本文介绍: 3D翻页特效,从右下角往左上角翻。3D效果tiles跳跃。

Twirl

扭曲旋转特效
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// 持续时间(时间过后不会回到原来的样子)
// 整个屏幕被分成几行几列 
// 扭曲中心位置 
// 扭曲的数量 
// 振幅 
static Twirl* create(float duration, const Size& gridSize, const Vec2& position, unsigned int twirls, float amplitude);

源码

void Twirl::update(float time)
{
    int i, j;
    Vec2    c = _position;
    
    for (i = 0; i < (_gridSize.width+1); ++i)
    {
        for (j = 0; j < (_gridSize.height+1); ++j)
        {
            Vec3 v = getOriginalVertex(Vec2(i ,j));
            
            Vec2 avg(i-(_gridSize.width/2.0f), j-(_gridSize.height/2.0f));
            float r = avg.getLength();
            
            float amp = 0.1f * _amplitude * _amplitudeRate;
            float a = r * cosf( (float)M_PI/2.0f + time * (float)M_PI * _twirls * 2 ) * amp;
            
            Vec2 d(
                sinf(a) * (v.y-c.y) + cosf(a) * (v.x-c.x),
                cosf(a) * (v.y-c.y) - sinf(a) * (v.x-c.x));
            
            v.x = c.x + d.x;
            v.y = c.y + d.y;

            setVertex(Vec2(i ,j), v);
        }
    }
}

示例

cc.Twirl:create(2, cc.size(12,8), cc.p(size.width/2, size.height/2), 1, 2.5)

ShakyTiles3D

瓷砖晃动特效
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// 持续时间(时间过后不会回到原来的样子) 
// 整个屏幕被分成几行几列 
// 晃动的范围 
// z轴是否晃动 
static ShakyTiles3D* create(float duration, const Size& gridSize, int range, bool shakeZ);

源码

void ShakyTiles3D::update(float /*time*/)
{
    int i, j;

    for (i = 0; i < _gridSize.width; ++i)
    {
        for (j = 0; j < _gridSize.height; ++j)
        {
            Quad3 coords = getOriginalTile(Vec2(i, j));

            // X
            coords.bl.x += ( rand() % (_randrange*2) ) - _randrange;
            coords.br.x += ( rand() % (_randrange*2) ) - _randrange;
            coords.tl.x += ( rand() % (_randrange*2) ) - _randrange;
            coords.tr.x += ( rand() % (_randrange*2) ) - _randrange;

            // Y
            coords.bl.y += ( rand() % (_randrange*2) ) - _randrange;
            coords.br.y += ( rand() % (_randrange*2) ) - _randrange;
            coords.tl.y += ( rand() % (_randrange*2) ) - _randrange;
            coords.tr.y += ( rand() % (_randrange*2) ) - _randrange;

            if (_shakeZ)
            {
                coords.bl.z += ( rand() % (_randrange*2) ) - _randrange;
                coords.br.z += ( rand() % (_randrange*2) ) - _randrange;
                coords.tl.z += ( rand() % (_randrange*2) ) - _randrange;
                coords.tr.z += ( rand() % (_randrange*2) ) - _randrange;
            }
                        
            setTile(Vec2(i, j), coords);
        }
    }
}

示例

cc.ShakyTiles3D:create(t, cc.size(16,12), 5, false)

ShatteredTiles3D

破碎的3D瓷砖特效

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// 持续时间(时间过后不会回到原来的样子) 
// 整个屏幕被分成几行几列
// 晃动的范围 
// z轴是否晃动 
static ShatteredTiles3D* create(float duration, const Size& gridSize, int range, bool shatterZ);

源码

void ShatteredTiles3D::update(float /*time*/)
{
    int i, j;

    if (_once == false)
    {
        for (i = 0; i < _gridSize.width; ++i)
        {
            for (j = 0; j < _gridSize.height; ++j)
            {
                Quad3 coords = getOriginalTile(Vec2(i ,j));
                
                // X
                coords.bl.x += ( rand() % (_randrange*2) ) - _randrange;
                coords.br.x += ( rand() % (_randrange*2) ) - _randrange;
                coords.tl.x += ( rand() % (_randrange*2) ) - _randrange;
                coords.tr.x += ( rand() % (_randrange*2) ) - _randrange;
                
                // Y
                coords.bl.y += ( rand() % (_randrange*2) ) - _randrange;
                coords.br.y += ( rand() % (_randrange*2) ) - _randrange;
                coords.tl.y += ( rand() % (_randrange*2) ) - _randrange;
                coords.tr.y += ( rand() % (_randrange*2) ) - _randrange;

                if (_shatterZ) 
                {
                    coords.bl.z += ( rand() % (_randrange*2) ) - _randrange;
                    coords.br.z += ( rand() % (_randrange*2) ) - _randrange;                
                    coords.tl.z += ( rand() % (_randrange*2) ) - _randrange;
                    coords.tr.z += ( rand() % (_randrange*2) ) - _randrange;
                }
                
                setTile(Vec2(i, j), coords);
            }
        }
        
        _once = true;
    }
}

示例

cc.ShatteredTiles3D:create(t, cc.size(16,12), 5, false)

ShuffleTiles

瓷砖洗牌特效

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// 持续时间(时间过后不会回到原来的样子) 
// 整个屏幕被分成几行几列 
// 随即速度基数(即会用此值作为底数来随机产生值) 
static ShuffleTiles* create(float duration, const Size& gridSize, unsigned int seed);

源码

void ShuffleTiles::update(float time)
{
    Tile *tileArray = (Tile*)_tiles;

    for (int i = 0; i < _gridSize.width; ++i)
    {
        for (int j = 0; j < _gridSize.height; ++j)
        {
            tileArray->position = Vec2((float)tileArray->delta.width, (float)tileArray->delta.height) * time;
            placeTile(Vec2(i, j), tileArray);
            ++tileArray;
        }
    }
}

示例

local shuffle = cc.ShuffleTiles:create(t, cc.size(16,12), 25)
local shuffle_back = shuffle:reverse()
local delay = cc.DelayTime:create(2)

return cc.Sequence:create(shuffle, shuffle_back, delay)

FadeOutTRTiles、FadeOutBLTiles、FadeOutUpTiles、FadeOutDownTiles

  • FadeOutTRTiles :淡出效果,从左下角到右上角
  • FadeOutBLTiles :淡出效果,从右上角到左下角
  • FadeOutUpTiles :折叠效果,从下到上
  • FadeOutDownTiles :折叠效果,从上到下

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// 时间
// 网格大小 
static FadeOutTRTiles* create(float duration, const Size& gridSize);
static FadeOutBLTiles* create(float duration, const Size& gridSize);
static FadeOutUpTiles* create(float duration, const Size& gridSize);
static FadeOutDownTiles* create(float duration, const Size& gridSize);

示例

local function FadeOutTRTilesDemo(t)
    local fadeout = cc.FadeOutTRTiles:create(t, cc.size(16,12))
    local back = fadeout:reverse()
    local delay = cc.DelayTime:create(0.5)

    return cc.Sequence:create(fadeout, back, delay)
end

local function FadeOutBLTilesDemo(t)
    local fadeout = cc.FadeOutBLTiles:create(t, cc.size(16,12))
    local back = fadeout:reverse()
    local delay = cc.DelayTime:create(0.5)

    return cc.Sequence:create(fadeout, back, delay)
end

local function FadeOutUpTilesDemo(t)
    local fadeout = cc.FadeOutUpTiles:create(t, cc.size(16,12))
    local back = fadeout:reverse()
    local delay = cc.DelayTime:create(0.5)

    return cc.Sequence:create(fadeout, back, delay)
end

local function FadeOutDownTilesDemo(t)
    local fadeout = cc.FadeOutDownTiles:create(t, cc.size(16,12))
    local back = fadeout:reverse()
    local delay = cc.DelayTime:create(0.5)

    return cc.Sequence:create(fadeout, back, delay)
end

TurnOffTiles

方块消失特效
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// 持续时间(时间过后不会回到原来的样子) 
// 整个屏幕被分成几行几列
static TurnOffTiles* create(float duration, const Size& gridSize);
// seed 随即速度基数(即会用此值作为底数来随机产生值)
static TurnOffTiles* create(float duration, const Size& gridSize, unsigned int seed);

示例

local function TurnOffTilesDemo(t)
    local fadeout = cc.TurnOffTiles:create(t, cc.size(48,32), 25)
    local back = fadeout:reverse()
    local delay = cc.DelayTime:create(0.5)

    return cc.Sequence:create(fadeout, back, delay)
end

WavesTiles3D

瓷砖波浪特效
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// 持续时间(时间过后不会回到原来的样子) 
// 整个屏幕被分成几行几列
// 波动的速率 
// 振幅
static WavesTiles3D* create(float duration, const Size& gridSize, unsigned int waves, float amplitude);

示例

local function WavesTiles3DDemo(t)
    return cc.WavesTiles3D:create(t, cc.size(15,10), 4, 120)
end

JumpTiles3D

3D效果tiles跳跃
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// 持续时间(时间过后不会回到原来的样子)
// 整个屏幕被分成几行几列
// 跳几下
// 振幅
static JumpTiles3D* create(float duration, const Size& gridSize, unsigned int numberOfJumps, float amplitude);

示例

local function JumpTiles3DDemo(t)
    return cc.JumpTiles3D:create(t, cc.size(15,10), 2, 30)
end

SplitRows、SplitCols

  • SplitRows 分多行消失特效
  • SplitCols 分多列消失特效
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// 时间
// 行数或者列数
 static SplitRows* create(float duration, unsigned int rows);
 static SplitCols* create(float duration, unsigned int cols);

示例

local function SplitRowsDemo(t)
    return cc.SplitRows:create(t, 9)
end

local function SplitColsDemo(t)
    return cc.SplitCols:create(t, 9)
end

PageTurn3D

3D翻页特效,从右下角往左上角翻
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// 时间
// 网格大小 
static PageTurn3D* create(float duration, const Size& gridSize);

示例

local function PageTurn3DDemo(t)
    cc.Director:getInstance():setDepthTest(true)
    return cc.PageTurn3D:create(t, cc.size(15,10))
end

原文地址:https://blog.csdn.net/canjiangmengyuan/article/details/134556466

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