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  • Cocos2d-x 3.1.1 Lua演示样例 ActionEaseTest(动作)

    Cocos2d-x Lua演示样例 ActionEaseTest(动作)


      本篇博客介绍Cocos2d-x中的动作,Cocos2d-x为我们提供了丰富的动作接口,以下笔者就具体介绍一下:
      本系列博客介绍的是lua的实现,想看C++实现请移步到Cocos2d-x为我们提供的样例:
     
      
      Action类继承关系图,各位能够到http://cn.cocos2d-x.org/doc/cocos2d-x-3.0/db/d61/classcocos2d_1_1_action.html进行參考:
      
      本篇博客的样例并没有涉及全部的动作,其它动作,以后的样例可能会涉及到。到时再进行说明。
      我们先看一下效果。笔者仅仅做了第一个动作的gif图,剩下的。读者能够自己运行lua-tests进行查看



    本样例动作总结:
    MoveBy/MoveTo: 创建一个移动的动作
    EaseIn/EaseOut: 动作由慢变快/动作由快变慢
    EaseInOut:动作由慢变快再由快变慢
    EaseExponentialIn:动作由慢变极快
    EaseExponentialOut:动作由极快变慢
    EaseExponentialInOut:动作由慢至极快再由极快边慢
    EaseSineIn:动作由快变慢
    EaseSineOut:动作由慢变快
    EaseSineInOut:精灵由慢至快再由快至慢
    EaseElasticIn:让目标动作赋予弹性 ,且以目标动作起点位子赋予弹性
    EaseElasticOut:让目标动作赋予弹性 。且以目标动作终点位子赋予弹性
    EaseElasticInOut:让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性
    EaseBounceIn:让目标动作缓慢開始
    EaseBounceOut:让目标动作赋予反弹力。且以目标动作结束位子開始反弹
    EaseBounceInOut:让目标动作赋予反弹力,且以目标动作起始与结束位子開始反弹
    EaseBackIn:让目标动作赋予回力 , 且以目标动作起点位置作为回力点
    EaseBackOut:让目标动作赋予回力 , 且以目标动作终点位置作为回力点
    EaseBackInOut:让目标动作赋予回力 , 且以目标动作起点和终点位置作为回力点
    JumpBy/JumpTo:跳的动作
    RotateBy/RotateTo:旋转的动作
    Spawn:让多个动作同一时候运行
    Speed:让目标运行速度加倍


    实现代码例如以下:
    local kTagAction1 = 1
    local kTagAction2 = 2
    local kTagSlider = 1
    -- 获取屏幕大小
    local s = cc.Director:getInstance():getWinSize()
    -- 获取与Directorg关联的调度器
    local scheduler = cc.Director:getInstance():getScheduler()
    
    -- 创建简单的移动,持续3秒
    local function createSimpleMoveBy()
      return cc.MoveBy:create(3, cc.p(s.width - 130, 0))
    end
    
    -- 创建简单的延迟,0.25秒
    local function createSimpleDelayTime()
      return cc.DelayTime:create(0.25)
    end
    
    -- 设置两个精灵的位置
    local function positionForTwo()
      grossini:setPosition(cc.p(60, s.height * 1 / 5))
      tamara:setPosition(cc.p(60, s.height * 4 / 5))
      kathia:setVisible(false)
    end
    
    -- 获取基础层
    local function getBaseLayer()
      local layer = cc.Layer:create()
    
      -- 三个丑陋的精灵
      grossini = cc.Sprite:create(s_pPathGrossini)
      tamara = cc.Sprite:create(s_pPathSister1)
      kathia = cc.Sprite:create(s_pPathSister2)
    
      -- 加入三个精灵到层其中
      layer:addChild(grossini, 3)
      layer:addChild(kathia, 2)
      layer:addChild(tamara, 1)
    
      -- 设置三个精灵的位置
      grossini:setPosition(cc.p(60, s.height * 1 / 5))
      kathia:setPosition(cc.p(60, s.height * 2.5 / 5))
      tamara:setPosition(cc.p(60, s.height * 4 / 5))
    
      -- 初始化层
      Helper.initWithLayer(layer)
    
      return layer
    end
    
    -----------------------------------
    --  SpriteEase
    -----------------------------------
    local SpriteEase_entry = nil
    
    -- 測试停止动作
    local function testStopAction(dt)
      -- 取消调度脚本
      scheduler:unscheduleScriptEntry(SpriteEase_entry)
      tamara:stopActionByTag(1)
      kathia:stopActionByTag(1)
      grossini:stopActionByTag(1)
    end
    
    -- 进入或退出
    local function SpriteEase_onEnterOrExit(tag)
      -- 假设是进入
      if tag == "enter" then
        -- 运行脚本方法
        SpriteEase_entry = scheduler:scheduleScriptFunc(testStopAction, 6.25, false)
      elseif tag == "exit" then
        -- 注销循环
        scheduler:unscheduleScriptEntry(SpriteEase_entry)
      end
    end
    --
    local function SpriteEase()
    
      local layer = getBaseLayer()
    
      local move = createSimpleMoveBy()
      local move_back = move:reverse() -- 原地返回
    
      -- 动作由慢变快
      local move_ease_in = cc.EaseIn:create(createSimpleMoveBy(), 2.5)
      -- 原路返回
      local move_ease_in_back = move_ease_in:reverse()
    
      -- 动作有块变慢
      local move_ease_out = cc.EaseOut:create(createSimpleMoveBy(), 2.5)
      -- 原路返回
      local move_ease_out_back = move_ease_out:reverse()
    
      -- 延时
      local delay = createSimpleDelayTime()
      -- 动作序列1
      local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime())
      -- 动作序列2
      local seq2 = cc.Sequence:create(move_ease_in,createSimpleDelayTime(),move_ease_in_back,createSimpleDelayTime())
      -- 动作序列3
      local seq3 = cc.Sequence:create(move_ease_out,createSimpleDelayTime(),move_ease_out_back,createSimpleDelayTime())
    
      -- 运行一个无线循环的动作
      local a2 = grossini:runAction(cc.RepeatForever:create(seq1))
      a2:setTag(1)--改变这个用来更easy分辨节点的标记。
      local a1 = tamara:runAction(cc.RepeatForever:create(seq2))
      a1:setTag(1)
      local a = kathia:runAction(cc.RepeatForever:create(seq3))
      a:setTag(1)
    
      -- 注冊监听脚本
      layer:registerScriptHandler(SpriteEase_onEnterOrExit)
    
      Helper.titleLabel:setString("EaseIn - EaseOut - Stop")
      return layer
    end
    
    -----------------------------------
    --	SpriteEaseInOut 精灵由慢至快再由快至慢
    -----------------------------------
    local function SpriteEaseInOut()
      -- 获取基础层
      local layer = getBaseLayer()
      -- 创建移动动作
      local move = createSimpleMoveBy()
    
      -- 创建由慢变快再由快变慢的动作,第一个參数表示动作,第二个參数表示频率
      local move_ease_inout1 = cc.EaseInOut:create(createSimpleMoveBy(), 0.65)
      -- 返回运行与本Action对象相反操作的新Action对象
      local move_ease_inout_back1 = move_ease_inout1:reverse()
    
      -- 创建频率为1.35的easeInOut动作
      local move_ease_inout2 = cc.EaseInOut:create(createSimpleMoveBy(), 1.35)
      -- 返回运行与本Action对象相反操作的新Action对象
      local move_ease_inout_back2 = move_ease_inout2:reverse()
    
      -- 创建频率为1.0的easeInOut动作
      local move_ease_inout3 = cc.EaseInOut:create(createSimpleMoveBy(), 1.0)
      -- 返回运行与本Action对象相反操作的新Action对象
      local move_ease_inout_back3 = move_ease_inout3:reverse()
    
      -- 延时动作
      local delay = createSimpleDelayTime()
      local seq1 = cc.Sequence:create(move_ease_inout1,delay,move_ease_inout_back1,createSimpleDelayTime())
      local seq2 = cc.Sequence:create(move_ease_inout2,createSimpleDelayTime(),move_ease_inout_back2,createSimpleDelayTime())
      local seq3 = cc.Sequence:create(move_ease_inout3, createSimpleDelayTime(), move_ease_inout_back3, createSimpleDelayTime() )
    
      tamara:runAction(cc.RepeatForever:create(seq1))
      kathia:runAction(cc.RepeatForever:create(seq2))
      grossini:runAction(cc.RepeatForever:create(seq3))
    
      Helper.titleLabel:setString("EaseInOut and rates")
      return layer
    end
    
    -----------------------------------
    --	SpriteEaseExponential 精灵由慢至极快。由极快到慢
    -----------------------------------
    local function SpriteEaseExponential()
      -- 得到基础层
      local layer = getBaseLayer()
      -- 创建移动动作
      local move = createSimpleMoveBy()
      -- 反操作
      local move_back = move:reverse()
    
      -- 创建由慢到极快的动作
      local move_ease_in = cc.EaseExponentialIn:create(createSimpleMoveBy())
      local move_ease_in_back = move_ease_in:reverse()
    
      -- 创建有极快到慢的动作
      local move_ease_out = cc.EaseExponentialOut:create(createSimpleMoveBy())
      local move_ease_out_back = move_ease_out:reverse()
    
      -- 创建延时动作
      local delay = createSimpleDelayTime()
      local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime())
      local seq2 = cc.Sequence:create(move_ease_in, createSimpleDelayTime(), move_ease_in_back, createSimpleDelayTime())
      local seq3 = cc.Sequence:create(move_ease_out, createSimpleDelayTime(), move_ease_out_back, createSimpleDelayTime())
    
      -- 三个丑八怪运行动作
      grossini:runAction(cc.RepeatForever:create(seq1))
      tamara:runAction(cc.RepeatForever:create(seq2))
      kathia:runAction(cc.RepeatForever:create(seq3))
      -- 设置层标题
      Helper.titleLabel:setString("ExpIn - ExpOut actions")
      return layer
    end
    
    -----------------------------------
    --	SpriteEaseExponentialInOut 精灵由慢至极快再由极快至慢
    -----------------------------------
    local function SpriteEaseExponentialInOut()
      -- 得到基础层
      local layer = getBaseLayer()
      -- 创建简单移动动作
      local move = createSimpleMoveBy()
      -- 反向操作
      local move_back = move:reverse()
    
      -- 创建由慢至极快再由极快至慢的动作
      local move_ease = cc.EaseExponentialInOut:create(createSimpleMoveBy())
      local move_ease_back = move_ease:reverse()
    
      local delay = createSimpleDelayTime()
      local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime())
      local seq2 = cc.Sequence:create(move_ease, createSimpleDelayTime(), move_ease_back, createSimpleDelayTime() )
    
      -- 设置两个丑八怪的位置
      positionForTwo()
    
      grossini:runAction(cc.RepeatForever:create(seq1))
      tamara:runAction(cc.RepeatForever:create(seq2))
    
      -- 设置层标题
      Helper.titleLabel:setString("EaseExponentialInOut action")
      return layer
    end
    
    -----------------------------------
    --	SpriteEaseSine 由快至慢、由慢至快
    -----------------------------------
    local function SpriteEaseSine()
      -- 得到基础层
      local layer = getBaseLayer()
    
      -- 创建简单移动动作
      local move = createSimpleMoveBy()
      -- 反向操作
      local move_back = move:reverse()
    
      -- 创建由快至慢的动作
      local move_ease_in = cc.EaseSineIn:create(createSimpleMoveBy())
      local move_ease_in_back = move_ease_in:reverse()
    
      -- 创建有慢至快的动作
      local move_ease_out = cc.EaseSineOut:create(createSimpleMoveBy())
      local move_ease_out_back = move_ease_out:reverse()
    
      local delay = createSimpleDelayTime()
      local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime() )
      local seq2 = cc.Sequence:create(move_ease_in, createSimpleDelayTime(), move_ease_in_back, createSimpleDelayTime())
      local seq3 = cc.Sequence:create(move_ease_out, createSimpleDelayTime(), move_ease_out_back,createSimpleDelayTime())
    
      -- 运动了喂
      grossini:runAction(cc.RepeatForever:create(seq1))
      tamara:runAction(cc.RepeatForever:create(seq2))
      kathia:runAction(cc.RepeatForever:create(seq3))
    
      -- 设置标题
      Helper.titleLabel:setString("EaseSineIn - EaseSineOut")
      return layer
    end
    
    -----------------------------------
    --	SpriteEaseSineInOut 精灵由慢至快再由快至慢
    -----------------------------------
    local function SpriteEaseSineInOut()
      -- 得到基础层
      local layer = getBaseLayer()
      -- 创建简单移动动作
      local move = createSimpleMoveBy()
      local move_back = move:reverse()
    
      -- 由慢至快再由快至慢
      local move_ease = cc.EaseSineInOut:create(createSimpleMoveBy())
      local move_ease_back = move_ease:reverse()
    
      local delay = createSimpleDelayTime()
      local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime())
      local seq2 = cc.Sequence:create(move_ease, createSimpleDelayTime(), move_ease_back, createSimpleDelayTime())
    
      -- 设置两个丑八怪的位置
      positionForTwo()
    
      -- 丑八怪运动啦
      grossini:runAction(cc.RepeatForever:create(seq1))
      tamara:runAction(cc.RepeatForever:create(seq2))
    
      Helper.titleLabel:setString("EaseSineInOut action")
      return layer
    end
    
    -----------------------------------
    --	SpriteEaseElastic
    -----------------------------------
    local function SpriteEaseElastic()
      -- 得到基础层
      local layer = getBaseLayer()
      -- 创建简单移动动作
      local move = createSimpleMoveBy()
      local move_back = move:reverse()
    
      -- 让目标动作赋予弹性 ,且以目标动作起点位子赋予弹性
      local move_ease_in = cc.EaseElasticIn:create(createSimpleMoveBy())
      local move_ease_in_back = move_ease_in:reverse()
    
      -- 让目标动作赋予弹性 ,且以目标动作终点位子赋予弹性
      local move_ease_out = cc.EaseElasticOut:create(createSimpleMoveBy())
      local move_ease_out_back = move_ease_out:reverse()
    
      -- 延迟动作
      local delay = createSimpleDelayTime()
      -- 创建动作序列
      local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime() )
      local seq2 = cc.Sequence:create(move_ease_in, createSimpleDelayTime(), move_ease_in_back, createSimpleDelayTime())
      local seq3 = cc.Sequence:create(move_ease_out, createSimpleDelayTime(), move_ease_out_back, createSimpleDelayTime())
    
      -- 三个丑八怪又运行动作了
      grossini:runAction(cc.RepeatForever:create(seq1))
      tamara:runAction(cc.RepeatForever:create(seq2))
      kathia:runAction(cc.RepeatForever:create(seq3))
    
      -- 设置标题
      Helper.titleLabel:setString("Elastic In - Out actions")
      return layer
    end
    
    -----------------------------------
    --	SpriteEaseElasticInOut 让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性
    -----------------------------------
    local function SpriteEaseElasticInOut()
      -- 创建基础层
      local layer = getBaseLayer()
      -- 创建简单移动的动作
      local move = createSimpleMoveBy()
    
      -- 让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性,频率0.3
      local move_ease_inout1 = cc.EaseElasticInOut:create(createSimpleMoveBy(), 0.3)
      local move_ease_inout_back1 = move_ease_inout1:reverse()
    
      -- 让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性,频率0.45
      local move_ease_inout2 = cc.EaseElasticInOut:create(createSimpleMoveBy(), 0.45)
      local move_ease_inout_back2 = move_ease_inout2:reverse()
    
      -- 让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性。频率0.6
      local move_ease_inout3 = cc.EaseElasticInOut:create(createSimpleMoveBy(), 0.6)
      local move_ease_inout_back3 = move_ease_inout3:reverse()
    
    
      local delay = createSimpleDelayTime()
      local seq1 = cc.Sequence:create(move_ease_inout1, delay, move_ease_inout_back1, createSimpleDelayTime())
      local seq2 = cc.Sequence:create(move_ease_inout2, createSimpleDelayTime(), move_ease_inout_back2, createSimpleDelayTime())
      local seq3 = cc.Sequence:create(move_ease_inout3, createSimpleDelayTime(), move_ease_inout_back3, createSimpleDelayTime())
    
      tamara:runAction(cc.RepeatForever:create(seq1))
      kathia:runAction(cc.RepeatForever:create(seq2))
      grossini:runAction(cc.RepeatForever:create(seq3))
    
      Helper.titleLabel:setString("EaseElasticInOut action")
      return layer
    end
    
    -----------------------------------
    --	SpriteEaseBounce
    -----------------------------------
    local function SpriteEaseBounce()
      -- 得到基础层
      local layer = getBaseLayer()
      -- 创建简单移动动作
      local move = createSimpleMoveBy()
      local move_back = move:reverse()
    
      -- 让目标动作缓慢開始
      local move_ease_in = cc.EaseBounceIn:create(createSimpleMoveBy())
      local move_ease_in_back = move_ease_in:reverse()
    
      -- 让目标动作赋予反弹力,且以目标动作结束位子開始反弹
      local move_ease_out = cc.EaseBounceOut:create(createSimpleMoveBy())
      local move_ease_out_back = move_ease_out:reverse()
    
      local delay = createSimpleDelayTime()
      local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime() )
      local seq2 = cc.Sequence:create(move_ease_in, createSimpleDelayTime(), move_ease_in_back, createSimpleDelayTime())
      local seq3 = cc.Sequence:create(move_ease_out, createSimpleDelayTime(), move_ease_out_back, createSimpleDelayTime())
    
      -- 烦不烦?
      grossini:runAction(cc.RepeatForever:create(seq1))
      tamara:runAction(cc.RepeatForever:create(seq2))
      kathia:runAction(cc.RepeatForever:create(seq3))
    
      Helper.titleLabel:setString("Bounce In - Out actions")
      return layer
    end
    
    -----------------------------------
    --	SpriteEaseBounceInOut 让目标动作赋予反弹力,且以目标动作起始与结束位子開始反弹
    -----------------------------------
    local function SpriteEaseBounceInOut()
        -- 得到基础层
      local layer = getBaseLayer()
      -- 创建简单移动动作
      local move = createSimpleMoveBy()
      local move_back = move:reverse()
    
      --  让目标动作赋予反弹力,且以目标动作起始与结束位子開始反弹
      local move_ease = cc.EaseBounceInOut:create(createSimpleMoveBy())
      local move_ease_back = move_ease:reverse()
    
      local delay = createSimpleDelayTime()
      local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime())
      local seq2 = cc.Sequence:create(move_ease, createSimpleDelayTime(), move_ease_back, createSimpleDelayTime())
    
      positionForTwo()
    
      -- 为什么仅仅用两个丑八怪?
      grossini:runAction(cc.RepeatForever:create(seq1))
      tamara:runAction(cc.RepeatForever:create(seq2))
    
      Helper.titleLabel:setString("EaseBounceInOut action")
      return layer
    end
    
    -----------------------------------
    --	SpriteEaseBack
    -----------------------------------
    local function SpriteEaseBack()
      local layer = getBaseLayer()
    
      local move = createSimpleMoveBy()
      local move_back = move:reverse()
    
      -- 让目标动作赋予回力 , 且以目标动作起点位置作为回力点
      local move_ease_in = cc.EaseBackIn:create(createSimpleMoveBy())
      local move_ease_in_back = move_ease_in:reverse()
    
      -- 让目标动作赋予回力 , 且以目标动作终点位置作为回力点
      local move_ease_out = cc.EaseBackOut:create(createSimpleMoveBy())
      local move_ease_out_back = move_ease_out:reverse()
    
      local delay = createSimpleDelayTime()
      local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime())
      local seq2 = cc.Sequence:create(move_ease_in, createSimpleDelayTime(), move_ease_in_back, createSimpleDelayTime())
      local seq3 = cc.Sequence:create(move_ease_out, createSimpleDelayTime(), move_ease_out_back, createSimpleDelayTime())
    
      grossini:runAction(cc.RepeatForever:create(seq1))
      tamara:runAction(cc.RepeatForever:create(seq2))
      kathia:runAction(cc.RepeatForever:create(seq3))
    
      Helper.titleLabel:setString("Back In - Out actions")
      return layer
    end
    
    -----------------------------------
    --	SpriteEaseBackInOut 让目标动作赋予回力 。 且以目标动作起点和终点位置作为回力点
    -----------------------------------
    local function SpriteEaseBackInOut()
      local layer = getBaseLayer()
    
      local move = createSimpleMoveBy()
      local move_back = move:reverse()
    
      -- 让目标动作赋予回力 , 且以目标动作起点和终点位置作为回力点
      local move_ease = cc.EaseBackInOut:create(createSimpleMoveBy())
      local move_ease_back = move_ease:reverse()
    
      local delay = createSimpleDelayTime()
      local seq1 = cc.Sequence:create(move, delay, move_back, createSimpleDelayTime())
      local seq2 = cc.Sequence:create(move_ease,createSimpleDelayTime(), move_ease_back, createSimpleDelayTime())
    
      positionForTwo()
    
      grossini:runAction(cc.RepeatForever:create(seq1))
      tamara:runAction(cc.RepeatForever:create(seq2))
    
      Helper.titleLabel:setString("EaseBackInOut action")
      return layer
    end
    
    -----------------------------------
    --	SpeedTest 速度測试
    -----------------------------------
    local SpeedTest_entry = nil
    local SpeedTest_action1 = nil
    local SpeedTest_action2 = nil
    local SpeedTest_action3 = nil
    
    local function altertime(dt)
      -- 设置速度
      SpeedTest_action1:setSpeed(math.random() * 2)
      SpeedTest_action2:setSpeed(math.random() * 2)
      SpeedTest_action3:setSpeed(math.random() * 2)
    end
    
    local function SpeedTest_onEnterOrExit(tag)
      if tag == "enter" then
        SpeedTest_entry = scheduler:scheduleScriptFunc(altertime, 1.0, false)
      elseif tag == "exit" then
        scheduler:unscheduleScriptEntry(SpeedTest_entry)
      end
    end
    
    -- 速度測试
    local function SpeedTest()
      local layer = getBaseLayer()
      --參数1:跳到目标动作位子的所需时间
      --參数2:目标位置
      --參数3:跳的高度
      --參数4跳到目标位置的次数
      local jump1 = cc.JumpBy:create(4, cc.p(- s.width + 80, 0), 100, 4)
      local jump2 = jump1:reverse() -- 反向动作
      -- 旋转动作,參数1:旋转的时间  參数2:旋转的角度  0 - 360
      local rot1 = cc.RotateBy:create(4, 360 * 2)
      local rot2 = rot1:reverse()
    
      -- 蹦蹦跳跳的动作序列
      local seq3_1 = cc.Sequence:create(jump2, jump1)
      -- 旋转的动作序列
      local seq3_2 = cc.Sequence:create(rot1, rot2)
    
      -- 让多个动作同一时候运行
      local spawn = cc.Spawn:create(seq3_1, seq3_2)
      -- 速度动作1
      SpeedTest_action1 = cc.Speed:create(cc.RepeatForever:create(spawn), 1.0)
    
      -- 克隆一个spawn
      local spawn2 = spawn:clone()
      -- 速度动作2
      SpeedTest_action2 = cc.Speed:create(cc.RepeatForever:create(spawn2), 1.0)
    
      local spawn3 = spawn:clone()
      -- 速度动作3
      SpeedTest_action3 = cc.Speed:create(cc.RepeatForever:create(spawn3), 1.0)
    
      -- 最后一个了
      grossini:runAction(SpeedTest_action2)
      tamara:runAction(SpeedTest_action3)
      kathia:runAction(SpeedTest_action1)
    
      layer:registerScriptHandler(SpeedTest_onEnterOrExit)
    
      Helper.titleLabel:setString("Speed action")
      return layer
    end
    
    function EaseActionsTest()
      -- 创建场景
      local scene = cc.Scene:create()
      cclog("EaseActionsTest")
    
      -- 创建方法表
      Helper.createFunctionTable = {
        SpriteEase,
        SpriteEaseInOut,
        SpriteEaseExponential,
        SpriteEaseExponentialInOut,
        SpriteEaseSine,
        SpriteEaseSineInOut,
        SpriteEaseElastic,
        SpriteEaseElasticInOut,
        SpriteEaseBounce,
        SpriteEaseBounceInOut,
        SpriteEaseBack,
        SpriteEaseBackInOut,
        SpeedTest
      }
      -- 加入子节点
      scene:addChild(SpriteEase())
      -- 加入返回菜单
      scene:addChild(CreateBackMenuItem())
    
      return scene
    end
    
































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  • 原文地址:https://www.cnblogs.com/zfyouxi/p/5213960.html
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