cocos2d-x 翻转卡牌 效果 动画 flip card effect

//*** .h
class FakeRotateY : public cocos2d::Rotateto
{
public:
/* creates the action /
static FakeRotateY* create(float duration,float startAngle,float dstAngle,float depth);
/* creates the action with default dept = 6 /
static FakeRotateY* create(float duration,float dstAngle);
/* initializes the action /
bool init(float duration,float depth);

virtual ~FakeRotateY() {}

protected:

virtual void startWithTarget(cocos2d::Node *target);

virtual void update(float time);

private:

float startAngle_;
float dstAngle_;
float diffAngle_;
float radius_;
float depth_;

cocos2d::Sprite *target_;

};

//**** .cpp

FakeRotateY* FakeRotateY::create(float duration,float depth)
{
FakeRotateY *action = new (std::nothrow) FakeRotateY();
action->autorelease();

if (action->init(duration,startAngle,dstAngle,depth)) {
    return action;
}

return nullptr;

}

FakeRotateY* FakeRotateY::create(float duration,float dstAngle)
{
//create instance with default depth = 6
return create(duration,6.0);
}

bool FakeRotateY::init(float duration,float depth)
{
if (Rotateto::initWithDuration(duration,dstAngle)) {
startAngle_ = startAngle;
dstAngle_ = dstAngle;
depth_ = depth;

target_ = nullptr;

    return true;
}

return false;

}

void FakeRotateY::startWithTarget(Node *target)
{
Rotateto::startWithTarget(target);

radius_ = target->getContentSize().width / 2.0;

calculateAngles(startAngle_,diffAngle_,dstAngle_);

target_ = dynamic_cast<Sprite *>(target); //dynamic_cast maybe overhead,but this action works only with sprites. todo: find better solution

CCASSERT(target_,"this action can be used only with sprite");

}

void FakeRotateY::update(float time)
{
polygonInfo pi = target_->getpolygonInfo();

pi.triangles.verts[0].vertices.x = cosf(M_PI + CC_degrees_TO_radians(startAngle_ + diffAngle_*time)) * radius_ + radius_;
pi.triangles.verts[0].vertices.y = (sinf(M_PI + CC_degrees_TO_radians(startAngle_ + diffAngle_*time)) * radius_) / depth_ + target_->getContentSize().height;

pi.triangles.verts[1].vertices.x = cosf(M_PI - CC_degrees_TO_radians(startAngle_ + diffAngle_*time)) * radius_ + radius_;
pi.triangles.verts[1].vertices.y = (sinf(M_PI - CC_degrees_TO_radians(startAngle_ + diffAngle_*time)) * radius_) / depth_;

pi.triangles.verts[2].vertices.x = cosf(CC_degrees_TO_radians(startAngle_ + diffAngle_*time)) * radius_ + radius_;
pi.triangles.verts[2].vertices.y = (sinf(CC_degrees_TO_radians(startAngle_ + diffAngle_*time)) * radius_) / depth_ + target_->getContentSize().height;

pi.triangles.verts[3].vertices.x = cosf(-CC_degrees_TO_radians(startAngle_ + diffAngle_*time)) * radius_ + radius_;
pi.triangles.verts[3].vertices.y = (sinf(-CC_degrees_TO_radians(startAngle_ + diffAngle_*time)) * radius_) / depth_;

target_->setpolygonInfo(pi);

}

//author
https://github.com/MrCapone/cocos2d-x-custom-actions
Demo: https://www.dropbox.com/s/64y0uuj02quextl/cards.webm21

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