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Cocos2d-android (03) 向量

2014-03-09 14:14 330 查看
向量的基本运算及动作

import org.cocos2d.actions.interval.CCJumpBy;
import org.cocos2d.actions.interval.CCMoveBy;
import org.cocos2d.layers.CCLayer;
import org.cocos2d.nodes.CCSprite;
import org.cocos2d.types.CGPoint;

public class GameLayer extends CCLayer {

private CCSprite spriteA;
private CCSprite spriteB;

public GameLayer() {
spriteA = CCSprite.sprite("player.png");
spriteB = CCSprite.sprite("player.png");

this.addChild(spriteA);
this.addChild(spriteB);

CGPoint startPoint = CGPoint.ccp(200, 200);
CGPoint deltaPoint = CGPoint.ccp(400, 400);

spriteA.setPosition(startPoint);
spriteB.setPosition(startPoint);

//向量加法
CGPoint addPoint = CGPoint.ccpAdd(startPoint, deltaPoint);
//向量减法
CGPoint subPoint = CGPoint.ccpSub(startPoint, deltaPoint);
//向量的乘法(一个向量乘以一个浮点数)
CGPoint multPoint = CGPoint.ccpMult(startPoint, 2.0f);
//计算单位向量
CGPoint normalizePoint = CGPoint.ccpNormalize(startPoint);

spriteB.setPosition(addPoint);

//五秒钟内基于当前位置移动deltaPoint(x增加400,y增加400)
CCMoveBy moveBy = CCMoveBy.action(5, deltaPoint);
//五秒钟内四次从当前位置跳跃deltaPoint(x增加400,y增加400)
CCJumpBy jumpBy = CCJumpBy.action(5, deltaPoint, 200, 4);

spriteB.runAction(jumpBy);
}
}
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