5 cocos2d-iphone ios cocos2d-x
我有一个精灵(例如纸飞机).我想让它像下面的图片一样移动.我可以使用很多MoveTo和RotateBy动作来按点定义路径,但对我来说这似乎是个坏主意.如何实施?

我认为发布一个答案可能会很好,这个答案显示了如果你明确控制精灵,更新将如何工作的基础知识.
我不确定您是使用Cocos2d还是Cocos2d-X,但该技术适用于任何一种情况.代码使用Cocos2d-x在C++中.
这个想法是,基于时间,你(手动)更新精灵的位置.精灵在任何时间的位置由动画开始后的秒数决定.该线名义上遵循从(x0,y0)到(x1,y0)的直线路径.然后,您可以使用某些三角函数将线投影到以任意角度绘制的直线上.这使得能够沿任何方向具有正弦路径.
这是基本代码(主要工作在UpdateAnimation()中完成):
// This assumes the frame rate is relatively constant
// at 60 fps.
const double SECONDS_PER_TICK = 1.0/60;
const double DURATION = 8.0; // Seconds for total animation.
const double X_START = 100; // Pixels
const double Y_START = 200; // Pixels
const double X_STOP = 800; // Pixels
const double X_SPEED = (X_STOP-X_START)/DURATION;
const double Y_PERIOD = 4.0; // Seconds for y cycle.
const double Y_HEIGHT = 100;
const double LAUNCH_ANGLE = M_PI/4; // Angle for line.
const CCPoint ANCHOR(X_START,Y_START);
CCPoint RotatePointAboutAnchor(const CCPoint& pt,double theta,const CCPoint& anchor)
{
double xPrime = cos(theta) * (pt.x-anchor.x) - sin(theta) * (pt.y-anchor.y) + anchor.x;
double yPrime = sin(theta) * (pt.x-anchor.x) + cos(theta) * (pt.y-anchor.y) + anchor.y;
return CCPoint(xPrime,yPrime);
}
void HelloWorld::InitAnimation()
{
_ticks = 0;
_ticksTotal = DURATION/SECONDS_PER_TICK;
}
void HelloWorld::UpdateAnimation()
{
if(_ticks <= _ticksTotal)
{
double seconds = _ticks*SECONDS_PER_TICK;
double xPos = X_START + seconds*X_SPEED;
double yPos = Y_START + Y_HEIGHT*sin(seconds*2*M_PI/Y_PERIOD);
CCPoint pos = RotatePointAboutAnchor(CCPoint(xPos,yPos), LAUNCH_ANGLE, ANCHOR);
// Set the position of the sprite
_sprite->setPosition(pos);
CCLOG("Tick: %d, Seconds: %5.2f, Position: (%f,%f)",_ticks,seconds,pos.x,pos.y);
if(_ticks%10 == 0)
{ // Add a trail
CCSprite* marker = CCSprite::create("Icon-72.png");
marker->setScale(0.1);
marker->setPosition(_sprite->getPosition());
marker->setZOrder(50);
addChild(marker);
}
// Increment the ticks count for next time.
_ticks++;
}
}
void HelloWorld::draw()
{
CCLayer::draw();
CCPoint start;
CCPoint stop;
start = RotatePointAboutAnchor(CCPoint(X_START,Y_START), LAUNCH_ANGLE, ANCHOR);
stop = RotatePointAboutAnchor(CCPoint(X_STOP,Y_START), LAUNCH_ANGLE, ANCHOR);
ccDrawLine(start,stop);
start = RotatePointAboutAnchor(CCPoint(X_START,Y_START+Y_HEIGHT), LAUNCH_ANGLE, ANCHOR);
stop = RotatePointAboutAnchor(CCPoint(X_STOP,Y_START+Y_HEIGHT), LAUNCH_ANGLE, ANCHOR);
ccDrawLine(start,stop);
start = RotatePointAboutAnchor(CCPoint(X_START,Y_START-Y_HEIGHT), LAUNCH_ANGLE, ANCHOR);
stop = RotatePointAboutAnchor(CCPoint(X_STOP,Y_START-Y_HEIGHT), LAUNCH_ANGLE, ANCHOR);
ccDrawLine(start,stop);
}
void HelloWorld::onEnterTransitionDidFinish()
{
InitAnimation();
scheduleUpdate();
}
void HelloWorld::onExitTransitionDidStart()
{
unscheduleUpdate();
}
void HelloWorld::update(float dt)
{
UpdateAnimation();
}
Run Code Online (Sandbox Code Playgroud)
我画了一些标记来显示路径,并在"应该遵循的路径"周围绘制线条.这是它的样子:

您可以根据需要更改LAUNCH_ANGLE,使其沿不同角度移动.
显然这不是生产代码,但它确实证明了你可以在任何方向上遵循正弦路径.您应该将其封装到更符合您的应用程序的内容中.
整个代码库可以在git hub上找到.
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