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");