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  • Cocos2d-x 3.0 动作

    http://blog.csdn.net/lnb333666/article/details/16858635
    //运行一个action动作对象  
        runAction("action对象");    
          
        //暂停一个对象的动作  
        Director::sharedDirector()->getActionManger()->pauseTarget("对象");  
          
        //暂停全部对象的动作  
        Director::sharedDirector()->getActionManager()->pauseAllRunningActions();  
          
        //暂停全部对象的动作及其更新函数  
        pauseSchedulerAndActions();  
          
        //继续一个对象的动作  
        Director::sharedDirector()->getActionManager()->resumeTarget("对象");  
          
        //继续全部对象的动作  
        Director::sharedDirector()->getActionManager()->resumeTargets("CCSet对象");  
          
        //继续全部对象的动作及其更新函数  
        resumeSchedulerAndActions();  
          
        //停止对象的动作  
        stopAction("action对象");  
          
        //停止目标对象的动作  
        stopActionByTag("tag值");  
          
        //停止全部对象的动作  
        stopAllActions();  
          
        //删除动作对象  
        Director::sharedDirector()->getActionManager()->removeAction("action对象");  
          
        //删除动作对象  
        Director::sharedDirector()->getActionManager()->removeActionByTag("tag值");  
          
        //删除全部动作对象  
        Director::sharedDirector()->getActionManager()->removeAllActions();  
          
        //删除全部同样tag值得动作对象  
        Director::sharedDirector()->getActionManager()->removeAllActionsFromTarget("tag值");  
          
        //几秒后移动到坐标点  
        MoveTo::create("时间","坐标");  
          
        //几秒后移动到坐标点  
        MoveBy::create("时间","坐标");  
          
        //几秒后缩放到指定大小(1:原大小;大于1:放大;小于1:缩小)  
        ScaleTo::create("时间","缩放比例");  
          
        //几秒后缩放到指定大小(1:原大小;大于1:放大;小于1:缩小)  
        ScaleBy::create("时间","缩放比例");  
          
        //几秒后旋转多少度[0,360]  
        RotateTo::create("时间","角度");  
          
        //几秒后旋转多少度[0,360]  
        RotateBy::create("时间","角度");  
          
        //几秒后倾斜指定角度  
        SkewTo::create("时间","x轴角度","y轴角度");  
          
        //几秒后倾斜指定角度  
        SkewBy::create("时间","x轴角度","y轴角度");  
      
        //几秒后经过几次跳到指定位置  
        JumpTo::create("时间","目标位置","高度","到目标所需次数");  
          
        //几秒后经过几次跳到指定位置  
        JumpBy::create("时间","目标位置","高度","到目标所需次数");  
          
        //几秒内按指定贝塞尔曲线运动  
        BezierTo::create("时间","ccBezierConfig构造体");  
          
        //几秒内按指定贝塞尔曲线运动  
        BezierBy::create("时间","ccBezierConfig构造体");  
          
        //几秒后变为指定颜色  
        TintTo::create("时间","红","绿","蓝");  
          
        //几秒后变为指定颜色  
        TintBy::create("时间","红","绿","蓝");  
          
        //几秒内按曲线运动(拟合度0最柔和)  
        CardinalSplineTo::create("时间","控制点坐标数组","拟合度");  
      
        //几秒内按曲线运动(拟合度0最柔和)  
        CardinalSplineBy::create("时间","控制点坐标数组","拟合度");  
          
        //几秒内完毕一个样条插值轨迹(直线)  
        CatmullRomTo::create("时间","控制点坐标数组");  
          
        //几秒内完毕一个样条插值轨迹(直线)  
        CatmullRomBy::create("时间","控制点坐标数组");  
          
        //渐显  
        FadeIn::create("时间");  
      
        //渐消  
        FadeOut::create("时间");  
          
        //让目标动作具有反弹效果,从起点反弹  
        EaseBounceIn::create("action对象");  
          
        //让目标动作具有反弹效果,从终点反弹  
        EaseBounceOut::create("action对象");  
          
        //让目标动作具有反弹效果,起点终点都反弹  
        EaseBounceInOut::create("action对象");  
      
        //让目标动作具有回力效果,起点作为回力点  
        EaseBackIn::create("action对象");  
      
        //让目标动作具有回力效果,终点作为回力点  
        EaseBackOut::create("action对象");  
          
        //让目标动作具有回力效果,起点终点都作为回力点  
        EaseBackInOut::create("action对象");  
          
        //让目标动作具有弹力效果,起点具有弹性  
        EaseElasticIn::create("action对象");  
          
        //让目标动作具有弹力效果,终点具有弹性  
        EaseElasticOut::create("action对象");  
      
      
        //让目标动作具有弹力效果,起点终点都具有弹性  
        EaseElasticInOut::create("action对象");  
          
        //让目标动作缓慢開始  
        EaseExponentialIn::create("action对象");  
          
        //让目标动作缓慢结束  
        EaseExponentialOut::create("action对象");  
          
        //让目标动作缓慢開始并缓慢结束  
        EaseExponentialInOut::create("action对象");  
          
        //让目标动作由慢到快  
        EaseSineIn::create("action对象");  
          
        //让目标动作由快到慢  
        EaseSineOut::create("action对象");  
          
        //让目标动作由慢到快再到慢  
        EaseSineInOut::create("action对象");  
          
        //为目标动作设置速度  
        EaseRateAction::create("action对象","速度");  
          
        //为目标动作速度翻倍  
        Speed::create("action对象","倍数");  
          
        //多个不同类动作同一时候运行(NUll结尾)  
        Spawn::create("action对象1","action对象2".....);  
      
        //多个目标动作顺序运行(NUll结尾)  
        Sequence::create("action对象1","action对象2"......);  
          
        //几秒内闪烁几次  
        Blink::create("时间","次数");  
          
        //反复目标动作  
        Repeat::create("action对象","次数");  
      
        //永久反复目标动作  
        RepeatForever::create("action对象");  
          
        //延迟几秒运行(在顺序运行Sequence中延迟哦)  
        DelayTime::create("时间");  
      
        //镜头跟着目标走,超过范围就结束。  
        Follow::create("尾随对象","尾随范围");  
          
        //几秒内球面运动  
        OrbitCamera::create("时间","起始半径","半径差","起始z角","旋转z角","起始x角","旋转x角");  
          
        //创建一个回调动作(不带參数)  
        CallFunc::create("对象","回调函数");  
          
        //创建一个回调动作(传调用者为參数)  
        CallFuncN::create("对象","回调函数");  
          
        //创建一个回调动作(带2个參数)  
        CallFuncN::create("对象","回调函数","随意參数");  

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  • 原文地址:https://www.cnblogs.com/zfyouxi/p/3806162.html
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