cocos-lua学习笔记(九)动作

下面是所有动作相关的接口,摘自《cocos2d-Lua基础》

瞬时动作:

1.place:节点放置到某一位置

2.Flipx与Flipy:只能用于精灵,沿x或y轴反转

3.Show与Hide 显示和隐藏节点

4.CallFunc 动作结束的,启动的逻辑


有限时间动作

1.MoveTo 与 MoveBy

2.JumTo 与JumpBy

3.BezierTo 与BezierBy

4.ScaleTo与ScaleBy

5.RotateTo与RotateBy

6.FadeIn、FadeOut和FadeTo

7.TintTo 与TintBy

8.Blink

9.Animation

复合动作

1.DelayTime

2.Repeat与RepeatForever

3.Spawn

4.Sequence

5.Follow

变速动作

1.Speed

2.ActionBase ->这里有很多图

节点动作接口

node:runAction()

node:stopAction()

node:stopAllActions

node:stopAction(action)

node:stopActionByTag(tag)


node:setTag(tag)

action:setTag(tag)


node:getActionByTag(tag)

action:stopActionByTag(tag)


具体的接口怎么使用,直接上一个Demo展示


local MainScene = class("MainScene", function()
    return display.newScene("MainScene")
end)

function MainScene:ctor()
    self.backgroundLayer = display.newColorLayer(cc.c4f(128,128,128,255))
    self.backgroundLayer:addTo(self)

    -- preload frames to cache
    display.addSpriteFrames("grossini-aliases.plist", "grossini-aliases.png")
    
    -- run actions: 1 to 9
    self:run(1)
end

function MainScene:run(actionNum)
    self["action" .. actionNum](self)
end

--[[
Follow
]]
function MainScene:action1()
    -- 用在层跟随精灵中,固定摄像机到精灵身上
    local sprite1 = display.newSprite("1.png")
    sprite1:center()
    local move_left = cc.MoveBy:create(1.5, cc.p(display.width / 2, 0))
    local move_right = cc.MoveBy:create(3, cc.p(- display.width, 0))
    local seq = cc.Sequence:create(move_left, move_right, move_left)
    local rep = cc.RepeatForever:create(seq)
    sprite1:runAction(rep)
    sprite1:addTo(self.backgroundLayer)
    
    self.backgroundLayer:runAction(cc.Follow:create(sprite1))
end

--[[
MoveBy
]]
function MainScene:action2()
    local sprite2 = display.newSprite("2.png")
        :center()
        :addTo(self.backgroundLayer)
    -- true 翻转,false 重置为最初的状态
    local flipxAction = cc.FlipX:create(true)
    local moveTo = cc.MoveBy:create(1, cc.p(-300, 0))
    local action = cc.Sequence:create(moveTo, flipxAction, moveTo:reverse())
    sprite2:runAction(action)
end

--[[
Hide
]]
function MainScene:action3()
    local hideAction = cc.Hide:create()
    local moveTo = cc.MoveTo:create(1.5, cc.p(60, 60))
    local action = cc.Sequence:create(moveTo, hideAction)   

    local sprite1 = display.newSprite("1.png")
        :center()
        :addTo(self.backgroundLayer)
        :runAction(action)
end

--[[
CallFunc
]]
function MainScene:action4()
    -- 判断顺序动画执行结束
    local callback = cc.CallFunc:create(function() print("In callback function") end)
    local moveTo = cc.MoveTo:create(2, cc.p(0, 0))
    local action = cc.Sequence:create(moveTo, callback)

    local sprite1 = display.newSprite("1.png")
        :center()
        :addTo(self.backgroundLayer)
        :runAction(action)
end

--[[
贝塞尔曲线
]]
function MainScene:action5()
    local action = cc.BezierTo:create(2, {cc.p(display.right, display.top), cc.p(200, 200), cc.p(50, 100)}) 

    local sprite1 = display.newSprite("1.png")
        :pos(0, 0)
        :addTo(self.backgroundLayer)
        :runAction(action)
end

--[[
FadeTo
]]
function MainScene:action6()
    local action = cc.FadeTo:create(2, 0)

    local sprite1 = display.newSprite("1.png")
        :center()
        :addTo(self.backgroundLayer)
        :runAction(action)
end

--[[
帧动画
]]
function MainScene:action7()

    local frames = display.newFrames("grossini_dance_%02d.png", 1, 14)
    local animation = display.newAnimation(frames, 0.2)
    local animate = cc.Animate:create(animation)

    local sprite1 = display.newSprite("#grossini_dance_01.png")
        :center()
        :addTo(self.backgroundLayer)
        :runAction(animate)
end

--[[
延迟动作
]]
function MainScene:action8()
    local move = cc.MoveBy:create(1, cc.vertex2F(150,0))
    local action = cc.Sequence:create(move, cc.DelayTime:create(2), move:reverse())

    local sprite1 = display.newSprite("1.png")
        :center()
        :addTo(self.backgroundLayer)
        :runAction(action)
end

--[[
变速动作
]]
function MainScene:action9()
    local action = cc.EaseSineOut:create(cc.MoveBy:create(2, cc.p(300, 0)))
    local sprite1 = display.newSprite("1.png")
        :center()
        :addTo(self.backgroundLayer)
        :runAction(action)
end

function MainScene:onEnter()
end

function MainScene:onExit()
end

return MainScene


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