.h文件,它的代码如下:
- #ifndef __HELLOWORLD_SCENE_H__
- #define __HELLOWORLD_SCENE_H__
- #include "cocos2d.h"
- #include "MyActionScene.h" ①
- typedef enum { ②
- kSequence = 100,
- kSpawn,
- kRepeate,
- kRepeatForever1,
- kReverse
- } ActionTypes; ③
- class HelloWorld : public cocos2d::Layer
- {
- public:
- static cocos2d::Scene* createScene();
- virtual bool init();
- void OnClickMenu(cocos2d::Ref* pSender); ④
- CREATE_FUNC(HelloWorld);
- };
- #endif // __HELLOWORLD_SCENE_H__
上述代码是中第①行是引入头文件MyActionScene.h。第②~③是定义个枚举类型ActionTypes,枚举类型ActionTypes中定义了5个常量,这5个常量对应5个菜单项。第④行声明了一个函数,用来在选择不同菜单时候的回调。
在上诉代码大家比较熟悉了,我们这里就不再介绍了。下面我们再看看下一个场景MyActionScene,它的MyActionScene.h代码如下:
- #ifndef __MYACTION_SCENE_H__
- #define __MYACTION_SCENE_H__
- #include "cocos2d.h"
- #include "HelloWorldScene.h"
- class MyAction : public cocos2d::Layer
- {
- cocos2d::Sprite *sprite;
- public:
- staticcocos2d::Scene* createScene();
- virtual bool init();
- CREATE_FUNC(MyAction);
- void goMenu(cocos2d::Ref* pSender);
- void backMenu(cocos2d::Ref* pSender);
- voidOnSequence(cocos2d::Ref* pSender); ①
- void OnSpawn(cocos2d::Ref* pSender);
- void OnRepeat(cocos2d::Ref* pSender);
- void OnReverse(cocos2d::Ref* pSender);
- void OnRepeatForever(cocos2d::Ref* pSender); ②
- };
- #endif // __MYACTION_SCENE_H__
在.h文件中第①~②行代码是声明了5个用于菜单选择的回调函数。
MyActionScene的实现代码MyActionScene.ccp文件,其中点击Go按钮时候调用的函数MyAction::goMenu代码如下:
- void MyAction::goMenu(Ref* pSender)
- {
- log("Tag= %i",this->getTag());
- switch (this->getTag()) {
- casekSequence:
- this->OnSequence(pSender);
- break;
- casekSpawn:
- this->OnSpawn(pSender);
- break;
- casekRepeate:
- this->OnRepeat(pSender);
- break;
- casekRepeatForever1:
- this->OnRepeatForever(pSender);
- break;
- case kReverse:
- this->OnReverse(pSender);
- break;
- default:
- break;
- }
- }
我们在这个函数中根据选择菜单不同调用不同的函数。
- MyActionScene.ccp中MyActionLayer::OnSequence代码如下:
- void MyAction::OnSequence(Ref* pSender)
- {
- Size size = Director::getInstance()->getVisibleSize();
- Pointp = Point(size.width/2, 200);
- FiniteTimeAction* ac0 =(FiniteTimeAction*)sprite->runAction(Place::create(p)); ①
- FiniteTimeAction* ac1 = (FiniteTimeAction*)sprite->runAction(
- MoveTo::create(2,Point(size.width- 130, size.height - 200))); ②
- FiniteTimeAction* ac2 = (FiniteTimeAction*)sprite->runAction(
- JumpBy::create(2,Point(8, 8),6, 3)); ③
- FiniteTimeAction* ac3 =(FiniteTimeAction*)sprite->runAction(Blink::create(2,3)); ④
- FiniteTimeAction* ac4 = (FiniteTimeAction*)sprite->runAction(
- TintBy::create(0.5,0,255,255)); ⑤
- sprite->runAction(Sequence::create(ac0,ac1, ac2, ac3, ac4, ac0, NULL)); ⑥
- }
上述代码实现了顺序动作演示,其中主要使用的类是Sequence,Sequence是派生于ActionInterval属性间隔动作。Sequence作用就是顺序排列若干个动作,然后按先后次序逐个执行。代码⑥行执行Sequence,Sequence的create函数需要动作数组。代码第①行创建Place动作,由于Sequence的create函数需要FiniteTimeAction类型的动作,因此需要将表达式sprite->runAction(Place::create(p))强制转换为FiniteTimeAction*类型。类似的代码第②~⑤行都需要强制类型转换。第②行代码是创建MoveTo动作,第③行代码是创建JumpBy动作。第④行代码是创建Blink动作。第⑤行代码是创建TintBy动作。
MyActionScene.ccp中MyActionLayer::OnSpawn,这个函数是在演示并列动作时候调用的函数,它的代码如下:
- void MyAction::OnSpawn(Ref* pSender)
- {
- Size size = Director::getInstance()->getVisibleSize();
- Pointp = Point(size.width/2, 200);
- sprite->setRotation(0); ①
- sprite->setPosition(p); ②
- FiniteTimeAction* ac1 = (FiniteTimeAction*)sprite->runAction(
- MoveTo::create(2,Point(size.width- 100, size.height - 100))); ③
- FiniteTimeAction* ac2 =(FiniteTimeAction*)sprite->runAction(RotateTo::create(2, 40)); ④
- sprite->runAction(Spawn::create(ac1,ac2,NULL)); ⑤
- }
上述代码实现了并列动作演示,其中主要使用的类是Spawn类也从ActionInterval继承而来,该类作用就是同时并列执行若干个动作,但要求动作都必须 是可以同时执行的。比如:移动式翻转、改变色、改变大小等。第⑤行代码sprite->runAction(Spawn::create(ac1,ac2,NULL))执行并列动作,create函数的动作类型数组。第①行代码sprite->setRotation(0)设置精灵旋转角度保持原来状态。第②行代码sprite->setPosition(p)是重新设置精灵位置。第③行代码创建MoveTo动作。第④行代码创建RotateTo动作。
MyActionScene.ccp中MyActionLayer::OnRepeat,这个函数是在演示重复动作时候调用的函数,它的代码如下:
- void MyAction::OnRepeat(Ref* pSender)
- {
- Size size = Director::getInstance()->getVisibleSize();
- Pointp = Point(size.width/2, 200);
- sprite->setRotation(0);
- sprite->setPosition(p);
- FiniteTimeAction* ac1 = (FiniteTimeAction*)sprite->runAction(
- MoveTo::create(2,Point(size.width- 100, size.height - 100))); ①
- FiniteTimeAction* ac2 = (FiniteTimeAction*)sprite->runAction(
- JumpBy::create(2,Point(10,10), 20,5)); ②
- FiniteTimeAction* ac3 = (FiniteTimeAction*)sprite->runAction(
- JumpBy::create(2,Point(-10,-10),20,3)); ③
- ActionInterval* seq = Sequence::create(ac1, ac2, ac3, NULL); ④
- sprite->runAction(Repeat::create(seq,3)); ⑤
- }
上述代码实现了重复动作演示,其中主要使用的类是Repeat类也从ActionInterval继承而来。第①行代码是创建MoveTo动作。第②行代码是创建JumpBy动作。第③行代码是创建JumpBy动作。第④行代码是创建顺序动作对象seq,seq的类型为ActionInterval*或FiniteTimeAction*。第⑤行代码sprite->runAction(Repeat::create(seq,3)) 重复运行顺序动作3次,create函数参数的类型是FiniteTimeAction。
MyActionScene.ccp中MyActionLayer::OnRepeatForever,这个函数是在演示无限重复动作时候调用的函数,它的代码如下:
- void MyAction::OnRepeatForever(Ref*pSender)
- {
- Size size = Director::getInstance()->getVisibleSize();
- Point p = Point(size.width/2, 500);
- sprite->setRotation(0);
- sprite->setPosition(p);
- ccBezierConfigbezier; ①
- bezier.controlPoint_1 = Point(0, size.height/2);
- bezier.controlPoint_2= Point(10, -size.height/2);
- bezier.endPosition= Point(10,20); ②
- FiniteTimeAction* ac1 =(FiniteTimeAction*)sprite->runAction(BezierBy::create(2,bezier)); ③
- FiniteTimeAction* ac2 = (FiniteTimeAction*)sprite->runAction(
- TintBy::create(0.5,0, 255, 255)); ④
- FiniteTimeAction* ac1Reverse = ((ActionInterval*)ac1)->reverse(); ⑤
- FiniteTimeAction* ac2Repeat = (FiniteTimeAction*)sprite->runAction(
- Repeat::create((ActionInterval*)ac2,4)); ⑥
- FiniteTimeAction* ac3 = (FiniteTimeAction*)sprite->runAction(
- Spawn::create(ac1,ac2Repeat,NULL)); ⑦
- FiniteTimeAction* ac4 = (FiniteTimeAction*)sprite->runAction(
- Spawn::create(ac1Reverse,ac2Repeat,NULL)); ⑧
- ActionInterval* seq = Sequence::create(ac3, ac4, NULL); ⑨
- sprite->runAction(RepeatForever::create(seq)); ⑩
- }
上述代码实现了重复动作演示,其中主要使用的类是RepeatForever,它也从ActionInterval继承而来。第⑩行代码sprite->runAction(RepeatForever::create(seq))是执行无限重复动作,create函数参数的类型是FiniteTimeAction。代码第①~②行是定义贝塞尔曲线控制点。第③行代码创建贝塞尔曲线动作BezierBy。第④行代码创建动作TintBy。第⑤行代码是创建BezierBy动作的反转动作。第⑥行代码是创建重复动作。第⑦和⑧行代码是创建并列动作。第⑨行代码是创建顺序动作。
MyActionScene.ccp中MyActionLayer::OnReverse,这个函数是在演示反动作时候调用的函数,它的代码如下:
- void MyAction::OnReverse(Ref* pSender)
- {
- Size size = Director::getInstance()->getVisibleSize();
- Pointp = Point(size.width/2, 300);
- sprite->setRotation(0);
- sprite->setPosition(p);
- FiniteTimeAction* ac1 = (FiniteTimeAction*)sprite->runAction(
- MoveBy::create(2,Point(40,60))); ①
- Action* ac2 = ac1->reverse(); ②
- ActionInterval* seq = Sequence::create(ac1, ac2, NULL); ③
- sprite->runAction(Repeat::create(seq,2)); ④
- }
上述代码实现了反动作演示,支持顺序动作的反顺序动作,反顺序动作不是一个类,不是所有的动作类都支持反动作。XxxTo 类通常不支持反动作,XxxBy类通常支持。第①行代码是创建一个移动MoveBy动作。第②行代码调用ac1的reverse()函数执行反动作。第③行代码是创建顺序动作。第④行代码sprite->runAction(Repeat::create(seq,2))是执行反动作。