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(192,192,255),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,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d效果,从起点反d { action = CCEaseBounceIn::create(moveBy); } if (an == "CCEaseBounceOut")//让目标动作具有反d效果,从终点反d { action = CCEaseBounceOut::create(moveBy); } if (an == "CCEaseBounceInOut")//让目标动作具有反d效果,起点终点都反d { 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d性效果,起点具有d性 { action = CCEaseElasticIn::create(moveBy); } if (an == "CCEaseElasticOut")//让目标动作具有d性效果,终点具有d性 { action = CCEaseElasticOut::create(moveBy); } if (an == "CCEaseElasticInOut")//让目标动作具有d力效果,起点终点都具有d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; } } }} 总结
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