cocos2d-x学习笔记(7)--动作(Actions)

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cocos2d-x学习笔记(7)--动作(Actions)
       动作在cocos2d-x中可以说是精华部分(不是说其它的不好,而是这一部分内容特别丰富!!),作为重中之重,我们会分几个阶段来学习,先从简单的动作开始,然后通过组合简单的动作形成复杂动作。
一下就是我们将会用到的主要函数,函数有些多,但不一定全部要学,可以根据自己的需要来由选择性的学习。
1.Manual Transformation
2.MoveTo / MoveBy
3.RotateTo / RotateBy
4.JumpTo / JumpBy
5.Blink
6.FadeIn / FadeOut
7.Tint
8.Animation
9.Sequence: Move + Rotate
10.Sequence of InstantActions
 
 
 
step1:创建一个cocos2d-win32 application,并命名为action;
以下是我将用到的图片素材:


step2:
 
 首先,定义一些如下常量和变量:
[cpp] 
static int index = 1;//浏览到第几个动作 
const int MAX_INDEX = 10;//总共要展示的动作种类数目 
 
enum 

    MANUAL_ACTION = 1, 
    MOVE_ACTION, 
    ROTATE_ACTION, 
    JUMP_ACTION, 
    BLINK_ACTION, 
    FADE_ACTION, 
    TINT_ACTION, 
    ANIMATE_ACTION, 
    SEQUENCE_ACTION_1, 
    SEQUENCE_ACTION_2 
}; 
创建一个基本的动作类(仅仅包含三个操作按钮),然后让其他的动作类继承此基础类,可以减少重复写按钮操作函数。
在HelloWorldScene.h中添加如下动作类:
[cpp]
class BasicActions:public CCLayer 

protected: 
    CCSprite* m_player; 
 
public: 
    virtual void onEnter(); 
    virtual void onExit(); 
 
    virtual std::string title(); 
 
    void nextMenuCallback(CCObject* pSender); 
    void backMenuCallback(CCObject* pSender); 
    void restartMenuCallback(CCObject* psender); 
}; 
 
//manual action 
//基本的动作 
class ActionManual:public BasicActions 

public: 
    virtual void onEnter(); 
    virtual std::string title(); 
}; 
 
//move action 
//对象移动操作 
class ActionMove:public BasicActions 

public: 
    virtual void onEnter(); 
    virtual std::string title(); 
}; 
 
//rotate action 
//旋转动作 
class ActionRotate:public BasicActions 

public: 
    virtual void onEnter(); 
    virtual std::string title(); 
}; 
 
//jump action 
//跳跃动作 
class ActionJump:public BasicActions 

public: 
    virtual void onEnter(); 
    virtual std::string title(); 
}; 
 
//blink action 
//闪烁动作 
class ActionBlink:public BasicActions 

public: 
    virtual void onEnter(); 
    virtual std::string title(); 
}; 
 
 
 
//fade action 
//淡化动作 
class ActionFade:public BasicActions 

public: 
    virtual void onEnter(); 
    virtual std::string title(); 
}; 
 
//tint action 
//着色动作 
class ActionTint:public BasicActions 

public: 
    virtual void onEnter(); 
    virtual std::string title(); 
}; 
 
 
//animate action 
//动画(由帧组成) 
class ActionAnimate:public BasicActions 

public: 
    virtual void onEnter(); 
    virtual std::string title(); 
}; 
 
//sequence action1 
//连贯动作 
class ActionSequence:public BasicActions 

public: 
    virtual void onEnter(); 
    virtual std::string title(); 
}; 
 
 
 
//sequence action2 
//连贯动作,带有事件响应 
class ActionSequence2:public BasicActions 

public: 
    virtual void onEnter(); 
    virtual std::string title(); 
 
public: 
    void callback1(); 
    void callback2(); 
 
}; 
由于在点击“back”、“next”两个按钮时会进行背景的切换,以更换动作:为了方便操作,我在HelloWorldScene.cpp中添加了一个函数用于操作对应动作类的创建:
[cpp] 
CCLayer* runThisTest(int index) 

    CCLayer* pLayer = NULL; 
 
    switch (index) 
    { 
    case MANUAL_ACTION:  
        pLayer = new ActionManual(); break; 
 
    case MOVE_ACTION: 
        pLayer = new ActionMove();break; 
 
    case ROTATE_ACTION: 
        pLayer = new ActionRotate();break; 
 
    case JUMP_ACTION: 
        pLayer = new ActionJump();break; 
 
    case BLINK_ACTION: 
        pLayer = new ActionBlink();break; 
 
    case FADE_ACTION: 
        pLayer = new ActionFade();break; 
 
    case TINT_ACTION: 
        pLayer = new ActionTint();break; 
 
    case ANIMATE_ACTION: 
        pLayer = new ActionAnimate();break; 
 
    case SEQUENCE_ACTION_1: 
        pLayer = new ActionSequence();break; 
 
    case SEQUENCE_ACTION_2: 
        pLayer = new ActionSequence2();break; 
    } 
 
    return pLayer; 

在runThisTest函数中index用来标记当前处于那个背景,以便创建响应的动作,这里我把BasicAction类中的成员函数定义罗列出来,方便大家理解runThisTest函数的用法:
[cpp] 
void BasicActions::onEnter() 

    CCLayer::onEnter(); 
 
    CCSize size = CCDirector::sharedDirector()->getWinSize(); 
 
    //添加基本角色 
    m_player = CCSprite::spriteWithFile("player.png"); 
    m_player->retain();//此处涉及到指针等内存管理机制,目前暂不展开做详细讨论,之后我会做一个专题来讲解这方面的知识 
    m_player->setPosition(ccp(size.width/2, size.height/2)); 
    addChild(m_player, 1); 
 
    //添加标题 
    std::string strTitle = title(); 
    const char* ptitle = strTitle.c_str(); 
    CCLabelTTF* pLabel = CCLabelTTF::labelWithString(ptitle, "Arial", 30); 
    pLabel->setPosition(ccp(size.width/2, size.height-40)); 
    addChild(pLabel); 
 
    //添加基本按钮 
    CCLabelTTF* pNextLabel  = CCLabelTTF::labelWithString("Next ", "Arial", 30); 
    CCLabelTTF*pBackLabel = CCLabelTTF::labelWithString("Back ", "Arial", 30); 
    CCLabelTTF*pRestartLabel = CCLabelTTF::labelWithString("Restart ", "Arial", 30); 
 
    CCMenuItemLabel* pNextItem  = CCMenuItemLabel::itemWithLabel( 
        pNextLabel, this, menu_selector(BasicActions::nextMenuCallback)); 
    CCMenuItemLabel* pBackItem = CCMenuItemLabel::itemWithLabel( 
        pBackLabel, this, menu_selector(BasicActions::backMenuCallback)); 
    CCMenuItemLabel* pRestartItem = CCMenuItemLabel::itemWithLabel( 
        pRestartLabel, this, menu_selector(BasicActions::restartMenuCallback)); 
 
    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); 

 
void BasicActions::onExit() 

    m_player->release(); 
 
    CCLayer::onExit(); 

 
std::string BasicActions::title() 

    return ""; 

 
void BasicActions::nextMenuCallback(CCObject* pSender) 

    if(index == MAX_INDEX)//已经是最后一个动作,不能再向下浏览 
        return ; 
    index++; 
 
    CCScene* scene = new CCScene(); 
    //注意!!此处不能用CCScene::node(),node的释放方式是"autorelease",会与scene->release()重复 
    scene->addChild(runThisTest(index)); 
    CCDirector::sharedDirector()->replaceScene(scene); 
    scene->release(); 

 
void BasicActions::backMenuCallback(CCObject* pSender) 

    if(index == 1)//index = 1表示上个动作不存在 
        return ; 
    index--; 
 
    CCScene* scene = new CCScene(); 
    //注意!!此处不能用CCScene::node(),node的释放方式是"autorelease",会与scene->release()重复 
    scene->addChild(runThisTest(index)); 
    CCDirector::sharedDirector()->replaceScene(scene); 
    scene->release(); 

 
void BasicActions::restartMenuCallback(CCObject* psender) 

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

接下来,就只需把继承了BasicAction父类的子类全部补充完即可:
[cpp] 
//Manual 
 
void ActionManual::onEnter() 

    BasicActions::onEnter(); 
 
    CCSize size = CCDirector::sharedDirector()->getWinSize(); 
 
    //m_player->setScaleX(3.0f);//水平拉伸对象 
    //m_player->setScaleY(3.0);//垂直拉伸对象 
    //m_player->setPosition(ccp(200,200));改变对象的位置 
    //m_player->setOpacity(100);//设置透明度 
    //m_player->setRotation(120);//对对象进行旋转 
    //m_player->setColor(ccc3(255,0,0));//设置对象颜色 

 
std::string ActionManual::title() 

    return "basic action function"; 

 
//move to / move by 
void ActionMove::onEnter() 

    BasicActions::onEnter(); 
 
    CCSize size = CCDirector::sharedDirector()->getWinSize(); 
    CCActionInterval* moveToAction = CCMoveTo::actionWithDuration(2,ccp(size.width - 50, size.height - 50)); 
    //CCActionInterval是延时动作,与之对应的是CCActionInstant即时动作 
    //CCMoveTo每次执行都到达指定的地点 
    //actionWithDuration第一个参数是设置动作的时间(秒),第二个是动作最终的坐标位置 
    CCActionInterval* moveByAction = CCMoveBy::actionWithDuration(2,ccp(80, 80)); 
    //CCMoveBy每次执行,x坐标增加80,y坐标增加80 
    CCActionInterval* moveBackAction = moveByAction->reverse();//按相反的方式返回,即x坐标减少80,y坐标减少80 
     
    //m_player->runAction(moveToAction); 
    //m_player->runAction(moveByAction); 
    //m_player->runAction(moveBackAction); 
    m_player->runAction(CCSequence::actions(moveByAction, moveBackAction, NULL)); 
 

 
std::string ActionMove::title() 

    return "MoveTo/MoveBy"; 

 
//rotate 
void ActionRotate::onEnter() 

    BasicActions::onEnter(); 
 
    CCActionInterval* actionTo = CCRotateTo::actionWithDuration(2,90); 
    CCActionInterval* actionBy = CCRotateBy::actionWithDuration(2,45); 
    CCActionInterval* actionReverse = actionBy->reverse(); 
 
    //m_player->runAction(actionBy); 
    m_player->runAction(CCSequence::actions(actionBy, actionReverse, NULL)); 

 
std::string ActionRotate::title() 

    return "Rotate"; 

 
//jump action 
void ActionJump::onEnter() 

    BasicActions::onEnter(); 
 
    CCSize size = CCDirector::sharedDirector()->getWinSize(); 
    CCActionInterval* actionTo = CCJumpTo::actionWithDuration(2,ccp(size.width - 50, size.height- 50),50,5); 
    //第三个参数是跳跃的高度,第四个参数是跳跃的次数 
    CCActionInterval* actionBy = CCJumpTo::actionWithDuration(2,ccp(size.width - 50, size.height- 50), 50,5); 
    CCActionInterval* actionReverse = actionBy->reverse(); 
 
    //m_player->runAction(actionTo); 
    //m_player->runAction(actionBy); 
    //m_player->runAction(actionReverse); 
    m_player->runAction(CCSequence::actions(actionBy, actionReverse, NULL)); 

 
std::string ActionJump::title() 

    return "JumpTo / JumpBy"; 

 
 
//blink action 
void ActionBlink::onEnter() 

    BasicActions::onEnter(); 
 
    CCActionInterval* action = CCBlink::actionWithDuration(2,10); 
    //第一个参数是动作时间,第二个是闪烁的次数 
    m_player->runAction(action); 
 

 
std::string ActionBlink::title() 

    return "Blink"; 

 
 
//fade action 
void ActionFade::onEnter() 

    BasicActions::onEnter(); 
 
    CCActionInterval* action = CCFadeIn::actionWithDuration(1); 
    CCActionInterval* back = action->reverse(); 
 
    //CCActionInterval* action = CCFadeOut::actionWithDuration(2); 
    //CCActionInterval* back = action->reverse(); 
 
    m_player->runAction(CCSequence::actions(action,back,NULL )); 
 

 
std::string ActionFade::title() 

    return "FadeIn  / FadeOut"; 

 
//tint action 
void ActionTint::onEnter() 

    BasicActions::onEnter(); 
 
    CCActionInterval* action  = CCTintTo::actionWithDuration(2,255,0,255); 
    CCActionInterval* back =action->reverse(); 
    //后面三个参数是三基色 
    //m_player->runActin(action); 
    m_player->runAction(CCSequence::actions(action, back, NULL)); 

 
std::string ActionTint::title() 

    return "Tint"; 

 
 
//animate action 
void ActionAnimate::onEnter() 

    BasicActions::onEnter(); 
 
    CCAnimation* animation = CCAnimation::animation(); 
    char frameName[100] = {0}; 
 
    for(int i = 1; i<=5; i++) 
    { 
        sprintf(frameName, "player%d.png", i); 
        animation->addFrameWithFileName(frameName); 
    } 
 
    CCActionInterval* action = CCAnimate::actionWithDuration(3,animation, false); 
    m_player->runAction(action); 
 

 
std::string ActionAnimate::title() 

    return "animate"; 

 
//sequence action 
void ActionSequence::onEnter() 

    BasicActions::onEnter(); 
 
    CCSize size = CCDirector::sharedDirector()->getWinSize(); 
    CCFiniteTimeAction* action = CCSequence::actions( 
        CCMoveTo::actionWithDuration(2,ccp(size.width - 50, size.height - 50)), 
        CCRotateBy::actionWithDuration(2,720), NULL); 
 
    m_player->runAction(action); 

 
std::string ActionSequence::title() 

    return "move + rotate"; 

 
 
//sequence action2 
void ActionSequence2::onEnter() 

    BasicActions::onEnter(); 
 
    CCFiniteTimeAction* action = CCSequence::actions( 
        //CCPlace:放置到一个位置,是个即时动作 
        CCPlace::actionWithPosition(ccp(300,200)), 
        CCShow::action(), 
        CCMoveBy::actionWithDuration(1, ccp(100,0)), 
        //在游戏中,可能会出现一个角色使用某种技能召唤神兽之类的,一下的函数就是用于此 
        CCCallFunc::actionWithTarget(this, callfunc_selector(ActionSequence2::callback1)),//响应callback1事件,此事件召唤一个同伴 
        CCCallFunc::actionWithTarget(this, callfunc_selector(ActionSequence2::callback2)), NULL);//此事件弹出一行字 
 
    m_player->runAction(action); 

 
std::string ActionSequence2::title() 

    return "sequence action2"; 

 
//弹出一个新角色 
void ActionSequence2::callback1() 

    CCSize size = CCDirector::sharedDirector()->getWinSize(); 
    CCSprite* pSprite = CCSprite::spriteWithFile("friend.png"); 
    pSprite->setPosition(ccp(size.width/4, size.height/3)); 
    addChild(pSprite); www.2cto.com

//弹出一行字幕 
void ActionSequence2::callback2() 

    CCSize size = CCDirector::sharedDirector()->getWinSize(); 
    CCLabelTTF* label = CCLabelTTF::labelWithString("callback 2 is called", "Arial", 20); 
    label->setPosition(ccp(size.width/4 + 200, size.height/3)); 
    addChild(label); 

step3:编译运行程序,我们就可以见到相应的效果,下面我截图给大家看:
这是程序运行后第一个出现的画面,通过点击next back 和 restart我们可以切换到另外的动作。

 


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 作者:wen294299195

 
 


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