coco2dx 2.2.5版本实例
2015年02月16日 13:30
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更新于 2025-11-21 16:21
Cocos2d-x框架提供了许多场景切换的类,但对于一些自定义的场景切换,需要我们自己实现。以下是实现自定义场景切换的相关类,这里设计的分辨率为750 * 500,请根据实际需求进行调整。
头文件
#ifndef _TRANSITION_GAME_H_
#define _TRANSITION_GAME_H_
#include <cocos2d.h>
namespace cocos2d
{
class CCTransitionGame : public CCTransitionScene
{
public:
CCTransitionGame();
virtual ~CCTransitionGame();
void onEnter();
static CCTransitionGame * create(float t, CCScene *scene);
private:
void LRFinish(void);
void OnFirstActionFinish(void);
private:
int m_FinishCnt;
};
}
#endif
源文件
#include "TransitionGame.h"
#include "xlog.h"
#include <xstring.h>
namespace cocos2d
{
using namespace zdh;
CCTransitionGame * CCTransitionGame::create(float t, CCScene *scene)
{
CCTransitionGame * pScene = new CCTransitionGame();
if (pScene && pScene->initWithDuration(t, scene))
{
pScene->autorelease();
return pScene;
}
CC_SAFE_DELETE(pScene);
return NULL;
}
CCTransitionGame::CCTransitionGame()
{
m_FinishCnt = 0;
}
CCTransitionGame::~CCTransitionGame()
{
}
void CCTransitionGame::onEnter()
{
CCTransitionScene::onEnter();
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
// 设置左边的起点和终点
CCPoint stLeftBegin, stLeftEnd, stRightBegin, stRightEnd;
stLeftBegin.setPoint(-436.0f, -60);
stLeftEnd.setPoint(visibleSize.width / 2.0f + stLeftBegin.x, -60.0f);
// 设置右边的起点和终点
stRightBegin.setPoint(visibleSize.width, -60.0f);
stRightEnd.setPoint(visibleSize.width / 2.0f, -60.0f);
// 加载动画序列
CCSpriteFrameCache* pCache = CCSpriteFrameCache::sharedSpriteFrameCache();
pCache->addSpriteFramesWithFile("middle_ani_1.plist");
pCache->addSpriteFramesWithFile("middle_ani_2.plist");
// 生成动画图片列表和动画对象
CCArray* pAnimFrames = CCArray::createWithCapacity(69);
XAnsiString strAniName;
for (int i = 1; i < 70; i++)
{
strAniName.printf("light%04d.png", i);
pAnimFrames->addObject(pCache->spriteFrameByName(strAniName.c_str()));
}
CCAnimation* animation = CCAnimation::createWithSpriteFrames(pAnimFrames, this->m_fDuration * 2.0f / 3.0f / 69.0f);
CCNode * pNode = CCNode::create();
// 这个有两个子节点,一个是左边交换图片,一个是中间的动画,用于一起做移动的Action
CCSprite* pLeft = CCSprite::createWithSpriteFrameName("swap_left.png");
pLeft->setAnchorPoint(CCPointZero);
pNode->addChild(pLeft);
CCSprite * pMiddle = CCSprite::create();
// 显示动画
pMiddle->setAnchorPoint(CCPointZero);
pMiddle->setPosition(ccp(436.0f - 69.0f, 250.0f + 60.0f - 72.0f));
pMiddle->runAction(CCAnimate::create(animation));
pNode->addChild(pMiddle);
pNode->setAnchorPoint(ccp(0, 0));
pNode->setPosition(stLeftBegin);
this->addChild(pNode, 1);
// 右边的交换图片
CCSprite* pRight = CCSprite::createWithSpriteFrameName("swap_right.png");
pRight->setPosition(stRightBegin);
pRight->setAnchorPoint(CCPointZero);
this->addChild(pRight, 0);
// 定义动作
// 左边的向右移动活动
CCMoveTo* pActionLeft = CCMoveTo::create(m_fDuration / 3, stLeftEnd);
// 右边的向左移动活动
CCMoveTo * pActionRight = CCMoveTo::create(m_fDuration / 3, stRightEnd);
// 原地不动
CCMoveTo* pActionLeft1 = CCMoveTo::create(m_fDuration / 3, stLeftEnd);
CCMoveTo * pActionRight1 = CCMoveTo::create(m_fDuration / 3, stRightEnd);
CCMoveTo* pActionLeft2 = CCMoveTo::create(m_fDuration / 3, stLeftBegin);
CCMoveTo * pActionRight2 = CCMoveTo::create(m_fDuration / 3, stRightBegin);
m_FinishCnt = 0;
pNode->runAction(CCSequence::create(pActionLeft, CCCallFunc::create(this, callfunc_selector(CCTransitionGame::OnFirstActionFinish)), pActionLeft1, pActionLeft2, CCCallFunc::create(this, callfunc_selector(CCTransitionGame::LRFinish)), NULL));
pRight->runAction(CCSequence::create(pActionRight, pActionRight1, pActionRight2, CCCallFunc::create(this, callfunc_selector(CCTransitionGame::LRFinish)), NULL));
}
void CCTransitionGame::LRFinish(void)
{
// 所有的活动完成后,要执行场景的Finish
m_FinishCnt++;
if (m_FinishCnt >= 2)
{
CCTransitionScene::finish();
}
}
void CCTransitionGame::OnFirstActionFinish(void)
{
// 打开门之前,关闭显示第一个场景,显示第二个场景
m_pInScene->setVisible(true);
m_pOutScene->setVisible(false);
}
}
用到的资源
效果图
(此处可补充效果图的展示方式,如插入图片等,原文未给出具体图片信息)