转载请说明出处:http://blog.youkuaiyun.com/lsmfeixiang/article/details/43411919
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, "fonts/Marker Felt.ttf", 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, DURATION, 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:
(后面发现少了点,我补充下)