1 TiledGrid3D

//TiledGrid3D

//CCFadeOutTRTiles * action = CCFadeOutTRTiles::create(2,

CCSize(20,20));

//CCFadeOutBLTiles * action = CCFadeOutBLTiles::create(2,

CCSize(20,20));

//CCJumpTiles3D * action = CCJumpTiles3D::create(2,

CCSize(4,4),20,20);

//CCShakyTiles3D * action = CCShakyTiles3D::create(2, CCSize(20,

20), 30, false);

//CCShatteredTiles3D * action = CCShatteredTiles3D::create(2,

CCSize(20,20),20,false);

//CCShuffleTiles * action = CCShuffleTiles::create(2,

CCSize(20,20),2);

//CCSplitCols * action = CCSplitCols::create(2, 20);

//CCSplitRows * action = CCSplitRows::create(2, 20);

//CCTurnOffTiles * action = CCTurnOffTiles::create(2,

CCSize(20,20));

CCWavesTiles3D * action = CCWavesTiles3D::create(2,

CCSize(20,20),20,30);

spr->runAction(action);

部落网格效果。从左下角到右下角

CCActionInterval* fadeOutTRTiles = CCFadeOutTRTiles::create(5, CCSize(50, 50));

sp->runAction(fadeOutTRTiles);

//參数1:特效持续的时间

//參数2:网格大小

#include
"T18Grid3D.h"

#include
"AppMacros.h"

CCScene *T18Grid3D::scene()

{

CCScene *
scene =
CCScene::create();

T18Grid3D *
layer =
T18Grid3D::create();

scene->addChild(layer);

return
scene;

}

bool
T18Grid3D::init()

{

TBack::init();

//Grid3D

CCSprite *
spr =
CCSprite::create("HelloWorld.png");

spr->setPosition(ccp(winSize.width
/ 2, winSize.height
/ 2));

addChild(spr);

CCFadeOutTRTiles *
action =
CCFadeOutTRTiles::create(

20,

CCSize(20, 20));

spr->runAction(action);

return
true;

}

执行结果:

watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvdG90b3R1enVvcXVhbg==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/Center" alt="">

跳动的方块特效

CCActionInterval* jumpTitles = CCJumpTitles3D::create(5,CCSize(20,20),5,20);

sp->runAction(jumpTiles);

作用:跳动的方格特效

參数1:特效持续的时间

參数2:网格的大小

參数3:跳动的次数

參数4:跳动的振幅

#include
"T18Grid3D.h"

#include
"AppMacros.h"

CCScene *T18Grid3D::scene()

{

CCScene *
scene =
CCScene::create();

T18Grid3D *
layer =
T18Grid3D::create();

scene->addChild(layer);

return
scene;

}

bool
T18Grid3D::init()

{

TBack::init();

//Grid3D

CCSprite *
spr =
CCSprite::create("HelloWorld.png");

spr->setPosition(ccp(winSize.width
/ 2, winSize.height
/ 2));

addChild(spr);

CCActionInterval*
jumpTiles =
CCJumpTiles3D::create(

5,              //特效持续的时间

CCSize(20,20), 
//网格的大小

5,              //跳动的次数

20);            //跳动的振幅

spr->runAction(jumpTiles);

return
true;

}

3D
瓷砖晃动特效

CCActionInterval* shakyTiles3D = CCShakyTiles3D::create(5, CCSize(10, 10), 5, false);

sp->runAction(shakyTiles3D);

作用:创建一个3d瓷砖晃动的特效

參数1:特效持续的时间

參数2:网格大小

參数3:晃动的范围

參数5:是否有z轴晃动

#include
"T18Grid3D.h"

#include
"AppMacros.h"

CCScene *T18Grid3D::scene()

{

CCScene *
scene =
CCScene::create();

T18Grid3D *
layer =
T18Grid3D::create();

scene->addChild(layer);

return
scene;

}

bool
T18Grid3D::init()

{

TBack::init();

//Grid3D

CCSprite *
spr =
CCSprite::create("HelloWorld.png");

spr->setPosition(ccp(winSize.width
/ 2, winSize.height
/ 2));

addChild(spr);

CCActionInterval*
shakyTiles3D =
CCShakyTiles3D::create(

5,                //特效持续的时间

CCSize(10, 10),  
//网格大小

5,                //晃动的范围

false);          
//是否有z轴晃动

spr->runAction(shakyTiles3D);

return
true;

}

执行结果:

破碎的3D瓷砖特效

CCActionInterval* shatteredTiles = CCShatteredTiles3D::create(15, CCSize(10, 10), 50, true);

sp->runAction(shatteredTiles);

作用:破碎的3D瓷砖特效

參数1:特效持续的时间

參数2:网格大小

參数3:范围

參数4:是否开启z轴

#include
"T18Grid3D.h"

#include
"AppMacros.h"

CCScene *T18Grid3D::scene()

{

CCScene *
scene =
CCScene::create();

T18Grid3D *
layer =
T18Grid3D::create();

scene->addChild(layer);

return
scene;

}

bool
T18Grid3D::init()

{

TBack::init();

//Grid3D

CCSprite *
spr =
CCSprite::create("HelloWorld.png");

spr->setPosition(ccp(winSize.width
/ 2, winSize.height
/ 2));

addChild(spr);

CCActionInterval*
shatteredTiles =
CCShatteredTiles3D::create(

15,                  //特效持续的时间

CCSize(10,10),      
//网格大小

50,                  //范围

true);              
//是否开启z轴

spr->runAction(shatteredTiles);

return
true;

}

执行结果(特点是破碎的状态):

瓷砖洗牌特效:

CCActionInterval* shuffle = CCShuffleTiles::create(5, CCSize(50, 50), 50);

作用:瓷砖的洗牌特效

參数1:特效持续的时间

參数2:网格大小

參数3:随机数

#include
"T18Grid3D.h"

#include
"AppMacros.h"

CCScene *T18Grid3D::scene()

{

CCScene *
scene =
CCScene::create();

T18Grid3D *
layer =
T18Grid3D::create();

scene->addChild(layer);

return
scene;

}

bool
T18Grid3D::init()

{

TBack::init();

//Grid3D

CCSprite *
spr =
CCSprite::create("HelloWorld.png");

spr->setPosition(ccp(winSize.width
/ 2, winSize.height
/ 2));

addChild(spr);

CCActionInterval *
shuffle =
CCShuffleTiles::create(

5,                //特效的持续时间

CCSize(50,50),   
//网格的大小

50);              //随机数

spr->runAction(shuffle);

return
true;

}

执行效果:

watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvdG90b3R1enVvcXVhbg==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/Center" alt="">

分多行消失特效

CCActionInterval* splitCols = CCSplitCols::create(5,50);

sp->runAction(splitCols);

作用:分多列消失特效

參数1:特效持续的时间

參数2:列数

#include
"T18Grid3D.h"

#include
"AppMacros.h"

CCScene *T18Grid3D::scene()

{

CCScene *
scene =
CCScene::create();

T18Grid3D *
layer =
T18Grid3D::create();

scene->addChild(layer);

return
scene;

}

bool
T18Grid3D::init()

{

TBack::init();

//Grid3D

CCSprite *
spr =
CCSprite::create("HelloWorld.png");

spr->setPosition(ccp(winSize.width
/ 2, winSize.height
/ 2));

addChild(spr);

CCActionInterval *
splitCols =
CCSplitCols::create(5,20);

spr->runAction(splitCols);

return
true;

}

执行效果:

watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvdG90b3R1enVvcXVhbg==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/Center" alt="">

分多列消失特效

CCActionInterval* splitRows = CCSplitRows::create(5, 50);

sp->runAction(splitRows);

作用:分多行消失特效

參数1:特效持续的时间

參数2:行数

#include
"T18Grid3D.h"

#include
"AppMacros.h"

CCScene *T18Grid3D::scene()

{

CCScene *
scene =
CCScene::create();

T18Grid3D *
layer =
T18Grid3D::create();

scene->addChild(layer);

return
scene;

}

bool
T18Grid3D::init()

{

TBack::init();

//Grid3D

CCSprite *
spr =
CCSprite::create("HelloWorld.png");

spr->setPosition(ccp(winSize.width
/ 2, winSize.height
/ 2));

addChild(spr);

CCActionInterval *
splitRows =
CCSplitRows::create(5,
50);

spr->runAction(splitRows);

return
true;

}

执行结果:

方块消失特效

CCActionInterval* turnOffFiels = CCTurnOffTiles::create(4, CCSize(50, 50));

sp->runAction(turnOffFiles);

作用:方块消失特效

參数1:特效持续的时间

參数2:网络大小

#include
"T18Grid3D.h"

#include
"AppMacros.h"

CCScene *T18Grid3D::scene()

{

CCScene *
scene =
CCScene::create();

T18Grid3D *
layer =
T18Grid3D::create();

scene->addChild(layer);

return
scene;

}

bool
T18Grid3D::init()

{

TBack::init();

//Grid3D

CCSprite *
spr =
CCSprite::create("HelloWorld.png");

spr->setPosition(ccp(winSize.width
/ 2, winSize.height
/ 2));

addChild(spr);

CCActionInterval *
turnOffFiles =
CCTurnOffTiles::create(

4,                 //特效持续的时间

CCSize(50,50));   
//网格大小

spr->runAction(turnOffFiles);

return
true;

}

执行结果(渐渐消失):

3D瓷砖波动特效

CCActionInterval * turnOffFiles = CCTurnOffTiles::create(

4,

CCSize(10,10),

10,

20);

作用:创建一个3D瓷砖波动特效

參数1:特效持续时间

參数2:网格大小

參数3:波动的速率

參数4:振幅

#include
"T18Grid3D.h"

#include
"AppMacros.h"

CCScene *T18Grid3D::scene()

{

CCScene *
scene =
CCScene::create();

T18Grid3D *
layer =
T18Grid3D::create();

scene->addChild(layer);

return
scene;

}

bool
T18Grid3D::init()

{

TBack::init();

//Grid3D

CCSprite *
spr =
CCSprite::create("HelloWorld.png");

spr->setPosition(ccp(winSize.width
/ 2, winSize.height
/ 2));

addChild(spr);

//3D瓷砖波动特效

CCActionInterval*
wavesTiles3D =
CCWavesTiles3D::create(

5,               //特效持续时间

CCSize(10, 10), 
//网格大小

10,              //波动的速率

20);             //振幅

spr->runAction(wavesTiles3D);

return
true;

}

执行结果:

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