【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)