//*** .h
class FakeRotateY : public cocos2d::RotateTo
{
public:
/* creates the action /
static FakeRotateY* create(float duration,float startAngle,float dstAngle,float depth);
/* creates the action with default dept = 6 /
static FakeRotateY* create(float duration,float dstAngle);
/* initializes the action /
bool init(float duration,float depth);
virtual ~FakeRotateY() {}
protected:
virtual void startWithTarget(cocos2d::Node *target); virtual void update(float time);
private:
float startAngle_; float dstAngle_; float diffAngle_; float radius_; float depth_; cocos2d::Sprite *target_;
};
//**** .cpp
FakeRotateY* FakeRotateY::create(float duration,float depth)
{
FakeRotateY *action = new (std::nothrow) FakeRotateY();
action->autorelease();
if (action->init(duration,startAngle,dstAngle,depth)) { return action; } return nullptr;
}
FakeRotateY* FakeRotateY::create(float duration,float dstAngle)
{
//create instance with default depth = 6
return create(duration,6.0);
}
bool FakeRotateY::init(float duration,float depth)
{
if (RotateTo::initWithDuration(duration,dstAngle)) {
startAngle_ = startAngle;
dstAngle_ = dstAngle;
depth_ = depth;
target_ = nullptr; return true; } return false;
}
void FakeRotateY::startWithTarget(Node *target)
{
RotateTo::startWithTarget(target);
radius_ = target->getContentSize().width / 2.0; calculateAngles(startAngle_,diffAngle_,dstAngle_); target_ = dynamic_cast<Sprite *>(target); //dynamic_cast maybe overhead,but this action works only with sprites. todo: find better solution CCASSERT(target_,"this action can be used only with sprite");
}
void FakeRotateY::update(float time)
{
PolygonInfo pi = target_->getPolygonInfo();
pi.triangles.verts[0].vertices.x = cosf(M_PI + CC_DEGREES_TO_RADIANS(startAngle_ + diffAngle_*time)) * radius_ + radius_; pi.triangles.verts[0].vertices.y = (sinf(M_PI + CC_DEGREES_TO_RADIANS(startAngle_ + diffAngle_*time)) * radius_) / depth_ + target_->getContentSize().height; pi.triangles.verts[1].vertices.x = cosf(M_PI - CC_DEGREES_TO_RADIANS(startAngle_ + diffAngle_*time)) * radius_ + radius_; pi.triangles.verts[1].vertices.y = (sinf(M_PI - CC_DEGREES_TO_RADIANS(startAngle_ + diffAngle_*time)) * radius_) / depth_; pi.triangles.verts[2].vertices.x = cosf(CC_DEGREES_TO_RADIANS(startAngle_ + diffAngle_*time)) * radius_ + radius_; pi.triangles.verts[2].vertices.y = (sinf(CC_DEGREES_TO_RADIANS(startAngle_ + diffAngle_*time)) * radius_) / depth_ + target_->getContentSize().height; pi.triangles.verts[3].vertices.x = cosf(-CC_DEGREES_TO_RADIANS(startAngle_ + diffAngle_*time)) * radius_ + radius_; pi.triangles.verts[3].vertices.y = (sinf(-CC_DEGREES_TO_RADIANS(startAngle_ + diffAngle_*time)) * radius_) / depth_; target_->setPolygonInfo(pi);
}
//author
https://github.com/MrCapone/cocos2d-x-custom-actions
Demo: https://www.dropbox.com/s/64y0uuj02quextl/cards.webm21