8 cocos2dx加入场景切换效果,控制场景切换彻底完毕之后再运行动画
1 加入场景切换效果
供场景切换的类:
CCTransitionJumpZoom CCTransitionProgressRadialCCW CCTransitionProgressRadialCW CCTransitionProgressHorizontal CCTransitionProgressVertical CCTransitionProgressInOut CCTransitionProgressOutIn CCTransitionCrossFade CCTransitionFadeTR CCTransitionFadeBL CCTransitionFadeUp CCTransitionFadeDown CCTransitionTurnOffTiles CCTransitionSplitRows CCTransitionSplitCols CCTransitionFade CCTransitionShrinkGrow CCTransitionRotoZoom CCTransitionMoveInL CCTransitionMoveInR CCTransitionMoveInT CCTransitionMoveInB CCTransitionSlideInL CCTransitionSlideInR CCTransitionSlideInT CCTransitionSlideInB |
场景切换案例:
TMenu.h |
#ifndef __TMenu_H__ #define __TMenu_H__ #include "cocos2d.h" USING_NS_CC;
class TMenu:public CCLayer { public: static CCScene * scene(); CREATE_FUNC(TMenu); bool init();
CCMenu * menu;
void menuCallback(CCObject * sender); void closeCallback(CCObject * sender);
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent); virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
};
#endif |
TMenu.cpp |
#include "TMenu.h" #include "AppMacros.h"
#include "T01LayerAnchorPoint.h" #include "T02LayerSprite.h" #include "T03LayerZorder.h" #include "T04ColorLayer.h" #include "T05Coordinate.h" #include "T06BatchNode.h" #include "T07Schedule.h" #include "T08Touch.h" #include "T09Memory.h" #include "T10Label.h" #include "T11CCMenu.h" #include "T12UI.h" #include "T13Action.h" #include "T14Animation.h" #include "T15Speed.h" #include "T16CCFollow.h" #include "T17CCProgressTo.h" #include "T18Grid3D.h" #include "T19Draw.h" #include "T20Music.h" #include "T21Particle.h" #include "T22UserDefault.h"
//供场景切换用 static CCTransitionScene * switchSceneEffect(int index,float t,CCScene *s) { switch (index) { case 0: return CCTransitionJumpZoom::create(t, s); break; case 1: return CCTransitionProgressRadialCCW::create(t, s); break; case 2: return CCTransitionProgressRadialCW::create(t, s); break; case 3: return CCTransitionProgressHorizontal::create(t, s); break; case 4: return CCTransitionProgressVertical::create(t, s); break; case 5: return CCTransitionProgressInOut::create(t, s); break; case 6: return CCTransitionProgressOutIn::create(t, s); break; case 7: return CCTransitionCrossFade::create(t, s); break; case 8: return CCTransitionCrossFade::create(t, s); break; case 9: return CCTransitionFadeTR::create(t, s); break; case 10: return CCTransitionFadeBL::create(t ,s); break; case 11: return CCTransitionFadeUp::create(t, s); break; case 12: return CCTransitionFadeDown::create(t, s); break; case 13: return CCTransitionTurnOffTiles::create(t, s); break; case 14: return CCTransitionSplitRows::create(t, s); break; case 15: return CCTransitionSplitCols::create(t, s); break; case 16: return CCTransitionFade::create(t, s); break; case 17: return CCTransitionShrinkGrow::create(t, s); break; case 18: return CCTransitionRotoZoom::create(t, s); break; case 19: return CCTransitionMoveInL::create(t, s); break; case 20: return CCTransitionMoveInR::create(t, s); break; case 21: return CCTransitionMoveInT::create(t, s); break; case 22: return CCTransitionMoveInB::create(t, s); break; case 23: return CCTransitionSlideInL::create(t, s); break; case 24: return CCTransitionSlideInR::create(t, s); break; case 25: return CCTransitionSlideInT::create(t, s); break; case 26: return CCTransitionSlideInB::create(t, s); break; } }
static char * menu_array[] { "T01LayerAnchorPoint.h", "T02LayerSprite.h", "T03LayerZorder.h", "T04ColorLayer.h", "T05Coordinate.h", "T06BatchNode.h", "T07Schedule.h", "T08Touch.h", "T09Memory.h", "T10Label.h", "T11CCMenu.h", "T12UI.h", "T13Action.h", "T14Animation.h", "T15Speed.h", "T16CCFollow.h", "T17CCProgressTo.h", "T18Grid3D.h", "T19Draw.h", "T20Music.h", "T21Particle.h", "T22UserDefault.h" };
CCScene * TMenu::scene() { CCScene * scene = CCScene::create(); TMenu * layer = TMenu::create(); scene->addChild(layer); return scene; }
bool TMenu::init() { CCLayer::init();
menu = CCMenu::create(); for (int i = 0; i < sizeof(menu_array) / sizeof(*menu_array); i++) { CCMenuItem * item = CCMenuItemFont::create(menu_array[i], this, menu_selector(TMenu::menuCallback)); menu->addChild(item); } menu->alignItemsVertically(); addChild(menu);
CCArray * array = menu->getChildren(); CCObject * obj; int i = 0; CCARRAY_FOREACH(array,obj) { CCMenuItem * item = (CCMenuItem*)obj; item->setTag(i + 1 + 10000); i++; } CCMenuItem * closeItem = CCMenuItemImage::create("CloseNormal.png", "CloseSelected.png"); closeItem->setTarget(this, menu_selector(TMenu::closeCallback)); CCMenu * menu2 = CCMenu::create(closeItem, NULL); menu2->setPosition(CCPointZero); closeItem->setPosition(ccp(winSize.width - closeItem->getContentSize().width / 2, winSize.height - closeItem->getContentSize().height / 2)); addChild(menu2);
setTouchEnabled(true); setTouchMode(kCCTouchesOneByOne);
return true; }
void TMenu::menuCallback(CCObject * sender) { CCMenuItem * item = (CCMenuItem *)sender; CCScene * pScene = NULL; switch (item->getTag()-10000) { case 1: pScene = T01LayerAnchorPoint::scene(); break; case 2: pScene = T02LayerSprite::scene(); break; case 3: pScene = T03LayerZorder::scene(); break; case 4: pScene = T04ColorLayer::scene(); break; case 5: pScene = T05Coordinate::scene(); break; case 6: pScene = T06BatchNode::scene(); break; case 7: pScene = T07Schedule::scene(); break; case 8: pScene = T08Touch::scene(); break; case 9: pScene = T09Memory::scene(); break; case 10: pScene = T10Label::scene(); break; case 11: pScene = T11CCMenu::scene(); break; case 12: pScene = T12UI::scene(); break; case 13: pScene = T13Action::scene(); break; case 14: pScene = T14Animation::scene(); break; case 15: pScene = T15Speed::scene(); break; case 16: pScene = T16CCFollow::scene(); break; case 17: pScene = T17CCProgressTo::scene(); break; case 18: pScene = T18Grid3D::scene(); break; case 19: pScene = T19Draw::scene(); break; case 20: pScene = T20Music::scene(); break; case 21: pScene = T21Particle::scene(); break; case 22: pScene = T22CCUserDefault::scene(); break; }
//以下的代码用于做控制场景切换用 if (pScene != NULL) { static int idx = 0; CCTransitionScene * scene = switchSceneEffect(idx++, 2, pScene); if (idx == 27) { idx = 0; } CCDirector::sharedDirector()->replaceScene(scene); }
}
void TMenu::closeCallback(CCObject * sender) { exit(0); }
bool TMenu::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent) { return true; }
void TMenu::ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent) { CCRect rcWin = CCRect(0, 40, winSize.width, winSize.height-80); CCMenuItem * firstItem = (CCMenuItem *)menu->getChildren()->objectAtIndex(0); CCMenuItem * lastItem = (CCMenuItem *)menu->getChildren()->lastObject();
CCPoint firstInWorld = menu->convertToWorldSpace(firstItem->getPosition()); CCPoint lastInWorld = menu->convertToWorldSpace(lastItem->getPosition());
if (rcWin.containsPoint(firstInWorld)&&pTouch->getDelta().y<0) return; if (rcWin.containsPoint(lastInWorld) && pTouch->getDelta().y >0) return;
menu->setPositionY(menu->getPositionY() + pTouch->getDelta().y); } |
执行效果: |
2 有时候我们想等场景切换彻底完毕之后再让动画播放,这时候须要做重写下面代码:
void onEnter(); void onEnterTransitionDidFinish(); |
案例:
#include "T14Animation.h" #include "AppMacros.h"
CCScene *T14Animation::scene() { CCScene * scene = CCScene::create(); T14Animation * layer = T14Animation::create(); scene->addChild(layer); return scene; }
bool T14Animation::init() { TBack::init(); return true; }
//在进入场景的时候做下面操作 void T14Animation::onEnter() { TBack::onEnter(); //以图片的方式创建一个精灵 spr = CCSprite::create("animation/p_2_01.png"); //设置精灵的显示位置 spr->setPosition(ccp(winSize.width / 2, winSize.height / 2)); addChild(spr); }
//当场景切换彻底完毕之后运行的动作。 void T14Animation::onEnterTransitionDidFinish() { TBack::onEnterTransitionDidFinish(); //plist中是图片信息 CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animation/plant.plist");
//创建动画 CCAnimation * animation = CCAnimation::create(); //这个用于存储图片的名字 char nameBuf[100]; for (int i = 0; i < 8; i++) { memset(nameBuf, 0, sizeof(nameBuf)); sprintf(nameBuf, "p_2_0%d.png", i + 1); animation->addSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(nameBuf)); } //设置每次动画运行的时候的延时 animation->setDelayPerUnit(0.1f); //这仅仅循环两次 animation->setLoops(2);
CCAnimate * animate = CCAnimate::create(animation); spr->runAction(animate); } |
上面案例在场景彻底切换完毕之后新场景中的动画等效果才运行。