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时间:2015-04-06
作者:Sharing_Li
转载注明出处:http://www.52php.cn/article/p-eymwalux-rx.html
一般游戏的主界面按钮的摆放,都是中心垂直对齐,如果弄得稍微炫一点,就是下面的这种效果,也就是本篇要讲解的内容:
先分析一下功能需求:
1、一共四个按钮,只有点击了最前面的按钮,按钮的响应事件才能触发,点击了其他按钮,则旋转到最前面。
2、点击了除最前面的按钮外的动画效果,和左右滑动时的动画效果。(大小,透明度,运动轨迹)
3、左右滑动到途中时松手时的动画调整。
4、按钮Z序的调整
5、滑动区域的限制
接下来看看代码怎么写:
定义一个类BtnTurn,来看头文件
- #ifndef__BTN_TURN_H__
- #define__BTN_TURN_H__
-
- #include"cocos2d.h"
- USING_NS_CC;
- enumBtnPos
- {
- Pos_Bottom=1,
- Pos_Left,
- Pos_Top,108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> Pos_Right,248)"> };
-
- classBtnTurn:publiccocos2d::Layer
- {
- public:
- BtnTurn();
- ~BtnTurn();
- virtualboolinit();
- CREATE_FUNC(BtnTurn)
- protected:
- boolonTouchBegan(Touch*touch,Event*pEvent);
- virtualvoidonTouchMoved(Touch*pTouch,Event*pEvent);
- voidonTouchEnded(Touch*pTouch,108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important">
- voidrunTouchedAmt(Sprite*btn);
- //滑动界面的动画
- voidrunSlidedAmt(boolisLeft,floatratio,87); font-weight:bold; background-color:inherit">floatjudgePosX);
- private:
- Sprite*m_btn1;
- Sprite*m_btn2;
- Sprite*m_btn3;
- Sprite*m_btn4;
- Vec2m_posBottom;
- Vec2m_posLeft;
- Vec2m_posTop;
- Vec2m_posRight;
- Pointm_firstPos;
- Sizem_winSize;
- boolm_valid;
- boolm_invalid;
- #endif
这里最主要的核心代码就是沿椭圆轨迹旋转效果,之前有篇文章讲解了沿椭圆运动的动画,可以像用系统的MoveTo等使用runAction,参考地址:
http://www.52php.cn/article/p-fmhyjmnl-rx.html
本篇将不采用链接中说的方法来实现。
首先,我们定义一些全局数据:
constfloatRUNTIME=0.3;
- floatA;
- floatBd;
- floatBu;
- floatCx;
- floatCy;
再来看看我们的初始化函数:
m_winSize=Director::getInstance()->getWinSize();
- m_posBottom=Vec2(0,0);
- m_posLeft=Vec2(-m_winSize.width*0.24,m_winSize.height*0.15);
- m_posTop=Vec2(0,m_winSize.height*0.24);
- m_posRight=Vec2(m_winSize.width*0.24,248)"> A=m_posBottom.x-m_posLeft.x;
- Bu=m_posTop.y-m_posLeft.y;
- Bd=m_posLeft.y-m_posBottom.y;
- Cx=m_posBottom.x;
- Cy=m_posLeft.y;
- Texture2D*pTt2d=Director::getInstance()->getTextureCache()->addImage("BtnTurn/btn.png");
- m_btn1=Sprite::createWithTexture(pTt2d);
- m_btn1->setPosition(m_posBottom);
- m_btn1->setTag(Pos_Bottom);
- this->addChild(m_btn1,4);
- m_btn2=Sprite::createWithTexture(pTt2d);
- m_btn2->setPosition(m_posLeft);
- m_btn2->setScale(0.75);
- m_btn2->setOpacity(100);
- m_btn2->setTag(Pos_Left);
- this->addChild(m_btn2,3);
- m_btn3=Sprite::createWithTexture(pTt2d);
- m_btn3->setPosition(m_posTop);
- m_btn3->setScale(0.5);
- m_btn3->setOpacity(50);
- m_btn3->setTag(Pos_Top);
- this->addChild(m_btn3,2);
- m_btn4=Sprite::createWithTexture(pTt2d);
- m_btn4->setPosition(m_posRight);
- m_btn4->setScale(0.75);
- m_btn4->setOpacity(100);
- m_btn4->setTag(Pos_Right);
- this->addChild(m_btn4,108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> autolistenerT=EventListenerTouchOneByOne::create();
- listenerT->onTouchBegan=CC_CALLBACK_2(BtnTurn::onTouchBegan,this);
- listenerT->onTouchMoved=CC_CALLBACK_2(BtnTurn::onTouchMoved,153); font-weight:bold; background-color:inherit">this);
- listenerT->onTouchEnded=CC_CALLBACK_2(BtnTurn::onTouchEnded,108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> listenerT->setSwallowTouches(false);
- Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listenerT,153); font-weight:bold; background-color:inherit">returntrue;
这里,初始化全局变量,和四个按钮的初始位置。可以发现这里的按钮并不是按钮,而是sprite,因为只有显示在最前面的按钮才能响应函数,所以定义成sprite方便处理。我们通过判断点击开始和点击结束,这两个点是否是同一个点来确定是否点击了按钮,然后根据按钮的Zorder来判断是否响应函数。我们还给每个按钮设置了tag值,这个tag值并不是不变的,因为按钮的位置会改变,所以tag的值也会改变,以确保我们通过getChildByTag函数,能够正确获取到相应tag值的按钮,比如getChildByTag(Pos_Top),函数返回的一定是处于最上面位置的那个按钮。
我们来看看onTouchBegan函数:
boolBtnTurn::onTouchBegan(Touch*touch,Event*pEvent)
- m_firstPos=touch->getLocation();
- true;
- }
很简单,就两行代码,获取点击开始的按钮。然后看看onTouchMoved
voidBtnTurn::onTouchMoved(Touch*pTouch,108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> automovePos=pTouch->getLocation();
- autojudgePos=this->convertToNodeSpace(movePos);
- autobox=Rect(-m_winSize.width*0.5,-m_winSize.height*0.1,m_winSize.width,m_winSize.height*0.4);
-
- if
(!box.containsPoint(judgePos))
- if(!m_valid)
- m_invalid= }
- return;
- if(!m_invalid)
- m_valid=else
- //根据滑动方向来运动
- autoratio=fabsf(movePos.x-m_firstPos.x)*2/m_winSize.width;
- if(ratio>=1)
- this->runSlidedAmt(movePos.x-m_firstPos.x<0,ratio,fabsf(m_firstPos.x-movePos.x));
- 上面代码中box是可以滑动的有效区域,m_valid和m_invalid是用来判断开始触摸屏幕,是点击了有效区域,还是无效区域。
然后根据滑动的方向,来调用动画实现函数runSlidedAmt:
voidBtnTurn::runSlidedAmt(floatjudgePosX)
- autobtnTop=this->getChildByTag(Pos_Top);
- autobtnLeft=this->getChildByTag(Pos_Left);
- autobtnRight=this->getChildByTag(Pos_Right);
- autobtnBottom=this->getChildByTag(Pos_Bottom);
- autodeltPosDown=m_posRight-m_posBottom;
- autodeltPosUp=m_posTop-m_posLeft;
- //判断是否需要调换Z顺序
- if(judgePosX>m_winSize.width/4)
- btnTop->setZOrder(3);
- btnLeft->setZOrder(isLeft?2:4);
- btnRight->setZOrder(isLeft?4:2);
- btnBottom->setZOrder(3);
- autoB1=isLeft?Bu:Bd;
- autoB2=isLeft?Bd:Bu;
- inttemp=isLeft?(m_posBottom.x-deltPosDown.x*ratio):(m_posBottom.x+deltPosDown.x*ratio);
- btnBottom->setPosition(Vec2(temp,sin(-acos((temp-Cx)/A))*Bd+Cy));
- btnBottom->setScale(1-0.25*ratio);
- btnBottom->setOpacity(255-155*ratio);
- temp=isLeft?(m_posLeft.y+deltPosUp.y*ratio):(m_posLeft.y-deltPosDown.y*ratio);
- btnLeft->setPosition(Vec2(-cos(asin((temp-Cy)/B1))*A+Cx,temp));
- btnLeft->setScale(0.75-(isLeft?0.25*ratio:-0.25*ratio));
- btnLeft->setOpacity(100-(isLeft?50*ratio:-155*ratio));
- temp=m_posTop.x+(isLeft?(deltPosUp.x*ratio):(-1*deltPosUp.x*ratio));
- btnTop->setPosition(Vec2(temp,sin(acos((temp-Cx)/A))*Bu+Cy));
- btnTop->setScale(0.5+0.25*ratio);
- btnTop->setOpacity(50+50*ratio);
- temp=m_posRight.y+(isLeft?(-1*deltPosDown.y*ratio):(deltPosUp.y*ratio));
- btnRight->setPosition(Vec2(cos(asin((temp-Cy)/B2))*A+Cx,248)"> btnRight->setScale(0.75+0.25*(isLeft?ratio:-ratio));
- btnRight->setOpacity(100+(isLeft?155*ratio:-50*ratio));
- }
这里,我们通过椭圆的非标准方程,根据已知的x坐标或者y坐标,求出对应的y坐标或x坐标。假如椭圆的圆心坐标为(Cx,Cy),那么根据方程:
x = A * cosβ + Cx;y = B * sinβ + Cy;
然后根据数学函数库的反三角函数等,就可以求出相应的值了。这里需要注意的是三角函数和反三角函数的值域。 接着,我们来看看onTouchEnded函数:
voidBtnTurn::onTouchEnded(Touch*pTouch,153); font-weight:bold; background-color:inherit">if(m_invalid)
- false;
- return;
- }
- autoendPos=pTouch->getLocation();
- autodelX=endPos.x-m_firstPos.x;
- autodelY=endPos.y-m_firstPos.y;
- //如果是点击操作
- if(fabsf(delX)<0.0001&&fabsf(delY)<0.0001)
- endPos=this->convertToNodeSpace(endPos);
- autobox1=m_btn1->getBoundingBox();
- autobox2=m_btn2->getBoundingBox();
- autobox3=m_btn3->getBoundingBox();
- autobox4=m_btn4->getBoundingBox();
- if(box1.containsPoint(endPos))
- if(m_btn1->getZOrder()==4)
- log("******************Btn1CallBack***************");
- this->runTouchedAmt(m_btn1);
- elseif(box2.containsPoint(endPos))
- if(m_btn2->getZOrder()==4)
- log("******************Btn2CallBack***************");
- this->runTouchedAmt(m_btn2);
- if(box3.containsPoint(endPos))
- if(m_btn3->getZOrder()==4)
- log("******************Btn3CallBack***************");
- else
- this->runTouchedAmt(m_btn3);
- if(box4.containsPoint(endPos))
- if(m_btn4->getZOrder()==4)
- log("******************Btn4CallBack***************");
- this->runTouchedAmt(m_btn4);
- else
- autoadjustPos=pTouch->getLocation();
- //判断滑动方向
- if(adjustPos.x-m_firstPos.x<0)
- autotmpBtn=(Sprite*)this->runTouchedAmt(tmpBtn);
- if(adjustPos.x-m_firstPos.x>0)
- autotmpBtn=(Sprite*)this->runTouchedAmt(tmpBtn);
- m_valid=false;
-
首先判断是否是点击操作,如果是,再来判断点击了哪个button,如果是最前面的button,就响应函数,如果不是则调用动画效果;如果不是点击操作,那就是滑动操作,然后根据滑动方向调用调整动画。我们来看看runTouchedAmt函数:
voidBtnTurn::runTouchedAmt(Sprite*btn)
- autotag=btn->getTag();
- switch(tag)
- casePos_Left:
- btn->runAction(Spawn::create(ScaleTo::create(RUNTIME,1),108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> Sequence::createWithTwoActions(MoveTo::create(RUNTIME/2,m_posBottom),248)"> MoveTo::create(RUNTIME/2,m_posBottom)),108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> FadeIn::create(RUNTIME),NULL));
- btn->setZOrder(4);
- autotopBtn=(Sprite*)(this->getChildByTag(Pos_Top));
- topBtn->runAction(Spawn::create(ScaleTo::create(RUNTIME,0.75),248)"> MoveTo::create(RUNTIME,m_posLeft),108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> FadeTo::create(RUNTIME,100),248)"> topBtn->setZOrder(3);
- autorightBtn=(Sprite*)this->getChildByTag(Pos_Right);
- rightBtn->runAction(Spawn::create(ScaleTo::create(RUNTIME,0.5),m_posTop),50),248)"> rightBtn->setZOrder(2);
- autobottomBtn=(Sprite*) bottomBtn->runAction(Spawn::create(ScaleTo::create(RUNTIME,m_posRight),248)"> bottomBtn->setZOrder(3);
- btn->setTag(Pos_Bottom);
- topBtn->setTag(Pos_Left);
- rightBtn->setTag(Pos_Top);
- bottomBtn->setTag(Pos_Right);
- break;
- casePos_Top:
- FadeIn::create(0.2),NULL));
- btn->setZOrder(4);
- autorightBtn=(Sprite*) rightBtn->runAction(Spawn::create(Sequence::createWithTwoActions(ScaleTo::create(RUNTIME/2,ScaleTo::create(RUNTIME/2,0.75)),m_posLeft)),248)"> Sequence::createWithTwoActions(FadeTo::create(RUNTIME/2,FadeTo::create(RUNTIME/2,100)),108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> rightBtn->setZOrder(3);
- autobottomBtn=(Sprite*)this->getChildByTag(Pos_Bottom);
- bottomBtn->runAction(Spawn::create(ScaleTo::create(RUNTIME,m_posTop)),248)"> FadeTo::create(RUNTIME,108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> bottomBtn->setZOrder(2);
- autoleftBtn=(Sprite*)this->getChildByTag(Pos_Left);
- leftBtn->runAction(Spawn::create(Sequence::createWithTwoActions(ScaleTo::create(RUNTIME/2,m_posRight)),248)"> Sequence::createWithTwoActions(FadeIn::create(RUNTIME/2),108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> leftBtn->setZOrder(3);
- btn->setTag(Pos_Bottom);
- leftBtn->setTag(Pos_Right);
- rightBtn->setTag(Pos_Left);
- bottomBtn->setTag(Pos_Top);
- casePos_Right:
- MoveTo::create(RUNTIME,248)"> FadeIn::create(RUNTIME),108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> autotopBtn=(Sprite*) topBtn->runAction(Spawn::create(ScaleTo::create(RUNTIME,108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> topBtn->setZOrder(3);
- leftBtn->runAction(Spawn::create(ScaleTo::create(RUNTIME,108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> leftBtn->setZOrder(2);
- bottomBtn->setZOrder(3);
- topBtn->setTag(Pos_Right);
- leftBtn->setTag(Pos_Top);
- bottomBtn->setTag(Pos_Left);
- 代码好像有点多,其实也就是分别处理点击了除最前面按钮的动画效果。这里简单起见,没有用椭圆效果,用的moveto函数。
到这里讲解完毕,免费下载资源 (编辑:李大同)
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