【iOS-Cocos2d游戏开发之三】CCScene切换的所有特效(28种)以及设置屏幕横竖屏!

最后更新于:2022-04-01 10:14:20

[ 李华明Himi ](http://www.himigame.com/about-himi)原创,转载务必在明显处注明: 转载自[【黑米GameDev街区】](http://www.himigame.com/)原文链接:  [http://www.himigame.com/iphone-cocos2d/423.html](http://www.himigame.com/iphone-cocos2d/423.html "【iOS-Cocos2d游戏开发之三】CCScene切换的所有特效(28种)以及设置屏幕横竖屏!")> [](http://blog.csdn.net/xiaominghimi/article/details/6651281) CCScene 对于使用cocos2d的童鞋肯定很熟悉,那么在使用 [[CCDirectorsharedDirector]replaceScene:<#(CCScene *)scene#>]; 对scene进行场景(CCLayout)进行切换时,cocos2d提供了一些特效进行过渡,那么今天仔细翻开cocos2d源码,将所有的动画效果都测试了一遍,大概整理如下,提供大家查阅和使用吧; 因为我使用的是最新的cocos2d的1.0版本,所以一些函数方法跟之前不一样了,所以不要感到奇怪; 由于代码都有备注,所以就直接上代码了,就不详细单独解释了;关于注释的都是我的直观体验,推荐大家放到自己项目中,自己都看看每个的效果,这样记忆深刻; ~~~ //触摸事件 - 当手指从屏幕抬起时调用的方法-Himi -(void) ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { CCScene* scenec = [OtherLayout scene]; //部落格------ //CCTransitionTurnOffTiles *transitionScene = [CCTransitionTurnOffTiles transitionWithDuration:3 scene:scenec]; //近远-远近----- //CCTransitionShrinkGrow *transitionScene = [CCTransitionShrinkGrow transitionWithDuration:3 scene:scenec]; //另一个layout左侧进入(视觉感觉是屏幕右移) //CCTransitionSlideInL *transitionScene = [CCTransitionSlideInL transitionWithDuration:3 scene:scenec]; //另一个layout右侧进入(视觉感觉是屏幕左移) //CCTransitionSlideInR *transitionScene = [CCTransitionSlideInR transitionWithDuration:3 scene:scenec]; //另一个layout上侧进入(视觉感觉是屏幕下移) //CCTransitionSlideInT *transitionScene = [CCTransitionSlideInT transitionWithDuration:3 scene:scenec]; //另一个layout下侧进入(视觉感觉是屏幕上移) //CCTransitionSlideInB *transitionScene = [CCTransitionSlideInB transitionWithDuration:3 scene:scenec]; //当前屏幕被分为3列,两则下移,中间上移 //CCTransitionSplitCols *transitionScene = [CCTransitionSplitCols transitionWithDuration:3 scene:scenec]; //当前屏幕被分为3列,两则左移,中间右移 //CCTransitionSplitRows *transitionScene = [CCTransitionSplitRows transitionWithDuration:3 scene:scenec]; //扇形转换----- //CCTransitionRadialCW *transitionScene = [CCTransitionRadialCW transitionWithDuration:3 scene:scenec]; //平面旋转----- //CCTransitionRotoZoom *transitionScene = [CCTransitionRotoZoom transitionWithDuration:3 scene:scenec]; //近-远-跳动------ //CCTransitionJumpZoom *transitionScene = [CCTransitionJumpZoom transitionWithDuration:3 scene:scenec]; //立体反转(X轴)--(还有种从近到远,从远到近的感觉)-------- //CCTransitionZoomFlipX *transitionScene = [CCTransitionZoomFlipX transitionWithDuration:3 scene:scenec]; //立体反转(Y轴)-(还有种从近到远,从远到近的感觉)------- //CCTransitionZoomFlipY *transitionScene = [CCTransitionZoomFlipY transitionWithDuration:3 scene:scenec]; //立体反转(X,Y轴)---(还有种从近到远,从远到近的感觉)----- //CCTransitionZoomFlipAngular *transitionScene = [CCTransitionZoomFlipAngular transitionWithDuration:3 scene:scenec]; //另外一个layout左侧进入覆盖当前layout //CCTransitionMoveInL *transitionScene = [CCTransitionMoveInL transitionWithDuration:3 scene:scenec]; //另外一个layout右侧进入覆盖当前layout //CCTransitionMoveInR *transitionScene = [CCTransitionMoveInR transitionWithDuration:3 scene:scenec]; //另外一个layout上侧进入覆盖当前layout //CCTransitionMoveInT *transitionScene = [CCTransitionMoveInT transitionWithDuration:3 scene:scenec]; //另外一个layout下侧进入覆盖当前layout //CCTransitionMoveInB *transitionScene = [CCTransitionMoveInB transitionWithDuration:3 scene:scenec]; //立体反转(X轴)--2D平面反转,没有远近感 //CCTransitionFlipX *transitionScene = [CCTransitionFlipX transitionWithDuration:3 scene:scenec]; //立体反转(Y轴)--2D平面反转,没有远近感 //CCTransitionFlipY *transitionScene = [CCTransitionFlipY transitionWithDuration:3 scene:scenec]; //立体反转(X,Y轴)--2D平面反转,没有远近感 //CCTransitionFlipAngular *transitionScene = [CCTransitionFlipAngular transitionWithDuration:3 scene:scenec]; //实体-透明-实体(默认无颜色,可以附带颜色) //CCTransitionFade* transitionScene = [CCTransitionFade transitionWithDuration:3 scene:scenec withColor:ccWHITE]; //另外一个直接渐变覆盖当前layout //CCTransitionCrossFade *transitionScene = [CCTransitionCrossFade transitionWithDuration:3 scene:scenec]; //移动(方格状)部落格,从左下往右上 //CCTransitionFadeTR *transitionScene = [CCTransitionFadeTR transitionWithDuration:3 scene:scenec]; //移动(方格状)部落格,从右上往左下 CCTransitionFadeBL *transitionScene = [CCTransitionFadeBL transitionWithDuration:3 scene:scenec]; //移动(长矩形,宽度是屏幕宽)部落格,从下往上 //CCTransitionFadeUp *transitionScene = [CCTransitionFadeUp transitionWithDuration:3 scene:scenec]; //移动(长矩形,宽度是屏幕宽)部落格,从上往下 //CCTransitionFadeDown *transitionScene = [CCTransitionFadeDown transitionWithDuration:3 scene:scenec]; [[CCDirector sharedDirector] replaceScene: transitionScene]; } ~~~ 以上代码Himi推荐大家自己常识运行每种特效,毕竟每个人都有不同的感觉,注释都是我的感觉写的,大概注释了一下而已; 下面我来给大家介绍如何在cocos2d 1.0版本中设置竖屏显示,因为默认是横屏; 首先找到RootViewController.m 类(此类在1.0版本存在),然后找到宏定义的一段代码,代码如下: ~~~ #elif GAME_AUTOROTATION == kGameAutorotationUIViewController ~~~ 然后下面能看到cocos2d的默认代码是设置横屏: ~~~ return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) ); ~~~ 如果想设置竖屏,请更改如下即可: ~~~ return (UIInterfaceOrientationIsPortrait(interfaceOrientation)); ~~~ ok,今天就先介绍这里~继续学习~下面给出一张,部落格效果,从左下往右上的切换特效截图; ![](https://docs.gechiui.com/gc-content/uploads/sites/kancloud/2016-03-31_56fcd0120e44e.png)
';