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[一位菜鸟的COCOS-2D编程之路]COCOS2D中得动作,特效和动画

动画编程 cocos2d 特效 菜鸟 2D 动作 一位
2023-09-11 14:20:12 时间

一,CCActionManager 管理所有节点动作的对象

来看看打飞机里面的一个onEnter 方法

 

- (void)onEnter
{
    [super onEnter]; //一定要注意添加此方法,否则将停留在开始界面
    CGSize winSize = [[CCDirector sharedDirector] winSize];
    [CCMenuItemFont setFontSize:20];
    [CCMenuItemFont setFontName:@"Arial"];
    
    CCMenuItemFont *startItem = [CCMenuItemFont itemWithString:@"开始游戏" block:^(id sender)
                                 {
                                     _isGameStarted = YES;
                                     CCMenuItem *item = (CCMenuItemFont*)sender;
                                     item.visible = NO;
                                     
                                     //6.spawn enemy after 1.0 sec
                                     [self performSelector:@selector(spawnEnemy)
                                                withObject:nil
                                                afterDelay:1.0f];
                                     
                                     //7.enable accelerometer
                                     self.isAccelerometerEnabled = YES;
                                     //9.enable touch
                                     self.isTouchEnabled = YES;
                                 }];
    startItem.position = ccp(winSize.width / 2, -winSize.height / 2);
    _startGameMenu = [CCMenu menuWithItems:startItem, nil];
    _startGameMenu.position = CGPointZero;
    [self addChild:_startGameMenu];
    
    
    //7 基本动作   从原来的位置移动到新的位置
    id moveBy = [CCMoveBy actionWithDuration:1.0 position:ccp(0, winSize.height)];  //位置的移动
    
    [_startGameMenu runAction:moveBy]; //开始移动
    //8 和位置有关的基本动作
    
    
    
    
    
    //1 CCActionManager
    [[[CCDirector sharedDirector] actionManager ] pauseTarget:_startGameMenu];//暂停
    
    [self schedule:@selector(resumeStartMenuAction:) interval:1.0]; //等待十秒之后才能开始移动
    
    //2CCAction 抽象类,几乎所有的类都继承该类
    
    //3.CCFiniteTimeAction 该类为有限时间动作,包含CCActionInstant 瞬时动作 和CCActionInterval 区间动作,他们包含了很多不同的动作
    //4 CCRepaeatForever 无限重复的动作
    
    //5跟随节点的动作CCFollow .可以替代Camera
    //6 CCSpeed  更还节点动作的速度。
    // 7CCOrbitCamera 继承与CCActionCamera 。使用球坐标系围绕屏幕中心旋转摄像机的视角
    
    
    
    

}

- (void)resumeStartMenuAction:(ccTime)dt
{
    [self unschedule:_cmd];   //停止当前动作
    [[[CCDirector sharedDirector]actionManager] resumeTarget:_startGameMenu];

}

 


二,基本动作:和位置相关的基本动作

 

CGSize winSize = [[CCDirector sharedDirector] winSize];
        
        CCSprite *plane = [CCSprite spriteWithFile:@"hero_1.png"];
        
        plane.position = ccp(winSize.width/2, winSize.height/2);
        
        [self addChild:plane];
        
        //2 moveBy 让节点对象在一定时间内移动一定的像素值  ,这个是相对于原位置的
        [plane runAction:[CCMoveBy actionWithDuration:3 position:ccp(50, 0)]];

        //3 CCjumpTo
        [plane runAction:[CCJumpTo actionWithDuration:4 position:ccp(winSize.width, winSize.height) height:40 jumps:3]];
        
        //4CCJumpBy 相对于原位置的移动 ,相对于原位置的偏移量为  100,0
        [plane runAction:[CCJumpBy actionWithDuration:3 position:ccp(100, 0) height:100 jumps:4]];
        
        //5CCBezier TO
        ccBezierConfig c = {ccp(300, 100),ccp(50, 50),ccp(-50, -50)};
        //1.参数一 相对于原位置的偏移,2,3分别是贝塞尔曲线的两个控制点
        [plane runAction:[CCBezierTo actionWithDuration:3 bezier:c]];
        
        
         //6 CCplace 将对象直接放到指定的位置
        [plane runAction:[CCPlace actionWithPosition:ccp(10, 10)]];


三,和大小相关的基本动作

 

 

 //二 和大小相关的基本动作
        // 1 CCScale TO、放大为原来的两倍
        [plane runAction:[CCScaleTo actionWithDuration:2 scale:2]];
        //2 CCScale By 缩小相应的倍数
        [plane runAction:[CCScaleBy actionWithDuration:3 scale:3]];
        [plane runAction:[CCScaleBy actionWithDuration:3 scaleX:0.5 scaleY:0.5]]; //对象的高度和宽度的缩小


四:和旋转有关的基本动作

 

 

 //三 和旋转有关的动作
        //1 CCRotate To  ,by ,超过180逆时针旋转,《180.顺时针旋转
        [plane runAction:[CCRotateTo actionWithDuration:2 angle:290]];


五,和显示有关的基本动作

 

 

  //四 和显示有关的动作
        //1 CCSHOW
       [plane runAction:[CCShow action]];
        //2CCHide
        [plane runAction:[CCHide action]];
        //3 切换uixiang的可视属性
	    [plane runAction:[CCToggleVisibility action]];
        //4 闪动一定的次数
        [plane runAction:[CCBlink actionWithDuration:5 blinks:10]];


六,和透明度有关的基本动作

 

 

//五 和透明度有关的动作
        //1 CCFadeIn  透明度从0 -》 255
        [plane runAction:[CCFadeIn actionWithDuration:8]];
        //2 CCFadeOut 透明度 从255 - 》0
        [plane runAction:[CCFadeOut actionWithDuration:5]];
        //3 CCFadeto
        [plane runAction:[CCFadeTo actionWithDuration:4 opacity:90]];


七,和色彩有关的基本动作

 

 

 //六  和色彩有关的动作
        //1 CCTintTO 在一定时间内将节点着色到某个特定的RGB值
        [plane runAction:[CCTintTo actionWithDuration:3 red:100 green:0 blue:1]];
        
        //2  CCTintBy 大致相同


八和翻转相关的基本动作

 //七 和翻转有关的动作
        //1 CCFlipX ,CCFlipY
    [plane runAction:[CCFlipX actionWithFlipX:YES]];


2.组合动作

 

一,组合动作的类

 

//八 组合动作
        //1 Spawn 动作数据,
        [plane runAction:[CCSpawn actions:[CCFadeOut actionWithDuration:4],[CCScaleTo actionWithDuration:3 scale:2], nil]];
        
       // 2 CCSequence 该组合可以按顺序执行多个动作,也可以包含多个组合动作
        
        //九  Ease 动作 使用ease动作修改的是节点内部动作的速度,而不是动作的执行时间
        
        id easeAction = [CCEaseBackOut actionWithAction:[CCMoveTo actionWithDuration:2 position:ccp(100+winSize.width/2, winSize.height/2)]];
      
        id action = [CCSequence actions:easeAction,[CCScaleTo actionWithDuration:2 scale:2], nil];
        
        [plane runAction:action];


二,一个飞机俯冲的组合动作的代码

 

 

#pragma mark - private methods
-(void) spawnEnemy{
    //1.
    CGSize winSize = [CCDirector sharedDirector].winSize;
    CCSprite *enemySprite = [self getAvailableEnemySprite];
    
    enemySprite.visible = YES;
    enemySprite.position = ccp( arc4random() % (int)(winSize.width - enemySprite.contentSize.width) + enemySprite.contentSize.width/2 , winSize.height + enemySprite.contentSize.height + 10);
    
    //2.
    float durationTime = arc4random() % 4 + 1;
    id moveBy = [CCMoveBy actionWithDuration:durationTime 
                                position:ccp(0,-enemySprite.position.y-enemySprite.contentSize.height)];
    
    int choice = arc4random() % 4 + 1;
    id easeMoveBy = nil;
    switch (choice) {
        case 1:
            easeMoveBy = [CCEaseIn actionWithAction:moveBy];
            break;
        case 2:
            easeMoveBy = [CCEaseExponentialIn actionWithAction:moveBy];
            break;
        case 3:
            easeMoveBy = [CCEaseBounceIn actionWithAction:moveBy];
            break;
        case 4:
            easeMoveBy = [CCEaseBackIn actionWithAction:moveBy];
            break;
        default:
            break;
    }
    
    id callback = [CCCallBlockN actionWithBlock:^(id sender)
    {
        CCSprite *sp = (CCSprite*)sender;
        sp.visible = NO;
        sp.position = ccp(0,winSize.height + sp.contentSize.height + 10);
        CCLOG(@"reset enemy plane!");
    }];
    id action = [CCSequence actions:easeMoveBy,callback, nil];
    
    
    CCLOG(@"enemySprite x = %f, y = %f",enemySprite.position.x, enemySprite.position.y);
    [enemySprite runAction:action];
    
    //3.
    [self performSelector:_cmd withObject:nil afterDelay:arc4random()%3 + 1];
    
}


三,延迟动作

 

 

   //十 延迟动作
        id action = [CCSequence actions:[CCDelayTime actionWithDuration:3],[CCMoveTo actionWithDuration:2 position:ccp(100 + winSize.width/2, winSize.height)], nil];
        
        [plane runAction:action];