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README.md
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# cocos-awesome
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cocos是一款挺棒的游戏引擎,我在这个仓库实现一些游戏当中比较使用的功能模块,对应的一个功能一个场景,用的引擎版本是`v2.3.0`,实现的思路会在一个公众号上更新,目前实现的效果有:
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- 背景无限滚动
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- 遥控杆
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- 刮刮卡实现
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- 金币落袋效果
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- 局部缩放效果
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- [溶解效果(shader)](./Doc/Dissolve_color/溶解效果.md)
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- [刮刮卡实现](./Doc/Scratch_ticket/Scratch_ticket.md)
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- [金币落袋效果](./Doc/Coin_fly_to_wallet/金币落袋效果.md)
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- [放大镜效果](./Doc/Magnifying_mirror/局部放大效果.md)
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- [追光效果(shader)](./Doc/Follow_spot/追光效果.md)
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- [打字机效果](./Doc/Typer/打字机效果.md)
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- [子弹跟踪效果](./Doc/Bullet_Tracking/子弹跟踪效果.md)
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- [移动残影效果](./Doc/Moving_ghost/Moving_ghost.md)
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- [背景无限滚动](./Doc/Infinite_bg_scroll/背景无限滚动.md)
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- 换装
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- 打字机效果
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- 移动残影效果
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- 震屏效果+动画恢复第一帧
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- [遥控杆](./Doc/Joystick/遥控杆.md)
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# 关注公众号查看实现思路
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![教程二维码](http://cdn.blog.ifengzp.com/cocos-awesome/wxgzh.png)
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const { ccclass, property } = cc._decorator;
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const LOAD_SCENE_MIN_SEC: number = 1.2;
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enum sceneList {
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'Dissolve_color' = 'shader 溶解效果',
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'Dissolve_color' = '溶解效果(shader)',
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'Scratch_ticket' = '刮刮卡实现',
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'Coin_fly_to_wallet' = '金币落袋效果',
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'Magnifying_mirror' = '局部缩放效果',
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'Follow_spot' = 'shader 追光效果',
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'Magnifying_mirror' = '放大镜效果',
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'Follow_spot' = '追光效果(shader)',
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'Typer' = '打字机效果',
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'Bullet_Tracking' = '子弹跟踪效果',
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'Moving_ghost' = '移动残影效果',
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物体的淡入淡出是游戏当中很常见的一种状态切换效果,但是有时候我们希望`fade`切换的时候,物体能够能更有色彩层次感或者其他一些特殊的中间状态,这个时候就得自己去写着色器,这种区别于单纯的淡入和淡出的效果可以形象地叫做溶解。
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![demo](http://cdn.blog.ifengzp.com/cocos-awesome/Dissolve_color/resources/demo.gif)
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![demo](./resources/demo.gif)
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# 实现思路
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