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扭曲旋转特效
// 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)…Twirl
扭曲旋转特效
// 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.width1); i){for (j 0; j (_gridSize.height1); 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
// 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));// Xcoords.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;// Ycoords.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 // 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));// Xcoords.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;// Ycoords.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 // 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 // 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)
endlocal 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)
endlocal 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)
endlocal 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)
endTurnOffTiles
方块消失特效
// 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)
endWavesTiles3D
瓷砖波浪特效
// 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)
endJumpTiles3D
3D效果tiles跳跃
// 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)
endSplitRows、SplitCols
SplitRows 分多行消失特效SplitCols 分多列消失特效
// 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)
endlocal function SplitColsDemo(t)return cc.SplitCols:create(t, 9)
endPageTurn3D
3D翻页特效从右下角往左上角翻
// 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