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ios/Runner/Wowgame/Classes/game_toy/ToyClipToAction.cpp 1.99 KB
5daad4bc   xiaoyu   游戏源码添加编译(现存问题:游戏内...
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  //
  //  ToyClipToAction.cpp
  //  SteveMaggieCpp
  //
  //  Created by Katarzyna Kalinowska-Górska on 24.06.2017.
  //
  //
  
  #include <stdio.h>
  #include "ToyClipToAction.h"
  
  ClipTo* ClipTo::create(float duration, const cocos2d::Rect& newRect)
  {
      ClipTo *ret = new (std::nothrow) ClipTo();
      
      if (ret && ret->initWithDuration(duration, newRect))
      {
          ret->autorelease();
          return ret;
      }
      
      delete ret;
      return nullptr;
  }
  
  bool ClipTo::initWithDuration(float duration, const cocos2d::Rect& newRect)
  {
      bool ret = false;
      
      if (ActionInterval::initWithDuration(duration))
      {
          _toRect = newRect;
          ret = true;
      }
      
      return ret;
  }
  
  ClipTo* ClipTo::clone() const
  {
      // no copy constructor
      return ClipTo::create(_duration, _toRect);
  }
  
  void ClipTo::startWithTarget(cocos2d::Node *target)
  {
      ActionInterval::startWithTarget(target);
      auto targetSprite = dynamic_cast<cocos2d::Sprite*>(target);
      if(targetSprite){
          _startRect = targetSprite->getTextureRect();
          _deltaX = _toRect.origin.x - _startRect.origin.x;
          _deltaY = _toRect.origin.y - _startRect.origin.y;
          _deltaW = _toRect.size.width - _startRect.size.width;
          _deltaH = _toRect.size.height - _startRect.size.height;
      }
  }
  
  ClipTo* ClipTo::reverse() const
  {
      CCASSERT(false, "reverse() not supported in ClipTo");
      return nullptr;
  }
  
  void ClipTo::update(float t)
  {
      if (_target)
      {
          auto targetSprite = dynamic_cast<cocos2d::Sprite*>(_target);
          if(targetSprite){
              
              auto dx = _deltaX*t;
              auto dy = _deltaY*t;
              auto dw = _deltaW*t;
              auto dh = _deltaH*t;
              cocos2d::Rect newRect = cocos2d::Rect(MAX(_startRect.origin.x + dx,0), MAX(_startRect.origin.y + dy,0), MAX(_startRect.size.width + dw,0), MAX(_startRect.size.height + dh,0));
              targetSprite->setTextureRect(newRect);
              
              targetSprite->setContentSize(newRect.size);
              
          }
      }
  }