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                ??一站式輕松地調用各大LLM模型接口,支持GPT4、智譜、豆包、星火、月之暗面及文生圖、文生視頻 廣告
                [?李華明Himi?](http://www.himigame.com/about-himi)原創,轉載務必在明顯處注明: 轉載自[【黑米GameDev街區】](http://www.himigame.com/)原文鏈接:? [http://www.himigame.com/iphone-cocos2d/423.html](http://www.himigame.com/iphone-cocos2d/423.html "【iOS-Cocos2d游戲開發之三】CCScene切換的所有特效(28種)以及設置屏幕橫豎屏!")> [](http://blog.csdn.net/xiaominghimi/article/details/6651281) CCScene 對于使用cocos2d的童鞋肯定很熟悉,那么在使用 [[CCDirectorsharedDirector]replaceScene:<#(CCScene *)scene#>]; 對scene進行場景(CCLayout)進行切換時,cocos2d提供了一些特效進行過渡,那么今天仔細翻開cocos2d源碼,將所有的動畫效果都測試了一遍,大概整理如下,提供大家查閱和使用吧; 因為我使用的是最新的cocos2d的1.0版本,所以一些函數方法跟之前不一樣了,所以不要感到奇怪; 由于代碼都有備注,所以就直接上代碼了,就不詳細單獨解釋了;關于注釋的都是我的直觀體驗,推薦大家放到自己項目中,自己都看看每個的效果,這樣記憶深刻; ~~~ //觸摸事件 - 當手指從屏幕抬起時調用的方法-Himi -(void) ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { CCScene* scenec = [OtherLayout scene]; //部落格------ //CCTransitionTurnOffTiles *transitionScene = [CCTransitionTurnOffTiles transitionWithDuration:3 scene:scenec]; //近遠-遠近----- //CCTransitionShrinkGrow *transitionScene = [CCTransitionShrinkGrow transitionWithDuration:3 scene:scenec]; //另一個layout左側進入(視覺感覺是屏幕右移) //CCTransitionSlideInL *transitionScene = [CCTransitionSlideInL transitionWithDuration:3 scene:scenec]; //另一個layout右側進入(視覺感覺是屏幕左移) //CCTransitionSlideInR *transitionScene = [CCTransitionSlideInR transitionWithDuration:3 scene:scenec]; //另一個layout上側進入(視覺感覺是屏幕下移) //CCTransitionSlideInT *transitionScene = [CCTransitionSlideInT transitionWithDuration:3 scene:scenec]; //另一個layout下側進入(視覺感覺是屏幕上移) //CCTransitionSlideInB *transitionScene = [CCTransitionSlideInB transitionWithDuration:3 scene:scenec]; //當前屏幕被分為3列,兩則下移,中間上移 //CCTransitionSplitCols *transitionScene = [CCTransitionSplitCols transitionWithDuration:3 scene:scenec]; //當前屏幕被分為3列,兩則左移,中間右移 //CCTransitionSplitRows *transitionScene = [CCTransitionSplitRows transitionWithDuration:3 scene:scenec]; //扇形轉換----- //CCTransitionRadialCW *transitionScene = [CCTransitionRadialCW transitionWithDuration:3 scene:scenec]; //平面旋轉----- //CCTransitionRotoZoom *transitionScene = [CCTransitionRotoZoom transitionWithDuration:3 scene:scenec]; //近-遠-跳動------ //CCTransitionJumpZoom *transitionScene = [CCTransitionJumpZoom transitionWithDuration:3 scene:scenec]; //立體反轉(X軸)--(還有種從近到遠,從遠到近的感覺)-------- //CCTransitionZoomFlipX *transitionScene = [CCTransitionZoomFlipX transitionWithDuration:3 scene:scenec]; //立體反轉(Y軸)-(還有種從近到遠,從遠到近的感覺)------- //CCTransitionZoomFlipY *transitionScene = [CCTransitionZoomFlipY transitionWithDuration:3 scene:scenec]; //立體反轉(X,Y軸)---(還有種從近到遠,從遠到近的感覺)----- //CCTransitionZoomFlipAngular *transitionScene = [CCTransitionZoomFlipAngular transitionWithDuration:3 scene:scenec]; //另外一個layout左側進入覆蓋當前layout //CCTransitionMoveInL *transitionScene = [CCTransitionMoveInL transitionWithDuration:3 scene:scenec]; //另外一個layout右側進入覆蓋當前layout //CCTransitionMoveInR *transitionScene = [CCTransitionMoveInR transitionWithDuration:3 scene:scenec]; //另外一個layout上側進入覆蓋當前layout //CCTransitionMoveInT *transitionScene = [CCTransitionMoveInT transitionWithDuration:3 scene:scenec]; //另外一個layout下側進入覆蓋當前layout //CCTransitionMoveInB *transitionScene = [CCTransitionMoveInB transitionWithDuration:3 scene:scenec]; //立體反轉(X軸)--2D平面反轉,沒有遠近感 //CCTransitionFlipX *transitionScene = [CCTransitionFlipX transitionWithDuration:3 scene:scenec]; //立體反轉(Y軸)--2D平面反轉,沒有遠近感 //CCTransitionFlipY *transitionScene = [CCTransitionFlipY transitionWithDuration:3 scene:scenec]; //立體反轉(X,Y軸)--2D平面反轉,沒有遠近感 //CCTransitionFlipAngular *transitionScene = [CCTransitionFlipAngular transitionWithDuration:3 scene:scenec]; //實體-透明-實體(默認無顏色,可以附帶顏色) //CCTransitionFade* transitionScene = [CCTransitionFade transitionWithDuration:3 scene:scenec withColor:ccWHITE]; //另外一個直接漸變覆蓋當前layout //CCTransitionCrossFade *transitionScene = [CCTransitionCrossFade transitionWithDuration:3 scene:scenec]; //移動(方格狀)部落格,從左下往右上 //CCTransitionFadeTR *transitionScene = [CCTransitionFadeTR transitionWithDuration:3 scene:scenec]; //移動(方格狀)部落格,從右上往左下 CCTransitionFadeBL *transitionScene = [CCTransitionFadeBL transitionWithDuration:3 scene:scenec]; //移動(長矩形,寬度是屏幕寬)部落格,從下往上 //CCTransitionFadeUp *transitionScene = [CCTransitionFadeUp transitionWithDuration:3 scene:scenec]; //移動(長矩形,寬度是屏幕寬)部落格,從上往下 //CCTransitionFadeDown *transitionScene = [CCTransitionFadeDown transitionWithDuration:3 scene:scenec]; [[CCDirector sharedDirector] replaceScene: transitionScene]; } ~~~ 以上代碼Himi推薦大家自己常識運行每種特效,畢竟每個人都有不同的感覺,注釋都是我的感覺寫的,大概注釋了一下而已; 下面我來給大家介紹如何在cocos2d 1.0版本中設置豎屏顯示,因為默認是橫屏; 首先找到RootViewController.m 類(此類在1.0版本存在),然后找到宏定義的一段代碼,代碼如下: ~~~ #elif GAME_AUTOROTATION == kGameAutorotationUIViewController ~~~ 然后下面能看到cocos2d的默認代碼是設置橫屏: ~~~ return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) ); ~~~ 如果想設置豎屏,請更改如下即可: ~~~ return (UIInterfaceOrientationIsPortrait(interfaceOrientation)); ~~~ ok,今天就先介紹這里~繼續學習~下面給出一張,部落格效果,從左下往右上的切換特效截圖; ![](https://box.kancloud.cn/2016-03-31_56fcd0120e44e.png)
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