Cocos2d-x Lua示例 ActionEaseTest(动作)
本篇博客介绍Cocos2d-x中的动作,Cocos2d-x为我们提供了丰富的动作接口,下面笔者就详细介绍一下:
本系列博客介绍的是lua的实现,想看C++实现请移步到Cocos2d-x为我们提供的例子:
Action类继承关系图,各位可以到http://cn.cocos2d-x.org/doc/cocos2d-x-3.0/db/d61/classcocos2d_1_1_action.html进行参考:
本篇博客的例子并没有涉及所有的动作,其他动作,以后的例子可能会涉及到,到时再进行说明。
我们先看一下效果,笔者只做了第一个动作的gif图,剩下的,读者可以自己运行lua-tests进行查看
本例子动作总结:
MoveBy/MoveTo: 创建一个移动的动作
EaseIn/EaseOut: 动作由慢变快/动作由快变慢
EaseInOut:动作由慢变快再由快变慢
EaseExponentialIn:动作由慢变极快
EaseExponentialOut:动作由极快变慢
EaseExponentialInOut:动作由慢至极快再由极快边慢
EaseSineIn:动作由快变慢
EaseSineOut:动作由慢变快
EaseSineInOut:精灵由慢至快再由快至慢
EaseElasticIn:让目标动作赋予弹性 ,且以目标动作起点位子赋予弹性
EaseElasticOut:让目标动作赋予弹性 ,且以目标动作终点位子赋予弹性
EaseElasticInOut:让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性
EaseBounceIn:让目标动作缓慢开始
EaseBounceOut:让目标动作赋予反弹力,且以目标动作结束位子开始反弹
EaseBounceInOut:让目标动作赋予反弹力,且以目标动作起始与结束位子开始反弹
EaseBackIn:让目标动作赋予回力 , 且以目标动作起点位置作为回力点
EaseBackOut:让目标动作赋予回力 , 且以目标动作终点位置作为回力点
EaseBackInOut:让目标动作赋予回力 , 且以目标动作起点和终点位置作为回力点
JumpBy/JumpTo:跳的动作
RotateBy/RotateTo:旋转的动作
Spawn:让多个动作同时执行
Speed:让目标运行速度加倍
实现代码如下:
local kTagAction1 = 1 local kTagAction2 = 2 local kTagSlider = 1 -- 获取屏幕大小 local s = cc.Director:getInstance():getWinSize() -- 获取与Directorg关联的调度器 local scheduler = cc.Director:getInstance():getScheduler() -- 创建简单的移动,持续3秒 local function createSimpleMoveBy() return cc.MoveBy:create(3, cc.p(s.width - 130, 0)) end -- 创建简单的延迟,0.25秒 local function createSimpleDelayTime() return cc.DelayTime:create(0.25) end -- 设置两个精灵的位置 local function positionForTwo() grossini:setPosition(cc.p(60, s.height * 1 / 5)) tamara:setPosition(cc.p(60, s.height * 4 / 5)) kathia:setVisible(false) end -- 获取基础层 local function getBaseLayer() local layer = cc.Layer:create() -- 三个丑陋的精灵 grossini = cc.Sprite:create(s_pPathGrossini) tamara = cc.Sprite:create(s_pPathSister1) kathia = cc.Sprite:create(s_pPathSister2) -- 添加三个精灵到层当中 layer:addChild(grossini, 3) layer:addChild(kathia, 2) layer:addChild(tamara, 1) -- 设置三个精灵的位置 grossini:setPosition(cc.p(60, s.height * 1 / 5)) kathia:setPosition(cc.p(60, s.height * 2.5 / 5)) tamara:setPosition(cc.p(60, s.height * 4 / 5)) -- 初始化层 Helper.initWithLayer(layer) return layer end ----------------------------------- -- SpriteEase ----------------------------------- local SpriteEase_entry = nil -- 测试停止动作 local function testStopAction(dt) -- 取消调度脚本 scheduler:unscheduleScriptEntry(SpriteEase_entry) tamara:stopActionByTag(1) kathia:stopActionByTag(1) grossini:stopActionByTag(1) end -- 进入或退出 local function SpriteEase_onEnterOrExit(tag) -- 如果是进入 if tag == "enter" then -- 执行脚本方法 SpriteEase_entry = scheduler:scheduleScriptFunc(testStopAction, 6.25, false) elseif tag == "exit" then -- 注销循环 scheduler:unscheduleScriptEntry(SpriteEase_entry) end end -- local function SpriteEase() local layer = getBaseLayer() local move = createSimpleMoveBy() local move_back = move:reverse() -- 原地返回 -- 动作由慢变快 local move_ease_in = cc.EaseIn:create(createSimpleMoveBy(), 2.5) -- 原路返回 local move_ease_in_back = move_ease_in:reverse() -- 动作有块变慢 local move_ease_out = cc.EaseOut:create(createSimpleMoveBy(), 2.5) -- 原路返回 local move_ease_out_back = move_ease_out:reverse() -- 延时 local delay = createSimpleDelayTime() -- 动作序列1 local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime()) -- 动作序列2 local seq2 = cc.Sequence:create(move_ease_in,createSimpleDelayTime(),move_ease_in_back,createSimpleDelayTime()) -- 动作序列3 local seq3 = cc.Sequence:create(move_ease_out,createSimpleDelayTime(),move_ease_out_back,createSimpleDelayTime()) -- 执行一个无线循环的动作 local a2 = grossini:runAction(cc.RepeatForever:create(seq1)) a2:setTag(1)--改变这个用来更容易分辨节点的标记。 local a1 = tamara:runAction(cc.RepeatForever:create(seq2)) a1:setTag(1) local a = kathia:runAction(cc.RepeatForever:create(seq3)) a:setTag(1) -- 注册监听脚本 layer:registerScriptHandler(SpriteEase_onEnterOrExit) Helper.titleLabel:setString("EaseIn - EaseOut - Stop") return layer end ----------------------------------- -- SpriteEaseInOut 精灵由慢至快再由快至慢 ----------------------------------- local function SpriteEaseInOut() -- 获取基础层 local layer = getBaseLayer() -- 创建移动动作 local move = createSimpleMoveBy() -- 创建由慢变快再由快变慢的动作,第一个参数表示动作,第二个参数表示频率 local move_ease_inout1 = cc.EaseInOut:create(createSimpleMoveBy(), 0.65) -- 返回执行与本Action对象相反操作的新Action对象 local move_ease_inout_back1 = move_ease_inout1:reverse() -- 创建频率为1.35的easeInOut动作 local move_ease_inout2 = cc.EaseInOut:create(createSimpleMoveBy(), 1.35) -- 返回执行与本Action对象相反操作的新Action对象 local move_ease_inout_back2 = move_ease_inout2:reverse() -- 创建频率为1.0的easeInOut动作 local move_ease_inout3 = cc.EaseInOut:create(createSimpleMoveBy(), 1.0) -- 返回执行与本Action对象相反操作的新Action对象 local move_ease_inout_back3 = move_ease_inout3:reverse() -- 延时动作 local delay = createSimpleDelayTime() local seq1 = cc.Sequence:create(move_ease_inout1,delay,move_ease_inout_back1,createSimpleDelayTime()) local seq2 = cc.Sequence:create(move_ease_inout2,createSimpleDelayTime(),move_ease_inout_back2,createSimpleDelayTime()) local seq3 = cc.Sequence:create(move_ease_inout3, createSimpleDelayTime(), move_ease_inout_back3, createSimpleDelayTime() ) tamara:runAction(cc.RepeatForever:create(seq1)) kathia:runAction(cc.RepeatForever:create(seq2)) grossini:runAction(cc.RepeatForever:create(seq3)) Helper.titleLabel:setString("EaseInOut and rates") return layer end ----------------------------------- -- SpriteEaseExponential 精灵由慢至极快,由极快到慢 ----------------------------------- local function SpriteEaseExponential() -- 得到基础层 local layer = getBaseLayer() -- 创建移动动作 local move = createSimpleMoveBy() -- 反操作 local move_back = move:reverse() -- 创建由慢到极快的动作 local move_ease_in = cc.EaseExponentialIn:create(createSimpleMoveBy()) local move_ease_in_back = move_ease_in:reverse() -- 创建有极快到慢的动作 local move_ease_out = cc.EaseExponentialOut:create(createSimpleMoveBy()) local move_ease_out_back = move_ease_out:reverse() -- 创建延时动作 local delay = createSimpleDelayTime() local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime()) local seq2 = cc.Sequence:create(move_ease_in, createSimpleDelayTime(), move_ease_in_back, createSimpleDelayTime()) local seq3 = cc.Sequence:create(move_ease_out, createSimpleDelayTime(), move_ease_out_back, createSimpleDelayTime()) -- 三个丑八怪执行动作 grossini:runAction(cc.RepeatForever:create(seq1)) tamara:runAction(cc.RepeatForever:create(seq2)) kathia:runAction(cc.RepeatForever:create(seq3)) -- 设置层标题 Helper.titleLabel:setString("ExpIn - ExpOut actions") return layer end ----------------------------------- -- SpriteEaseExponentialInOut 精灵由慢至极快再由极快至慢 ----------------------------------- local function SpriteEaseExponentialInOut() -- 得到基础层 local layer = getBaseLayer() -- 创建简单移动动作 local move = createSimpleMoveBy() -- 反向操作 local move_back = move:reverse() -- 创建由慢至极快再由极快至慢的动作 local move_ease = cc.EaseExponentialInOut:create(createSimpleMoveBy()) local move_ease_back = move_ease:reverse() local delay = createSimpleDelayTime() local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime()) local seq2 = cc.Sequence:create(move_ease, createSimpleDelayTime(), move_ease_back, createSimpleDelayTime() ) -- 设置两个丑八怪的位置 positionForTwo() grossini:runAction(cc.RepeatForever:create(seq1)) tamara:runAction(cc.RepeatForever:create(seq2)) -- 设置层标题 Helper.titleLabel:setString("EaseExponentialInOut action") return layer end ----------------------------------- -- SpriteEaseSine 由快至慢、由慢至快 ----------------------------------- local function SpriteEaseSine() -- 得到基础层 local layer = getBaseLayer() -- 创建简单移动动作 local move = createSimpleMoveBy() -- 反向操作 local move_back = move:reverse() -- 创建由快至慢的动作 local move_ease_in = cc.EaseSineIn:create(createSimpleMoveBy()) local move_ease_in_back = move_ease_in:reverse() -- 创建有慢至快的动作 local move_ease_out = cc.EaseSineOut:create(createSimpleMoveBy()) local move_ease_out_back = move_ease_out:reverse() local delay = createSimpleDelayTime() local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime() ) local seq2 = cc.Sequence:create(move_ease_in, createSimpleDelayTime(), move_ease_in_back, createSimpleDelayTime()) local seq3 = cc.Sequence:create(move_ease_out, createSimpleDelayTime(), move_ease_out_back,createSimpleDelayTime()) -- 运动了喂 grossini:runAction(cc.RepeatForever:create(seq1)) tamara:runAction(cc.RepeatForever:create(seq2)) kathia:runAction(cc.RepeatForever:create(seq3)) -- 设置标题 Helper.titleLabel:setString("EaseSineIn - EaseSineOut") return layer end ----------------------------------- -- SpriteEaseSineInOut 精灵由慢至快再由快至慢 ----------------------------------- local function SpriteEaseSineInOut() -- 得到基础层 local layer = getBaseLayer() -- 创建简单移动动作 local move = createSimpleMoveBy() local move_back = move:reverse() -- 由慢至快再由快至慢 local move_ease = cc.EaseSineInOut:create(createSimpleMoveBy()) local move_ease_back = move_ease:reverse() local delay = createSimpleDelayTime() local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime()) local seq2 = cc.Sequence:create(move_ease, createSimpleDelayTime(), move_ease_back, createSimpleDelayTime()) -- 设置两个丑八怪的位置 positionForTwo() -- 丑八怪运动啦 grossini:runAction(cc.RepeatForever:create(seq1)) tamara:runAction(cc.RepeatForever:create(seq2)) Helper.titleLabel:setString("EaseSineInOut action") return layer end ----------------------------------- -- SpriteEaseElastic ----------------------------------- local function SpriteEaseElastic() -- 得到基础层 local layer = getBaseLayer() -- 创建简单移动动作 local move = createSimpleMoveBy() local move_back = move:reverse() -- 让目标动作赋予弹性 ,且以目标动作起点位子赋予弹性 local move_ease_in = cc.EaseElasticIn:create(createSimpleMoveBy()) local move_ease_in_back = move_ease_in:reverse() -- 让目标动作赋予弹性 ,且以目标动作终点位子赋予弹性 local move_ease_out = cc.EaseElasticOut:create(createSimpleMoveBy()) local move_ease_out_back = move_ease_out:reverse() -- 延迟动作 local delay = createSimpleDelayTime() -- 创建动作序列 local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime() ) local seq2 = cc.Sequence:create(move_ease_in, createSimpleDelayTime(), move_ease_in_back, createSimpleDelayTime()) local seq3 = cc.Sequence:create(move_ease_out, createSimpleDelayTime(), move_ease_out_back, createSimpleDelayTime()) -- 三个丑八怪又执行动作了 grossini:runAction(cc.RepeatForever:create(seq1)) tamara:runAction(cc.RepeatForever:create(seq2)) kathia:runAction(cc.RepeatForever:create(seq3)) -- 设置标题 Helper.titleLabel:setString("Elastic In - Out actions") return layer end ----------------------------------- -- SpriteEaseElasticInOut 让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性 ----------------------------------- local function SpriteEaseElasticInOut() -- 创建基础层 local layer = getBaseLayer() -- 创建简单移动的动作 local move = createSimpleMoveBy() -- 让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性,频率0.3 local move_ease_inout1 = cc.EaseElasticInOut:create(createSimpleMoveBy(), 0.3) local move_ease_inout_back1 = move_ease_inout1:reverse() -- 让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性,频率0.45 local move_ease_inout2 = cc.EaseElasticInOut:create(createSimpleMoveBy(), 0.45) local move_ease_inout_back2 = move_ease_inout2:reverse() -- 让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性,频率0.6 local move_ease_inout3 = cc.EaseElasticInOut:create(createSimpleMoveBy(), 0.6) local move_ease_inout_back3 = move_ease_inout3:reverse() local delay = createSimpleDelayTime() local seq1 = cc.Sequence:create(move_ease_inout1, delay, move_ease_inout_back1, createSimpleDelayTime()) local seq2 = cc.Sequence:create(move_ease_inout2, createSimpleDelayTime(), move_ease_inout_back2, createSimpleDelayTime()) local seq3 = cc.Sequence:create(move_ease_inout3, createSimpleDelayTime(), move_ease_inout_back3, createSimpleDelayTime()) tamara:runAction(cc.RepeatForever:create(seq1)) kathia:runAction(cc.RepeatForever:create(seq2)) grossini:runAction(cc.RepeatForever:create(seq3)) Helper.titleLabel:setString("EaseElasticInOut action") return layer end ----------------------------------- -- SpriteEaseBounce ----------------------------------- local function SpriteEaseBounce() -- 得到基础层 local layer = getBaseLayer() -- 创建简单移动动作 local move = createSimpleMoveBy() local move_back = move:reverse() -- 让目标动作缓慢开始 local move_ease_in = cc.EaseBounceIn:create(createSimpleMoveBy()) local move_ease_in_back = move_ease_in:reverse() -- 让目标动作赋予反弹力,且以目标动作结束位子开始反弹 local move_ease_out = cc.EaseBounceOut:create(createSimpleMoveBy()) local move_ease_out_back = move_ease_out:reverse() local delay = createSimpleDelayTime() local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime() ) local seq2 = cc.Sequence:create(move_ease_in, createSimpleDelayTime(), move_ease_in_back, createSimpleDelayTime()) local seq3 = cc.Sequence:create(move_ease_out, createSimpleDelayTime(), move_ease_out_back, createSimpleDelayTime()) -- 烦不烦? grossini:runAction(cc.RepeatForever:create(seq1)) tamara:runAction(cc.RepeatForever:create(seq2)) kathia:runAction(cc.RepeatForever:create(seq3)) Helper.titleLabel:setString("Bounce In - Out actions") return layer end ----------------------------------- -- SpriteEaseBounceInOut 让目标动作赋予反弹力,且以目标动作起始与结束位子开始反弹 ----------------------------------- local function SpriteEaseBounceInOut() -- 得到基础层 local layer = getBaseLayer() -- 创建简单移动动作 local move = createSimpleMoveBy() local move_back = move:reverse() -- 让目标动作赋予反弹力,且以目标动作起始与结束位子开始反弹 local move_ease = cc.EaseBounceInOut:create(createSimpleMoveBy()) local move_ease_back = move_ease:reverse() local delay = createSimpleDelayTime() local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime()) local seq2 = cc.Sequence:create(move_ease, createSimpleDelayTime(), move_ease_back, createSimpleDelayTime()) positionForTwo() -- 为什么只用两个丑八怪? grossini:runAction(cc.RepeatForever:create(seq1)) tamara:runAction(cc.RepeatForever:create(seq2)) Helper.titleLabel:setString("EaseBounceInOut action") return layer end ----------------------------------- -- SpriteEaseBack ----------------------------------- local function SpriteEaseBack() local layer = getBaseLayer() local move = createSimpleMoveBy() local move_back = move:reverse() -- 让目标动作赋予回力 , 且以目标动作起点位置作为回力点 local move_ease_in = cc.EaseBackIn:create(createSimpleMoveBy()) local move_ease_in_back = move_ease_in:reverse() -- 让目标动作赋予回力 , 且以目标动作终点位置作为回力点 local move_ease_out = cc.EaseBackOut:create(createSimpleMoveBy()) local move_ease_out_back = move_ease_out:reverse() local delay = createSimpleDelayTime() local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime()) local seq2 = cc.Sequence:create(move_ease_in, createSimpleDelayTime(), move_ease_in_back, createSimpleDelayTime()) local seq3 = cc.Sequence:create(move_ease_out, createSimpleDelayTime(), move_ease_out_back, createSimpleDelayTime()) grossini:runAction(cc.RepeatForever:create(seq1)) tamara:runAction(cc.RepeatForever:create(seq2)) kathia:runAction(cc.RepeatForever:create(seq3)) Helper.titleLabel:setString("Back In - Out actions") return layer end ----------------------------------- -- SpriteEaseBackInOut 让目标动作赋予回力 , 且以目标动作起点和终点位置作为回力点 ----------------------------------- local function SpriteEaseBackInOut() local layer = getBaseLayer() local move = createSimpleMoveBy() local move_back = move:reverse() -- 让目标动作赋予回力 , 且以目标动作起点和终点位置作为回力点 local move_ease = cc.EaseBackInOut:create(createSimpleMoveBy()) local move_ease_back = move_ease:reverse() local delay = createSimpleDelayTime() local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime()) local seq2 = cc.Sequence:create(move_ease,createSimpleDelayTime(), move_ease_back, createSimpleDelayTime()) positionForTwo() grossini:runAction(cc.RepeatForever:create(seq1)) tamara:runAction(cc.RepeatForever:create(seq2)) Helper.titleLabel:setString("EaseBackInOut action") return layer end ----------------------------------- -- SpeedTest 速度测试 ----------------------------------- local SpeedTest_entry = nil local SpeedTest_action1 = nil local SpeedTest_action2 = nil local SpeedTest_action3 = nil local function altertime(dt) -- 设置速度 SpeedTest_action1:setSpeed(math.random() * 2) SpeedTest_action2:setSpeed(math.random() * 2) SpeedTest_action3:setSpeed(math.random() * 2) end local function SpeedTest_onEnterOrExit(tag) if tag == "enter" then SpeedTest_entry = scheduler:scheduleScriptFunc(altertime, 1.0, false) elseif tag == "exit" then scheduler:unscheduleScriptEntry(SpeedTest_entry) end end -- 速度测试 local function SpeedTest() local layer = getBaseLayer() --参数1:跳到目标动作位子的所需时间 --参数2:目标位置 --参数3:跳的高度 --参数4跳到目标位置的次数 local jump1 = cc.JumpBy:create(4, cc.p(- s.width + 80, 0), 100, 4) local jump2 = jump1:reverse() -- 反向动作 -- 旋转动作,参数1:旋转的时间 参数2:旋转的角度 0 - 360 local rot1 = cc.RotateBy:create(4, 360 * 2) local rot2 = rot1:reverse() -- 蹦蹦跳跳的动作序列 local seq3_1 = cc.Sequence:create(jump2, jump1) -- 旋转的动作序列 local seq3_2 = cc.Sequence:create(rot1, rot2) -- 让多个动作同时执行 local spawn = cc.Spawn:create(seq3_1, seq3_2) -- 速度动作1 SpeedTest_action1 = cc.Speed:create(cc.RepeatForever:create(spawn), 1.0) -- 克隆一个spawn local spawn2 = spawn:clone() -- 速度动作2 SpeedTest_action2 = cc.Speed:create(cc.RepeatForever:create(spawn2), 1.0) local spawn3 = spawn:clone() -- 速度动作3 SpeedTest_action3 = cc.Speed:create(cc.RepeatForever:create(spawn3), 1.0) -- 最后一个了 grossini:runAction(SpeedTest_action2) tamara:runAction(SpeedTest_action3) kathia:runAction(SpeedTest_action1) layer:registerScriptHandler(SpeedTest_onEnterOrExit) Helper.titleLabel:setString("Speed action") return layer end function EaseActionsTest() -- 创建场景 local scene = cc.Scene:create() cclog("EaseActionsTest") -- 创建方法表 Helper.createFunctionTable = { SpriteEase, SpriteEaseInOut, SpriteEaseExponential, SpriteEaseExponentialInOut, SpriteEaseSine, SpriteEaseSineInOut, SpriteEaseElastic, SpriteEaseElasticInOut, SpriteEaseBounce, SpriteEaseBounceInOut, SpriteEaseBack, SpriteEaseBackInOut, SpeedTest } -- 添加子节点 scene:addChild(SpriteEase()) -- 添加返回菜单 scene:addChild(CreateBackMenuItem()) return scene end
Cocos2d-x 3.1.1 Lua示例 ActionEaseTest(动作),布布扣,bubuko.com