用了coco2dx引擎也有段时间了,但是总感觉不是很好用,为了写一个功能,往往要写好几行代码,就比如做一个场景切换特效,就要这么写
auto scene=HelloWorld::create();//创建待切换的场景
auto transition=TransitionFade::create(1.0f,scene);//给场景增加特效
Director::getInstance()->replaceScene(transition);//运用导演类来进行切换场景
简单的一个功能,却要写三行代码,而且很多地方需要用到场景切换,每次使用就要至少写三行,还要做添加不同场景对应头文件之类的事,真的好麻烦。
作为一个讲究效率(其实是嫌麻烦)的程序员,肯定想尽可能的避免这类麻烦的事发生。如果能进一步封装一下这三行代码,直接一个函数就实现场景切换特效该多好,于是乎,一个场景工厂管理类就诞生了,这可以大大的提高我的开发效率(你说这人怎么这么懒呢)。
不多说了,上代码。
首先是SceneFactory.h
#ifndef __SceneFactory_h__
#define __SceneFactory_h__
#include "cocos2d.h"
//scene headers
#include "GameScene.h"
#include "LoginScene.h"
#include "IntroScene.h"
USING_NS_CC;
//场景类型,根据自己的项目场景修改和添加
enum kSceneType
{
kSceneGame = 1,kSceneChallenge,kSceneIntro,kSceneLogin
};
//场景切换效果类型
enum kTranslateType
{
kNone,//没有任何效果
kCrossFade,//淡出当前场景的同时淡入下一个场景
kFade,//淡出当前场景到指定颜色,默认颜色为c3b(0,0),可用最后一个参数指定颜色
kFadeBL,//从左下角开始淡出场景
kFadeDown,//从底部开始淡出场景
kFadeTR,//从右上角开始淡出场景
kFadeUp,//从顶部开始淡出场景
kFlipAngularLeftOver,//当前场景倾斜后翻转成下一个场景,默认从左边开始翻转
kFlipAngularRightOver,//当前场景倾斜后翻转成下一个场景,默认从左边开始翻转
//LeftOver,//从左边开始
//RightOver,//从右边开始
//UpOver,//从顶部开始
//DownOver,//从底部开始
//kFlipX,//水平翻转,默认从左往右翻转,可用的附加参数同上
kFlipXLeftOver,kFlipXRightOver,kFlipXUpOver,kFlipXDownOver,//kFlipY,//垂直翻转,默认从上往下翻转,可用的附加参数同上
kFlipYLeftOver,kFlipYRightOver,kFlipYUpOver,kFlipYDownOver,kZoomFlipAngularLeftOver,//倾斜翻转的同时放大,可用的附加参数同上
kZoomFlipAngularRightOver,//倾斜翻转的同时放大,可用的附加参数同上
//kZoomFlipX,//水平翻转的同时放大,可用的附加参数同上
kZoomFlipXLeftOver,kZoomFlipXRightOver,kZoomFlipXUpOver,kZoomFlipXDownOver,//kZoomFlipY,//垂直翻转的同时放大,可用的附加参数同上
kZoomFlipYLeftOver,kZoomFlipYRightOver,kZoomFlipYUpOver,kZoomFlipYDownOver,kJumpZoom,//跳跃放大切换场景
kMoveInB,//新场景从底部进入,直接覆盖现有场景
kMoveInL,//新场景从左侧进入,直接覆盖现有场景
kMoveInR,//新场景从右侧进入,直接覆盖现有场景
kMoveInT,//新场景从顶部进入,直接覆盖现有场景
kPageTurnTure,//翻页效果,如果指定附加参数为,//true,则表示从左侧往右翻页
kPageTurnFalse,//true,则表示从左侧往右翻页
kRotoZoom,//旋转放大切换场景
kShrinkGrow,//收缩交叉切换场景
kSlideInB,//新场景从底部进入,现有场景同时从顶部退出
kSlideInL,//新场景从左侧进入,现有场景同时从右侧退出
kSlideInR,//新场景从右侧进入,现有场景同时从左侧退出
kSlideInT,//新场景从顶部进入,现有场景同时从底部退出
kSplitCols,//分成多列切换入新场景
kSplitRows,//分成多行切换入新场景,类似百叶窗
kTurnOffTiles//当前场景分成多个块,逐渐替换为新场景
};
class SceneFactory {
public:
SceneFactory();
~SceneFactory();
//新建一个场景
static Scene* create(kSceneType type);
//新建一个带参数的场景
static Scene* create(kSceneType type,int level);
//场景切换(场景类型,场景切换类型,切换所需时间)
static void changeScene(kSceneType type,kTranslateType transType,float t);
//场景切换(场景类型,带自定义参数的场景,场景切换类型,切换所需时间)
static void changeScene(kSceneType type,int level,float t);
static TransitionScene* createTransition(kTranslateType transType,Scene* s,float t);
private:
};
#endif // SceneFactory_h__
然后是其对应的SceneFactory.cpp
#include "SceneFactory.h"
Scene* SceneFactory::create(kSceneType type)
{
Scene* scene = nullptr;
//该工厂根据场景的类型创造出相对应的场景
switch (type)
{
case kSceneGame:
scene = GameScene::create();
break;
case kSceneChallenge:
break;
case kSceneIntro:
scene = IntroScene::create();
break;
case kSceneLogin:
scene = LoginScene::create();
break;
default:
break;
}
return scene;
}
Scene* SceneFactory::create(kSceneType type,int level)
{
Scene* scene = nullptr;
switch (type)
{
case kSceneGame:
scene = GameScene::create(level);
break;
default:
break;
}
return scene;
}
TransitionScene* SceneFactory::createTransition(kTranslateType transType,float t)
{
TransitionScene* scene = nullptr;
//根据场景的转换类型,生产出不同的带特效的转换场景
//这些场景转换特效我是从cpp-test里的场景转换的例子里抄过来的,如果有缺少,请按照格式自行添加。
switch (transType)
{
case kNone:
scene = TransitionScene::create(t,s);
break;
case kCrossFade:
scene = TransitionCrossFade::create(t,s);
break;
case kFade:
scene = TransitionFade::create(t,s);
break;
case kFadeBL:
scene = TransitionFadeBL::create(t,s);
break;
case kFadeDown:
scene = TransitionFadeDown::create(t,s);
break;
case kFadeTR:
scene = TransitionFadeTR::create(t,s);
break;
case kFadeUp:
scene = TransitionFadeUp::create(t,s);
break;
case kFlipAngularLeftOver:
scene = TransitionFlipAngular::create(t,s,TransitionScene::Orientation::LEFT_OVER);
break;
case kFlipAngularRightOver:
scene = TransitionFlipAngular::create(t,TransitionScene::Orientation::RIGHT_OVER);
break;
case kFlipXLeftOver:
scene = TransitionFlipX::create(t,TransitionScene::Orientation::LEFT_OVER);
break;
case kFlipXRightOver:
scene = TransitionFlipX::create(t,TransitionScene::Orientation::RIGHT_OVER);
break;
case kFlipXUpOver:
scene = TransitionFlipX::create(t,TransitionScene::Orientation::UP_OVER);
break;
case kFlipXDownOver:
scene = TransitionFlipX::create(t,TransitionScene::Orientation::DOWN_OVER);
break;
case kFlipYLeftOver:
scene = TransitionFlipY::create(t,TransitionScene::Orientation::LEFT_OVER);
break;
case kFlipYRightOver:
scene = TransitionFlipY::create(t,TransitionScene::Orientation::RIGHT_OVER);
break;
case kFlipYUpOver:
scene = TransitionFlipY::create(t,TransitionScene::Orientation::UP_OVER);
break;
case kFlipYDownOver:
scene = TransitionFlipY::create(t,TransitionScene::Orientation::DOWN_OVER);
break;
case kZoomFlipAngularLeftOver:
scene = TransitionZoomFlipAngular::create(t,TransitionScene::Orientation::LEFT_OVER);
break;
case kZoomFlipAngularRightOver:
scene = TransitionZoomFlipAngular::create(t,TransitionScene::Orientation::RIGHT_OVER);
break;
case kZoomFlipXLeftOver:
scene = TransitionZoomFlipX::create(t,TransitionScene::Orientation::LEFT_OVER);
break;
case kZoomFlipXRightOver:
scene = TransitionZoomFlipX::create(t,TransitionScene::Orientation::RIGHT_OVER);
break;
case kZoomFlipXUpOver:
scene = TransitionZoomFlipX::create(t,TransitionScene::Orientation::UP_OVER);
break;
case kZoomFlipXDownOver:
scene = TransitionZoomFlipX::create(t,TransitionScene::Orientation::DOWN_OVER);
break;
case kZoomFlipYLeftOver:
scene = TransitionZoomFlipY::create(t,TransitionScene::Orientation::LEFT_OVER);
break;
case kZoomFlipYRightOver:
scene = TransitionZoomFlipY::create(t,TransitionScene::Orientation::RIGHT_OVER);
break;
case kZoomFlipYUpOver:
scene = TransitionZoomFlipY::create(t,TransitionScene::Orientation::UP_OVER);
break;
case kZoomFlipYDownOver:
scene = TransitionZoomFlipY::create(t,TransitionScene::Orientation::DOWN_OVER);
break;
case kJumpZoom:
scene = TransitionJumpZoom::create(t,s);
break;
case kMoveInB:
scene = TransitionMoveInB::create(t,s);
break;
case kMoveInL:
scene = TransitionMoveInL::create(t,s);
break;
case kMoveInR:
scene = TransitionMoveInR::create(t,s);
break;
case kMoveInT:
scene = TransitionMoveInT::create(t,s);
break;
case kPageTurnTure:
scene = TransitionPageTurn::create(t,true);
break;
case kPageTurnFalse:
scene = TransitionPageTurn::create(t,false);
break;
case kRotoZoom:
scene = TransitionRotoZoom::create(t,s);
break;
case kShrinkGrow:
scene = TransitionShrinkGrow::create(t,s);
break;
case kSlideInB:
scene = TransitionSlideInB::create(t,s);
break;
case kSlideInL:
scene = TransitionSlideInL::create(t,s);
break;
case kSlideInR:
scene = TransitionSlideInR::create(t,s);
break;
case kSlideInT:
scene = TransitionSlideInT::create(t,s);
break;
case kSplitCols:
scene = TransitionSplitCols::create(t,s);
break;
case kSplitRows:
scene = TransitionSplitRows::create(t,s);
break;
case kTurnOffTiles:
scene = TransitionTurnOffTiles::create(t,s);
break;
default:
break;
}
return scene;
}
void SceneFactory::changeScene(kSceneType type,float t)
{
auto scene = SceneFactory::create(type);
auto transcene = SceneFactory::createTransition(transType,scene,t);
//若当前有正在运行的场景,切换成该新场景,否则运行该新场景
if (Director::getInstance()->getRunningScene()) { if (transType == kNone) { Director::getInstance()->replaceScene(scene);
}
else
{
Director::getInstance()->replaceScene(transcene);
}
}
else
{
Director::getInstance()->runWithScene(scene);
}
}
void SceneFactory::changeScene(kSceneType type,int level,float t)
{
auto scene = SceneFactory::create(type,level);
auto transcene = SceneFactory::createTransition(transType,t);
if (Director::getInstance()->getRunningScene()) { Director::getInstance()->replaceScene(transcene);
}
else
{
Director::getInstance()->runWithScene(scene);
}
}
SceneFactory::SceneFactory()
{
}
SceneFactory::~SceneFactory()
{
}
好啦,以上就是所有代码(好多好多场景切换特效,写的有点累,不过为了以后能偷懒,我忍),那怎么使用呢?很简单。
SceneFactory::changeScene(kTypeGame,kFade,0.3f);
只要这么一行代码,就通过Fade(其实我也不知道是什么特效)的方式切换到你的GameScene了。当然头文件还是免不了的,但是你不用担心用哪个场景的头文件了,因为你只要用SceneFactory.h就可以了。
#define SceneFactory SF
(其实你可以更懒的)。