cocos2d js-x 3.2中 effect波浪效果中范围参数怎么写???

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自定义场景类MyGameLayer,代码如下:
MyGameLayer.h如下
#ifndef __MYGAMElAYER_SCENE_H__
#define __MYGAMElAYER_SCENE_H__
#pragma once
#include &cocos2d.h&
//使用cocos2d命名空间
USING_NS_CC;
class MyGameLayer : public cocos2d::CCLayer
MyGameLayer(void);
virtual ~MyGameLayer(void);
static cocos2d::CCScene* scene();
virtual bool init();
CREATE_FUNC(MyGameLayer);
#endif // __MYGAMElAYER_SCENE_H__
MyGameLayer.cpp如下
#include &MyGameLayer.h&
MyGameLayer::MyGameLayer(void)
MyGameLayer::~MyGameLayer(void)
//创建场景
cocos2d::CCScene* MyGameLayer::scene(){
CCScene *scene = NULL;
scene = CCScene::create();
CC_BREAK_IF(!scene);
MyGameLayer *gLayer = MyGameLayer::create();//需要定义CREATE_FUNC(MyGameLayer)宏
CC_BREAK_IF(!gLayer);
scene-&addChild(gLayer);
}while(0);
bool MyGameLayer::init(){
bool ret =
CC_BREAK_IF(!CCLayer::init());
CCSprite *s = CCSprite::create(&bg.png&);
s-&setPosition(ccp(240,160));
this-&addChild(s,0);
}while(0);
如何切换到自定义的MyGameLayer?
HelloCpp工程中做如下修改:
1)HelloWorldScene.h引入头文件
#include &MyGameLayer.h&
2)修改HelloWorld::init,创建一个菜单,点击菜单后切换到自定义的MyGameLayer
bool HelloWorld::init()
bool bRet =
CC_BREAK_IF(! CCLayer::init());
//创建开始菜单项
CCMenuItemImage *goNext = CCMenuItemImage::create(&start1.png&,&start1.png&,
this,menu_selector(HelloWorld::goNextScene));
CCSize size = CCDirector::sharedDirector()-&getWinSize();
//创建菜单
CCMenu* pMenu = CCMenu::create(goNext, NULL);
pMenu-&setPosition(ccp(size.width/2,size.height/2));
this-&addChild(pMenu, 1);
CCLog(&after init&);
} while (0);
}void HelloWorld::goNextScene(CCObject* pSender){
CCLog(&goNextScene&);
//跳转到游戏场景中
//CCScene *gScene = MyGameLayer::scene();
CCScene *s = MyGameLayer::scene();
//CCDirector::sharedDirector()-&replaceScene(s);
//跳跃式,本场景先会缩小,新场景跳跃进来
//CCDirector::sharedDirector()-&replaceScene(CCTransitionJumpZoom::transitionWithDuration(3, s));
//依次测试其它切换效果
//CCDirector::sharedDirector()-&replaceScene(CCTransitionFade::transitionWithDuration(3, s));
//CCDirector::sharedDirector()-&replaceScene(CCTransitionFlipY::transitionWithDuration(3, s,kOrientationRightOver));
//CCDirector::sharedDirector()-&replaceScene(CCTransitionZoomFlipAngular::transitionWithDuration(3, s,kOrientationRightOver));
CCDirector::sharedDirector()-&replaceScene(CCTransitionTurnOffTiles::transitionWithDuration(3, s));
其它切换效果有:
CCTransitionJumpZoom::transitionWithDuration(t, s);//跳跃式,原场景先会缩小,新场景跳跃进来
CCTransitionFade::transitionWithDuration(t, s);//淡出淡入,原场景淡出,新场景淡入
CCTransitionFade::transitionWithDuration(t, s, ccRED);//第三个参数就是淡出淡入的颜色,默认是黑色
CCTransitionFlipX::transitionWithDuration(t, s, kOrientationLeftOver);//x轴左翻
CCTransitionFlipX::transitionWithDuration(t, s, kOrientationRightOver);//x轴右翻
CCTransitionFlipY::transitionWithDuration(t, s, kOrientationUpOver);//y轴上翻
CCTransitionFlipY::transitionWithDuration(t, s, kOrientationDownOver);//y轴下翻
CCTransitionFlipAngular::transitionWithDuration(t, s, kOrientationLeftOver);//带角度转的左翻
CCTransitionFlipAngular::transitionWithDuration(t, s, kOrientationRightOver);//带角度转的右翻
CCTransitionZoomFlipX::transitionWithDuration(t, s, kOrientationLeftOver);//带缩放效果x轴左翻
CCTransitionZoomFlipX::transitionWithDuration(t, s, kOrientationRightOver);//带缩放效果x轴右翻
CCTransitionZoomFlipY::transitionWithDuration(t, s, kOrientationUpOver);//带缩放效果y轴上翻
CCTransitionZoomFlipY::transitionWithDuration(t, s, kOrientationDownOver);//带缩放效果y轴下翻
CCTransitionZoomFlipAngular::transitionWithDuration(t, s, kOrientationLeftOver);//带缩放效果/有角度转的左翻
CCTransitionZoomFlipAngular::transitionWithDuration(t, s, kOrientationRightOver);//带缩放效果有角度转的右翻
CCTransitionShrinkGrow::transitionWithDuration(t, s);//交错换
CCTransitionRotoZoom::transitionWithDuration(t, s);//旋转效果
CCTransitionMoveInL::transitionWithDuration(t, s);//新场景从左移入覆盖
CCTransitionMoveInR::transitionWithDuration(t, s);//新场景从右移入覆盖
CCTransitionMoveInT::transitionWithDuration(t, s);//新场景从上移入覆盖
CCTransitionMoveInB::transitionWithDuration(t, s);//新场景从下移入覆盖
CCTransitionSlideInL::transitionWithDuration(t, s);//新场景从左移入推出原场景
CCTransitionSlideInR::transitionWithDuration(t, s);//新场景从右移入推出原场景
CCTransitionSlideInT::transitionWithDuration(t, s);//新场景从上移入推出原场景
CCTransitionSlideInB::transitionWithDuration(t, s);//新场景从下移入推出原场景
CCTransitionCrossFade::transitionWithDuration(t,s);//淡出淡入交叉,同时进行
CCTransitionPageTurn::transitionWithDuration(t, s, false);//翻页,前翻
CCTransitionPageTurn::transitionWithDuration(t, s, true);//翻页,后翻
CCTransitionFadeTR::transitionWithDuration(t, s);//向右上波浪
CCTransitionFadeBL::transitionWithDuration(t, s);//向左下波浪
CCTransitionFadeUp::transitionWithDuration(t, s);//向上百叶窗
CCTransitionFadeDown::transitionWithDuration(t, s);//向下百叶窗
CCTransitionTurnOffTiles::transitionWithDuration(t, s);//随机小方块
CCTransitionSplitRows::transitionWithDuration(t, s);//按行切
CCTransitionSplitCols::transitionWithDuration(t, s);//按列切
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这里把粒子的几种效果粘出来,以便以后使用
IntervalLayer.cpp
testthirdone
Created by 杜甲 on 14-7-7.
#include IntervalLayer.h
#define SID_STEP1
#define SID_STEP2
#define SID_STEP3
#define _PAUSE
bool IntervalLayer::init()
IntervalLayer::IntervalLayer()
_time0 = _time1 = _time2 = _time3 = _time4 = 0.0f;
auto s = Director::getInstance()-&getWinSize();
auto sun = ParticleSun::create();
sun-&setTexture(Director::getInstance()-&getTextureCache()-&addImage(fire.png));
sun-&setPosition(Vec2(s.width / 2 -100, s.height / 2));
sun-&setTotalParticles(130);
sun-&setLife(5.0f);
this-&addChild(sun);
auto fire = ParticleFire::create();
fire-&setTexture(Director::getInstance()-&getTextureCache()-&addImage(fire.png));
fire-&setPosition(Vec2(s.width / 2 + 50, s.height / 2));
fire-&setTotalParticles(130);
fire-&setLife(5.0f);
this-&addChild(fire);
auto fireworks = ParticleFireworks::create();
fireworks-&setTexture(Director::getInstance()-&getTextureCache()-&addImage(fire.png));
fireworks-&setPosition(Vec2(s.width / 2 + 50, s.height / 2 - 200));
fireworks-&setTotalParticles(130);
fireworks-&setLife(5.0f);
this-&addChild(fireworks);
auto galaxy = ParticleGalaxy::create();
galaxy-&setTexture(Director::getInstance()-&getTextureCache()-&addImage(fire.png));
galaxy-&setPosition(Vec2( 50, s.height / 2 + 200));
galaxy-&setTotalParticles(130);
galaxy-&setLife(5.0f);
this-&addChild(galaxy);
auto flower = ParticleFlower::create();
flower-&setTexture(Director::getInstance()-&getTextureCache()-&addImage(fire.png));
flower-&setPosition(Vec2( 250, s.height / 2 + 200));
flower-&setTotalParticles(130);
flower-&setLife(5.0f);
this-&addChild(flower);
auto meteor = ParticleMeteor::create();
meteor-&setTexture(Director::getInstance()-&getTextureCache()-&addImage(fire.png));
meteor-&setPosition(Vec2( 250, 20));
meteor-&setTotalParticles(130);
meteor-&setLife(5.0f);
this-&addChild(meteor);
auto spiral = ParticleSpiral::create();
spiral-&setTexture(Director::getInstance()-&getTextureCache()-&addImage(fire.png));
spiral-&setPosition(Vec2( 450, 40));
spiral-&setTotalParticles(130);
spiral-&setLife(5.0f);
this-&addChild(spiral);
auto explosion = ParticleExplosion::create();
explosion-&setTexture(Director::getInstance()-&getTextureCache()-&addImage(fire.png));
explosion-&setPosition(Vec2( 50, 440));
explosion-&setTotalParticles(130);
explosion-&setLife(5.0f);
this-&addChild(explosion);
auto smoke = ParticleSmoke::create();
smoke-&setTexture(Director::getInstance()-&getTextureCache()-&addImage(fire.png));
smoke-&setPosition(Vec2( 450, 640));
smoke-&setTotalParticles(130);
smoke-&setLife(5.0f);
this-&addChild(smoke);
auto snow = ParticleSnow::create();
snow-&setTexture(Director::getInstance()-&getTextureCache()-&addImage(fire.png));
snow-&setPosition(Vec2( 450, 840));
snow-&setTotalParticles(130);
snow-&setLife(5.0f);
this-&addChild(snow);
auto rain = ParticleRain::create();
rain-&setTexture(Director::getInstance()-&getTextureCache()-&addImage(fire.png));
rain-&setPosition(Vec2( 450, 940));
rain-&setTotalParticles(130);
rain-&setLife(5.0f);
this-&addChild(rain);
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