当前位置 : 主页 > 手机开发 > harmonyos >

cocos2dx之场景特效

来源:互联网 收集:自由互联 发布时间:2023-08-25
CCTransitionScene派生自CCScene,换句话说,场景特效本身也是一个场景。讲到这里,聪明的读者也许已经想到了,场景特效的实现方式与复合动作类似:复合动作是一类特殊的动作,它们包


CCTransitionScene派生自CCScene,换句话说,场景特效本身也是一个场景。讲到这里,聪明的读者也许已经想到了,场
景特效的实现方式与复合动作类似:复合动作是一类特殊的动作,它们包含其他动作,执行复合动作时,被包含的动作也
会按照一定的方式执行;而场景特效是一类特殊的场景,它们包含了另一个场景,在运行场景特效时,被包含的原场景会
以添加了特效的方式显示出来。因此,特效场景的使用方法与复合动作也类似。首先创建一个场景,称作原场景,然后把
原场景当做参数来创建一个特效场景,使用时只需要把特效场景传入CCDirector的replaceScene方法即可,相关代码如
下:



CCDirector::sharedDirector()->replaceScene(CCTransitionFlipY::create(5, pscene));



还有一些其他的场景效果类,他们都派生于CCTransitionScene:


/** @brief A CCTransition that supports orientation like.
* Possible orientation: LeftOver, RightOver, UpOver, DownOver
*/
class CC_DLL CCTransitionSceneOriented : public CCTransitionScene
{
protected:
    tOrientation m_eOrientation;

public:
    /**
     *  @js ctor
     */
    CCTransitionSceneOriented();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionSceneOriented();

    /** creates a base transition with duration and incoming scene */
    static CCTransitionSceneOriented * create(float t,CCScene* scene, tOrientation orientation);

    /** initializes a transition with duration and incoming scene */
    virtual bool initWithDuration(float t,CCScene* scene,tOrientation orientation);
};

/** @brief CCTransitionRotoZoom:
Rotate and zoom out the outgoing scene, and then rotate and zoom in the incoming 
*/
class CC_DLL CCTransitionRotoZoom : public CCTransitionScene
{
public:
    /**
     *  @js ctor
     */
    CCTransitionRotoZoom();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionRotoZoom();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onEnter();

    static CCTransitionRotoZoom* create(float t, CCScene* scene);
};

/** @brief CCTransitionJumpZoom:
Zoom out and jump the outgoing scene, and then jump and zoom in the incoming 
*/
class CC_DLL CCTransitionJumpZoom : public CCTransitionScene
{
public:
    /**
     *  @js ctor
     */
    CCTransitionJumpZoom();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionJumpZoom();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onEnter();

    static CCTransitionJumpZoom* create(float t, CCScene* scene);
};

/** @brief CCTransitionMoveInL:
Move in from to the left the incoming scene.
*/
class CC_DLL CCTransitionMoveInL : public CCTransitionScene, public CCTransitionEaseScene
{
public:
    /**
     *  @js ctor
     */
    CCTransitionMoveInL();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionMoveInL();
    /** initializes the scenes */
    virtual void initScenes(void);
    /** returns the action that will be performed */
    virtual CCActionInterval* action(void);

    virtual CCActionInterval* easeActionWithAction(CCActionInterval * action);
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onEnter();

    static CCTransitionMoveInL* create(float t, CCScene* scene);
};

/** @brief CCTransitionMoveInR:
Move in from to the right the incoming scene.
*/
class CC_DLL CCTransitionMoveInR : public CCTransitionMoveInL
{
public:
    /**
     *  @js ctor
     */
    CCTransitionMoveInR();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionMoveInR();
    virtual void initScenes();

    static CCTransitionMoveInR* create(float t, CCScene* scene);
};

/** @brief CCTransitionMoveInT:
Move in from to the top the incoming scene.
*/
class CC_DLL CCTransitionMoveInT : public CCTransitionMoveInL 
{
public:
    /**
     *  @js ctor
     */
    CCTransitionMoveInT();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionMoveInT();
    virtual void initScenes();

    static CCTransitionMoveInT* create(float t, CCScene* scene);
};

/** @brief CCTransitionMoveInB:
Move in from to the bottom the incoming scene.
*/
class CC_DLL CCTransitionMoveInB : public CCTransitionMoveInL
{
public:
    /**
     *  @js ctor
     */
    CCTransitionMoveInB();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionMoveInB();
    virtual void initScenes();

    static CCTransitionMoveInB* create(float t, CCScene* scene);
};

/** @brief CCTransitionSlideInL:
Slide in the incoming scene from the left border.
*/
class CC_DLL CCTransitionSlideInL : public CCTransitionScene, public CCTransitionEaseScene
{
public:
    /**
     *  @js ctor
     */
    CCTransitionSlideInL();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionSlideInL();

    /** initializes the scenes */
    virtual void initScenes(void);
    /** returns the action that will be performed by the incoming and outgoing scene */
    virtual CCActionInterval* action(void);
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onEnter();
    
    virtual CCActionInterval* easeActionWithAction(CCActionInterval * action);

    static CCTransitionSlideInL* create(float t, CCScene* scene);
protected:
    virtual void sceneOrder();
};

/** @brief CCTransitionSlideInR:
Slide in the incoming scene from the right border.
*/
class CC_DLL CCTransitionSlideInR : public CCTransitionSlideInL 
{
public:
    /**
     *  @js ctor
     */
    CCTransitionSlideInR();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionSlideInR();

    /** initializes the scenes */
    virtual void initScenes(void);
    /** returns the action that will be performed by the incoming and outgoing scene */
    virtual CCActionInterval* action(void);

    static CCTransitionSlideInR* create(float t, CCScene* scene);
protected:
    virtual void sceneOrder();
};

/** @brief CCTransitionSlideInB:
Slide in the incoming scene from the bottom border.
*/
class CC_DLL CCTransitionSlideInB : public CCTransitionSlideInL
{
public:
    /**
     *  @js ctor
     */
    CCTransitionSlideInB();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionSlideInB();

    /** initializes the scenes */
    virtual void initScenes(void);
    /** returns the action that will be performed by the incoming and outgoing scene */
    virtual CCActionInterval* action(void);

    static CCTransitionSlideInB* create(float t, CCScene* scene);
protected: 
    virtual void sceneOrder();
};

/** @brief CCTransitionSlideInT:
Slide in the incoming scene from the top border.
*/
class CC_DLL CCTransitionSlideInT : public CCTransitionSlideInL
{
public:
    /**
     *  @js ctor
     */
    CCTransitionSlideInT();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionSlideInT();

    /** initializes the scenes */
    virtual void initScenes(void);
    /** returns the action that will be performed by the incoming and outgoing scene */
    virtual CCActionInterval* action(void);

    static CCTransitionSlideInT* create(float t, CCScene* scene);
protected:
    virtual void sceneOrder();
};

/**
@brief Shrink the outgoing scene while grow the incoming scene
*/
class CC_DLL CCTransitionShrinkGrow : public CCTransitionScene , public CCTransitionEaseScene
{
public:
    /**
     *  @js ctor
     */
    CCTransitionShrinkGrow();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionShrinkGrow();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onEnter();
    virtual CCActionInterval* easeActionWithAction(CCActionInterval * action);

    static CCTransitionShrinkGrow* create(float t, CCScene* scene);
};

/** @brief CCTransitionFlipX:
Flips the screen horizontally.
The front face is the outgoing scene and the back face is the incoming scene.
*/
class CC_DLL CCTransitionFlipX : public CCTransitionSceneOriented
{
public:
    /**
     *  @js ctor
     */
    CCTransitionFlipX();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionFlipX();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onEnter();

    static CCTransitionFlipX* create(float t, CCScene* s, tOrientation o);
    static CCTransitionFlipX* create(float t, CCScene* s);
};

/** @brief CCTransitionFlipY:
Flips the screen vertically.
The front face is the outgoing scene and the back face is the incoming scene.
*/
class CC_DLL CCTransitionFlipY : public CCTransitionSceneOriented
{
public:
    /**
     *  @js ctor
     */
    CCTransitionFlipY();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionFlipY();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onEnter();

    static CCTransitionFlipY* create(float t, CCScene* s, tOrientation o);
    static CCTransitionFlipY* create(float t, CCScene* s);
};

/** @brief CCTransitionFlipAngular:
Flips the screen half horizontally and half vertically.
The front face is the outgoing scene and the back face is the incoming scene.
*/
class CC_DLL CCTransitionFlipAngular : public CCTransitionSceneOriented
{
public:
    /**
     *  @js ctor
     */
    CCTransitionFlipAngular();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionFlipAngular();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onEnter();
    
    static CCTransitionFlipAngular* create(float t, CCScene* s, tOrientation o);
    static CCTransitionFlipAngular* create(float t, CCScene* s);
};

/** @brief CCTransitionZoomFlipX:
Flips the screen horizontally doing a zoom out/in
The front face is the outgoing scene and the back face is the incoming scene.
*/
class CC_DLL CCTransitionZoomFlipX : public CCTransitionSceneOriented
{
public:
    /**
     *  @js ctor
     */
    CCTransitionZoomFlipX();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionZoomFlipX();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onEnter();

    static CCTransitionZoomFlipX* create(float t, CCScene* s, tOrientation o);
    static CCTransitionZoomFlipX* create(float t, CCScene* s);
};

/** @brief CCTransitionZoomFlipY:
Flips the screen vertically doing a little zooming out/in
The front face is the outgoing scene and the back face is the incoming scene.
*/
class CC_DLL CCTransitionZoomFlipY : public CCTransitionSceneOriented
{
public:
    /**
     *  @js ctor
     */
    CCTransitionZoomFlipY();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionZoomFlipY();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onEnter();

    static CCTransitionZoomFlipY* create(float t, CCScene* s, tOrientation o);
    static CCTransitionZoomFlipY* create(float t, CCScene* s);
};

/** @brief CCTransitionZoomFlipAngular:
Flips the screen half horizontally and half vertically doing a little zooming out/in.
The front face is the outgoing scene and the back face is the incoming scene.
*/
class CC_DLL CCTransitionZoomFlipAngular : public CCTransitionSceneOriented
{
public:
    /**
     *  @js ctor
     */
    CCTransitionZoomFlipAngular();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionZoomFlipAngular();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onEnter();

    static CCTransitionZoomFlipAngular* create(float t, CCScene* s, tOrientation o);
    static CCTransitionZoomFlipAngular* create(float t, CCScene* s);
};

/** @brief CCTransitionFade:
Fade out the outgoing scene and then fade in the incoming scene.'''
*/
class CC_DLL CCTransitionFade : public CCTransitionScene
{
protected:
    ccColor4B    m_tColor;

public:
    /**
     *  @js ctor
     */
    CCTransitionFade();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionFade();
    
    /** creates the transition with a duration and with an RGB color
    * Example: FadeTransition::create(2, scene, ccc3(255,0,0); // red color
    */
    static CCTransitionFade* create(float duration,CCScene* scene, const ccColor3B& color);
    static CCTransitionFade* create(float duration,CCScene* scene);

    /** initializes the transition with a duration and with an RGB color */
    virtual bool initWithDuration(float t, CCScene*scene ,const ccColor3B& color);

    virtual bool initWithDuration(float t,CCScene* scene);
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onEnter();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onExit();
};

class CCRenderTexture;
/**
@brief CCTransitionCrossFade:
Cross fades two scenes using the CCRenderTexture object.
*/
class CC_DLL CCTransitionCrossFade : public CCTransitionScene
{
public :
    /**
     *  @js ctor
     */
    CCTransitionCrossFade();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionCrossFade();

    virtual void draw();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onEnter();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onExit();

public:
    static CCTransitionCrossFade* create(float t, CCScene* scene);
};

/** @brief CCTransitionTurnOffTiles:
Turn off the tiles of the outgoing scene in random order
*/
class CC_DLL CCTransitionTurnOffTiles : public CCTransitionScene ,public CCTransitionEaseScene
{
public :
    /**
     *  @js ctor
     */
    CCTransitionTurnOffTiles();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionTurnOffTiles();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onEnter();
    virtual CCActionInterval * easeActionWithAction(CCActionInterval * action);

public:
    static CCTransitionTurnOffTiles* create(float t, CCScene* scene);
protected:
    virtual void sceneOrder();
};

/** @brief CCTransitionSplitCols:
The odd columns goes upwards while the even columns goes downwards.
*/
class CC_DLL CCTransitionSplitCols : public CCTransitionScene , public CCTransitionEaseScene
{
public:
    /**
     *  @js ctor
     */
    CCTransitionSplitCols();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionSplitCols();

    virtual CCActionInterval* action(void);
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onEnter();
    virtual CCActionInterval * easeActionWithAction(CCActionInterval * action);

public:

    static CCTransitionSplitCols* create(float t, CCScene* scene);
};

/** @brief CCTransitionSplitRows:
The odd rows goes to the left while the even rows goes to the right.
*/
class CC_DLL CCTransitionSplitRows : public CCTransitionSplitCols
{
public:
    /**
     *  @js ctor
     */
    CCTransitionSplitRows();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionSplitRows();

    virtual CCActionInterval* action(void);

public:

    static CCTransitionSplitRows* create(float t, CCScene* scene);
};

/** @brief CCTransitionFadeTR:
Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner.
*/
class CC_DLL CCTransitionFadeTR : public CCTransitionScene , public CCTransitionEaseScene
{
public:
    /**
     *  @js ctor
     */
    CCTransitionFadeTR();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionFadeTR();
    virtual CCActionInterval* actionWithSize(const CCSize& size);
    /**
     *  @js NA
     *  @lua NA
     */
    virtual void onEnter();
    virtual CCActionInterval* easeActionWithAction(CCActionInterval * action);

public:

    static CCTransitionFadeTR* create(float t, CCScene* scene);
protected:
    virtual void sceneOrder();
};

/** @brief CCTransitionFadeBL:
Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner.
*/
class CC_DLL CCTransitionFadeBL : public CCTransitionFadeTR
{
public:
    /**
     *  @js ctor
     */
    CCTransitionFadeBL();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionFadeBL();
    virtual CCActionInterval* actionWithSize(const CCSize& size);

public:

    static CCTransitionFadeBL* create(float t, CCScene* scene);
};

/** @brief CCTransitionFadeUp:
* Fade the tiles of the outgoing scene from the bottom to the top.
*/
class CC_DLL CCTransitionFadeUp : public CCTransitionFadeTR
{
public:
    /**
     *  @js ctor
     */
    CCTransitionFadeUp();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionFadeUp();
    virtual CCActionInterval* actionWithSize(const CCSize& size);

public:

    static CCTransitionFadeUp* create(float t, CCScene* scene);
};

/** @brief CCTransitionFadeDown:
* Fade the tiles of the outgoing scene from the top to the bottom.
*/
class CC_DLL CCTransitionFadeDown : public CCTransitionFadeTR
{
public:
    /**
     *  @js ctor
     */
    CCTransitionFadeDown();
    /**
     *  @js NA
     *  @lua NA
     */
    virtual ~CCTransitionFadeDown();
    virtual CCActionInterval* actionWithSize(const CCSize& size);

public:

    static CCTransitionFadeDown* create(float t, CCScene* scene);
};




上一篇:cocos2dx之A星算法
下一篇:没有了
网友评论