EffectManager.lua 3.07 KB
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