当我在cocos2d中调用relpaceScene或pushScene时,我可以添加一些过渡到它:
[[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:1 scene:scene]];
但是当我调用popScene时,它不需要参数,也不能添加任何转换。是这样吗? 如何使用所需的过渡进行popScene?
答案 0 :(得分:20)
在cocos2d论坛中的Per Guy似乎有效:Link to Forum
在声明 - (void)popScene(第402行)之后将其添加到CCDirector.h:
- (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;
}
}
你可以这样调用这个方法:
[[CCDirector sharedDirector] popSceneWithTransition:[CCSlideInRTransition class] durat
答案 1 :(得分:3)
您可以按如下方式使用Category
:
@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
这样您就不需要修改CCDirector
类。
答案 2 :(得分:0)
我修改了Kailash的答案,使用cocos2d 2.1。
<强> CCDirector + additions.h 强>
#import "cocos2d.h"
@interface CCDirector (additions)
-(void)popSceneWithTransition:(Class)transitionClass duration:(ccTime)t;
@end
<强> CCDirector + additions.m 强>
#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
答案 3 :(得分:0)
上面更简洁的版本实际上会释放场景,因此可以根据需要清理它的纹理。
<强> CCDirector + addition.h 强>
#import "cocos2d.h"
@interface CCDirector (addition)
- (void) popSceneWithTransition:(Class)transitionClass duration:(ccTime)t;
@end
<强> CCDirector + addition.m 强>
#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
答案 4 :(得分:0)
不必乱用Cocos2d内部,你可以这样做:
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)]]];