feat: 增加其他场景切换效果

This commit is contained in:
ifengzp
2024-09-23 09:08:09 +08:00
parent 1e5bcbe4fc
commit 340f65287e
126 changed files with 7938 additions and 21 deletions

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@@ -0,0 +1,94 @@
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
time: {value: 0}
}%
CCProgram vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
in vec3 a_position;
in vec4 a_color;
out vec4 v_color;
#if USE_TEXTURE
in vec2 a_uv0;
out vec2 v_uv0;
#endif
void main () {
vec4 pos = vec4(a_position, 1);
#if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos;
#else
pos = cc_matViewProj * pos;
#endif
#if USE_TEXTURE
v_uv0 = a_uv0;
#endif
v_color = a_color;
gl_Position = pos;
}
}%
CCProgram fs %{
precision highp float;
uniform sampler2D texture;
uniform sampler2D texture2;
uniform Common {
float time;
};
float progress = time;
in mediump vec2 v_uv0;
in vec4 v_color;
vec4 getFromColor(vec2 uv) {
return texture(texture, uv);
}
vec4 getToColor(vec2 uv) {
return texture(texture2, uv);
}
vec4 transition(vec2 p) {
// 计算块索引每个块大小为16x16
vec2 block = floor(p.xy / vec2(16));
// 计算UV噪声根据进度调整UV噪声
vec2 uv_noise = block / vec2(64);
uv_noise += floor(vec2(progress) * vec2(1200.0, 3500.0)) / vec2(64);
// 计算扭曲距离,并算出各颜色通道的偏移值
vec2 dist = progress > 0.0 ? (fract(uv_noise) - 0.5) * 0.3 * (1.0 - progress) : vec2(0.0);
vec2 red = p + dist * 0.2;
vec2 green = p + dist * 0.3;
vec2 blue = p + dist * 0.5;
return vec4(
mix(getFromColor(red).r, getToColor(red).r, progress),
mix(getFromColor(green).g, getToColor(green).g, progress),
mix(getFromColor(blue).b, getToColor(blue).b, progress),
1.0
);
}
void main () {
gl_FragColor = v_color * transition(v_uv0);
}
}%

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"glsl1": {
"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
"frag": "\n precision highp float;\n uniform sampler2D texture;\n uniform sampler2D texture2;\n uniform float time;\n float progress = time;\n varying mediump vec2 v_uv0;\n varying vec4 v_color;\n vec4 getFromColor(vec2 uv) {\n return texture2D(texture, uv);\n }\n vec4 getToColor(vec2 uv) {\n return texture2D(texture2, uv);\n }\n vec4 transition(vec2 p) {\n vec2 block = floor(p.xy / vec2(16));\n vec2 uv_noise = block / vec2(64);\n uv_noise += floor(vec2(progress) * vec2(1200.0, 3500.0)) / vec2(64);\n vec2 dist = progress > 0.0 ? (fract(uv_noise) - 0.5) * 0.3 * (1.0 - progress) : vec2(0.0);\n vec2 red = p + dist * 0.2;\n vec2 green = p + dist * 0.3;\n vec2 blue = p + dist * 0.5;\n return vec4(\n mix(getFromColor(red).r, getToColor(red).r, progress),\n mix(getFromColor(green).g, getToColor(green).g, progress),\n mix(getFromColor(blue).b, getToColor(blue).b, progress),\n 1.0\n );\n}\n void main () {\n gl_FragColor = v_color * transition(v_uv0);\n }"
},
"glsl3": {
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"frag": "\n precision highp float;\n uniform sampler2D texture;\n uniform sampler2D texture2;\n uniform Common {\n float time;\n };\n float progress = time;\n in mediump vec2 v_uv0;\n in vec4 v_color;\n vec4 getFromColor(vec2 uv) {\n return texture(texture, uv);\n }\n vec4 getToColor(vec2 uv) {\n return texture(texture2, uv);\n }\n vec4 transition(vec2 p) {\n vec2 block = floor(p.xy / vec2(16));\n vec2 uv_noise = block / vec2(64);\n uv_noise += floor(vec2(progress) * vec2(1200.0, 3500.0)) / vec2(64);\n vec2 dist = progress > 0.0 ? (fract(uv_noise) - 0.5) * 0.3 * (1.0 - progress) : vec2(0.0);\n vec2 red = p + dist * 0.2;\n vec2 green = p + dist * 0.3;\n vec2 blue = p + dist * 0.5;\n return vec4(\n mix(getFromColor(red).r, getToColor(red).r, progress),\n mix(getFromColor(green).g, getToColor(green).g, progress),\n mix(getFromColor(blue).b, getToColor(blue).b, progress),\n 1.0\n );\n}\n void main () {\n gl_FragColor = v_color * transition(v_uv0);\n }"
}
}
],
"subMetas": {}
}

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const { ccclass, property } = cc._decorator;
@ccclass
export default class SwitchScene extends cc.Component {
@property(cc.Node) separator = null;
@property(cc.SpriteFrame) spriteFrame1 = null;
@property(cc.SpriteFrame) spriteFrame2 = null;
@property(cc.Sprite) bgSprite = null;
@property(cc.Material) material = null;
private _spriteMaterial: cc.Material;
touchStartPos = cc.Vec2.ZERO;
separatorStartPos = cc.Vec2.ZERO;
start() {
this.bgSprite.spriteFrame.setTexture(this.spriteFrame1._texture);
this.initSpriteMaterial();
this.playTransitionAnimation();
}
onLoad() {
this.separatorStartPos = this.separator.getPosition();
this.node.on(cc.Node.EventType.TOUCH_START, this.onTouchStart, this);
this.node.on(cc.Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
}
switchSceneByTransition(event, value) {
cc.director.emit('setBackBtnVisibility', false);
cc.director.emit('switchSceneByTransition', value);
}
playTransitionAnimation() {
let progress = 0;
let targetProgress = cc.winSize.width;
let totalTime = 3;
let startTime = Date.now();
const loop = () => {
if (!this._spriteMaterial || !this.touchStartPos) return;
if (!this.touchStartPos.equals(cc.Vec2.ZERO)) return;
let currentTime = Date.now();
let elapsedTime = (currentTime - startTime) / 1000;
let _progress = (elapsedTime / totalTime) * targetProgress;
progress = Math.min(_progress, targetProgress);
this._spriteMaterial.setProperty('time', progress / cc.winSize.width);
this.separator.setPosition({ x: progress, y: 0 });
if (progress < targetProgress) {
requestAnimationFrame(loop.bind(this));
}
};
loop();
}
onTouchStart(event) {
this.separatorStartPos = this.separator.getPosition();
this.touchStartPos = this.node.convertToNodeSpaceAR(event.getLocation());
}
private onTouchMove(event) {
// 获取当前触摸点的位置
let touchPos = this.node.convertToNodeSpaceAR(event.getLocation());
// 计算触摸点相对于起始位置的偏移量
let offset = touchPos.sub(this.touchStartPos);
let targetPos = this.separatorStartPos.add(offset);
let targetX = Math.max(0, Math.min(targetPos.x, cc.winSize.width));
this.separator.setPosition({
x: targetX,
y: 0
});
this._spriteMaterial.setProperty('time', targetX / cc.winSize.width);
}
initSpriteMaterial() {
let newMaterial = cc.MaterialVariant.create(this.material, this.bgSprite);
newMaterial.setProperty('texture', this.spriteFrame1._texture);
newMaterial.setProperty('texture2', this.spriteFrame2._texture);
newMaterial.setProperty('time', 0.25);
this.spriteFrame1._texture.setFlipY(true);
this.spriteFrame2._texture.setFlipY(true);
this.bgSprite.setMaterial(0, newMaterial);
this._spriteMaterial = newMaterial;
}
}

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{
"ver": "1.0.5",
"uuid": "293d94cc-a92c-45c9-b470-40ed7f020a18",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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{
"ver": "1.0.1",
"uuid": "8b5c5f36-f86b-4518-9b61-3484183b20b4",
"isSubpackage": false,
"subpackageName": "",
"subMetas": {}
}

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{
"ver": "2.3.4",
"uuid": "ee75dca6-9cb2-4f08-b996-5e990ded448d",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": true,
"width": 1600,
"height": 1200,
"platformSettings": {},
"subMetas": {
"bg1": {
"ver": "1.0.4",
"uuid": "a448d81c-fa36-426d-affc-78eedc0b3118",
"rawTextureUuid": "ee75dca6-9cb2-4f08-b996-5e990ded448d",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": 0,
"offsetY": 0,
"trimX": 0,
"trimY": 0,
"width": 1600,
"height": 1200,
"rawWidth": 1600,
"rawHeight": 1200,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"subMetas": {}
}
}
}

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{
"ver": "2.3.4",
"uuid": "d6c1cbd3-3ac4-4297-b2ac-b833bc5fed54",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": true,
"width": 1600,
"height": 1200,
"platformSettings": {},
"subMetas": {
"bg2": {
"ver": "1.0.4",
"uuid": "50328db8-b67b-4c51-a2b3-92fbc75407ad",
"rawTextureUuid": "d6c1cbd3-3ac4-4297-b2ac-b833bc5fed54",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": 0,
"offsetY": 0,
"trimX": 0,
"trimY": 0,
"width": 1600,
"height": 1200,
"rawWidth": 1600,
"rawHeight": 1200,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"subMetas": {}
}
}
}

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{
"ver": "2.3.4",
"uuid": "623adef2-9f2d-4d56-848d-380fca791f90",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": true,
"width": 1477,
"height": 118,
"platformSettings": {},
"subMetas": {
"btn": {
"ver": "1.0.4",
"uuid": "9d65fe06-9a25-453d-a008-fcc096b3fc2b",
"rawTextureUuid": "623adef2-9f2d-4d56-848d-380fca791f90",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": 0,
"offsetY": 0,
"trimX": 0,
"trimY": 0,
"width": 1477,
"height": 118,
"rawWidth": 1477,
"rawHeight": 118,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"subMetas": {}
}
}
}