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:
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;
}
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:
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):
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:
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:
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:
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):
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: