cocos2dx框架已經(jīng)提供了很多場景切換的類,但是一些自定義的場景切換,只有自己實現(xiàn)了。下面是實現(xiàn)的類。這里設計的分辨率是750*500.請根據(jù)實際的要求調(diào)整。
頭文件
#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();
CCPoint stLeftBegin, stLeftEnd, stRightBegin, stRightEnd;
//設置左邊的起點和終點
stLeftBegin.setPoint(-436.0f, -60);
stLeftEnd.setPoint(visibleSize.width / 2.0f + stLeftBegin.x, -60.0f);
//設置右邊的起點和終點
stRightBegin.setPoint(visibleSize.width, -60.0f);
stRightEnd.setPoint(visibleSize.width / 2.0f, -60.0f);
//加載動畫序列
CCSpriteFrameCache* pCache = CCSpriteFrameCache::sharedSpriteFrameCache();
pCache->addSpriteFramesWithFile("middle_ani_1.plist");
pCache->addSpriteFramesWithFile("middle_ani_2.plist");
//生成畫動圖片列表和動畫對象
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(); //這個有兩個子節(jié)點,一個是左邊交換圖片,一個是中間的動畫,用于一起做移動的Action
CCSprite* pLeft = CCSprite::createWithSpriteFrameName("swap_left.png");
pLeft->setAnchorPoint(CCPointZero);
pNode->addChild(pLeft);
CCSprite * pMiddle = CCSprite::create(); //顯示動畫
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);
//右邊的交換圖片
CCSprite* pRight = CCSprite::createWithSpriteFrameName("swap_right.png");
pRight->setPosition(stRightBegin);
pRight->setAnchorPoint(CCPointZero);
this->addChild(pRight, 0);
//定義動作
//左邊的向右移動活動
CCMoveTo* pActionLeft = CCMoveTo::create(m_fDuration / 3, stLeftEnd);
//右邊的向左移動活動
CCMoveTo * pActionRight = CCMoveTo::create(m_fDuration / 3, stRightEnd);
//原地不動
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)
{
//所以的活動完成后,要執(zhí)行場行的Finish
m_FinishCnt++;
if (m_FinishCnt >= 2)
{
CCTransitionScene::finish();
}
}
void CCTransitionGame::OnFirstActionFinish(void)
{
//打開門之前,關(guān)閉顯示第一個場景,顯示第二個場景
m_pInScene->setVisible(true);
m_pOutScene->setVisible(false);
}
}
用到的資源
/Files/zdhsoft/plist.zip
效果圖: