2.CCGridAction(3D效果),3D反转特效,凸透镜特效,液体特效,3D翻页特效,水波纹特效,3D晃动的特效,扭曲旋转特效,波动特效,3D波动特效...
1 類圖組織
2 實例
CCSprite * spr = CCSprite::create("HelloWorld.png");
spr->setPosition(ccp(winSize.width/2,winSize.height/2));
addChild(spr);
?
//GridAction
//CCFlipX3D * action = CCFlipX3D::create(2);
//CCFlipY3D * action = CCFlipY3D::create(2);
//CCLens3D * action = CCLens3D::create(2,
CCSize(20,20),ccp(240,160),100);
//CCLiquid * action = CCLiquid::create(4, CCSize(20, 20), 20, 35);
//CCPageTurn3D * action = CCPageTurn3D::create(2, CCSize(20,20));
//CCRipple3D * action = CCRipple3D::create(2,
CCSize(20,20),ccp(240,160),40,20,30);
//CCShaky3D * action = CCShaky3D::create(2,
CCSize(20,20),20,false);
//CCTwirl * action = CCTwirl::create(2,
CCSize(20,20),ccp(240,160),3,30);
//CCWaves * action = CCWaves::create(2,
CCSize(20,20),30,30,false,true);
//CCWaves3D * action = CCWaves3D::create(2, CCSize(20,20),30,30);
?
3 ?Y軸? 3D反轉特效(CCFlipX3D)
CCActionInterval* filpX = CCFlipX3D::create(5);?
sp->runAction(filpX);?
//作用:Y軸3D反轉特效
//參數:特效持續的時間
案例:
T18Grid3D.h
#ifndef __T18Grid3D_H__
#define __T18Grid3D_H__
?
#include "cocos2d.h"
#include "TBack.h"
USING_NS_CC;
class T18Grid3D :public TBack
{
public:
??? static CCScene * scene();
??? CREATE_FUNC(T18Grid3D);
??? bool init();
};
?
#endif
T18Grid3D.cpp
#include "T18Grid3D.h"
#include "AppMacros.h"
?
CCScene *T18Grid3D::scene()
{
??? CCScene * scene = CCScene::create();
??? T18Grid3D * layer = T18Grid3D::create();
??? scene->addChild(layer);
??? return scene;
}
?
bool T18Grid3D::init()
{
??? TBack::init();
???
??? //Grid3D
??? CCSprite * spr = CCSprite::create("HelloWorld.png");
??? spr->setPosition(ccp(winSize.width / 2, winSize.height / 2));
??? addChild(spr);
?
??? //x軸? 3D反轉特效
??? CCActionInterval* filpX = CCFlipX3D::create(5);
??? spr->runAction(filpX);
?
??? return true;
}
執行效果:
Y軸3D發轉特效
CCActionInterval* filpY = CCFlipY3D::create(5);
spr->runAction(filpY);
#include "T18Grid3D.h"
#include "AppMacros.h"
?
CCScene *T18Grid3D::scene()
{
??? CCScene * scene = CCScene::create();
??? T18Grid3D * layer = T18Grid3D::create();
??? scene->addChild(layer);
??? return scene;
}
?
bool T18Grid3D::init()
{
??? TBack::init();
???
??? //Grid3D
??? CCSprite * spr = CCSprite::create("HelloWorld.png");
??? spr->setPosition(ccp(winSize.width / 2, winSize.height / 2));
??? addChild(spr);
?
??? //x軸? 3D反轉特效
??? CCActionInterval * filpY = CCFlipY3D::create(5);
??? spr->runAction(filpY);
?
??? return true;
}
執行效果:
凸透鏡特效
CCLen3D * CCLen3D::create(float duration,const CCSize & gridSize,const CCPoint& position,float radius);
?
(CCPointMake表示的是創建一個點)
CCActionInterval* lens = CCLens3D::create(2, CCSize(10, 10),CCPointMake(240, 160), 240);
spr->runAction(lens);
作用:凸鏡特效
參數:網格持續的時間
參數:網格大小
參數:凸透鏡中心點
參數:凸鏡半徑
#include "T18Grid3D.h"
#include "AppMacros.h"
?
CCScene *T18Grid3D::scene()
{
??? CCScene * scene = CCScene::create();
??? T18Grid3D * layer = T18Grid3D::create();
??? scene->addChild(layer);
??? return scene;
}
?
bool T18Grid3D::init()
{
??? TBack::init();
???
??? //Grid3D
??? CCSprite * spr = CCSprite::create("HelloWorld.png");
??? spr->setPosition(ccp(winSize.width / 2, winSize.height / 2));
??? addChild(spr);
?
??? //凸透鏡特效
??? CCLens3D * action = CCLens3D::create(20,CCSize(20,20),
??????? ccp(240,160),100);
??? spr->runAction(action);
?
??? return true;
}
執行結果:
CCLiquid* CCLiquid::create(float duration, const CCSize& gridSize, unsigned int waves, float amplitude);
spr->runAction(liquid);
作用:液體特效
參數:特效持續時間
參數:網格大小
參數:wave個數
參數:振幅
#include "T18Grid3D.h"
#include "AppMacros.h"
?
CCScene *T18Grid3D::scene()
{
??? CCScene * scene = CCScene::create();
??? T18Grid3D * layer = T18Grid3D::create();
??? scene->addChild(layer);
??? return scene;
}
?
bool T18Grid3D::init()
{
??? TBack::init();
???
??? //Grid3D
??? CCSprite * spr = CCSprite::create("HelloWorld.png");
??? spr->setPosition(ccp(winSize.width / 2, winSize.height / 2));
??? addChild(spr);
?
??? //液體震蕩特效
??? CCLiquid *action = CCLiquid::create(8,CCSize(4,4),10,3);
??? spr->runAction(action);
?
??? return true;
}
執行結果(出現液體的震蕩效果):
3D 翻頁特效
CCPageTurn3D* CCPageTurn3D::create(float duration, const CCSize& gridSize);
CCActionInterval * pageTurn3D = CCPageTurn3D::create(4,CCSize(20,20));
spr->runAction(pageTurn3D);
//作用:3D翻頁特效
//參數:特效持續的時間
//參數:網格大小
#include "T18Grid3D.h"
#include "AppMacros.h"
?
CCScene *T18Grid3D::scene()
{
??? CCScene * scene = CCScene::create();
??? T18Grid3D * layer = T18Grid3D::create();
??? scene->addChild(layer);
??? return scene;
}
?
bool T18Grid3D::init()
{
??? TBack::init();
???
??? //Grid3D
??? CCSprite * spr = CCSprite::create("HelloWorld.png");
??? spr->setPosition(ccp(winSize.width / 2, winSize.height / 2));
??? addChild(spr);
?
??? //3D 翻頁特效
??? CCPageTurn3D * action = CCPageTurn3D::create(20, CCSize(20, 20));
??? spr->runAction(action);
?
??? return true;
}
水波紋特效
CCRipple3D* CCRipple3D::create(
float duration,
const CCSize& gridSize,
const CCPoint& position,
float radius,
unsigned int waves,
float amplitude);
作用:水波特效
參數:特效持續的時間
參數:網格大小
參數:起始位置
參數:半徑
參數:速率
參數:振幅
#include "T18Grid3D.h"
#include "AppMacros.h"
?
CCScene *T18Grid3D::scene()
{
??? CCScene * scene = CCScene::create();
??? T18Grid3D * layer = T18Grid3D::create();
??? scene->addChild(layer);
??? return scene;
}
?
bool T18Grid3D::init()
{
??? TBack::init();
???
??? //Grid3D
??? CCSprite * spr = CCSprite::create("HelloWorld.png");
??? spr->setPosition(ccp(winSize.width / 2, winSize.height / 2));
??? addChild(spr);
?
??? //水波紋特效
??? CCActionInterval * action = CCRipple3D::create(
??????? 10,???????????????????? //特效持續的時間
??????? CCSize(10, 10),???????? //網格大小
??????? CCPointMake(240, 210),? //起始位置
??????? 40,???????????????????? //半徑
??????? 6,????????????????????? //速率
??????? 160);?????????????????? //振幅
??? spr->runAction(action);
?
??? return true;
}
3D 晃動特效
CCShaky3D *CCShaky3D::create(float duration,const CCSize& gridSize,int range,bool shakeZ);
CCActionInterval* shaky3D = CCShaky3D::create(5, CCSize
posted @ 2017-07-16 11:19 llguanli 閱讀(...) 評論(...) 編輯 收藏 刷新評論刷新頁面返回頂部 Copyright ?2019 llguanli轉載于:https://www.cnblogs.com/llguanli/p/7190004.html
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