cocos2d-x节点(CCActionInterval.h)API
本文来自http://blog.csdn.net/runaying ,引用必须注明出处!cocos2d-x节点(CCActionInterval.h)API温馨提醒:为了大家能更好学习,强烈推荐大家看看本人的这篇博客 Cocos2d-X权威指南笔记//放射状过渡到下一个场景///cocos2d-x-3.0alpha0/cocos2dx/layers_scen
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本文来自http://blog.csdn.net/runaying ,引用必须注明出处!
cocos2d-x节点(CCActionInterval.h)API
温馨提醒:为了大家能更好学习,强烈推荐大家看看本人的这篇博客 Cocos2d-X权威指南笔记
//放射状过渡到下一个场景
///cocos2d-x-3.0alpha0/cocos2dx/layers_scenes_transitions_nodes
//放射状过渡到下一个场景
#ifndef __CCTRANSITIONPROGRESS_H__
#define __CCTRANSITIONPROGRESS_H__
#include "CCTransition.h"
NS_CC_BEGIN
class ProgressTimer;
class RenderTexture;
/**
* @addtogroup transition
* @{
*/
class CC_DLL TransitionProgress : public TransitionScene
{
public:
static TransitionProgress* create(float t, Scene* scene);
TransitionProgress();
//
// Overrides
//
virtual void onEnter() override;
virtual void onExit() override;
protected:
virtual void sceneOrder() override;
protected:
virtual ProgressTimer* progressTimerNodeWithRenderTexture(RenderTexture* texture);
virtual void setupTransition();
protected:
float _to;
float _from;
Scene* _sceneToBeModified;
};
/** TransitionRadialCCW transition.
逆时针放射状过渡到下一个场景
*/
class CC_DLL TransitionProgressRadialCCW : public TransitionProgress
{
public:
static TransitionProgressRadialCCW* create(float t, Scene* scene);
protected:
//
// Overrides
//
virtual ProgressTimer* progressTimerNodeWithRenderTexture(RenderTexture* texture) override;
};
/** TransitionRadialCW transition.
逆时针放射状过渡到下一个场景
*/
class CC_DLL TransitionProgressRadialCW : public TransitionProgress
{
public:
static TransitionProgressRadialCW* create(float t, Scene* scene);
protected:
//
// Overrides
//
virtual ProgressTimer* progressTimerNodeWithRenderTexture(RenderTexture* texture) override;
};
/** TransitionProgressHorizontal transition.
顺时针放射状过渡到下一个场景
*/
class CC_DLL TransitionProgressHorizontal : public TransitionProgress
{
public:
static TransitionProgressHorizontal* create(float t, Scene* scene);
protected:
//
// Overrides
//
virtual ProgressTimer* progressTimerNodeWithRenderTexture(RenderTexture* texture) override;
};
class CC_DLL TransitionProgressVertical : public TransitionProgress
{
public:
static TransitionProgressVertical* create(float t, Scene* scene);
protected:
//
// Overrides
//
virtual ProgressTimer* progressTimerNodeWithRenderTexture(RenderTexture* texture) override;
};
class CC_DLL TransitionProgressInOut : public TransitionProgress
{
public:
static TransitionProgressInOut* create(float t, Scene* scene);
protected:
//
// Overrides
//
virtual ProgressTimer* progressTimerNodeWithRenderTexture(RenderTexture* texture) override;
virtual void sceneOrder() override;
virtual void setupTransition() override;
};
class CC_DLL TransitionProgressOutIn : public TransitionProgress
{
public:
static TransitionProgressOutIn* create(float t, Scene* scene);
protected:
//
// Overrides
//
virtual ProgressTimer* progressTimerNodeWithRenderTexture(RenderTexture* texture) override;
};
// end of transition group
/// @}
NS_CC_END
#endif /* __CCTRANSITIONPROGRESS_H__ */
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