转自:http://blog.sina.com.cn/s/blog_7cbd10170102uxi1.html
最近使用cocos2dx需要用到一个需求,就是关于图片精灵抖动的动作效果。稍微查了一下,找到一个CCShake用来实现这样效果的。不过网上几乎都是在2.x平台上的。所以我根据需求把它改成能用在3.x平台上的。下面放一下代码先:
// // CCShake.h // // Code by Francois Guibert // Contact: www.frozax.com - http://twitter.com/frozax - www.facebook.com/frozax // // 何遵祖修改于2014.7.10 支持cocos2dx 3.0 修正了动作执行精灵位置错误问题 测试环境:cocos2d-x-3.0rc1 #ifndef __war__CCShake__ #define __war__CCShake__ #include #include "cocos2d.h" using namespace cocos2d; class Shake : public ActionInterval { public: Shake(); // Create the action with a time and a strength (same in x and y) // 产生震动效果的初始化函数参数,两个方向相同 // @param d 震动持续的时间 // @param strength 震动的幅度 static Shake* create(float d,float strength); // Create the action with a time and strengths (different in x and y) // 产生震动效果的初始化函数,两个方向值不一样 static Shake* create(float d,float strength_x,float strength_y); bool initWithDuration(float d,float strength_y); //以下都是重写父类抽象类的函数(必须重写) virtual Shake* clone() const override; virtual Shake* reverse(void) const override; virtual void startWithTarget(Node *target) override; virtual void update(float time) override; virtual void stop(void); protected: // Initial position of the shaked node // 精灵的位置 float _initial_x,_initial_y; // Strength of the action // 抖动的幅度 float _strength_x,_strength_y; };
// // Shake.cpp // war // #include "CCShake.h" // not really useful,but I like clean default constructors Shake::Shake() : _strength_x(0),_strength_y(0),_initial_x(0),_initial_y(0) { } Shake* Shake::create(float d,float strength ) { // call other construction method with twice the same strength return create( d,strength,strength ); } Shake* Shake::create(float duration,float strength_y) { Shake *p_action = new Shake(); p_action->initWithDuration(duration,strength_x,strength_y); p_action->autorelease(); return p_action; } bool Shake::initWithDuration(float duration,float strength_y) { if (CCActionInterval::initWithDuration(duration)) { _strength_x = strength_x; _strength_y = strength_y; return true; } return false; } // Helper function. I included it here so that you can compile the whole file // it returns a random value between min and max included float fgRangeRand( float min,float max ) { float rnd = ((float)rand()/(float)RAND_MAX); return rnd*(max-min)+min; } void Shake::update(float time) { float randx = fgRangeRand( -_strength_x,_strength_x ); float randy = fgRangeRand( -_strength_y,_strength_y ); // move the target to a shaked position _target->setPosition(Vec2(_initial_x + randx,_initial_y + randy)); } Shake* Shake::clone(void) const { auto a = new Shake(); a->initWithDuration(_duration,_strength_x,_strength_y); a->autorelease(); return a; } Shake* Shake::reverse() const { return Shake::create(_duration,-_strength_x,-_strength_y); } void Shake::startWithTarget(Node *target) { CCActionInterval::startWithTarget(target); // save the initial position _initial_x = target->getPosition().x; _initial_y = target->getPosition().y; } void Shake::stop(void) { // Action is done,reset clip position _target->setPosition(Vec2( _initial_x,_initial_y ) ); CCActionInterval::stop(); }
在使用过程中,由于某处设置错误,导致shake动作被调用两次,完成动作后精灵偏离了原来的位置。所以,切记,不能被同时执行两个shake动作。
原文链接:https://www.f2er.com/cocos2dx/345374.html