• Cocos2d-x3.0TestCpp文件夹笔记(二)


    3.Actions-Basic:此demo中体现ccp由Point取代
    ①ActionManual:直接设置精灵的属性demo。


    const Color3B Color3B::RED    (255,   0,   0);
    const Color3B Color3B::GREEN  (  0, 255,   0);
    const Color3B Color3B::BLUE   (  0,   0, 255);
    //第四个參数为透明度。前三个同上
    const Color4B Color4B::RED    (255,   0,   0, 255);
    const Color4B Color4B::GREEN  (  0, 255,   0, 255);
    const Color4B Color4B::BLUE   (  0,   0, 255, 255);
    //參数同上,就是用比例方式传參
    const Color4F Color4F::WHITE  (    1,     1,     1, 1);
    const Color4F Color4F::YELLOW (    1,     1,     0, 1);
    const Color4F Color4F::GREEN  (    0,     1,     0, 1);
    const Color4F Color4F::BLUE   (    0,     0,     1, 1);
    const Color4F Color4F::RED    (    1,     0,     0, 1);
    const Color4F Color4F::MAGENTA(    1,     0,     1, 1);
    const Color4F Color4F::BLACK  (    0,     0,     0, 1);
    const Color4F Color4F::ORANGE (    1,  0.5f,     0, 1);
    const Color4F Color4F::GRAY   (0.65f, 0.65f, 0.65f, 1);
    //以下的求解释
    const BlendFunc BlendFunc::DISABLE = {GL_ONE, GL_ZERO};
    const BlendFunc BlendFunc::ALPHA_PREMULTIPLIED = {GL_ONE, GL_ONE_MINUS_SRC_ALPHA};
    const BlendFunc BlendFunc::ALPHA_NON_PREMULTIPLIED = {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA};
    const BlendFunc BlendFunc::ADDITIVE = {GL_SRC_ALPHA, GL_ONE};


    ②ActionMove:MoveTo/MoveBy。使用方法:此动作是移动。


    auto actionTo = MoveTo::create(2, Point(s.width-40, s.height-40));
    auto actionBy = MoveBy::create(2, Point(80,80));
    auto actionByBack = actionBy->reverse();
    ③ActionRotate:RotateBy/RotateTo。

    使用方法:此动作是旋转。


    auto actionTo = RotateTo::create( 2, 45);
    auto actionBy = RotateBy::create(2 ,  360);
    auto actionByBack = actionBy->reverse();
    ④ActionRotateBy3D:RotateBy。在3D世界旋转。X,Y坐标的基点是左下角。Z坐标的基点就是中心?
    从源代码看出,仅仅有RotateBy有,使用方法:
    auto actionBy1 = RotateBy::create(4, Vertex3F(360, 0, 0));
    auto actionBy2 = RotateBy::create(4, Vertex3F(0, 360, 0));
    auto actionBy3 = RotateBy::create(4 ,Vertex3F(0, 0, 360));
    ⑤ActionScale:ScaleTo/ScaleBy。此动作是设置缩放,參数大于零放大,小于一是缩小,负数为翻转。
    使用方法:
      auto actionTo = ScaleTo::create(2.0f, 0.5f);
      auto actionBy = ScaleBy::create(2.0f, 1.0f, 10.0f);
      auto actionBy2 = ScaleBy::create(2.0f, 5.0f, 1.0f);
    ⑥ActionSkew:SkewTo/SkewBy。

    此动作是设置倾斜。

    使用方法:(此动作不懂)
       auto actionTo = SkewTo::create(2, 37.2f, -37.2f);
    auto actionToBack = SkewTo::create(2, 0, 0);
    auto actionBy = SkewBy::create(2, 0.0f, -90.0f);
    auto actionBy2 = SkewBy::create(2, 45.0f, 45.0f);
    ⑦ActionRotationalSkew:相同是RotateBy/RotateTo。仅仅只是是两个參数。各自是X和Y。用单独的旋转角度。


    使用方法:
    auto actionByBack = actionBy->reverse();
    auto actionTo = RotateTo::create(2, 180, 180);
    auto actionToBack = RotateTo::create(2, 0, 0);
    auto actionBy = RotateBy::create(2, 0.0f, 360);
    auto actionByBack = actionBy->reverse();


    auto actionBy2 = RotateBy::create(2, 360, 0);
    auto actionBy2Back = actionBy2->reverse();
    ⑧ActionRotationalSkewVSStandardSkew:标准Skew和Rotate比較,据发现Skew会牵扯到缩放系数。


    使用方法同上。
    ⑨ActionSkewRotateScale:三个动作同一时候运行。

    SizeMake改为Size。


    使用方法:
    box->runAction(Sequence::create(actionTo, actionToBack, NULL));
    box->runAction(Sequence::create(rotateTo, rotateToBack, NULL));
    box->runAction(Sequence::create(actionScaleTo, actionScaleToBack, NULL));
    ⑩ActionJump:JumpTo/JumpBy。不用解释。
    基本动作完毕。综上总结Skew和Rotate都为差别为。Skew改变了节点的缩放系数,详细改变求解说。
    下面为特殊动作。

    她们是在一个菜单里的,为Actions-Basic.
    ①CardinalSplineBy / CardinalSplineTo:事实上就调用了一个CardinalSplineBy。其动作运行为
    四个控制点的一个矩形。

    draw方法的内容MARK一下,求大神传授。


    使用方法:
    CCCardinalSplineBy::create(float duration, cocos2d::CCPointArray *points, float tension);
    中duration是时间间隔,points是控制点列表。tension是松紧程度。tension==1时,样条线是分段直线。


    tension<1向外松弛弯曲,tension>1向内缩紧弯曲。

    By动作是以当前坐标为新坐标原点。




    auto array = PointArray::create(20);
    array->addControlPoint(Point(0, 0));
    array->addControlPoint(Point(s.width/2-30, 0));
    array->addControlPoint(Point(s.width/2-30, s.height-80));
    array->addControlPoint(Point(0, s.height-80));
    array->addControlPoint(Point(0, 0));
    auto action = CardinalSplineBy::create(3, array, 0);
    auto reverse = action->reverse();
    auto seq = Sequence::create(action, reverse, NULL);
    ②CatmullRomBy / CatmullRomTo;同上一样是曲线依照控制点运动。详细的我还没有搜索到。请知道的给我说下。谢谢。
    使用方法:
       auto array = PointArray::create(20);
    array->addControlPoint(Point(0, 0));
    array->addControlPoint(Point(80, 80));
    array->addControlPoint(Point(s.width - 80, 80));
    array->addControlPoint(Point(s.width - 80, s.height - 80));
    array->addControlPoint(Point(80, s.height - 80));
    array->addControlPoint(Point(80, 80));
    array->addControlPoint(Point(s.width / 2, s.height / 2));
    auto action = CatmullRomBy::create(3, array);
    auto reverse = action->reverse();
    auto seq = Sequence::create(action, reverse, NULL);
    ③BezierBy / BezierTo:贝尔曲线。使用方法:
       ccBezierConfig bezier;
    bezier.controlPoint_1 = Point(0, s.height/2);
    bezier.controlPoint_2 = Point(300, -s.height/2);
    bezier.endPosition = Point(300,100);
    auto bezierForward = BezierBy::create(3, bezier);
    auto bezierBack = bezierForward->reverse();
    auto rep = RepeatForever::create(Sequence::create( bezierForward, bezierBack, NULL));
    ④ActionBlink:Blink闪烁动作,使用方法:
    //      持续时间 闪烁次数
    static Blink* create(float duration, int blinks);
    auto action1 = Blink::create(2, 10);
    auto action2 = Blink::create(2, 5);
    ⑤ActionFade:FadeIn / FadeOut此动作为改变节点的透明度属性,当中FadeIn为全然显示,FadeOut为全然隐藏。


    使用方法:
    //參数为delay延时单位为秒
    static FadeIn* create(float d);
       auto action1 = FadeIn::create(1.0f);
    auto action1Back = action1->reverse();
    ⑥ActionTint:TintTo / TintBy此动作为改变节点颜色属性。

    使用方法:
    static TintTo* create(float duration, GLubyte red, GLubyte green, GLubyte blue);
    參数列表为,duration,和R,G。B。
    auto action1 = TintTo::create(2, 255, 0, 255);
    auto action2 = TintBy::create(2, -127, -255, -127);
    auto action2Back = action2->reverse();
    ⑦Animation:动画demo。动画也有reverse()方法。
    使用方法一:通过普通文件创建动画。
       auto animation = Animation::create();
    for( int i=1;i<15;i++)
    {
    char szName[100] = {0};
    sprintf(szName, "Images/grossini_dance_%02d.png", i);
    animation->addSpriteFrameWithFile(szName);
    }
    // should last 2.8 seconds. And there are 14 frames.
    animation->setDelayPerUnit(2.8f / 14.0f);
    animation->setRestoreOriginalFrame(true);

    auto action = Animate::create(animation);

    _grossini->runAction(Sequence::create(action, action->reverse(), NULL));
    使用方法二:通过plist创建动画
       auto cache = AnimationCache::getInstance();
    cache->addAnimationsWithFile("animations/animations-2.plist");
    auto animation2 = cache->getAnimation("dance_1");


    auto action2 = Animate::create(animation2);
    _tamara->runAction(Sequence::create(action2, action2->reverse(), NULL));
    注意:animations-2.plist文件和其它plist文件不一样。
    ⑧⑨Sequence: Move + Rotate:顺序运行n个动作。

    使用方法:
    static Sequence* create(FiniteTimeAction *action1, ...) CC_REQUIRES_NULL_TERMINATION;
    //參数以NULL结尾。
    ⑩问题  CallFunc中的create方法的调用 參数不同,调用的是不是相应的CalkFunc家族的类。


        auto action = Sequence::create(
    Place::create(Point(200,200)),
    Show::create(),
    MoveBy::create(1, Point(100,0)),
    CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback1,this)),
    CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback2,this,_grossini)),
    CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback3,this,_grossini,0xbebabeba)),
    NULL);
    (11)"Sequence: Move + Rotate + Scale + RemoveSelf":移除自己动作,使用方法:
    static RemoveSelf * create(bool isNeedCleanUp = true);
    auto action = Sequence::create(
    MoveBy::create( 2, Point(240,0)),
    RotateBy::create( 2,  540),
    ScaleTo::create(1,0.1f),
    RemoveSelf::create(),
    NULL);
    (12)Spawn: Jump + Rotate:函数为:ActionSpawn:几个动作同一时候运行。
    使用方法:
    auto action = Spawn::create(
    JumpBy::create(2, Point(300,0), 50, 4),
    RotateBy::create( 2,  720),
    NULL);
    (13)Reverse an action:函数为:ActionReverse,动作的恢复。
    使用方法:
    auto jump = JumpBy::create(2, Point(300,0), 50, 4);
    auto action = Sequence::create( jump, jump->reverse(), NULL);
    (14)DelayTime: m + delay + m:函数为:ActionDelayTime,延时动作。
    使用方法:
       auto move = MoveBy::create(1, Point(150,0));
    //延时动作的參数单位为秒
    auto action = Sequence::create( move, DelayTime::create(2), move, NULL);
    (15)Repeat / RepeatForever actions:函数为:ActionRepeat:
    使用方法:
    //反复三次指定动作。当中Place动作是放置节点到指定位置,就是把setPosition弄成了动作。
    //当中最后的參数“3”就是反复次数
    auto action1 = Repeat::create(Sequence::create( Place::create(Point(60,60)), a1, NULL) , 3);
    //无休止的反复指定动作。


    auto  action2 = RepeatForever::create(Sequence::create(a1->clone(), a1->reverse(), NULL));
    (16)CallFuncN + RepeatForever:函数为:ActionRepeatForever。通过回调函数使节点无休止运行指定动作。
    使用方法:
       auto action = Sequence::create(DelayTime::create(1),
    CallFunc::create( std::bind( &ActionRepeatForever::repeatForever, this, _grossini) ),
    NULL);

    void ActionRepeatForever::repeatForever(Node* sender)
    {
    auto repeat = RepeatForever::create( RotateBy::create(1.0f, 360) );


    sender->runAction(repeat);
    }
    (17)Repeat/RepeatForever + RotateTo:函数为: ActionRotateToRepeat 。疑问,为什么当精灵_kathia运行完动作后会旋转90°,个人感觉是bug。


    还有就是“clone()方法”的使用方法。


    使用方法:
    auto act1 = RotateTo::create(1, 90);
    auto act2 = RotateTo::create(1, 0);
    auto seq = Sequence::create(act1, act2, NULL);
    auto rep1 = RepeatForever::create(seq);
    auto rep2 = Repeat::create( seq->clone(), 10);
    (18)RepeatForever / Repeat + Rotate:函数为:ActionRotateJerk。同上 仅仅是角度不同。
    (19)Callbacks: CallFunc with std::function():函数为: ActionCallFunction 。解说各种方式创建CallFunc系列动作(多态创建)。


    源代码:疑点。參数this的作用,调用的是哪个create函数。
    auto action1 = Sequence::create(
    MoveBy::create(2, Point(200,0)),
    CallFunc::create( std::bind(&ActionCallFunction::callback1, this) ),
    CallFunc::create(
    // lambda 表达式
    [&](){
    auto s = Director::getInstance()->getWinSize();
    auto label = Label::createWithTTF("called:lambda callback", "fonts/Marker Felt.ttf", 16.0f);
    label->setPosition(Point( s.width/4*1,s.height/2-40));
    this->addChild(label);
    }  ),
    NULL);


    auto action2 = Sequence::create(
    ScaleBy::create(2 ,  2),
    FadeOut::create(2),
    CallFunc::create( std::bind(&ActionCallFunction::callback2, this, _tamara) ),
    NULL);


    auto action3 = Sequence::create(
    RotateBy::create(3 , 360),
    FadeOut::create(2),
    CallFunc::create( std::bind(&ActionCallFunction::callback3, this, _kathia, 42) ),
    NULL);
    void ActionCallFunction::callback1();
    void ActionCallFunction::callback2(Node* sender);
    void ActionCallFunction::callback3(Node* sender, long data);
    (20)Grossini should jump after moving:函数为: ActionCallFuncN 。须要重看。
    源代码:
       auto action = Sequence::create(
    MoveBy::create(2.0f, Point(150,0)),
    CallFuncN::create( CC_CALLBACK_1(ActionCallFuncN::callback, this)),
    //假设用CallFuncN创建CallFuncN系列的回调函数。则不须要传递Node*參数。(?)
    NULL);


    _grossini->runAction(action);
    void ActionCallFuncN::callback(Node* sender )
    {
    auto a = JumpBy::create(5, Point(0,0), 100, 5);
    sender->runAction(a);
    }
    (21)simulates CallFuncND with std::bind():函数为:ActionCallFuncND:移动后自己主动消失。
    源代码:
       auto action = Sequence::create(
    MoveBy::create(2.0f, Point(200,0)),
    CallFuncN::create( CC_CALLBACK_1(ActionCallFuncND::doRemoveFromParentAndCleanup, this, true)),
    //用CallFuncN的方法创建动作。回调函数还能带有和传其它參数?
    NULL);
    _grossini->runAction(action);
    void ActionCallFuncND::doRemoveFromParentAndCleanup(Node* sender, bool cleanup)
    {
    _grossini->removeFromParentAndCleanup(cleanup);
    }
    CallFunc系列总结:能够用CallFunc::create()方法创建这个系列的回调函数,仅仅要參数不同就可以。第二个參数固定为this,意识是这个函数的
    调用者。使用方法例如以下所看到的:
    CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback1,this)),
    CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback2,this,_grossini)),

    CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback3,this,_grossini,0xbebabeba)),



    如有错误,希望大家多多指正。谢谢。

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  • 原文地址:https://www.cnblogs.com/yxwkf/p/5325101.html
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