《Cocos2d学习之路》七、场景切换效果TransitionScene

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转载请说明出处:http://www.jb51.cc/article/p-sirftvig-bas.html

github地址:https://github.com/teffy/cocos2dx


这几天接着看了一下场景切换的效果TransitionScene,而cocos也在系统中提供了很多种不同的切换效果,那么我们先看一下TransitionScene的类继承关系图:


每一个类在cocos2d的官网文档中有说明

而且在官方demo的cpp-test中也有demo,我也跟着写了一遍

首先是要理解一下一些宏定义

#define STRINGIFY(x) #x
#define TRANS(__classname__){\//根据传入的类名构造一个结构体,结构体内有一个function和一个name,类似于java中XXX.class经过反射可以拿到很多东西
[](float t,Scene* s){ return __classname__::create(t,s);},\
STRINGIFY(__classname__),\
}

struct  transitions{//结构体
	std::function<TransitionScene*(float t,Scene* s)> function;
	const char* name;
}transitions[] = {//结构体数组,用来保存定义的类的create方法和name
	TRANS(MTransitionCrossFade),TRANS(MTransitionFade),TRANS(MTransitionFadeTR),TRANS(MTransitionFadeBL),TRANS(MTransitionFadeDown),TRANS(MTransitionFadeUp),TRANS(MTransitionJumpZoom),TRANS(MTransitionFlipAngular_DOWN),TRANS(MTransitionFlipAngular_LEFT),TRANS(MTransitionFlipAngular_RIGHT),TRANS(MTransitionFlipAngular_UP),TRANS(MTransitionFlipX_DOWN),TRANS(MTransitionFlipX_LEFT),TRANS(MTransitionFlipX_RIGHT),TRANS(MTransitionFlipX_UP),TRANS(MTransitionFlipY_DOWN),TRANS(MTransitionFlipY_LEFT),TRANS(MTransitionFlipY_RIGHT),TRANS(MTransitionFlipY_UP),TRANS(MTransitionZoomFlipAngular),TRANS(MTransitionZoomFlipX_DOWN),TRANS(MTransitionZoomFlipX_LEFT),TRANS(MTransitionZoomFlipX_RIGHT),TRANS(MTransitionZoomFlipX_UP),TRANS(MTransitionZoomFlipY_DOWN),TRANS(MTransitionZoomFlipY_LEFT),TRANS(MTransitionZoomFlipY_RIGHT),TRANS(MTransitionZoomFlipY_UP),TRANS(MTransitionShrinkGrow),TRANS(MTransitionSlideInL),TRANS(MTransitionSlideInB),TRANS(MTransitionSlideInR),TRANS(MTransitionSplitCols),TRANS(MTransitionSplitRows),TRANS(MTransitionTurnOffTiles),};

#define MAX_TRANSITION_COUNT (sizeof(transitions)/sizeof(transitions[0]))
TransitionScene* createTranstion(int _index,float t,Scene* s){
	//Director::getInstance()->setDepthTest(false);
	return transitions[_index].function(t,s);
}
然后就是每一个切换效果的类,例举一个
class MTransitionTurnOffTiles : TransitionTurnOffTiles{
public:
	static TransitionScene* create(float duration,Scene* scene){
		return TransitionTurnOffTiles::create(duration,scene);
	}
};
为了可以来回切换着看这些效果,通过向MainScene中添加不同的layer,每一个layer中有三个按钮,点击按钮的时候,然后构造一个切换效果Scene,进行切换场景,具体看code
LayerOne::LayerOne(){
	init();
}
LayerOne::~LayerOne(){}
bool LayerOne::init(){
	if (!Layer::init()) {
		return false;
	}

	Size visibleSize = Director::getInstance()->getVisibleSize();
	Vec2 origin = Director::getInstance()->getVisibleOrigin();

	MenuItemImage* restart = MenuItemImage::create("res/r1.png","res/r2.png",CC_CALLBACK_1(LayerOne::menuRestartCallback,this));
	restart->setPosition(Vec2(visibleSize.width / 2,restart->getContentSize().height));
	MenuItemImage* back = MenuItemImage::create("res/b1.png","res/b2.png",CC_CALLBACK_1(LayerOne::menuBackCallback,this));
	back->setPosition(Vec2(visibleSize.width / 2 - restart->getContentSize().width*1.5,back->getContentSize().height));
	MenuItemImage* forward = MenuItemImage::create("res/f1.png","res/f2.png",CC_CALLBACK_1(LayerOne::menuForwardCallback,this));
	forward->setPosition(Vec2(visibleSize.width / 2 + restart->getContentSize().width*1.5,forward->getContentSize().height));
	auto menu = Menu::create(restart,back,forward,NULL);
	menu->setPosition(Vec2::ZERO);
	this->addChild(menu,1);

	auto label = Label::createWithTTF("LayerOne","fonts/Marker Felt.ttf",24);
	label->setPosition(Vec2(origin.x + visibleSize.width / 2,origin.y + visibleSize.height - label->getContentSize().height));
	this->addChild(label,1);
	auto transitionName = Label::createWithTTF(transitions[transition_index].name,24);
	transitionName->setPosition(Vec2(origin.x + visibleSize.width / 2,origin.y + visibleSize.height - transitionName->getContentSize().height * 2));
	this->addChild(transitionName,1);
	auto sprite = Sprite::create("res/background1.png");
	sprite->setPosition(Vec2(visibleSize.width / 2 + origin.x,visibleSize.height / 2 + origin.y));
	this->addChild(sprite,0);
	return true;
}

void LayerOne::menuRestartCallback(Ref* pSender){
	auto go = MainScene::createScene();
	Director::getInstance()->replaceScene(go);
}

void LayerOne::menuBackCallback(Ref* pSender){
	transition_index--;
	if (transition_index < 0){
		transition_index += MAX_TRANSITION_COUNT;
	}

	Scene* s = MainScene::createScene();
	Layer* layer2 = new LayerTwo();
	s->addChild(layer2);

	auto scene = createTranstion(transition_index,DURATION,s);
	if (scene){
		Director::getInstance()->replaceScene(scene);
	}
}

void LayerOne::menuForwardCallback(Ref* pSender){
	transition_index++;
	transition_index = transition_index % MAX_TRANSITION_COUNT;
	
	Scene* s = MainScene::createScene();
	Layer* layer2 = new LayerTwo();
	s->addChild(layer2);

	auto scene = createTranstion(transition_index,s);
	if (scene){
		Director::getInstance()->replaceScene(scene);
	}
}
另外一个LayerTwo也是类似,只不过背景图片不同

win上可以运行,Android下,我刚开始不能run as,会报一些宏定义的错误,但是用命令编译过之后就好了

android下效果图:



点击下载代码及资源

(后面发现少了点,我补充下)

原文链接:https://www.f2er.com/cocos2dx/344555.html

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