EffectManager.lua
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cc.exports.EffectManager=class("EffectManager")
local EffectScaleIn = require("app.views.effect.EffectScaleIn");
local EffectVoiceChat = require("app.views.effect.EffectVoiceChat");
local EffectBoom = require("app.views.effect.EffectBoom");
local EffectStright = require("app.views.effect.EffectStright");
local EffectPlayLevel = require("app.views.effect.EffectPlayLevel");
local EffectFntPop = require("app.views.effect.EffectFntPop");
--显示停留然后缩小特效
function EffectManager.showScaleInEffect(effectName,position)
local scene = cc.Director:getInstance():getRunningScene();
local eff = EffectScaleIn:create("res/effects/"..effectName..".png");
eff:setPosition(position);
scene:addChild(eff);
end
function EffectManager.showFntPop(msg)
local scene = cc.Director:getInstance():getRunningScene();
local eff = EffectFntPop:create(msg);
eff:setPosition(cc.p(display.width/2,display.height*2/3));
scene:addChild(eff,200);
end
--显示语音聊天效果
function EffectManager.showVoiceChatEffect(msg,position)
local scene = cc.Director:getInstance():getRunningScene();
local eff = EffectVoiceChat:create(msg);
eff:setPosition(position);
scene:addChild(eff);
end
--显示放大停留然后缩小 特效
function EffectManager.showScaleOutEffect(effectName,position)
local scene = cc.Director:getInstance():getRunningScene();
local eff = EffectBoom:create("res/effects/"..effectName..".png");
eff:setPosition(position);
scene:addChild(eff);
end
--显示顺子特效 从左往右飘过特效
function EffectManager.showStrightEffect(effectName,position)
position = position or cc.p(0,0);
local scene = cc.Director:getInstance():getRunningScene();
if scene:getChildByName(effectName) then
scene:removeChildByName(effectName);
end
local eff = EffectStright:create("res/effects/"..effectName..".png");
eff:setName(effectName);
eff:setPosition(position);
scene:addChild(eff);
end
--显示本局大几特效
function EffectManager.showPlayLevelEffect(poker_point,position)
local scene = cc.Director:getInstance():getRunningScene();
local eff = EffectPlayLevel:create(poker_point);
eff:setPosition(position);
scene:addChild(eff);
end
--显示闪光效果
function EffectManager.showFlashEffect(node)
if not node.flashAction then
local fadeIn = cc.FadeIn:create(0.8);
local fadeOut = cc.FadeOut:create(0.8);
node.flashAction = cc.RepeatForever:create(cc.Sequence:create(fadeIn,fadeOut));
node:runAction(node.flashAction);
end
end
--移除闪光效果
function EffectManager.removeFlashEffect(node)
if node.flashAction then
node:stopAction(node.flashAction);
node.flashAction = nil;
end
end
--回弹效果
function EffectManager.bounceNode(node)
if not node.scale then
node.scale = node:getScale();
end
-- node:setScale(node.scale+0.15);
local scaleTo = cc.ScaleTo:create(0.2,node.scale+0.15,node.scale+0.15);
local scaleTo1 = cc.EaseBounceOut:create(cc.ScaleTo:create(1,node.scale,node.scale));
node:runAction(cc.Sequence:create(scaleTo,scaleTo1));
end
return EffectManager