标签:style blog http io color os ar sp div
1 TiledGrid3D
//TiledGrid3D //CCFadeOutTRTiles * action = CCFadeOutTRTiles::create(2, CCSize(20,20)); //CCFadeOutBLTiles * action = CCFadeOutBLTiles::create(2, CCSize(20,20)); //CCJumpTiles3D * action = CCJumpTiles3D::create(2, CCSize(4,4),20,20); //CCShakyTiles3D * action = CCShakyTiles3D::create(2, CCSize(20, 20), 30, false); //CCShatteredTiles3D * action = CCShatteredTiles3D::create(2, CCSize(20,20),20,false); //CCShuffleTiles * action = CCShuffleTiles::create(2, CCSize(20,20),2); //CCSplitCols * action = CCSplitCols::create(2, 20); //CCSplitRows * action = CCSplitRows::create(2, 20); //CCTurnOffTiles * action = CCTurnOffTiles::create(2, CCSize(20,20)); CCWavesTiles3D * action = CCWavesTiles3D::create(2, CCSize(20,20),20,30); spr->runAction(action); |
部落网格效果,从左下角到右下角 CCActionInterval* fadeOutTRTiles = CCFadeOutTRTiles::create(5, CCSize(50, 50)); sp->runAction(fadeOutTRTiles); //参数1:特效持续的时间 //参数2:网格大小 |
#include "T18Grid3D.h" #include "AppMacros.h"
CCScene *T18Grid3D::scene() { CCScene * scene = CCScene::create(); T18Grid3D * layer = T18Grid3D::create(); scene->addChild(layer); return scene; }
bool T18Grid3D::init() { TBack::init();
//Grid3D CCSprite * spr = CCSprite::create("HelloWorld.png"); spr->setPosition(ccp(winSize.width / 2, winSize.height / 2)); addChild(spr);
CCFadeOutTRTiles * action = CCFadeOutTRTiles::create( 20, CCSize(20, 20));
spr->runAction(action);
return true; } |
运行结果:
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跳动的方块特效 CCActionInterval* jumpTitles = CCJumpTitles3D::create(5,CCSize(20,20),5,20); sp->runAction(jumpTiles); 作用:跳动的方格特效 参数1:特效持续的时间 参数2:网格的大小 参数3:跳动的次数 参数4:跳动的振幅 |
#include "T18Grid3D.h" #include "AppMacros.h"
CCScene *T18Grid3D::scene() { CCScene * scene = CCScene::create(); T18Grid3D * layer = T18Grid3D::create(); scene->addChild(layer); return scene; }
bool T18Grid3D::init() { TBack::init();
//Grid3D CCSprite * spr = CCSprite::create("HelloWorld.png"); spr->setPosition(ccp(winSize.width / 2, winSize.height / 2)); addChild(spr);
CCActionInterval* jumpTiles = CCJumpTiles3D::create( 5, //特效持续的时间 CCSize(20,20), //网格的大小 5, //跳动的次数 20); //跳动的振幅
spr->runAction(jumpTiles);
return true; } |
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3D 瓷砖晃动特效 CCActionInterval* shakyTiles3D = CCShakyTiles3D::create(5, CCSize(10, 10), 5, false); sp->runAction(shakyTiles3D); 作用:创建一个3d瓷砖晃动的特效 参数1:特效持续的时间 参数2:网格大小 参数3:晃动的范围 参数5:是否有z轴晃动 |
#include "T18Grid3D.h" #include "AppMacros.h"
CCScene *T18Grid3D::scene() { CCScene * scene = CCScene::create(); T18Grid3D * layer = T18Grid3D::create(); scene->addChild(layer); return scene; }
bool T18Grid3D::init() { TBack::init();
//Grid3D CCSprite * spr = CCSprite::create("HelloWorld.png"); spr->setPosition(ccp(winSize.width / 2, winSize.height / 2)); addChild(spr);
CCActionInterval* shakyTiles3D = CCShakyTiles3D::create( 5, //特效持续的时间 CCSize(10, 10), //网格大小 5, //晃动的范围 false); //是否有z轴晃动
spr->runAction(shakyTiles3D);
return true; } |
运行结果:
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破碎的3D瓷砖特效 CCActionInterval* shatteredTiles = CCShatteredTiles3D::create(15, CCSize(10, 10), 50, true); sp->runAction(shatteredTiles); 作用:破碎的3D瓷砖特效 参数1:特效持续的时间 参数2:网格大小 参数3:范围 参数4:是否开启z轴 |
#include "T18Grid3D.h" #include "AppMacros.h"
CCScene *T18Grid3D::scene() { CCScene * scene = CCScene::create(); T18Grid3D * layer = T18Grid3D::create(); scene->addChild(layer); return scene; }
bool T18Grid3D::init() { TBack::init();
//Grid3D CCSprite * spr = CCSprite::create("HelloWorld.png"); spr->setPosition(ccp(winSize.width / 2, winSize.height / 2)); addChild(spr);
CCActionInterval* shatteredTiles = CCShatteredTiles3D::create( 15, //特效持续的时间 CCSize(10,10), //网格大小 50, //范围 true); //是否开启z轴
spr->runAction(shatteredTiles);
return true; } |
运行结果(特点是破碎的状态):
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瓷砖洗牌特效: CCActionInterval* shuffle = CCShuffleTiles::create(5, CCSize(50, 50), 50); 作用:瓷砖的洗牌特效 参数1:特效持续的时间 参数2:网格大小 参数3:随机数 |
#include "T18Grid3D.h" #include "AppMacros.h"
CCScene *T18Grid3D::scene() { CCScene * scene = CCScene::create(); T18Grid3D * layer = T18Grid3D::create(); scene->addChild(layer); return scene; }
bool T18Grid3D::init() { TBack::init();
//Grid3D CCSprite * spr = CCSprite::create("HelloWorld.png"); spr->setPosition(ccp(winSize.width / 2, winSize.height / 2)); addChild(spr);
CCActionInterval * shuffle = CCShuffleTiles::create( 5, //特效的持续时间 CCSize(50,50), //网格的大小 50); //随机数
spr->runAction(shuffle);
return true; } |
运行效果:
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分多行消失特效 CCActionInterval* splitCols = CCSplitCols::create(5,50); sp->runAction(splitCols); 作用:分多列消失特效 参数1:特效持续的时间 参数2:列数 |
#include "T18Grid3D.h" #include "AppMacros.h"
CCScene *T18Grid3D::scene() { CCScene * scene = CCScene::create(); T18Grid3D * layer = T18Grid3D::create(); scene->addChild(layer); return scene; }
bool T18Grid3D::init() { TBack::init();
//Grid3D CCSprite * spr = CCSprite::create("HelloWorld.png"); spr->setPosition(ccp(winSize.width / 2, winSize.height / 2)); addChild(spr);
CCActionInterval * splitCols = CCSplitCols::create(5,20);
spr->runAction(splitCols);
return true; } |
运行效果:
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分多列消失特效 CCActionInterval* splitRows = CCSplitRows::create(5, 50); sp->runAction(splitRows);
作用:分多行消失特效 参数1:特效持续的时间 参数2:行数 |
#include "T18Grid3D.h" #include "AppMacros.h"
CCScene *T18Grid3D::scene() { CCScene * scene = CCScene::create(); T18Grid3D * layer = T18Grid3D::create(); scene->addChild(layer); return scene; }
bool T18Grid3D::init() { TBack::init();
//Grid3D CCSprite * spr = CCSprite::create("HelloWorld.png"); spr->setPosition(ccp(winSize.width / 2, winSize.height / 2)); addChild(spr);
CCActionInterval * splitRows = CCSplitRows::create(5, 50);
spr->runAction(splitRows);
return true; } |
运行结果:
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方块消失特效 CCActionInterval* turnOffFiels = CCTurnOffTiles::create(4, CCSize(50, 50)); sp->runAction(turnOffFiles); 作用:方块消失特效 参数1:特效持续的时间 参数2:网络大小 |
#include "T18Grid3D.h" #include "AppMacros.h"
CCScene *T18Grid3D::scene() { CCScene * scene = CCScene::create(); T18Grid3D * layer = T18Grid3D::create(); scene->addChild(layer); return scene; }
bool T18Grid3D::init() { TBack::init();
//Grid3D CCSprite * spr = CCSprite::create("HelloWorld.png"); spr->setPosition(ccp(winSize.width / 2, winSize.height / 2)); addChild(spr);
CCActionInterval * turnOffFiles = CCTurnOffTiles::create( 4, //特效持续的时间 CCSize(50,50)); //网格大小
spr->runAction(turnOffFiles);
return true; } |
运行结果(渐渐消失):
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3D瓷砖波动特效 CCActionInterval * turnOffFiles = CCTurnOffTiles::create( 4, CCSize(10,10), 10, 20); 作用:创建一个3D瓷砖波动特效 参数1:特效持续时间 参数2:网格大小 参数3:波动的速率 参数4:振幅 |
#include "T18Grid3D.h" #include "AppMacros.h"
CCScene *T18Grid3D::scene() { CCScene * scene = CCScene::create(); T18Grid3D * layer = T18Grid3D::create(); scene->addChild(layer); return scene; }
bool T18Grid3D::init() { TBack::init();
//Grid3D CCSprite * spr = CCSprite::create("HelloWorld.png"); spr->setPosition(ccp(winSize.width / 2, winSize.height / 2)); addChild(spr);
//3D瓷砖波动特效 CCActionInterval* wavesTiles3D = CCWavesTiles3D::create( 5, //特效持续时间 CCSize(10, 10), //网格大小 10, //波动的速率 20); //振幅
spr->runAction(wavesTiles3D);
return true; } |
运行结果:
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3.CCFadeOutTRTiles,部落格效果,跳动的方块特效,3D瓷砖晃动特效,破碎的3D瓷砖特效,瓷砖洗牌特效,分多行消失特效,分多列消失特效
标签:style blog http io color os ar sp div
原文地址:http://blog.csdn.net/tototuzuoquan/article/details/40594035