CCScene切换的所有特效(28种)以及设置屏幕横竖屏!
?CCScene 對于使用cocos2d的童鞋肯定很熟悉,那么在使用??
CCScene *s = [CCScenenode];[s addChild: [restartAction() node]];
[[CCDirectorsharedDirector]replaceScene:s];
對scene進(jìn)行場景(CCLayout)進(jìn)行切換時(shí),cocos2d提供了一些特效進(jìn)行過渡,那么今天仔細(xì)翻開cocos2d源碼,將所有的動(dòng)畫效果都測試了一遍,大概整理如下,提供大家查閱和使用吧;
????? 因?yàn)槲沂褂玫氖亲钚碌腸ocos2d的1.0版本,所以一些函數(shù)方法跟之前不一樣了,所以不要感到奇怪;
????? 由于代碼都有備注,所以就直接上代碼了,就不詳細(xì)單獨(dú)解釋了;關(guān)于注釋的都是我的直觀體驗(yàn),推薦大家放到自己項(xiàng)目中,自己都看看每個(gè)的效果,這樣記憶深刻;
?
-(void) ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
CCScene* scenec = [OtherLayout scene];
//部落格------
//CCTransitionTurnOffTiles *transitionScene = [CCTransitionTurnOffTiles transitionWithDuration:3 scene:scenec];
//近遠(yuǎn)-遠(yuǎn)近-----
//CCTransitionShrinkGrow *transitionScene = [CCTransitionShrinkGrow transitionWithDuration:3 scene:scenec];
//另一個(gè)layout左側(cè)進(jìn)入(視覺感覺是屏幕右移)
//CCTransitionSlideInL *transitionScene = [CCTransitionSlideInL transitionWithDuration:3 scene:scenec];
//另一個(gè)layout右側(cè)進(jìn)入(視覺感覺是屏幕左移)
//CCTransitionSlideInR *transitionScene = [CCTransitionSlideInR transitionWithDuration:3 scene:scenec];
//另一個(gè)layout上側(cè)進(jìn)入(視覺感覺是屏幕下移)
//CCTransitionSlideInT *transitionScene = [CCTransitionSlideInT transitionWithDuration:3 scene:scenec];
//另一個(gè)layout下側(cè)進(jìn)入(視覺感覺是屏幕上移)
//CCTransitionSlideInB *transitionScene = [CCTransitionSlideInB transitionWithDuration:3 scene:scenec];
//當(dāng)前屏幕被分為3列,兩則下移,中間上移
//CCTransitionSplitCols *transitionScene = [CCTransitionSplitCols transitionWithDuration:3 scene:scenec];
//當(dāng)前屏幕被分為3列,兩則左移,中間右移
//CCTransitionSplitRows *transitionScene = [CCTransitionSplitRows transitionWithDuration:3 scene:scenec];
//扇形轉(zhuǎn)換-----
//CCTransitionRadialCW *transitionScene = [CCTransitionRadialCW transitionWithDuration:3 scene:scenec];
//平面旋轉(zhuǎn)-----
//CCTransitionRotoZoom *transitionScene = [CCTransitionRotoZoom transitionWithDuration:3 scene:scenec];
//近-遠(yuǎn)-跳動(dòng)------
//CCTransitionJumpZoom *transitionScene = [CCTransitionJumpZoom transitionWithDuration:3 scene:scenec];
//立體反轉(zhuǎn)(X軸)--(還有種從近到遠(yuǎn),從遠(yuǎn)到近的感覺)--------
//CCTransitionZoomFlipX *transitionScene = [CCTransitionZoomFlipX transitionWithDuration:3 scene:scenec];
//立體反轉(zhuǎn)(Y軸)-(還有種從近到遠(yuǎn),從遠(yuǎn)到近的感覺)-------
//CCTransitionZoomFlipY *transitionScene = [CCTransitionZoomFlipY transitionWithDuration:3 scene:scenec];
//立體反轉(zhuǎn)(X,Y軸)---(還有種從近到遠(yuǎn),從遠(yuǎn)到近的感覺)-----
//CCTransitionZoomFlipAngular *transitionScene = [CCTransitionZoomFlipAngular transitionWithDuration:3 scene:scenec];
//另外一個(gè)layout左側(cè)進(jìn)入覆蓋當(dāng)前l(fā)ayout
//CCTransitionMoveInL *transitionScene = [CCTransitionMoveInL transitionWithDuration:3 scene:scenec];
//另外一個(gè)layout右側(cè)進(jìn)入覆蓋當(dāng)前l(fā)ayout
//CCTransitionMoveInR *transitionScene = [CCTransitionMoveInR transitionWithDuration:3 scene:scenec];
//另外一個(gè)layout上側(cè)進(jìn)入覆蓋當(dāng)前l(fā)ayout
//CCTransitionMoveInT *transitionScene = [CCTransitionMoveInT transitionWithDuration:3 scene:scenec];
//另外一個(gè)layout下側(cè)進(jìn)入覆蓋當(dāng)前l(fā)ayout
//CCTransitionMoveInB *transitionScene = [CCTransitionMoveInB transitionWithDuration:3 scene:scenec];
//立體反轉(zhuǎn)(X軸)--2D平面反轉(zhuǎn),沒有遠(yuǎn)近感
//CCTransitionFlipX *transitionScene = [CCTransitionFlipX transitionWithDuration:3 scene:scenec];
//立體反轉(zhuǎn)(Y軸)--2D平面反轉(zhuǎn),沒有遠(yuǎn)近感
//CCTransitionFlipY *transitionScene = [CCTransitionFlipY transitionWithDuration:3 scene:scenec];
//立體反轉(zhuǎn)(X,Y軸)--2D平面反轉(zhuǎn),沒有遠(yuǎn)近感
//CCTransitionFlipAngular *transitionScene = [CCTransitionFlipAngular transitionWithDuration:3 scene:scenec];
//實(shí)體-透明-實(shí)體(默認(rèn)無顏色,可以附帶顏色)
//CCTransitionFade* transitionScene = [CCTransitionFade transitionWithDuration:3 scene:scenec withColor:ccWHITE];
//另外一個(gè)直接漸變覆蓋當(dāng)前l(fā)ayout
//CCTransitionCrossFade *transitionScene = [CCTransitionCrossFade transitionWithDuration:3 scene:scenec];
//移動(dòng)(方格狀)部落格,從左下往右上
//CCTransitionFadeTR *transitionScene = [CCTransitionFadeTR transitionWithDuration:3 scene:scenec];
//移動(dòng)(方格狀)部落格,從右上往左下
CCTransitionFadeBL *transitionScene = [CCTransitionFadeBL transitionWithDuration:3 scene:scenec];
//移動(dòng)(長矩形,寬度是屏幕寬)部落格,從下往上
//CCTransitionFadeUp *transitionScene = [CCTransitionFadeUp transitionWithDuration:3 scene:scenec];
//移動(dòng)(長矩形,寬度是屏幕寬)部落格,從上往下
//CCTransitionFadeDown *transitionScene = [CCTransitionFadeDown transitionWithDuration:3 scene:scenec];
[[CCDirector sharedDirector] replaceScene: transitionScene];
}
?
? 以上代碼Himi推薦大家自己常識運(yùn)行每種特效,畢竟每個(gè)人都有不同的感覺,注釋都是我的感覺寫的,大概注釋了一下而已;
? ? ? ? ?下面我來給大家介紹如何在cocos2d 1.0版本中設(shè)置豎屏顯示,因?yàn)槟J(rèn)是橫屏;
? ? ? ? 首先找到RootViewController.m 類(此類在1.0版本存在),然后找到宏定義的一段代碼,代碼如下:
? ? ?? #elif GAME_AUTOROTATION == kGameAutorotationUIViewController
然后下面能看到cocos2d的默認(rèn)代碼是設(shè)置橫屏:
return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) );如果想設(shè)置豎屏,請更改如下即可:
return (UIInterfaceOrientationIsPortrait(interfaceOrientation));ok,今天就先介紹這里~繼續(xù)學(xué)習(xí)~下面給出一張,部落格效果,從左下往右上的切換特效截圖;
轉(zhuǎn)載于:https://www.cnblogs.com/pengyingh/articles/2433196.html
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