CCPlace,CCFlip*,CCToggleVisibility,CCMoveTo*,CCJumpTo*,CCScale*,CCRotate*,CCSkew*,fade,CCCardinalSp*
1 CCAction动作
CCAction作为一个基类。事实上质是一个接口(即抽象类),由它派生的实现类(如运动和转动等)才是我们实际使用的动作。CCAction 的绝大多数实现类都派生自CCFiniteTimeAction。由CCFiniteTimeAction 派生出的两个主要类各自是瞬时动作(CCActionInstant)和持续性动作(CCActionInterval)。
2 CCActionInstant瞬时动作
A 总述
瞬时动作是指能立马完毕的动作,是CCFiniteTimeAction 中动作持续
时间为0 的特例。
更准确地说,这类动作是在下一帧会立马运行并完毕的
动作,如设定位置、设定缩放等。
这些动作原本能够通过简单地对CCNode
赋值完毕,可是把它们包装为动作后。能够方便地与其它动作类组合为复杂
动作。
B 组成
C 具体解释
//设置位置 CCPlace * place = CCPlace::create(ccp(300,200)); //设置x 反转 CCAction *flipy = CCFlipY::create(true); //设置y 反转 CCAction *flipx = CCFlipX::create(true); CCShow * show = CCShow::create(); CCDelayTime *dt = CCDelayTime::create(2.0f); CCHide * hide = CCHide::create(); //显示或隐藏 CCSequence *seq = CCSequence::create(show, dt, hide, dt, show, NULL); CCToggleVisibility * togglev = CCToggleVisibility::create(); //触发显示或隐藏 CCSequence *seq = CCSequence::create(togglev, dt, togglev, dt,togglev,NULL); |
3 CCPlace案例
#include "T13Action.h" #include "AppMacros.h"
CCScene *T13Action::scene() { CCScene * scene = CCScene::create(); T13Action * layer = T13Action::create(); scene->addChild(layer); return scene; }
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); addChild(man); CCDelayTime * dt = CCDelayTime::create(0.4);
//将图像显示到指定的位置 CCPlace *place = CCPlace::create(ccp(50,160)); man->runAction(place);
return true; }
执行结果:
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4 CCFlipX沿着Y轴反转
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); addChild(man); //这是延时 CCDelayTime * dt = CCDelayTime::create(2.0f);
//将图像显示到指定的位置 CCPlace *place = CCPlace::create(ccp(50,160)); CCFlipY * flip = CCFlipY::create(true);
//这里是一个动作序列 CCSequence * seq = CCSequence::create(place, dt, flip, NULL); man->runAction(seq);
return true; } 执行结果:
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5 CCToggleVisibility
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); man->setPosition(ccp(100, 160)); addChild(man); //这是延时 CCDelayTime * dt = CCDelayTime::create(1.0f);
CCPlace *place = CCPlace::create(ccp(50, 160));
//让sprite显示 CCToggleVisibility * tv = CCToggleVisibility::create(); CCSequence * seq = CCSequence::create(place,dt, tv, dt, tv, NULL); man->runAction(seq);
return true; } |
CCActionInterval延时动作
A 总述
持续性动作是在持续的一段时间里逐渐完毕的动作。也就是要跨多个帧循环来完毕。如精灵从一个点连续地移动到还有一个点,每一帧内移动一点,我们看到的是帧循环的累积效应。
与瞬时动作相比。持续性动作的种类更丰富。因为这些动作将持续一段时间,所以大多数的持续性动作都会带有一个用于控制动作运行时间的实型參数duration。
每一种持续性动作通常都存在两个不同的变种动作,分别具有To和By后缀:后缀为To的动作描写叙述了节点属性的绝对变化。比如CCMoveTo将对象移动到一个特定的位置;而后缀By的动作则属性值相对的变化,如CCMoveBy将对象移动一段相对位移。
B 组成
C 具体解释
CCMoveTo * to = CCMoveTo::create(2, ccp(300, 160)); CCMoveBy * by = CCMoveBy::create(2, ccp(300, 160)); CCMoveBy * by2 = CCMoveBy::create(2, ccp(200,0)); //第一个參数为,动作持续的时间,第二个參数为。To 目标坐标点。By 为偏移坐标 |
CCJumpTo * to = CCJumpTo::create(2, ccp(300, 160), 50, 1); CCJumpBy * by = CCJumpBy::create(2, ccp(200, 0), 50, 1); CCJumpBy * by2 = CCJumpBy::create(2, ccp(0, 0), 50, 1); //第二个參考为 表示跳跃的终点或距离,第三个參数为 表示最大高度,第四个參数为表示跳跃次数 |
6 CCMoveTo CCMoveBy
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); man->setPosition(ccp(100, 160)); addChild(man); //这是延时 CCDelayTime * dt = CCDelayTime::create(1.0f);
//3秒中将位置移动到ccp(300,160) CCMoveTo * to = CCMoveTo::create(2, ccp(300,160)); //通过moveby方式得到的,后面的是一个相对偏移量 //CCMoveBy * by = CCMoveBy::create(2, ccp(200, 0)); man->runAction(to);
return true; } 执行结果:
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7 CCJumpTo CCJumpBy
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); man->setPosition(ccp(100, 160));
//2秒钟。跳到(400,160),跳的高度是100,跳3次 CCJumpTo * to = CCJumpTo::create(2, ccp(400, 160), 100, 3); //以下的by相同是相对的偏移位置 CCJumpBy * by = CCJumpBy::create(2,ccp(300,0),100,3);
man->runAction(by); addChild(man); return true; } |
8 Bezier具体解释
每一条贝塞尔曲线都包括一个起点和一个终点。
在一条曲线中。起点和终点都各自包括一个控制点,而控制点到端点的连线称作控制线。控制线决定了从端点发出的曲线的形状。包括角度和长度两个參数:角度决定了它所控制的曲线的方向。即这段曲线在这一控制点的切线方向;长度控制曲线的曲率。控制线越长,它所控制的曲线离控制线越近。
ccBezierConfig bc; bc.controlPoint_1 = ccp(200,300); bc.controlPoint_2 = ccp(300, 20); bc.endPosition = ccp(400, 160); CCBezierTo * to = CCBezierTo::create(2, bc); |
案例:
在头文件里加入draw()函数的声明 void draw(); |
#include "T13Action.h" #include "AppMacros.h"
CCScene *T13Action::scene() { CCScene * scene = CCScene::create(); T13Action * layer = T13Action::create(); scene->addChild(layer); return scene; }
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); man->setPosition(ccp(100, 160));
//開始的位置100,160 ccBezierConfig c; //控制点 (200,300)这是一个实际的位置点 c.controlPoint_1 = ccp(200, 300); c.controlPoint_2 = ccp(300,20); c.endPosition = ccp(400,160);
CCBezierTo * to = CCBezierTo::create(2, c); man->runAction(to); addChild(man); return true; }
//原生画图,每一帧都会画图 void T13Action::draw() { //第一个參数为起始点 //第二个參数为控制点 //第三个參数为控制点 //第四个为终止点 //第五个为段 ccDrawCubicBezier( ccp(100, 160), ccp(200, 300), ccp(300, 20), ccp(400, 160), 100); } |
执行结果:
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通过by的方式要达到上面的效果的代码是: |
#include "T13Action.h" #include "AppMacros.h"
CCScene *T13Action::scene() { CCScene * scene = CCScene::create(); T13Action * layer = T13Action::create(); scene->addChild(layer); return scene; }
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); man->setPosition(ccp(100, 160));
//開始的位置100,160 ccBezierConfig c; //以下的是偏移(100,160)的距离。全部点都是相对起始点的 c.controlPoint_1 = ccp(100, 140); c.controlPoint_2 = ccp(200,-140); c.endPosition = ccp(300,0);
CCBezierBy * by = CCBezierBy::create(2, c); man->runAction(by); addChild(man); return true; }
//原生画图,每一帧都会画图 void T13Action::draw() { //第一个參数为起始点 //第二个參数为控制点 //第三个參数为控制点 //第四个为终止点 //第五个为段 ccDrawCubicBezier( ccp(100, 160), ccp(200, 300), ccp(300, 20), ccp(400, 160), 100); } |
放大倍数
CCScaleTo * to = CCScaleTo::create(2, 3); //2秒钟放大3被 CCScaleBy * by = CCScaleBy::create(2, 3); |
#include "T13Action.h" #include "AppMacros.h"
CCScene *T13Action::scene() { CCScene * scene = CCScene::create(); T13Action * layer = T13Action::create(); scene->addChild(layer); return scene; }
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); man->setPosition(ccp(100, 160));
//属性相关的。将图片放大 CCScaleTo * to = CCScaleTo::create(2, 2); CCScaleBy * by = CCScaleBy::create(2, 2);
man->runAction(by); addChild(man); return true; }
//原生画图。每一帧都会画图 void T13Action::draw() { //第一个參数为起始点 //第二个參数为控制点 //第三个參数为控制点 //第四个为终止点 //第五个为段 ccDrawCubicBezier( ccp(100, 160), ccp(200, 300), ccp(300, 20), ccp(400, 160), 100); } |
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CCRotateTo * to = CCRotateTo::create(2, 30); //2秒钟顺时针旋转30度 CCRotateBy * by = CCRotateBy::create(2, 30); |
#include "T13Action.h" #include "AppMacros.h"
CCScene *T13Action::scene() { CCScene * scene = CCScene::create(); T13Action * layer = T13Action::create(); scene->addChild(layer); return scene; }
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); man->setPosition(ccp(100, 160));
//表示2秒钟逆时针旋转30度 CCRotateTo *to = CCRotateTo::create(2, -30); CCRotateBy *by = CCRotateBy::create(2, -30);
man->runAction(by); addChild(man); return true; }
//原生画图,每一帧都会画图 void T13Action::draw() { //第一个參数为起始点 //第二个參数为控制点 //第三个參数为控制点 //第四个为终止点 //第五个为段 ccDrawCubicBezier( ccp(100, 160), ccp(200, 300), ccp(300, 20), ccp(400, 160), 100); } |
执行结果:
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CCSkewTo * to = CCSkewTo::create(2, 20, 40); CCSkewBy * by = CCSkewBy::create(2, 20, 40); |
#include "T13Action.h" #include "AppMacros.h"
CCScene *T13Action::scene() { CCScene * scene = CCScene::create(); T13Action * layer = T13Action::create(); scene->addChild(layer); return scene; }
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); man->setPosition(ccp(100, 160));
//2秒。x上扭曲20度。y上30 CCSkewTo * to = CCSkewTo::create(2, 20, 30); CCSkewBy * by = CCSkewBy::create(2, 20, 30);
man->runAction(by); addChild(man); return true; }
//原生画图。每一帧都会画图 void T13Action::draw() { //第一个參数为起始点 //第二个參数为控制点 //第三个參数为控制点 //第四个为终止点 //第五个为段 ccDrawCubicBezier( ccp(100, 160), ccp(200, 300), ccp(300, 20), ccp(400, 160), 100); } |
执行结果:
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CCTintTo * to = CCTintTo::create(2, 123, 123, 123); CCTintBy * by = CCTintBy::create(2, 23, 45, 90); |
#include "T13Action.h" #include "AppMacros.h"
CCScene *T13Action::scene() { CCScene * scene = CCScene::create(); T13Action * layer = T13Action::create(); scene->addChild(layer); return scene; }
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); man->setPosition(ccp(100, 160));
//第一个參数表示的是时间,后面3个分别表示的是RGB颜色 //以下会使图片由亮色变成暗色 CCTintTo * to = CCTintTo::create(2, 123, 123, 122); CCTintTo * by = CCTintTo::create(2, 123, 123, 122);
man->runAction(to); addChild(man); return true; }
//原生画图,每一帧都会画图 void T13Action::draw() { //第一个參数为起始点 //第二个參数为控制点 //第三个參数为控制点 //第四个为终止点 //第五个为段 ccDrawCubicBezier( ccp(100, 160), ccp(200, 300), ccp(300, 20), ccp(400, 160), 100); } |
执行结果:
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CCFadeIn CCFadeOut 淡入淡出
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); man->setPosition(ccp(100, 160));
//渐近显示 CCFadeIn *in = CCFadeIn::create(2); //渐出显示 CCFadeOut *out = CCFadeOut::create(2);
man->runAction(in); addChild(man); return true; } |
CCFadeTo 渐进到某个透明度上去
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); man->setPosition(ccp(100, 160));
//第一个表示时间,第二个參数为透明度 CCFadeTo * in = CCFadeTo::create(2, 120);
man->runAction(in); addChild(man); return true; } |
9 CCCardinalSplineTo 具体解释
CCPointArray * array = CCPointArray::create(5); array->addControlPoint(ccp(100,160)); array->addControlPoint(ccp(200, 160)); array->addControlPoint(ccp(200, 250)); array->addControlPoint(ccp(300, 250)); array->addControlPoint(ccp(300, 160)); array->addControlPoint(ccp(450, 160)); CCCardinalSplineTo * to = CCCardinalSplineTo::create(2, array,1); |
#include "T13Action.h" #include "AppMacros.h"
CCScene *T13Action::scene() { CCScene * scene = CCScene::create(); T13Action * layer = T13Action::create(); scene->addChild(layer); return scene; }
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); man->setPosition(ccp(100, 160));
//以下表示6个点 CCPointArray *array = CCPointArray::create(6); //一下表示每一个点的坐标 array->addControlPoint(ccp(100,160)); array->addControlPoint(ccp(200, 160)); array->addControlPoint(ccp(200, 250)); array->addControlPoint(ccp(300, 250)); array->addControlPoint(ccp(300, 160)); array->addControlPoint(ccp(450, 160));
//array->addControlPoint(ccp(0,0)); //100 160 //array->addControlPoint(ccp(100, 0)); //array->addControlPoint(ccp(100, 90)); //array->addControlPoint(ccp(200, 90)); //array->addControlPoint(ccp(200, 0)); //array->addControlPoint(ccp(450, 0));
CCCardinalSplineTo * to = CCCardinalSplineTo::create(5, array, 1); CCCardinalSplineTo * toRev = (CCCardinalSplineTo *)to->reverse(); CCSequence * seq = CCSequence::create(to, toRev, NULL);
//CCCardinalSplineBy * by = CCCardinalSplineBy::create(5, array, 1); //CCCardinalSplineBy * byRev = (CCCardinalSplineBy *)by->reverse(); //CCSequence * seq = CCSequence::create(by, byRev, NULL);
//man->runAction(to); man->runAction(seq); addChild(man); return true; }
//原生画图。每一帧都会画图 void T13Action::draw() { CCPointArray *array = CCPointArray::create(6);
array->addControlPoint(ccp(100, 160)); array->addControlPoint(ccp(200, 160)); array->addControlPoint(ccp(200, 250)); array->addControlPoint(ccp(300, 250)); array->addControlPoint(ccp(300, 160)); array->addControlPoint(ccp(450, 160));
ccDrawCardinalSpline(array, 1, 100); } 执行结果:
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CCPointArray * array = CCPointArray::create(5); //以下的坐标是相对位置的坐标 array->addControlPoint(ccp(0, 0)); array->addControlPoint(ccp(100, 0)); array->addControlPoint(ccp(100, 90)); array->addControlPoint(ccp(200, 90)); array->addControlPoint(ccp(200, 0)); array->addControlPoint(ccp(350, 0)); CCCardinalSplineBy * by = CCCardinalSplineBy::create(2, array, 1); |
通过这样的方式实现有来有去
CCCardinalSplineBy * byRev = (CCCardinalSplineBy *)by->reverse(); CCSequence * seq = CCSequence::create(by, byRev, NULL); CCBlink * blink = CCBlink::create(2,10); CCSpawn * spa = CCSpawn::create(seq,blink,NULL); |
CCBlink CCSpawn
#include "T13Action.h" #include "AppMacros.h"
CCScene *T13Action::scene() { CCScene * scene = CCScene::create(); T13Action * layer = T13Action::create(); scene->addChild(layer); return scene; }
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); man->setPosition(ccp(100, 160));
//5秒钟闪烁10次 CCBlink * blink = CCBlink::create(5, 10);
man->runAction(blink); addChild(man); return true; }
//原生画图。每一帧都会画图 void T13Action::draw() { CCPointArray *array = CCPointArray::create(6);
array->addControlPoint(ccp(100, 160)); array->addControlPoint(ccp(200, 160)); array->addControlPoint(ccp(200, 250)); array->addControlPoint(ccp(300, 250)); array->addControlPoint(ccp(300, 160)); array->addControlPoint(ccp(450, 160));
ccDrawCardinalSpline(array, 1, 100); } |
CCSpawn 让两个动作同一时候进行
#include "T13Action.h" #include "AppMacros.h"
CCScene *T13Action::scene() { CCScene * scene = CCScene::create(); T13Action * layer = T13Action::create(); scene->addChild(layer); return scene; }
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); man->setPosition(ccp(100, 160));
CCPointArray * array = CCPointArray::create(6); array->addControlPoint(ccp(100,160)); array->addControlPoint(ccp(200, 160)); array->addControlPoint(ccp(200, 250)); array->addControlPoint(ccp(300, 250)); array->addControlPoint(ccp(300, 160)); array->addControlPoint(ccp(450, 160));
CCCardinalSplineTo * to = CCCardinalSplineTo::create(5, array, 1); //5秒钟闪烁10次 CCBlink * blink = CCBlink::create(5, 2); //通过spawn的方式实现两个动过同一时候进行 CCSpawn * spawn = CCSpawn::create(to, blink , NULL);
man->runAction(spawn); addChild(man); return true; }
//原生画图。每一帧都会画图 void T13Action::draw() { CCPointArray *array = CCPointArray::create(6);
array->addControlPoint(ccp(100, 160)); array->addControlPoint(ccp(200, 160)); array->addControlPoint(ccp(200, 250)); array->addControlPoint(ccp(300, 250)); array->addControlPoint(ccp(300, 160)); array->addControlPoint(ccp(450, 160));
ccDrawCardinalSpline(array, 1, 100); } |
CCRepeat CCRepeatForever (关于跳转)
#include "T13Action.h" #include "AppMacros.h"
CCScene *T13Action::scene() { CCScene * scene = CCScene::create(); T13Action * layer = T13Action::create(); scene->addChild(layer); return scene; }
bool T13Action::init() { TBack::init();
CCSprite * man = CCSprite::create("man.png"); CCSprite * woman = CCSprite::create("woman.png"); man->setPosition(ccp(100, 160));
//2秒内条1次 CCJumpBy * by = CCJumpBy::create(2, ccp(0,0),100,1); //反复10个2秒 CCRepeat * repeat = CCRepeat::create(by,10);
//man->runAction(CCRepeatForever::create(by)); man->runAction(repeat); addChild(man); return true; }
//原生画图。每一帧都会画图 void T13Action::draw() { CCPointArray *array = CCPointArray::create(6);
array->addControlPoint(ccp(100, 160)); array->addControlPoint(ccp(200, 160)); array->addControlPoint(ccp(200, 250)); array->addControlPoint(ccp(300, 250)); array->addControlPoint(ccp(300, 160)); array->addControlPoint(ccp(450, 160));
ccDrawCardinalSpline(array, 1, 100); } |
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