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?
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?
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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
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。
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
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
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)]]];