} } }

    cocos2d-x动作道理

    添加时间:2013-7-1 点击量:



    起首CCAction是所有动作的基类,如下图持续关系:




    那么来看看CCAction的定义: 



    class CC_DLL CCAction : public CCObject 
    
    {
    public:
    CCAction(
    void);
    virtual ~CCAction(void);

    const char description();
    virtual CCObject copyWithZone(CCZone pZone);
    //! return true if the action has finished
    virtual bool isDone(void);
    virtual void startWithTarget(CCNode pTarget);
    /
    called after the action has finished. It will set the target to nil.
    IMPORTANT: You should never call [action stop] manually. Instead, use: target->stopAction(action);
    /
    virtual void stop(void);
    //! called every frame with its delta time. DONT override unless you know what you are doing.
    virtual void step(float dt);
    virtual voidfloat time);
    inline CCNode
    getTarget(void) { return m_pTarget; }
    inline
    void setTarget(CCNode pTarget) { m_pTarget = pTarget; }
    inline CCNode
    getOriginalTarget(void) { return m_pOriginalTarget; }
    inline
    void setOriginalTarget(CCNode pOriginalTarget) { m_pOriginalTarget = pOriginalTarget; }
    inline
    int getTag(void) { return m_nTag; }
    inline
    void setTag(int nTag) { m_nTag = nTag; }

    public:
    static CCAction create();
    protected:
    CCNode
    m_pOriginalTarget;
    CCNode
    m_pTarget;
    int m_nTag;
    };


    在类定义最后有三个成员变量,而持续自CCAction的CCFiniteTimeAction首要新增长了一个用于保存该动作总完成时候的成员变量float m_fDuration;


    对于其两个子类CCActionInstant和CCActionInterval,前者没有新增任何函数和变量,而后者增长了两个成员变量:float m_elapsed(记录从动作开端起逝去的时候);和bool   m_bFirstTick(一个把握变量);



    那么动作是如何履行的呢?


    当一个节点调用runAction办法时,动作经管类CCActionManager(单例类)会将新的动作和节点添加到其经管的动作表中。



    CCAction  CCNode::runAction(CCAction action)
    
    {
    CCAssert( action
    != NULL, Argument must be non-nil);
    m_pActionManager
    ->addAction(action, this, !m_bRunning);
    return action;
    }




    在addAction中,将动作添加到动作队列后,就会对该动作调用其成员函数startWithTarget(CCNode pTarget)来绑定该动作的履行节点,和初始化动作类的成员变量。



    这些工作都完成后,每一帧刷新屏幕时,体系就会在CCActionManager中遍历动作表中的每一个动作,并调用动作的step(float)办法。而step办法首要负责策画m_elapsed的值,并调用(float)办法。



    void CCActionInterval::step(float dt)
    
    {
    if (m_bFirstTick)
    {
    m_bFirstTick
    = false;
    m_elapsed
    = 0;
    }
    else
    {
    m_elapsed
    += dt;
    }

    this->(MAX (0// needed for rewind. elapsed could be negative
    MIN(1, m_elapsed / MAX(m_fDuration, FLT_EPSILON) // division by 0


    );
    }


     传入办法的float型参数默示逝去的时候与动作完成须要的时候的比值,介于0-1之间,即动作完成的百分比。然后在办法中,经由过程完成比例对节点的属性进行操纵来达到动作的结果。
    例如:对MoveBy调用时,经由过程传入的比例调用setPosition直接批改节点的属性。


    最后在每一帧停止后,CCActionManager的会搜检动作队列中每个动作的isDone函数是否返回true,若是返回true,则动作停止,将其从队列中删除。


    —————————————————————————————————————————————————————————————————————————— 



    从上方知道:动作都是由CCActionManager来经管。那我们再来看看CCActionManager的工作道理。


    在CCDirector初始化时,履行了如下代码:



        // scheduler
    
    m_pScheduler = new CCScheduler();
    // action manager
    m_pActionManager = new CCActionManager();
    m_pScheduler
    ->scheduleUpdateForTarget(m_pActionManager, krioritySystem, false);


    可见动作经管类在创建时就注册了Update按时器,那么CCScheduler在游戏的每一帧mainLoop更新中都邑触发CCActionManager注册的(float )办法。调剂器道理请参照此链接:http://www.cnblogs.com/songcf/p/3162414.html




    // main loop
    
    void CCActionManager::(float dt)
    {
    //列举措作表中的每一个节点
    for (tHashElement elt = m_pTargets; elt != NULL; )
    {
    m_pCurrentTarget
    = elt;
    m_bCurrentTargetSalvaged
    = false;

    if (! m_pCurrentTarget->paused)
    {
    //列举节点的每一个动作 actions数组可能会在轮回中被批改
    for (m_pCurrentTarget->actionIndex = 0; m_pCurrentTarget->actionIndex < m_pCurrentTarget->actions->num;
    m_pCurrentTarget
    ->actionIndex++
    {
    m_pCurrentTarget
    ->currentAction = (CCAction)m_pCurrentTarget->actions->arr[m_pCurrentTarget->actionIndex];
    if (m_pCurrentTarget->currentAction == NULL)
    {
    continue;
    }

    m_pCurrentTarget
    ->currentActionSalvaged = false;

    m_pCurrentTarget
    ->currentAction->step(dt);

    if (m_pCurrentTarget->currentActionSalvaged)
    {
    // The currentAction told the node to remove it. To prevent the action
    // accidentally deallocating itself before finishing its step, we retained
    // it. Now that step is done, its safe to release it.
    m_pCurrentTarget->currentAction->release();
    }
    else
    if (m_pCurrentTarget->currentAction->isDone())
    {
    m_pCurrentTarget
    ->currentAction->stop();

    CCAction
    pAction = m_pCurrentTarget->currentAction;
    // Make currentAction nil to prevent removeAction salvaging it.
    m_pCurrentTarget->currentAction = NULL;
    removeAction(pAction);
    }

    m_pCurrentTarget
    ->currentAction = NULL;
    }
    }

    // elt, at this moment, is still valid
    // so it is safe to ask this here (issue #490)
    elt = (tHashElement)(elt->hh.next);

    // only currentTarget if no actions were scheduled during the cycle (issue #481)
    if (m_bCurrentTargetSalvaged && m_pCurrentTarget->actions->num == 0
    {
    HashElement(m_pCurrentTarget);
    }
    }

    // issue #635
    m_pCurrentTarget = NULL;
    }








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