修改cocos2d/CCActionPageTurn3D.m以交換x爲y。
/*
* cocos2d for iPhone: http://www.cocos2d-iphone.org
*
* Copyright (c) 2009 Sindesso Pty Ltd http://www.sindesso.com/
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#import "CCActionPageTurn3D.h"
@implementation CCPageTurn3D
/*
* Update each tick
* Time is the percentage of the way through the duration
*/
-(void)update:(ccTime)time
{
float tt = MAX(0, time - 0.25f);
float deltaAx = (tt * tt * 500);
float ax = -100 - deltaAx;
float deltaTheta = - (float) M_PI_2 * sqrtf(time);
float theta = /*0.01f*/ + (float) M_PI_2 +deltaTheta;
float sinTheta = sinf(theta);
float cosTheta = cosf(theta);
for(int i = 0; i <=gridSize_.x; i++)
{
for(int j = 0; j <= gridSize_.y; j++)
{
// Get original vertex
ccVertex3F p = [self originalVertex:ccg(i,j)];
float R = sqrtf(p.y*p.y + (p.x - ax) * (p.x - ax));
float r = R * sinTheta;
float alpha = asinf(p.y/R);
float beta = alpha/sinTheta;
float cosBeta = cosf(beta);
// If beta > PI then we've wrapped around the cone
// Reduce the radius to stop these points interfering with others
if(beta <= M_PI)
p.y = (r * sinf(beta));
else
{
// Force X = 0 to stop wrapped
// points
p.y = 0;
}
p.x = (R + ax - (r*(1 - cosBeta)*sinTheta));
// We scale z here to avoid the animation being
// too much bigger than the screen due to perspectve transform
p.z = (r * (1 - cosBeta) * cosTheta)/7; // "100" didn't work for
// Stop z coord from dropping beneath underlying page in a transition
// issue #751
if(p.z<0.5f)
p.z = 0.5f;
// Set new coords
[self setVertex:ccg(i,j) vertex:p];
}
}
}
@end
diff --git a/cocos2d/CCActionPageTurn3D.m b/cocos2d/CCActionPageTurn3D.m
index ee59500..ccd64eb 100644
--- a/cocos2d/CCActionPageTurn3D.m
+++ b/cocos2d/CCActionPageTurn3D.m
@@ -34,10 +34,10 @@
-(void)update:(ccTime)time
{
float tt = MAX(0, time - 0.25f);
- float deltaAy = (tt * tt * 500);
- float ay = -100 - deltaAy;
+ float deltaAx = (tt * tt * 500);
+ float ax = -100 - deltaAx;
float deltaTheta = - (float) M_PI_2 * sqrtf(time) ;
float theta = /*0.01f*/ + (float) M_PI_2 +deltaTheta;
float sinTheta = sinf(theta);
@@ -50,24 +50,24 @@
// Get original vertex
ccVertex3F p = [self originalVertex:ccg(i,j)];
- float R = sqrtf(p.x*p.x + (p.y - ay) * (p.y - ay));
+ float R = sqrtf(p.y*p.y + (p.x - ax) * (p.x - ax));
float r = R * sinTheta;
- float alpha = asinf(p.x/R);
+ float alpha = asinf(p.y/R);
float beta = alpha/sinTheta;
float cosBeta = cosf(beta);
// If beta > PI then we've wrapped around the cone
// Reduce the radius to stop these points interfering with others
if(beta <= M_PI)
- p.x = (r * sinf(beta));
+ p.y = (r * sinf(beta));
else
{
// Force X = 0 to stop wrapped
// points
- p.x = 0;
+ p.y = 0;
}
- p.y = (R + ay - (r*(1 - cosBeta)*sinTheta));
+ p.x = (R + ax - (r*(1 - cosBeta)*sinTheta));
// We scale z here to avoid the animation being
// too much bigger than the screen due to perspectve transform
首先你需要下一層到90 *,比申請CCTransitionPageTurn – NIKHIL