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cocos2d-x动作原理

首先CCAction是所有动作的基类,如下图继承关系:

 

那么来看看CCAction的定义: 

class CC_DLL CCAction : public CCObject {public:    CCAction(void);    virtual ~CCAction(void);    const char* description();    virtual CCObject* copyWithZone(CCZone *pZone);    //! return true if the action has finished    virtual bool isDone(void);    virtual void startWithTarget(CCNode *pTarget);        virtual void stop(void);    //! called every frame with it‘s delta time. DON‘T override unless you know what you are doing.    virtual void step(float dt);    virtual void update(float time);       inline CCNode* getTarget(void) { return m_pTarget; }    inline void setTarget(CCNode *pTarget) { m_pTarget = pTarget; }        inline CCNode* getOriginalTarget(void) { return m_pOriginalTarget; }     inline void setOriginalTarget(CCNode *pOriginalTarget) { m_pOriginalTarget = pOriginalTarget; }    inline int getTag(void) { return m_nTag; }    inline void setTag(int nTag) { m_nTag = nTag; }public:    static CCAction* create();protected:    CCNode    *m_pOriginalTarget;    CCNode    *m_pTarget;    int     m_nTag;};

在类定义最后有三个成员变量,而继承自CCAction的CCFiniteTimeAction主要新增加了一个用于保存该动作总完成时间的成员变量float m_fDuration;

对于其两个子类CCActionInstant和CCActionInterval,前者没有新增任何函数和变量,而后者增加了两个成员变量:float m_elapsed(记录从动作开始起逝去的时间);和bool   m_bFirstTick(一个控制变量);

 

那么动作是如何执行的呢?

当一个节点调用runAction方法时,动作管理类CCActionManager(单例类)会将新的动作和节点添加到其管理的动作表中。

CCAction * CCNode::runAction(CCAction* action){    CCAssert( action != NULL, "Argument must be non-nil");    m_pActionManager->addAction(action, this, !m_bRunning);    return action;}

 


在addAction中,将动作添加到动作队列后,就会对该动作调用其成员函数startWithTarget(CCNode* pTarget)来绑定该动作的执行节点,和初始化动作类的成员变量。

 

这些工作都完成后,每一帧刷新屏幕时,系统就会在CCActionManager中遍历动作表中的每一个动作,并调用动作的step(float)方法。而step方法主要负责计算m_elapsed的值,并调用update(float)方法。

void CCActionInterval::step(float dt){    if (m_bFirstTick)    {        m_bFirstTick = false;        m_elapsed = 0;    }    else    {        m_elapsed += dt;    }        this->update(MAX (0,                // needed for rewind. elapsed could be negative                      MIN(1, m_elapsed / MAX(m_fDuration, FLT_EPSILON)   // division by 0                          )                      )                 );}

 传入update方法的float型参数表示逝去的时间与动作完成需要的时间的比值,介于0-1之间,即动作完成的百分比。然后在update方法中,通过完成比例对节点的属性进行操作来达到动作的效果。
例如:对MoveBy调用update时,通过传入的比例调用setPosition直接修改节点的属性。

最后在每一帧结束后,CCActionManager的update会检查动作队列中每个动作的isDone函数是否返回true,如果返回true,则动作结束,将其从队列中删除。

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从上面知道:动作都是由CCActionManager来管理。那我们再来看看CCActionManager的工作原理。

在CCDirector初始化时,执行了如下代码:

    // scheduler    m_pScheduler = new CCScheduler();    // action manager    m_pActionManager = new CCActionManager();    m_pScheduler->scheduleUpdateForTarget(m_pActionManager, kCCPrioritySystem, false);

可见动作管理类在创建时就注册了Update定时器,那么CCScheduler在游戏的每一帧mainLoop更新中都会触发CCActionManager注册的update(float )方法。调度器原理请参照此链接:http://www.cnblogs.com/songcf/p/3162414.html

 

// main loopvoid CCActionManager::update(float dt){    //枚举动作表中的每一个节点    for (tHashElement *elt = m_pTargets; elt != NULL; )    {        m_pCurrentTarget = elt;        m_bCurrentTargetSalvaged = false;        if (! m_pCurrentTarget->paused)        {            //枚举节点的每一个动作     actions数组可能会在循环中被修改            for (m_pCurrentTarget->actionIndex = 0; m_pCurrentTarget->actionIndex < m_pCurrentTarget->actions->num;                m_pCurrentTarget->actionIndex++)            {                m_pCurrentTarget->currentAction = (CCAction*)m_pCurrentTarget->actions->arr[m_pCurrentTarget->actionIndex];                if (m_pCurrentTarget->currentAction == NULL)                {                    continue;                }                m_pCurrentTarget->currentActionSalvaged = false;                m_pCurrentTarget->currentAction->step(dt);                if (m_pCurrentTarget->currentActionSalvaged)                {                    // The currentAction told the node to remove it. To prevent the action from                    // accidentally deallocating itself before finishing its step, we retained                    // it. Now that step is done, it‘s safe to release it.                    m_pCurrentTarget->currentAction->release();                } else                if (m_pCurrentTarget->currentAction->isDone())                {                    m_pCurrentTarget->currentAction->stop();                    CCAction *pAction = m_pCurrentTarget->currentAction;                    // Make currentAction nil to prevent removeAction from salvaging it.                    m_pCurrentTarget->currentAction = NULL;                    removeAction(pAction);                }                m_pCurrentTarget->currentAction = NULL;            }        }        // elt, at this moment, is still valid        // so it is safe to ask this here (issue #490)        elt = (tHashElement*)(elt->hh.next);        // only delete currentTarget if no actions were scheduled during the cycle (issue #481)        if (m_bCurrentTargetSalvaged && m_pCurrentTarget->actions->num == 0)        {            deleteHashElement(m_pCurrentTarget);        }    }    // issue #635    m_pCurrentTarget = NULL;}

cocos2d-x动作原理