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准备缩短反弹棒素材和上一篇类似,我们如法炮制一张缩短后反弹棒的素材.
打开SpriteBuilder,新建StickShorter.ccb文件,按下图绘制其sprite帧和物理对象:
注意,在Ai中缩小和放大原来反弹棒的图片时,只要沿X轴一个方向放大即可,否则在Y轴方向也会变大,这就不是我们想要的了.
创建缩短道具星我们用红色的星星表示缩短道具,所以spawStar中是这样写的:
case brkColorRed: star = [Star starWithType:starTypeStickShorter]; break;
在GameScene.m中,在星星与反弹棒碰撞的代码中,加入如下代码:
case starTypeStickShorter: @synchronized(self){ [self scheduleBlock:^(CCTimer *timer){ [Star doStickShorterWork:self.stickInGameScene]; } delay:0]; } break;
好了,最后我们回到Star.m中添加doStickShorterWork方法:
+(void)doStickShorterWork:(Stick *)stick{ GameScene *gameScene = [GameScene sharedGameScene]; CCPhysicsNode *physicsWorld = (CCPhysicsNode*)stick.parent; @synchronized(gameScene){ if ([stick.name isEqualToString:@"stickShorter"]) { return; } if ([stick.name isEqualToString:@"stickLonger"]) { Stick *stickNormal = [Stick stickNormal]; stickNormal.position = stick.position; [stick removeFromParent]; //[physicsWorld removeChild:stick cleanup:YES]; [physicsWorld addChild:stickNormal]; gameScene.stickInGameScene = stickNormal; return; } } CGPoint position = stick.position; __block Stick *stickShorter; @synchronized(gameScene){ stickShorter = [Stick stickShorter]; [stick removeFromParent]; //[physicsWorld removeChild:stick cleanup:YES]; stickShorter.position = position; [physicsWorld addChild:stickShorter]; stickShorter.visible = NO; gameScene.stickInGameScene = stickShorter; CCSprite *stickNode = (CCSprite*)[CCBReader load:@"Elements/StickNode"]; stickNode.position = stickShorter.position; [gameScene addChild:stickNode z:50]; CCActionScaleTo *shorterAction = [CCActionScaleTo actionWithDuration:0.4f scaleX:0.5f scaleY:1.0f]; CCActionCallBlock *blk = [CCActionCallBlock actionWithBlock:^{ [stickNode removeFromParent]; stickShorter.visible = YES; }]; CCActionSequence *seq = [CCActionSequence actions:shorterAction,blk,nil]; [stickNode runAction:seq]; } [stickShorter scheduleBlock:^(CCTimer *timer){ @synchronized(gameScene){ Stick *stickNormal = [Stick stickNormal]; stickNormal.position = stickShorter.position; [stickShorter removeFromParent]; [physicsWorld addChild:stickNormal]; gameScene.stickInGameScene = stickNormal; } } delay:10]; }
大家可以和变长的对应代码对比下,基本都是一样的.
下面编译运行游戏,效果如下:
大家可以在变短和变长中添加更多的特效,脑洞打开吧,童鞋们 ;)