Cocos2d iphone 如何在cocos2d中使用转场弹出场景?
在cocos2d中调用RelpaceSecene或pushScene时,我可以向其添加一些过渡,如:Cocos2d iphone 如何在cocos2d中使用转场弹出场景?,cocos2d-iphone,transitions,Cocos2d Iphone,Transitions,在cocos2d中调用RelpaceSecene或pushScene时,我可以向其添加一些过渡,如: CCDirector *director = [CCDirector sharedDirector]; CCScene *currentScene = [director runningScene]; CGSize contentSize = [currentScene contentSize]; CCLayerColor *black = [[CCLayerColor alloc]
CCDirector *director = [CCDirector sharedDirector];
CCScene *currentScene = [director runningScene];
CGSize contentSize = [currentScene contentSize];
CCLayerColor *black = [[CCLayerColor alloc] initWithColor:ccc4(0, 0, 0, 0) width:contentSize.width height:contentSize.height];
[currentScene addChild:black];
[black runAction:[CCSequence actionOne:[CCFadeTo actionWithDuration:1.0f opacity:255]
two:[CCCallFunc actionWithTarget:director selector:@selector(popScene)]]];
[[CCDirector sharedDirector]替换场景:[CCTransitionFade transitionWithDuration:1场景:场景]]
但当我调用popScene时,它不需要任何参数,也不能添加任何过渡。是这样吗?
如何使用所需的转换来弹出场景?在cocos2d论坛中,每个人都可以这样做: 将其添加到CCDirector.h,就在声明-(void)popsecene(第402行)之后: 您可以这样调用该方法:
[[CCDirector sharedDirector] popSceneWithTransition:[CCSlideInRTransition class] durat
您可以按如下方式使用
类别
:
@interface CCDirector (PopTransition)
- (void)popSceneWithTransition:(Class)transitionClass duration:(ccTime)t;
@end
@implementation CCDirector (PopTransition)
- (void)popSceneWithTransition:(Class)transitionClass duration:(ccTime)t {
[self popScene];
// Make Transition
if (nextScene_) {
CCScene* scene = [transitionClass transitionWithDuration:t scene:nextScene_];
[scenesStack_ replaceObjectAtIndex:([scenesStack_ count] - 1) withObject:scene];
nextScene_ = scene;
}
}
@end
通过这种方式,您无需修改CCDirector类。我修改了Kailash的答案以使用cocos2d 2.1 CCDirector+additions.h
#import "cocos2d.h"
@interface CCDirector (additions)
-(void)popSceneWithTransition:(Class)transitionClass duration:(ccTime)t;
@end
#import "cocos2d.h"
@interface CCDirector (addition)
- (void) popSceneWithTransition:(Class)transitionClass duration:(ccTime)t;
@end
CCDirector+additions.m
#import "CCDirector+additions.h"
@implementation CCDirector (additions)
-(void)popSceneWithTransition:(Class)transitionClass duration:(ccTime)t {
[self popScene];
// Make Transition
if (_nextScene) {
CCScene* scene = [transitionClass transitionWithDuration:t scene:_nextScene];
[_scenesStack replaceObjectAtIndex:([_scenesStack count] - 1) withObject:scene];
_nextScene = scene;
}
}
@end
#import "CCDirector+addition.h"
@implementation CCDirector (addition)
- (void) popSceneWithTransition:(Class)transitionClass duration:(ccTime)t {
[_scenesStack removeLastObject];
NSUInteger count = [_scenesStack count];
NSAssert(count > 0, @"Don't popScene when there aren't any!");
CCScene* scene = [transitionClass transitionWithDuration:t scene:[_scenesStack lastObject]];
[self replaceScene:scene];
}
@end
上面的一个更简洁的版本实际上释放了场景,因此可以根据需要清理场景及其纹理 CCDirector+addition.h
#import "cocos2d.h"
@interface CCDirector (additions)
-(void)popSceneWithTransition:(Class)transitionClass duration:(ccTime)t;
@end
#import "cocos2d.h"
@interface CCDirector (addition)
- (void) popSceneWithTransition:(Class)transitionClass duration:(ccTime)t;
@end
CCDirector+addition.m
#import "CCDirector+additions.h"
@implementation CCDirector (additions)
-(void)popSceneWithTransition:(Class)transitionClass duration:(ccTime)t {
[self popScene];
// Make Transition
if (_nextScene) {
CCScene* scene = [transitionClass transitionWithDuration:t scene:_nextScene];
[_scenesStack replaceObjectAtIndex:([_scenesStack count] - 1) withObject:scene];
_nextScene = scene;
}
}
@end
#import "CCDirector+addition.h"
@implementation CCDirector (addition)
- (void) popSceneWithTransition:(Class)transitionClass duration:(ccTime)t {
[_scenesStack removeLastObject];
NSUInteger count = [_scenesStack count];
NSAssert(count > 0, @"Don't popScene when there aren't any!");
CCScene* scene = [transitionClass transitionWithDuration:t scene:[_scenesStack lastObject]];
[self replaceScene:scene];
}
@end
不必弄乱Cocos2d的内部结构,您可以这样做:
CCDirector *director = [CCDirector sharedDirector];
CCScene *currentScene = [director runningScene];
CGSize contentSize = [currentScene contentSize];
CCLayerColor *black = [[CCLayerColor alloc] initWithColor:ccc4(0, 0, 0, 0) width:contentSize.width height:contentSize.height];
[currentScene addChild:black];
[black runAction:[CCSequence actionOne:[CCFadeTo actionWithDuration:1.0f opacity:255]
two:[CCCallFunc actionWithTarget:director selector:@selector(popScene)]]];
太好了,成功了。以前我不知道我必须为这个东西修改cocos2d。非常感谢。@willzeng您应该将正确答案标记为正确,以便将来帮助他人。@Scottpetit,为什么要使用[scenesStack\uuu替换objectatindex:c-1 with object:scene]代码>是必需的吗?