程序效果图:
使用滚动视图实现动作切换
动作展示
首先创建一个ActionMore类
ActionMore.h中的代码
#ifndef _ActionMore_H_ #define _ActionMore_H_ #include "cocos2d.h" #include "cocos-ext.h" USING_NS_CC; USING_NS_CC_EXT; class ActionMore : public CCLayer { public: static CCScene* scene(); bool init(); CREATE_FUNC(ActionMore); bool ccTouchBegan(CCTouch*, CCEvent*); void ccTouchEnded(CCTouch*, CCEvent*); CCNode* _c; void testAction(int idx, CCLayerColor*); }; #endif
ActionMore.cpp中的代码
#include "ActionMore.h" static const char* _actionName[] = { "CCEaseBounceIn", "CCEaseBounceOut", "CCEaseBounceInOut", "CCEaseBackIn", "CCEaseBackOut", "CCEaseBackInOut", "CCEaseElasticIn", "CCEaseElasticOut", "CCEaseElasticInOut", "CCEaseExponentialIn", "CCEaseExponentialOut", "CCEaseExponentialInOut", "CCEaseIn", "CCEaseOut", "CCEaseInOut", "CCEaseSineIn", "CCEaseSineOut", "CCEaseSineInOut", "CCSpeed", "CCSpawn", "CCSequence", "CCRepeat", "CCRepeatForever" }; CCScene* ActionMore::scene() { CCScene* scene = CCScene::create(); ActionMore* layer = ActionMore::create(); scene->addChild(layer); return scene; } bool ActionMore::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 ActionMore::ccTouchBegan(CCTouch*, CCEvent*) { return true; } void ActionMore::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)); CCMoveBy* moveBy = CCMoveBy::create(4, ccp(0, sprite->getContentSize().height / 2 - winSize.height / 2)); action= NULL; if (an == "CCEaseBounceIn")//让目标动作具有反弹效果,从起点反弹 { action = CCEaseBounceIn::create(moveBy); } if (an == "CCEaseBounceOut")//让目标动作具有反弹效果,从终点反弹 { action = CCEaseBounceOut::create(moveBy); } if (an == "CCEaseBounceInOut")//让目标动作具有反弹效果,起点终点都反弹 { action = CCEaseBounceInOut::create(moveBy); } if (an == "CCEaseBackIn")//让目标动作具有回力效果,起点作为回力点 { action = CCEaseBackIn::create(moveBy); } if (an == "CCEaseBackOut")//让目标动作具有回力效果,终点作为回力点 { action = CCEaseBackOut::create(moveBy); } if (an == "CCEaseBackInOut")//让目标动作具有回力效果,起点终点都作为回力点 { } if (an == "CCEaseElasticIn")//让目标动作具有弹性效果,起点具有弹性 { action = CCEaseElasticIn::create(moveBy); } if (an == "CCEaseElasticOut")//让目标动作具有弹性效果,终点具有弹性 { action = CCEaseElasticOut::create(moveBy); } if (an == "CCEaseElasticInOut")//让目标动作具有弹力效果,起点终点都具有弹性 { action = CCEaseElasticInOut::create(moveBy); } if (an == "CCEaseExponentialIn")//让目标动作缓慢开始 { action = CCEaseExponentialIn::create(moveBy); } if (an == "CCEaseExponentialOut")//让目标动作缓慢结束 { action = CCEaseExponentialOut::create(moveBy); } if (an == "CCEaseExponentialInOut")//让目标动作缓慢开始并缓慢结束 { action = CCEaseExponentialInOut::create(moveBy); } if (an == "CCEaseIn")//让目标动作由慢到快(速度线性变化) { action = CCEaseIn::create(moveBy, 10.0f); } if (an == "CCEaseOut")//让目标动作由快到慢(速度线性变化) { action = CCEaseOut::create(moveBy, 10.f); } if (an == "CCEaseInOut")//让目标动作由慢到快再到慢(速度线性变化) { action = CCEaseInOut::create(moveBy, 10.f); } if (an == "CCEaseSineIn")//让目标动作由慢到快(速度非线性变化) { action = CCEaseSineIn::create(moveBy); } if (an == "CCEaseSineOut")//让目标动作由快到慢(速度非线性变化) { action = CCEaseSineOut::create(moveBy); } if (an == "CCEaseSineInOut")//让目标动作由慢到快再到慢(速度非线性变化) { action = CCEaseSineInOut::create(moveBy); } if (an == "CCSpeed")//为目标动作速度翻倍(加速) { action = CCSpeed::create(moveBy, 10); } if (action) { sprite->runAction(action); } } void ActionMore::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(); //如果两个位置的距离的平方小于或者等于25 if(ptStart.getDistanceSq(ptEnd) <= 25) { // click // 点中了哪个子窗口 // 转换ptStart为ScrollView中的Container的坐标 // 再判断被点击的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();// 所有的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; } } } }