声明:博文内容为自己整理笔记所用,有不对的地方还请大家指正.
在cocos2dx 中的tests 项目里 已经带了 足够多的 动画事例
ActionsTest
我只是看了其中一些 自我感觉比较常用的动画
ActionMove 移动
在cocos2d-x中移动分 to 和 by 两种
1 CCSize s = CCDirector::sharedDirector()->getWinSize(); 2 3 CCActionInterval* actionTo = CCMoveTo::create(2, CCPointMake(s.width-40, s.height-40)); //2s的时间移动到某个位置相对于屏幕 4 CCActionInterval* actionBy = CCMoveBy::create(2, CCPointMake(80,80)); //2s的时间移动到80,80 5 CCActionInterval* actionByBack = actionBy->reverse(); //让动作回复到actionBy之前的地方 6 7 m_tamara->runAction( actionTo); //执行actionTo 8 m_grossini->runAction( CCSequence::create(actionBy, actionByBack, NULL)); //顺序执行(actionBy,actionByBack),必须用NULL结尾 9 m_kathia->runAction(CCMoveTo::create(1, CCPointMake(40,40))); //1s的时间移动到40,40
ActionScale 缩放
同样分为 to 和 by 记得有地方说这两种缩放 效果会不一样 但是我在win32 上实验 缩放大小是一样的,以后在到xcode 上实验
1 CCActionInterval* actionTo = CCScaleTo::create(2.0f, 0.5f); //2个参数(时间,放大倍数) 2 CCActionInterval* actionBy = CCScaleBy::create(2.0f, 1.0f, 10.0f); //三个参数(时间,x方向放大倍数,y方向放大倍数) 3 CCActionInterval* actionBy2 = CCScaleBy::create(2.0f, 5.0f, 1.0f); 4 5 m_grossini->runAction( actionTo); 6 m_tamara->runAction( CCSequence::create(actionBy, actionBy->reverse(), NULL)); 7 m_kathia->runAction( CCSequence::create(actionBy2, actionBy2->reverse(), NULL));
ActionSkew
还没研究 暂时留在这里
1 CCActionInterval *actionTo = CCSkewTo::create(2, 37.2f, -37.2f); 2 CCActionInterval *actionToBack = CCSkewTo::create(2, 0, 0); 3 CCActionInterval *actionBy = CCSkewBy::create(2, 0.0f, -90.0f); 4 CCActionInterval *actionBy2 = CCSkewBy::create(2, 45.0f, 45.0f); 5 CCActionInterval *actionByBack = actionBy->reverse(); 6 7 m_tamara->runAction(CCSequence::create(actionTo, actionToBack, NULL)); 8 m_grossini->runAction(CCSequence::create(actionBy, actionByBack, NULL)); 9 10 m_kathia->runAction(CCSequence::create(actionBy2, actionBy2->reverse(), NULL));
ActionRotate
旋转
1 CCActionInterval* actionTo = CCRotateTo::create( 2, 45); //2s内顺时针旋转45度(每跨度180,旋转方向会相反) 2 CCActionInterval* actionTo2 = CCRotateTo::create( 2, -45); //2s内逆时针旋转45度(每跨度180,旋转方向会相反) 3 CCActionInterval* actionTo0 = CCRotateTo::create(2 , 0); 4 m_tamara->runAction( CCSequence::create(actionTo, actionTo0, NULL)); 5 6 CCActionInterval* actionBy = CCRotateBy::create(2 , 360); //2s内自身旋转360度,正数为顺时针旋转,负数相反 7 CCActionInterval* actionByBack = actionBy->reverse(); //回复 8 m_grossini->runAction( CCSequence::create(actionBy, actionByBack, NULL)); 9 10 m_kathia->runAction( CCSequence::create(actionTo2, actionTo0->copy()->autorelease(), NULL)); 11 //actionTo0->copy()->autorelease() 不清楚 作用
ActionJump
跳动移动
1 CCActionInterval* actionTo = CCJumpTo::create(2, CCPointMake(300,300), 50, 4); //2s内跳向300,300的位置,跳跃高度为50,跳跃次数为4 2 CCActionInterval* actionBy = CCJumpBy::create(2, CCPointMake(300,0), 50, 4); //向x方向跳动300像素,跳跃高度为50,跳跃次数为4 3 CCActionInterval* actionUp = CCJumpBy::create(2, CCPointMake(0,0), 80, 4); //原地跳动 高度80 次数为4 4 CCActionInterval* actionByBack = actionBy->reverse(); //回复 5 6 m_tamara->runAction( actionTo); 7 m_grossini->runAction( CCSequence::create(actionBy, actionByBack, NULL)); //顺序执行actionBy, actionByBack动作 8 m_kathia->runAction( CCRepeatForever::create(actionUp)); //CCRepeatForever 一直重复相同的动作
顺序执行和并发执行
1 CCMoveTo *moveTo = CCMoveTo::actionWithDuration(5, ccp(150,250)); 2 CCScaleTo *scaleTo = CCScaleTo::actionWithDuration(5, 3); 3 CCDelayTime *waiting = CCDelayTime::actionWithDuration(2);//停滞2秒 4 CCRotateBy *rotBy = CCRotateBy::actionWithDuration(5, 180); 5 //顺序执行定义好的动画 6 _sprite1->runAction(CCSequence::actions(moveTo,waiting,scaleTo,waiting,rotBy,NULL)); 7 //并发执行(同时执行)各类动画 8 _sprite2->runAction(CCSpawn::actions(moveTo,scaleTo,rotBy)); 9 //一直重复相同的动作 10 _sprite3->runAction(CCRepeatForever::actionWithAction(rotBy));
_sprite->stopAction(scale);//停住某个action,只能停止单个动画,在组合动画中不能停住
带有回调方法的移动
ActionCallFunc 无参回调
1 void ActionCallFunc::onEnter() 2 { 3 ActionsDemo::onEnter(); 4 5 centerSprites(3); 6 7 CCFiniteTimeAction* action = CCSequence::create( 8 CCMoveBy::create(2, CCPointMake(200,0)), 9 CCCallFunc::create(this, callfunc_selector(ActionCallFunc::callback1)), 10 NULL); 11 12 CCFiniteTimeAction* action2 = CCSequence::create( 13 CCScaleBy::create(2 , 2), 14 CCFadeOut::create(2), 15 CCCallFuncN::create(this, callfuncN_selector(ActionSequence2::callback2)), 16 NULL); 17 18 CCFiniteTimeAction* action3 = CCSequence::create( 19 CCRotateBy::create(3 , 360), 20 CCFadeOut::create(2), 21 CCCallFuncND::create(this, callfuncND_selector(ActionSequence2::callback3), (void*)0xbebabeba), 22 NULL); 23 24 m_grossini->runAction(action); 25 m_tamara->runAction(action2); 26 m_kathia->runAction(action3); 27 } 28 29 30 void ActionCallFunc::callback1() 31 { 32 CCSize s = CCDirector::sharedDirector()->getWinSize(); 33 CCLabelTTF *label = CCLabelTTF::create("callback 1 called", "Marker Felt", 16); 34 label->setPosition(CCPointMake( s.width/4*1,s.height/2)); 35 36 addChild(label); 37 } 38 39 void ActionCallFunc::callback2(CCNode* pSender) 40 { 41 CCSize s = CCDirector::sharedDirector()->getWinSize(); 42 CCLabelTTF *label = CCLabelTTF::create("callback 2 called", "Marker Felt", 16); 43 label->setPosition(CCPointMake( s.width/4*2,s.height/2)); 44 45 addChild(label); 46 } 47 48 void ActionCallFunc::callback3(CCNode* pTarget, void* data) 49 { 50 CCSize s = CCDirector::sharedDirector()->getWinSize(); 51 CCLabelTTF *label = CCLabelTTF::create("callback 3 called", "Marker Felt", 16); 52 label->setPosition(CCPointMake( s.width/4*3,s.height/2)); 53 addChild(label); 54 } 55
有参数的回调
1 void ActionCallFuncND::onEnter() 2 { 3 ActionsDemo::onEnter(); 4 5 centerSprites(1); 6 7 CCFiniteTimeAction* action = CCSequence::create(CCMoveBy::create(2.0f, ccp(200,0)), 8 CCCallFuncND::create(this, callfuncND_selector(ActionCallFuncND::removeFromParentAndCleanup), (void*)true), 9 NULL); 10 11 m_grossini->runAction(action); 12 } 13 14 std::string ActionCallFuncND::title() 15 { 16 return "CallFuncND + auto remove"; 17 } 18 19 std::string ActionCallFuncND::subtitle() 20 { 21 return "CallFuncND + removeFromParentAndCleanup. Grossini dissapears in 2s"; 22 } 23 24 void ActionCallFuncND::removeFromParentAndCleanup(CCNode* pSender, void* data) 25 { 26 bool bCleanUp = (bool)data; 27 m_grossini->removeFromParentAndCleanup(bCleanUp); 28 }
其他动画可以在tests里自行查找
cocos2d-x提供丰富的动画