【问题标题】:How to make sprite move in a sinusoidal in cocos2d?如何使精灵在 cocos2d 中以正弦曲线移动?
【发布时间】:2014-04-06 11:08:14
【问题描述】:

我有一个精灵(例如纸飞机)。我想让它像下图一样移动。 我可以使用很多MoveToRotateBy 动作来逐点定义路径,但这对我来说似乎是个坏主意。如何实现?

【问题讨论】:

标签: ios cocos2d-iphone cocos2d-x


【解决方案1】:

我认为如果您对精灵有明确的控制权,那么发布一个显示更新将如何工作的基本知识的答案可能会很好。

我不确定您使用的是 Cocos2d 还是 Cocos2d-X,但该技术适用于任何一种情况。代码是使用 Cocos2d-x 编写的 C++ 代码。

这个想法是,根据时间,您(手动)更新精灵的位置。任何时候精灵的位置都是由动画开始后的秒数决定的。这条线名义上遵循从 (x0,y0) 到 (x1,y0) 的直线路径。然后,您可以使用一些三角法将该线投影到以任何角度绘制的线上。这使得能够沿任何方向具有正弦路径。

下面是基本代码(主要工作在UpdateAnimation()中完成):

// This assumes the frame rate is relatively constant
// at 60 fps.
const double SECONDS_PER_TICK = 1.0/60;
const double DURATION = 8.0;     // Seconds for total animation.
const double X_START = 100;      // Pixels
const double Y_START = 200;      // Pixels
const double X_STOP = 800;      // Pixels
const double X_SPEED = (X_STOP-X_START)/DURATION;
const double Y_PERIOD = 4.0;     // Seconds for y cycle.
const double Y_HEIGHT = 100;
const double LAUNCH_ANGLE = M_PI/4; // Angle for line.
const CCPoint ANCHOR(X_START,Y_START);

CCPoint RotatePointAboutAnchor(const CCPoint& pt,double theta,const CCPoint& anchor)
{
   double xPrime = cos(theta) * (pt.x-anchor.x) - sin(theta) * (pt.y-anchor.y) + anchor.x;
   double yPrime = sin(theta) * (pt.x-anchor.x) + cos(theta) * (pt.y-anchor.y) + anchor.y;

   return CCPoint(xPrime,yPrime);
}


void HelloWorld::InitAnimation()
{
   _ticks = 0;
   _ticksTotal = DURATION/SECONDS_PER_TICK;
}

void HelloWorld::UpdateAnimation()
{
   if(_ticks <= _ticksTotal)
   {
      double seconds = _ticks*SECONDS_PER_TICK;
      double xPos = X_START + seconds*X_SPEED;
      double yPos = Y_START + Y_HEIGHT*sin(seconds*2*M_PI/Y_PERIOD);
      CCPoint pos = RotatePointAboutAnchor(CCPoint(xPos,yPos), LAUNCH_ANGLE, ANCHOR);
      // Set the position of the sprite
      _sprite->setPosition(pos);

      CCLOG("Tick: %d, Seconds: %5.2f, Position: (%f,%f)",_ticks,seconds,pos.x,pos.y);
      if(_ticks%10 == 0)
      {  // Add a trail
         CCSprite* marker = CCSprite::create("Icon-72.png");
         marker->setScale(0.1);
         marker->setPosition(_sprite->getPosition());
         marker->setZOrder(50);
         addChild(marker);
      }
      // Increment the ticks count for next time.
      _ticks++;
   }
}

void HelloWorld::draw()
{
   CCLayer::draw();
   CCPoint start;
   CCPoint stop;

   start = RotatePointAboutAnchor(CCPoint(X_START,Y_START), LAUNCH_ANGLE, ANCHOR);
   stop = RotatePointAboutAnchor(CCPoint(X_STOP,Y_START), LAUNCH_ANGLE, ANCHOR);
   ccDrawLine(start,stop);

   start = RotatePointAboutAnchor(CCPoint(X_START,Y_START+Y_HEIGHT), LAUNCH_ANGLE, ANCHOR);
   stop = RotatePointAboutAnchor(CCPoint(X_STOP,Y_START+Y_HEIGHT), LAUNCH_ANGLE, ANCHOR);
   ccDrawLine(start,stop);

   start = RotatePointAboutAnchor(CCPoint(X_START,Y_START-Y_HEIGHT), LAUNCH_ANGLE, ANCHOR);
   stop = RotatePointAboutAnchor(CCPoint(X_STOP,Y_START-Y_HEIGHT), LAUNCH_ANGLE, ANCHOR);
   ccDrawLine(start,stop);
}

void HelloWorld::onEnterTransitionDidFinish()
{
   InitAnimation();
   scheduleUpdate();
}

void HelloWorld::onExitTransitionDidStart()
{
   unscheduleUpdate();
}

void HelloWorld::update(float dt)
{
   UpdateAnimation();
}

我画了一些标记来显示路径,并在应该遵循的路径“周围”画了线。这是它的样子:

您可以根据需要更改 LAUNCH_ANGLE,使其沿不同角度移动。

显然这不是生产代码,但它确实展示了您可以在任何方向上遵循正弦路径的想法。你应该把它封装成更符合你的应用程序的东西。

整个代码库是available on git hub

还有更多类似 in this blog 这样的帖子。

【讨论】:

  • 你有Objective C的例子吗?
  • 我没有,但翻译代码并不难...coco2d(objective-c)具有相同的基本功能和操作,它们只是使用objC而不是C++。所有类似“C”的东西都应该不加改动地移植。
【解决方案2】:

有一个动作可以让精灵沿着路径移动并指向路径。不在我的电脑 ATM 上,但会尝试找到它。

给你...https://developer.apple.com/library/ios/documentation/SpriteKit/Reference/SKAction_Ref/Reference/Reference.html#//apple_ref/doc/uid/TP40013017-CH1-SW3

实际上,您可以将上下移动的重复序列与向前移动的动作联系在一起,并以这种方式创建正弦运动。

【讨论】:

    【解决方案3】:

    感谢您的提问! 下面的正弦 cocos2d 动作:)

    class NDActionSineMoveBy : public ActionInterval
    {
    public:
        static NDActionSineMoveBy* create(float duration, float sines, float sineSize, const Vec2& deltaPosition);
    
        //
        // Overrides
        //
        virtual NDActionSineMoveBy* clone() const override;
        virtual NDActionSineMoveBy* reverse() const  override;
        virtual void startWithTarget(Node *target) override;
        /**
        * @param time in seconds
        */
        virtual void update(float time) override;
    
    CC_CONSTRUCTOR_ACCESS:
        NDActionSineMoveBy() {}
        virtual ~NDActionSineMoveBy() {}
    
        /** initializes the action */
        bool initWithDuration(float duration, float sines, float sineSize, const Vec2& deltaPosition);
    
    protected:
        Vec2 rotate(const Vec2 & point, float angle, const Vec2 & anchor);
    
    protected:
        float _sines;
        float _sineSize;
        float _baseAngle;
        Vec2  _positionDelta;
        Vec2  _startPosition;
        Vec2  _previousPosition;
    
        float _currentAngle;
        float _distance;
    
    private:
        CC_DISALLOW_COPY_AND_ASSIGN(NDActionSineMoveBy);
    };
    

    NDActionSineMoveBy* NDActionSineMoveBy::create(float duration, float sines, float sineSize, const Vec2& deltaPosition)
    {
        NDActionSineMoveBy *ret = new (std::nothrow) NDActionSineMoveBy();
    
        if (ret && ret->initWithDuration(duration, sines, sineSize, deltaPosition))
        {
            ret->autorelease();
            return ret;
        }
    
        delete ret;
        return nullptr;
    }
    
    bool NDActionSineMoveBy::initWithDuration(float duration, float sines, float sineSize, const Vec2& deltaPosition)
    {
        bool ret = false;
        if (ActionInterval::initWithDuration(duration))
        {
            _sines = sines;
            _sineSize = sineSize;
            _positionDelta = deltaPosition;
    
            _baseAngle = atan2f(_positionDelta.y, _positionDelta.x);
            _currentAngle = _sines * (M_PI * 2);
    
            ret = true;
        }
        return ret;
    }
    
    NDActionSineMoveBy* NDActionSineMoveBy::clone() const
    {
        // no copy constructor
        return NDActionSineMoveBy::create(_duration, _sines, _sineSize, _positionDelta);
    }
    
    void NDActionSineMoveBy::startWithTarget(Node *target)
    {
        ActionInterval::startWithTarget(target);
        _previousPosition = _startPosition = target->getPosition();
        _distance = _positionDelta.length();
    }
    
    NDActionSineMoveBy* NDActionSineMoveBy::reverse() const
    {
        return NDActionSineMoveBy::create(_duration, _sines, _sineSize, -_positionDelta);
    }
    
    void NDActionSineMoveBy::update(float t)
    {
        if (_target)
        {
            Vec2 newPos;
            newPos.x = _distance * t;
            newPos.y = sin(_currentAngle * t) * _sineSize;
            newPos = rotate(newPos, _baseAngle, Vec2::ZERO);
    
    #if CC_ENABLE_STACKABLE_ACTIONS
            Vec2 currentPos = _target->getPosition();
            Vec2 diff = currentPos - _previousPosition;
            _startPosition = _startPosition + diff;
    
            newPos += _startPosition;
    
            _target->setPosition(newPos);
            _previousPosition = newPos;
    #else
            newPos += _startPosition;
            _target->setPosition(newPos);
    #endif // CC_ENABLE_STACKABLE_ACTIONS
        }
    }
    
    Vec2 NDActionSineMoveBy::rotate(const Vec2& point, float angle, const Vec2& anchor)
    {
        Vec2 res;
        res.x = cos(angle) * (point.x - anchor.x) - sin(angle) * (point.y - anchor.y) + anchor.x;
        res.y = sin(angle) * (point.x - anchor.x) + cos(angle) * (point.y - anchor.y) + anchor.y;
        return res;
    };
    

    【讨论】:

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