1.常用动作操作函数
[1]:runAction("action对象");
//执行一个action动作对象
[2]:CCDirector::sharedDirector()->getActionManger()->pauseTarget("对象");
//暂停一个对象的动作
[3]:CCDirector::sharedDirector()->getActionManager()->pauseAllRunningActions();
//暂停所有对象的动作
[4]:pauseSchedulerAndActions();
//暂停所有对象的动作及其更新函数
[5]:CCDirector::sharedDirector()->getActionManager()->resumeTarget("对象");
//继续一个对象的动作
[6]:CCDirector::sharedDirector()->getActionManager()->resumeTargets("CCSet对象");
//继续所有对象的动作
[7]:resumeSchedulerAndActions();
//继续所有对象的动作及其更新函数
[8]:stopAction("action对象");
//停止对象的动作
[9]:stopActionByTag("tag值");
//停止目标对象的动作
[10]:stopAllActions();
//停止所有对象的动作
[11]:CCDirector::sharedDirector()->getActionManager()->removeAction("action对象");
//删除动作对象
[12]:CCDirector::sharedDirector()->getActionManager()->removeActionByTag("tag值");
//删除动作对象
[13]:CCDirector::sharedDirector()->getActionManager()->removeAllActions();
//删除所有动作对象
[14]:CCDirector::sharedDirector()->getActionManager()->removeAllActionsFromTarget("tag值");
//删除所有相同tag值得动作对象
2.常用动作函数
[1]:CCMoveTo::create("时间","坐标");
//几秒后移动到坐标点
[2]:CCMoveBy::create("时间","坐标");
//几秒后移动到坐标点
[3]:CCScaleTo::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)
[4]:CCScaleBy::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)
[5]:CCRotateTo::create("时间","角度");
//几秒后旋转多少度[0,360]
[6]:CCRotateBy::create("时间","角度");
//几秒后旋转多少度[0,360]
[7]:CCSkewTo::create("时间","x轴角度","y轴角度");
//几秒后倾斜指定角度
[8]:CCSkewBy::create("时间","x轴角度","y轴角度");
//几秒后倾斜指定角度
[9]:CCJumpTo::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
[10]:CCJumpBy::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
[11]:CCBezierTo::create("时间","ccBezierConfig构造体");
//几秒内按指定贝塞尔曲线运动
[12]:CCBezierBy::create("时间","ccBezierConfig构造体");
//几秒内按指定贝塞尔曲线运动
[13]:CCTintTo::create("时间","红","绿","蓝");
//几秒后变为指定颜色
[14]:CCTintBy::create("时间","红","绿","蓝");
//几秒后变为指定颜色
[15]:CCCardinalSplineTo::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)
[16]:CCCardinalSplineBy::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)
[17]:CCCatmullRomTo::create("时间","控制点坐标数组");
//几秒内完成一个样条插值轨迹(直线)
[18]:CCCatmullRomBy::create("时间","控制点坐标数组");
//几秒内完成一个样条插值轨迹(直线)
[19]:CCFadeIn::create("时间");
//渐显
[20]:CCFadeOut::create("时间");
//渐消
[21]:CCEaseBounceIn::create("action对象");
//让目标动作具有反弹效果,从起点反弹
[22]:CCEaseBounceOut::create("action对象");
//让目标动作具有反弹效果,从终点反弹
[23]:CCEaseBounceInOut::create("action对象");
//让目标动作具有反弹效果,起点终点都反弹
[24]:CCEaseBackIn::create("action对象");
//让目标动作具有回力效果,起点作为回力点
[25]:CCEaseBackOut::create("action对象");
//让目标动作具有回力效果,终点作为回力点
[26]:CCEaseBackInOut::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
[27]:CCEaseElasticIn::create("action对象");
//让目标动作具有弹力效果,起点具有弹性
[28]:CCEaseElasticOut::create("action对象");
//让目标动作具有弹力效果,终点具有弹性
[29]:CCEaseElasticInOut::create("action对象");
//让目标动作具有弹力效果,起点终点都具有弹性
[30]:CCEaseExponentialIn::create("action对象");
//让目标动作缓慢开始
[31]:CCEaseExponentialOut::create("action对象");
//让目标动作缓慢结束
[32]:CCEaseExponentialInOut::create("action对象");
//让目标动作缓慢开始并缓慢结束
[33]:CCEaseSineIn::create("action对象");
//让目标动作由慢到快
[34]:CCEaseSineOut::create("action对象");
//让目标动作由快到慢
[35]:CCEaseSineInOut::create("action对象");
//让目标动作由慢到快再到慢
[36]:CCEaseRateAction::create("action对象","速度");
//为目标动作设置速度
[37]:CCSpeed::create("action对象","倍数");
//为目标动作速度翻倍
[38]:CCSpawn::create("action对象1","action对象2".....);
//多个不同类动作同时执行(NUll结尾)
[39]:CCSequence::create("action对象1","action对象2"......);
//多个目标动作顺序执行(NUll结尾)
[40]:CCBlink::create("时间","次数");
//几秒内闪烁几次
[41]:CCRepeat::create("action对象","次数");
//重复目标动作
[42]:CCRepeatForever::create("action对象");
//永久重复目标动作
[43]:CCDelayTime::create("时间");
//延迟几秒执行(在顺序执行CCSequence中延迟哦)
[44]:CCFollow::create("跟随对象","跟随范围");
//镜头跟着目标走,超过范围就结束。
[45]:CCOrbitCamera::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");
//几秒内球面运动
[46]:CCCallFunc::create("对象","回调函数");
//创建一个回调动作(不带参数)
[47]:CCCallFuncN::create("对象","回调函数");
//创建一个回调动作(传调用者为参数)
[48]:CCCallFuncND::create("对象","回调函数","任意参数");
//创建一个回调动作(带2个参数)