cocos2d-x学习笔记(9)--effect(特效)

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cocos2d-x学习笔记(9)--effect(特效)
     在游戏中,我们经常会看到一些打斗场面使整个屏幕产生波浪效果,或者在切换场景是出现翻页效果等等。下面,我会把所有的特效全部罗列出来,一共有22种,比较多。其实每一个类就是一个特效类,我们只要掌握特效的是用方法,那么久可以掌握全部特效的是用。
step1:创建cocos2d-win32 application,并命名为effecttest
step2:在HelloWorldScene.h中添加如下的类,
其中第一个类是最重要的:
[cpp] 
class EffectLayer:public CCLayerColor//CCLayerColor可以设置背景颜色 

protected: 
    CCSprite* m_player ; 
 
public: 
    EffectLayer(); 
    ~EffectLayer(); 
 
    virtual void onEnter(); 
    virtual std::string title(); 
 
    void backCallback(CCObject* pSender); 
    void restartCallback(CCObject* pSender); 
    void nextCallback(CCObject* pSender); 
 
}; 


[cpp] 
//以下的类都是特效类 
class Shaky3DDemo:public CCShaky3D 

public: 
    static CCActionInterval* actionWithDuration(ccTime d) 
    { 
        return CCShaky3D::actionWithRange(5, true, ccg(15, 10), d); 
    } 
}; 
 
 
 
class Waves3DDemo : public CCWaves3D  

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        return CCWaves3D::actionWithWaves(5, 40, ccg(15,10), t); 
    } 
}; 
 
 
 
class FlipX3DDemo : public CCFlipX3D  

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        CCFlipX3D* flipx  = CCFlipX3D::actionWithDuration(t); 
        CCActionInterval* flipx_back = flipx->reverse(); 
        CCDelayTime* delay = CCDelayTime::actionWithDuration(2); 
 
        return (CCActionInterval*)(CCSequence::actions(flipx, delay, flipx_back, NULL)); 
    } 
}; 
 
class FlipY3DDemo : public CCFlipY3D  

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        CCFlipY3D* flipy  = CCFlipY3D::actionWithDuration(t); 
        CCActionInterval* flipy_back = flipy->reverse(); 
        CCDelayTime* delay = CCDelayTime::actionWithDuration(2); 
 
        return (CCActionInterval*)(CCSequence::actions(flipy, delay, flipy_back, NULL)); 
    } 
}; 
 
class Lens3DDemo : public CCLens3D  

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        CCSize size = CCDirector::sharedDirector()->getWinSize(); 
        return CCLens3D::actionWithPosition(CCPointMake(size.width/2,size.height/2), 240, ccg(15,10), t);  
    } 
}; 
 
 
class Ripple3DDemo : public CCRipple3D  

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        CCSize size = CCDirector::sharedDirector()->getWinSize(); 
        return CCRipple3D::actionWithPosition(CCPointMake(size.width/2,size.height/2), 240, 4, 160, ccg(32,24), t); 
    } 
}; 
 
 
class LiquidDemo : public CCLiquid 

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        return CCLiquid::actionWithWaves(4, 20, ccg(16,12), t);  
    } 
}; 
 
 
class WavesDemo : public CCWaves  

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        return CCWaves::actionWithWaves(4, 20, true, true, ccg(16,12), t);   
    } 
}; 
 
 
class TwirlDemo : public CCTwirl  

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        CCSize size = CCDirector::sharedDirector()->getWinSize(); 
        return CCTwirl::actionWithPosition(CCPointMake(size.width/2, size.height/2), 1, 2.5f, ccg(12,8), t);  
    } 
}; 
 
 
class ShakyTiles3DDemo : public CCShakyTiles3D 

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        return CCShakyTiles3D::actionWithRange(5, true, ccg(16,12), t) ; 
    } 
}; 
 
 
class ShatteredTiles3DDemo : public CCShatteredTiles3D 

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        return CCShatteredTiles3D::actionWithRange(5, true, ccg(16,12), t);  
    } 
}; 
 
 
class ShuffleTilesDemo : public CCShuffleTiles 

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        CCShuffleTiles* shuffle = CCShuffleTiles::actionWithSeed(25, ccg(16,12), t); 
        CCActionInterval* shuffle_back = shuffle->reverse(); 
        CCDelayTime* delay = CCDelayTime::actionWithDuration(2); 
 
        return (CCActionInterval*)(CCSequence::actions(shuffle, delay, shuffle_back, NULL)); 
    } 
}; 
 
 
class FadeOutTRTilesDemo : public CCFadeOutTRTiles 

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        CCFadeOutTRTiles* fadeout = CCFadeOutTRTiles::actionWithSize(ccg(16,12), t); 
        CCActionInterval* back = fadeout->reverse(); 
        CCDelayTime* delay = CCDelayTime::actionWithDuration(0.5f); 
 
        return (CCActionInterval*)(CCSequence::actions(fadeout, delay, back, NULL)); 
    } 
}; 
 
 
class FadeOutBLTilesDemo : public CCFadeOutBLTiles 

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        CCFadeOutBLTiles* fadeout = CCFadeOutBLTiles::actionWithSize(ccg(16,12), t); 
        CCActionInterval* back = fadeout->reverse(); 
        CCDelayTime* delay = CCDelayTime::actionWithDuration(0.5f); 
 
        return (CCActionInterval*)(CCSequence::actions(fadeout, delay, back, NULL)); 
    } 
}; 
 
 
class FadeOutUpTilesDemo : public CCFadeOutUpTiles 

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        CCFadeOutUpTiles* fadeout = CCFadeOutUpTiles::actionWithSize(ccg(16,12), t); 
        CCActionInterval* back = fadeout->reverse(); 
        CCDelayTime* delay = CCDelayTime::actionWithDuration(0.5f); 
 
        return (CCActionInterval*)(CCSequence::actions(fadeout, delay, back, NULL)); 
    } 
}; 
 
class FadeOutDownTilesDemo : public CCFadeOutDownTiles 

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        CCFadeOutDownTiles* fadeout = CCFadeOutDownTiles::actionWithSize(ccg(16,12), t); 
        CCActionInterval* back = fadeout->reverse(); 
        CCDelayTime* delay = CCDelayTime::actionWithDuration(0.5f); 
 
        return (CCActionInterval*)(CCSequence::actions(fadeout, delay, back, NULL)); 
    } 
}; 
 
class TurnOffTilesDemo : public CCTurnOffTiles 

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        CCTurnOffTiles* fadeout = CCTurnOffTiles::actionWithSeed(25, ccg(48,32) , t); 
        CCActionInterval* back = fadeout->reverse(); 
        CCDelayTime* delay = CCDelayTime::actionWithDuration(0.5f); 
 
        return (CCActionInterval*)(CCSequence::actions(fadeout, delay, back, NULL)); 
    } 
}; 
 
class WavesTiles3DDemo : public CCWavesTiles3D 

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        return CCWavesTiles3D::actionWithWaves(4, 120, ccg(15,10), t);  
    } 
}; 
 
class JumpTiles3DDemo : public CCJumpTiles3D 

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        CCSize size = CCDirector::sharedDirector()->getWinSize(); 
        return CCJumpTiles3D::actionWithJumps(2, 30, ccg(15,10), t);  
    } 
}; 
 
class SplitRowsDemo : public CCSplitRows 

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        return CCSplitRows::actionWithRows(9, t);  
    } 
}; 
 
class SplitColsDemo : public CCSplitCols 

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        return CCSplitCols::actionWithCols(9, t);  
    } 
}; 
 
class PageTurn3DDemo : public CCPageTurn3D 

public: 
    static CCActionInterval* actionWithDuration(ccTime t) 
    { 
        CCDirector::sharedDirector()->setDepthTest(true); 
        return CCPageTurn3D::actionWithSize(ccg(15,10), t);  
    } 
}; 
step3:在HelloWorldScene.cpp中,设置如下全局变量:
static int index = 0;
const int MAX_INDEX = 21;


static std::string effectsList[] =
{
"Shaky3D",
"Waves3D",
"FlipX3D",
"FlipY3D",
"Lens3D",
"Ripple3D",
"Liquid",
"Waves",
"Twirl",
"ShakyTiles3D",
"ShatteredTiles3D",
"ShuffleTiles",
"FadeOutTRTiles",
"FadeOutBLTiles",
"FadeOutUpTiles",
"FadeOutDownTiles",
"TurnOffTiles",
"WavesTiles3D",
"JumpTiles3D",
"SplitRows",
"SplitCols",
"PageTurn3D"
};//用于标识特效
同时添加如下全局函数
[cpp] 
CCActionInterval* createEffect(ccTime t) 

    CCDirector::sharedDirector()->setDepthTest(false); 
 
    switch (index) 
    { 
    case 0: return Shaky3DDemo::actionWithDuration(t); 
    case 1: return Waves3DDemo::actionWithDuration(t); 
    case 2: return FlipX3DDemo::actionWithDuration(t); 
    case 3: return FlipY3DDemo::actionWithDuration(t); 
    case 4: return Lens3DDemo::actionWithDuration(t); 
    case 5: return Ripple3DDemo::actionWithDuration(t); 
    case 6: return LiquidDemo::actionWithDuration(t); 
    case 7: return WavesDemo::actionWithDuration(t); 
    case 8: return TwirlDemo::actionWithDuration(t); 
    case 9: return ShakyTiles3DDemo::actionWithDuration(t); 
    case 10: return ShatteredTiles3DDemo::actionWithDuration(t); 
    case 11: return ShuffleTilesDemo::actionWithDuration(t); 
    case 12: return FadeOutTRTilesDemo::actionWithDuration(t); 
    case 13: return FadeOutBLTilesDemo::actionWithDuration(t); 
    case 14: return FadeOutUpTilesDemo::actionWithDuration(t); 
    case 15: return FadeOutDownTilesDemo::actionWithDuration(t); 
    case 16: return TurnOffTilesDemo::actionWithDuration(t); 
    case 17: return WavesTiles3DDemo::actionWithDuration(t); 
    case 18: return JumpTiles3DDemo::actionWithDuration(t); 
    case 19: return SplitRowsDemo::actionWithDuration(t); 
    case 20: return SplitColsDemo::actionWithDuration(t); 
    case 21: return PageTurn3DDemo::actionWithDuration(t); 
    } 
 
    return NULL; 

用于切换特效
在HelloWorldScene::scene()函数中将HelloWorld *layer = HelloWorld::node();改为EffectLayer* layer = new EffectLayer();
最主要的是EffectLayer构造函数
[cpp]
EffectLayer::EffectLayer() 

    initWithColor( ccc4(32,32,32,255) );     
 
    CCSize size = CCDirector::sharedDirector()->getWinSize(); 
 
    CCNode* node = CCNode::node(); 
    CCActionInterval* effect = createEffect(3); 
    node->runAction(effect); 
 
    addChild(node, 0); 
 
    //添加背景 
    CCSprite* pBk = CCSprite::spriteWithFile("background.png"); 
    pBk->setAnchorPoint( CCPointZero ); 
    node->addChild(pBk, 0); 
     
    //添加精灵 
    CCSprite* player = CCSprite::spriteWithFile("player.png"); 
    player->setPosition(ccp(size.width / 2, size.height / 2)); 
    node->addChild(player, 1); 
 
 
    //添加标题 
 
    CCLabelTTF* label = CCLabelTTF::labelWithString(effectsList[index].c_str(),"Arial", 28); 
    label->setPosition(ccp(size.width/2, size.height-30)); 
    addChild(label); 
 
     
    //添加基本按钮 
    CCLabelTTF* pNextLabel  = CCLabelTTF::labelWithString("Next ", "Arial", 28); 
    CCLabelTTF*pBackLabel = CCLabelTTF::labelWithString("Back ", "Arial", 28); 
    CCLabelTTF*pRestartLabel = CCLabelTTF::labelWithString("Restart ", "Arial", 28); 
 
    CCMenuItemLabel* pNextItem  = CCMenuItemLabel::itemWithLabel( 
        pNextLabel, this, menu_selector(EffectLayer::nextCallback)); 
    CCMenuItemLabel* pBackItem = CCMenuItemLabel::itemWithLabel( 
        pBackLabel, this, menu_selector(EffectLayer::backCallback)); 
    CCMenuItemLabel* pRestartItem = CCMenuItemLabel::itemWithLabel( 
        pRestartLabel, this, menu_selector(EffectLayer::restartCallback)); 
 
    CCMenu* pNextMenu = CCMenu::menuWithItem(pNextItem); 
    CCMenu* pBackMenu = CCMenu::menuWithItem(pBackItem); 
    CCMenu* pRestartMenu = CCMenu::menuWithItem(pRestartItem); 
 
    pNextItem->setPosition(ccp(size.width/2 +150, 50)); 
    pBackItem->setPosition(ccp(size.width/2 - 150, 50)); 
    pRestartItem->setPosition(ccp(size.width/2 , 50)); 
 
    pNextMenu->setPosition(CCPointZero); 
    pBackMenu->setPosition(CCPointZero); 
    pRestartMenu->setPosition(CCPointZero); 
 
    addChild(pNextMenu,1); 
    addChild(pBackMenu, 1); 
    addChild(pRestartMenu,1); 
 
 

此处中,大家可能对创建node对象有些迷惑。在此,我为大家一一讲解。
此处,node其中一个功能是把背景对象,人物对象添加到node对象中,其实就相当于一个layer的功能,背景和人物就组成一个背景。接着再定义一个特效动作effect,让node对象让执行effect动作,此时就出现了特效。大家可以留意到,在运行效果中,下面三个按钮并没有参与到特效运动中,那时因为,node对象没有包含这三个按钮。

如果大家把EffectLayer构造函数中最后三个添加函数改成如下:
[cpp]
node->addChild(pNextMenu,1); 
node->addChild(pBackMenu, 1); 
node->addChild(pRestartMenu,1); 

再运行程序,可以发现,按钮也跟着动了。就是说若想要设计特效动作,只需将对象添加到node对象中就可以了。
剩下的代码我也粘贴到此处:
[cpp] 
EffectLayer::~EffectLayer() 

 

 
std::string EffectLayer::title() 

    return "EffectLayer"; 

 
 
void EffectLayer::onEnter()  

    CCLayer::onEnter(); 
 
 

 
 
 
void EffectLayer::backCallback(CCObject* pSender) 

    if(index == 0) 
        return; 
    index--; 
    CCScene* scene = new CCScene(); 
    scene->addChild(new EffectLayer()); 
    CCDirector::sharedDirector()->replaceScene(scene); 
    scene->release(); 

 
void EffectLayer::restartCallback(CCObject* pSender) 

    CCScene* scene = new CCScene(); 
    scene->addChild(new EffectLayer()); 
    CCDirector::sharedDirector()->replaceScene(scene); 
    scene->release(); 

 
 
void EffectLayer::nextCallback(CCObject* pSender) 

    if(index == MAX_INDEX) 
        return; 
    index++; 
    CCScene* scene = new CCScene(); 
    scene->addChild(new EffectLayer()); 
    CCDirector::sharedDirector()->replaceScene(scene); 
    scene->release(); 
 

step4:
下面我上传一些图片供大家参考:

 

 

作者:wen294299195

 

 


 

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