一,CCActionManager 管理所有节点动作的对象
来看看打飞机里面的一个onEnter 方法
- (void)onEnter { [super onEnter]; //一定要注意添加此方法,否则将停留在开始界面 CGSize winSize = [[CCDirector sharedDirector] winSize]; [CCMenuItemFont setFontSize:20]; [CCMenuItemFont setFontName:@"Arial"]; CCMenuItemFont *startItem = [CCMenuItemFont itemWithString:@"开始游戏" block:^(id sender) { _isGameStarted = YES; CCMenuItem *item = (CCMenuItemFont*)sender; item.visible = NO; //6.spawn enemy after 1.0 sec [self performSelector:@selector(spawnEnemy) withObject:nil afterDelay:1.0f]; //7.enable accelerometer self.isAccelerometerEnabled = YES; //9.enable touch self.isTouchEnabled = YES; }]; startItem.position = ccp(winSize.width / 2, -winSize.height / 2); _startGameMenu = [CCMenu menuWithItems:startItem, nil]; _startGameMenu.position = CGPointZero; [self addChild:_startGameMenu]; //7 基本动作 从原来的位置移动到新的位置 id moveBy = [CCMoveBy actionWithDuration:1.0 position:ccp(0, winSize.height)]; //位置的移动 [_startGameMenu runAction:moveBy]; //开始移动 //8 和位置有关的基本动作 //1 CCActionManager [[[CCDirector sharedDirector] actionManager ] pauseTarget:_startGameMenu];//暂停 [self schedule:@selector(resumeStartMenuAction:) interval:1.0]; //等待十秒之后才能开始移动 //2CCAction 抽象类,几乎所有的类都继承该类 //3.CCFiniteTimeAction 该类为有限时间动作,包含CCActionInstant 瞬时动作 和CCActionInterval 区间动作,他们包含了很多不同的动作 //4 CCRepaeatForever 无限重复的动作 //5跟随节点的动作CCFollow .可以替代Camera //6 CCSpeed 更还节点动作的速度。 // 7CCOrbitCamera 继承与CCActionCamera 。使用球坐标系围绕屏幕中心旋转摄像机的视角 } - (void)resumeStartMenuAction:(ccTime)dt { [self unschedule:_cmd]; //停止当前动作 [[[CCDirector sharedDirector]actionManager] resumeTarget:_startGameMenu]; }
二,基本动作:和位置相关的基本动作
CGSize winSize = [[CCDirector sharedDirector] winSize]; CCSprite *plane = [CCSprite spriteWithFile:@"hero_1.png"]; plane.position = ccp(winSize.width/2, winSize.height/2); [self addChild:plane]; //2 moveBy 让节点对象在一定时间内移动一定的像素值 ,这个是相对于原位置的 [plane runAction:[CCMoveBy actionWithDuration:3 position:ccp(50, 0)]]; //3 CCjumpTo [plane runAction:[CCJumpTo actionWithDuration:4 position:ccp(winSize.width, winSize.height) height:40 jumps:3]]; //4CCJumpBy 相对于原位置的移动 ,相对于原位置的偏移量为 100,0 [plane runAction:[CCJumpBy actionWithDuration:3 position:ccp(100, 0) height:100 jumps:4]]; //5CCBezier TO ccBezierConfig c = {ccp(300, 100),ccp(50, 50),ccp(-50, -50)}; //1.参数一 相对于原位置的偏移,2,3分别是贝塞尔曲线的两个控制点 [plane runAction:[CCBezierTo actionWithDuration:3 bezier:c]]; //6 CCplace 将对象直接放到指定的位置 [plane runAction:[CCPlace actionWithPosition:ccp(10, 10)]];
三,和大小相关的基本动作
//二 和大小相关的基本动作 // 1 CCScale TO、放大为原来的两倍 [plane runAction:[CCScaleTo actionWithDuration:2 scale:2]]; //2 CCScale By 缩小相应的倍数 [plane runAction:[CCScaleBy actionWithDuration:3 scale:3]]; [plane runAction:[CCScaleBy actionWithDuration:3 scaleX:0.5 scaleY:0.5]]; //对象的高度和宽度的缩小
四:和旋转有关的基本动作
//三 和旋转有关的动作 //1 CCRotate To ,by ,超过180逆时针旋转,《180.顺时针旋转 [plane runAction:[CCRotateTo actionWithDuration:2 angle:290]];
五,和显示有关的基本动作
//四 和显示有关的动作 //1 CCSHOW [plane runAction:[CCShow action]]; //2CCHide [plane runAction:[CCHide action]]; //3 切换uixiang的可视属性 [plane runAction:[CCToggleVisibility action]]; //4 闪动一定的次数 [plane runAction:[CCBlink actionWithDuration:5 blinks:10]];
六,和透明度有关的基本动作
//五 和透明度有关的动作 //1 CCFadeIn 透明度从0 -》 255 [plane runAction:[CCFadeIn actionWithDuration:8]]; //2 CCFadeOut 透明度 从255 - 》0 [plane runAction:[CCFadeOut actionWithDuration:5]]; //3 CCFadeto [plane runAction:[CCFadeTo actionWithDuration:4 opacity:90]];
七,和色彩有关的基本动作
//六 和色彩有关的动作 //1 CCTintTO 在一定时间内将节点着色到某个特定的RGB值 [plane runAction:[CCTintTo actionWithDuration:3 red:100 green:0 blue:1]]; //2 CCTintBy 大致相同
八和翻转相关的基本动作
//七 和翻转有关的动作 //1 CCFlipX ,CCFlipY [plane runAction:[CCFlipX actionWithFlipX:YES]];
2.组合动作
一,组合动作的类
//八 组合动作 //1 Spawn 动作数据, [plane runAction:[CCSpawn actions:[CCFadeOut actionWithDuration:4],[CCScaleTo actionWithDuration:3 scale:2], nil]]; // 2 CCSequence 该组合可以按顺序执行多个动作,也可以包含多个组合动作 //九 Ease 动作 使用ease动作修改的是节点内部动作的速度,而不是动作的执行时间 id easeAction = [CCEaseBackOut actionWithAction:[CCMoveTo actionWithDuration:2 position:ccp(100+winSize.width/2, winSize.height/2)]]; id action = [CCSequence actions:easeAction,[CCScaleTo actionWithDuration:2 scale:2], nil]; [plane runAction:action];
二,一个飞机俯冲的组合动作的代码
#pragma mark - private methods -(void) spawnEnemy{ //1. CGSize winSize = [CCDirector sharedDirector].winSize; CCSprite *enemySprite = [self getAvailableEnemySprite]; enemySprite.visible = YES; enemySprite.position = ccp( arc4random() % (int)(winSize.width - enemySprite.contentSize.width) + enemySprite.contentSize.width/2 , winSize.height + enemySprite.contentSize.height + 10); //2. float durationTime = arc4random() % 4 + 1; id moveBy = [CCMoveBy actionWithDuration:durationTime position:ccp(0,-enemySprite.position.y-enemySprite.contentSize.height)]; int choice = arc4random() % 4 + 1; id easeMoveBy = nil; switch (choice) { case 1: easeMoveBy = [CCEaseIn actionWithAction:moveBy]; break; case 2: easeMoveBy = [CCEaseExponentialIn actionWithAction:moveBy]; break; case 3: easeMoveBy = [CCEaseBounceIn actionWithAction:moveBy]; break; case 4: easeMoveBy = [CCEaseBackIn actionWithAction:moveBy]; break; default: break; } id callback = [CCCallBlockN actionWithBlock:^(id sender) { CCSprite *sp = (CCSprite*)sender; sp.visible = NO; sp.position = ccp(0,winSize.height + sp.contentSize.height + 10); CCLOG(@"reset enemy plane!"); }]; id action = [CCSequence actions:easeMoveBy,callback, nil]; CCLOG(@"enemySprite x = %f, y = %f",enemySprite.position.x, enemySprite.position.y); [enemySprite runAction:action]; //3. [self performSelector:_cmd withObject:nil afterDelay:arc4random()%3 + 1]; }
三,延迟动作
//十 延迟动作 id action = [CCSequence actions:[CCDelayTime actionWithDuration:3],[CCMoveTo actionWithDuration:2 position:ccp(100 + winSize.width/2, winSize.height)], nil]; [plane runAction:action];