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cocos2d-x 使整个游戏场景抖动CCShake

CCShake.h
 
 
[cpp] 
#ifndef __SHAKE_H__   
#define __SHAKE_H__   
  
#include "CCActionInterval.h"   
  
  
class CCShake : public cocos2d::CCActionInterval  
{  
    // Code by Francois Guibert   
    // Contact: www.frozax.com - http://twitter.com/frozax - www.facebook.com/frozax   
public:  
    CCShake();  
      
    // Create the action with a time and a strength (same in x and y)   
    static CCShake* create(float d, float strength );  
    // Create the action with a time and strengths (different in x and y)   
    static CCShake* createWithStrength(float d, float strength_x, float strength_y );  
    bool initWithDuration(float d, float strength_x, float strength_y );  
   
protected:  
      
    void startWithTarget(cocos2d::CCNode *pTarget);  
    void update(float time);  
    void stop(void);  
      
  
    // Initial position of the shaked node   
    float m_initial_x, m_initial_y;  
    // Strength of the action   
    float m_strength_x, m_strength_y;  
};  
  
#endif //__SHAKE_H__  
 
#ifndef __SHAKE_H__
#define __SHAKE_H__
 
#include "CCActionInterval.h"
 
 
class CCShake : public cocos2d::CCActionInterval
{
    // Code by Francois Guibert
    // Contact: www.frozax.com - http://twitter.com/frozax - www.facebook.com/frozax
public:
    CCShake();
    
    // Create the action with a time and a strength (same in x and y)
    static CCShake* create(float d, float strength );
    // Create the action with a time and strengths (different in x and y)
    static CCShake* createWithStrength(float d, float strength_x, float strength_y );
    bool initWithDuration(float d, float strength_x, float strength_y );
 
protected:
    
    void startWithTarget(cocos2d::CCNode *pTarget);
    void update(float time);
    void stop(void);
    
 
    // Initial position of the shaked node
    float m_initial_x, m_initial_y;
    // Strength of the action
    float m_strength_x, m_strength_y;
};
 
#endif //__SHAKE_H__
CCShake.cpp
 
 
[cpp] 
// Code by Francois Guibert   
// Contact: www.frozax.com - http://twitter.com/frozax - www.facebook.com/frozax   
  
  
#include "CCShake.h"   
#include "cocos2d.h"   
USING_NS_CC;  
  
// not really useful, but I like clean default constructors   
CCShake::CCShake() : m_strength_x(0), m_strength_y(0), m_initial_x(0), m_initial_y(0)  
{  
}  
  
CCShake* CCShake::create( float d, float strength )  
{  
    // call other construction method with twice the same strength   
    return createWithStrength( d, strength, strength );  
}  
  
CCShake* CCShake::createWithStrength(float duration, float strength_x, float strength_y)  
{  
    CCShake *pRet = new CCShake();  
      
    if (pRet && pRet->initWithDuration(duration, strength_x, strength_y))  
    {  
        pRet->autorelease();  
    }  
    else  
    {  
        CC_SAFE_DELETE(pRet);  
    }  
  
         
    return pRet;  
}  
  
bool CCShake::initWithDuration(float duration, float strength_x, float strength_y)  
{  
    if (CCActionInterval::initWithDuration(duration))  
    {  
        m_strength_x = strength_x;  
        m_strength_y = strength_y;  
        return true;  
    }  
      
    return false;  
}  
  
// Helper function. I included it here so that you can compile the whole file   
// it returns a random value between min and max included   
static float fgRangeRand( float min, float max )  
{  
    float rnd = ((float)rand()/(float)RAND_MAX);  
    return rnd*(max-min)+min;  
}  
  
void CCShake::update(float dt)  
{  
    float randx = fgRangeRand( -m_strength_x, m_strength_x )*dt;  
    float randy = fgRangeRand( -m_strength_y, m_strength_y )*dt;  
      
    // move the target to a shaked position   
    m_pTarget->setPosition( ccpAdd(ccp(m_initial_x, m_initial_y),ccp( randx, randy)));  
}  
  
void CCShake::startWithTarget(CCNode *pTarget)  
{  
    CCActionInterval::startWithTarget( pTarget );  
      
    // save the initial position   
    m_initial_x = pTarget->getPosition().x;  
    m_initial_y = pTarget->getPosition().y;  
}  
  
void CCShake::stop(void)  
{  
    // Action is done, reset clip position   
    this->getTarget()->setPosition( ccp( m_initial_x, m_initial_y ) );  
      
    CCActionInterval::stop();  
}  
 
// Code by Francois Guibert
// Contact: www.frozax.com - http://twitter.com/frozax - www.facebook.com/frozax
 
 
#include "CCShake.h"
#include "cocos2d.h"
USING_NS_CC;
 
// not really us
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