11

当我在 cocos2d 中调用 relpaceScene 或 pushScene 时,我可以向它添加一些转换,例如:

[[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:1 scene:scene]];

但是当我调用popScene 时,它​​不需要任何参数,并且不能添加任何过渡。是这样吗?如何使用所需的过渡来 popScene?

4

5 回答 5

20

cocos2d 论坛中的每个人,这似乎有效:链接到论坛

将其添加到 CCDirector.h 中,就在声明 -(void)popScene(第 402 行)之后:

    - (void) popSceneWithTransition: (Class)c duration:(ccTime)t;

Then add this to CCDirector.m, just after the definition of -(void)popScene (line 768):

    -(void) popSceneWithTransition: (Class)transitionClass duration:(ccTime)t;
    {
    NSAssert( runningScene_ != nil, @"A running Scene is needed");

    [scenesStack_ removeLastObject];
    NSUInteger c = [scenesStack_ count];
    if( c == 0 ) {
        [self end];
    } else {
        CCScene* scene = [transitionClass transitionWithDuration:t scene:[scenesStack_ objectAtIndex:c-1]];
        [scenesStack_ replaceObjectAtIndex:c-1 withObject:scene];
        nextScene_ = scene;
    }
}

您可以像这样调用该方法:

[[CCDirector sharedDirector] popSceneWithTransition:[CCSlideInRTransition class] durat
于 2011-08-11T14:12:37.607 回答
3

您可以Category按如下方式使用:

@interface CCDirector (PopTransition)

- (void)popSceneWithTransition:(Class)transitionClass duration:(ccTime)t;

@end

@implementation CCDirector (PopTransition)

- (void)popSceneWithTransition:(Class)transitionClass duration:(ccTime)t {

    [self popScene];

    // Make Transition
    if (nextScene_) {
        CCScene* scene = [transitionClass transitionWithDuration:t scene:nextScene_];
        [scenesStack_ replaceObjectAtIndex:([scenesStack_ count] - 1) withObject:scene];
        nextScene_ = scene;
    }
}

@end

这样你就不需要修改CCDirector类。

于 2013-02-01T11:03:33.980 回答
0

上面的一个更简洁的版本,它实际上释放了场景,因此可以根据需要清理它及其纹理。

CCDirector+addition.h

#import "cocos2d.h"

@interface CCDirector (addition)

- (void) popSceneWithTransition:(Class)transitionClass duration:(ccTime)t;

@end

CCDirector+addition.m

#import "CCDirector+addition.h"

@implementation CCDirector (addition)

- (void) popSceneWithTransition:(Class)transitionClass duration:(ccTime)t {
    [_scenesStack removeLastObject];

    NSUInteger count = [_scenesStack count];
    NSAssert(count > 0, @"Don't popScene when there aren't any!");

    CCScene* scene = [transitionClass transitionWithDuration:t scene:[_scenesStack lastObject]];
    [self replaceScene:scene];
}

@end
于 2013-12-23T21:12:18.160 回答
0

我修改了 Kailash 的答案以使用 cocos2d 2.1。

CCDirector+additions.h

#import "cocos2d.h"

@interface CCDirector (additions)
-(void)popSceneWithTransition:(Class)transitionClass duration:(ccTime)t;
@end

CCDirector+additions.m

#import "CCDirector+additions.h"

@implementation CCDirector (additions)
-(void)popSceneWithTransition:(Class)transitionClass duration:(ccTime)t {
    [self popScene];

    // Make Transition
    if (_nextScene) {
        CCScene* scene = [transitionClass transitionWithDuration:t scene:_nextScene];
        [_scenesStack replaceObjectAtIndex:([_scenesStack count] - 1) withObject:scene];
        _nextScene = scene;
    }
}
@end
于 2013-08-19T03:46:35.450 回答
0

无需弄乱 Cocos2d 内部结构,您可以这样做:

CCDirector *director  = [CCDirector sharedDirector];
CCScene *currentScene = [director runningScene];
CGSize contentSize    = [currentScene contentSize];
CCLayerColor *black   = [[CCLayerColor alloc] initWithColor:ccc4(0, 0, 0, 0) width:contentSize.width height:contentSize.height];
[currentScene addChild:black];
[black runAction:[CCSequence actionOne:[CCFadeTo actionWithDuration:1.0f opacity:255]
                                   two:[CCCallFunc actionWithTarget:director selector:@selector(popScene)]]];
于 2016-09-24T14:08:03.107 回答