cocos2dx学习笔记:自定义动作实现圆周运动

cocos2dx学习笔记:自定义动作实现圆周运动,第1张

概述From: http://cstriker1407.info/blog/cocos2dx-study-notes-custom-actions-realization-of-circular-motion/ 最近在翻帖子的时候发现很多大牛都自己实现自定义动作,而不是通过各种动作进行组合,正好最近需要一个圆周运动的效果,就自己写了一个自定义的动作,这里备注下大致的实现思路。 Contents [hi

From: http://cstriker1407.info/blog/cocos2dx-study-notes-custom-actions-realization-of-circular-motion/

最近在翻帖子的时候发现很多大牛都自己实现自定义动作,而不是通过各种动作进行组合,正好最近需要一个圆周运动的效果,就自己写了一个自定义的动作,这里备注下大致的实现思路。

Contents[hide]

1备注: 2数学复习: 3实现方式: 备注:

该动作并未实际应用在游戏中,可能有BUG。

数学复习:

截图来自【http://202.113.29.3/nankaisource/mathhands/Elementary%20mathematics/0103/010301/01030101.htm】

实现方式:

可参考这篇文章来实现:【http://www.jb51.cc/article/p-fdrufoeg-bcr.html

作者自己也写了一个功能增强版的圆周运动,可以实现螺旋线式的圆周运动。代码比较简单,就不在细说了。

自己的实现:

CircleMoveAct.h:

#ifndef __CIRCLE_MOVE_ACT_H__
#define __CIRCLE_MOVE_ACT_H__ #include "cocos2d.h" //http://202.113.29.3/nankaisource/mathhands/Elementary%20mathematics/0103/010301/01030101.htm classCircleMoveAct :publiccocos2d::CCActionInterval { public: boolinitWithDuration(floatduration,constcocos2d::CCPoint& center,scaleDiff,255)!important; border:0px!important; white-space:normal; margin:0px!important; outline:0px!important; text-align:left!important; float:none!important; vertical-align:baseline!important; position:static!important; left:auto!important; top:auto!important; right:auto!important; bottom:auto!important; height:auto!important; wIDth:auto!important; line-height:1.1em!important; Font-weight:normal!important; Font-style:normal!important; min-height:inherit!important">angle); virtualcocos2d::CCObject* copyWithZone(cocos2d::CCZone* pZone); virtualvoIDstartWithTarget(cocos2d::CCNode *pTarget); update(floattime); staticCircleMoveAct* create(scale,61)!important; border:0px!important; white-space:normal; margin:0px!important; outline:0px!important; text-align:left!important; float:none!important; vertical-align:baseline!important; position:static!important; left:auto!important; top:auto!important; right:auto!important; bottom:auto!important; height:auto!important; wIDth:auto!important; line-height:1.1em!important; Font-weight:bold!important; Font-style:normal!important; min-height:inherit!important">protected: m_duration; cocos2d::CCPoint m_center; m_scaleDiff; m_currScale; m_angle; m_anglePreFrame; intm_frameCnts; cocos2d::CCPoint m_initPos; }; #endif // __CIRCLE_MOVE_ACT_H__

CircleMoveAct.cpp:

#include "CircleMoveAct.h" USING_NS_CC; CircleMoveAct* CircleMoveAct::create(CCPoint& center,255)!important; border:0px!important; white-space:normal; margin:0px!important; outline:0px!important; text-align:left!important; float:none!important; vertical-align:baseline!important; position:static!important; left:auto!important; top:auto!important; right:auto!important; bottom:auto!important; height:auto!important; wIDth:auto!important; line-height:1.1em!important; Font-weight:normal!important; Font-style:normal!important; min-height:inherit!important">angle) CircleMoveAct *pRet =newCircleMoveAct(); pRet->initWithDuration(duration,center,scale,angle); pRet->autorelease(); returnpRet; } CircleMoveAct::initWithDuration(angle) { if(CCActionInterval::initWithDuration(duration)) this->m_duration = duration; ->m_center = center; ->m_scaleDiff = scaleDiff; ->m_currScale = 1.0f; ->m_angle = angle; /************************************************************************/ /* 计算每次update调用时需要转动的弧度 */ ->m_anglePreFrame = angle / duration * CCDirector::sharedDirector()->getAnimationInterval() / (180 / M_PI); ->m_frameCnts = 0; returntrue; falseCCObject* CircleMoveAct::copyWithZone(CCZone *pZone) CCZone* pNewZone = NulL; CircleMoveAct* pcopy = NulL; if(pZone && pZone->m_pcopyObject) pcopy = (CircleMoveAct*)(pZone->m_pcopyObject); } else pcopy =CircleMoveAct(); pZone = pNewZone =CCZone(pcopy); CCActionInterval::copyWithZone(pZone); pcopy->initWithDuration(m_duration,m_center,m_scaleDiff,m_angle); CC_SAFE_DELETE(pNewZone); pcopy; CircleMoveAct::startWithTarget(CCNode *pTarget) CCActionInterval::startWithTarget(pTarget); m_initPos = pTarget->getposition(); CircleMoveAct::update() m_frameCnts++; m_currScale += m_scaleDiff; CCPoint newPos = ccpRotateByAngle(m_initPos,m_frameCnts * m_anglePreFrame); CCPoint diff = ccpsub(newPos,m_center); newPos = diff * m_currScale + m_center; m_pTarget->setposition(newPos); //deBUG #if 0 CCDrawNode *node = CCDrawNode::create(); node->drawDot(newPos,3,ccc4f(128,128,128)); m_pTarget->getParent()->addChild(node); #endif }

正常调用方式:

CCSize size = CCDirector::sharedDirector()->getVisibleSize(); CCSprite *test = CCSprite::create("Closenormal.png"test->setposition(ccp(size.wIDth/2 + 20,size.height/2));//设置起点 test->setAnchorPoint(ccp(0.5,0.5)); //设置用时,圆心,是否缩放(不缩放设置为0.0f),旋转角度 CircleMoveAct *act = CircleMoveAct::create(10,ccp(size.wIDth/2,size.height/2),0.0f,1500); test->runAction(act); ->addChild(test);

截图如下:

缩放调用方式:

//设置用时,圆心,缩放递增值0.01f,旋转角度 ->addChild(test);

截图如下:

总结

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