【Cocos2D-X 游戏引擎】初窥门径(5)CCAction:动作

瞬时动作

瞬时动作不需要时间,立即完成
	//放置,=setPosition()
	pRole->runAction(CCPlace::create(ccp(300,300)));
	
	//隐藏,=setVisible(false)
	pRole->runAction(CCHide::create());

	//显示,=setVisible(true)
	pRole->runAction(CCShow::create());

	//水平翻转,=setFlipX(true)
	pRole->runAction(CCFlipX::create(true));

	//垂直翻转,=setFlipY(true)
	pRole->runAction(CCFlipY::create(true));

延时动作

	//移动到,1s,
	pRole->runAction(CCMoveTo::create(1,ccp(300,300)));

	//跳跃到,1s,高度50,分为5步
	pRole->runAction(CCJumpTo::create(1,ccp(300,300),50,5));

	//放大到,1s,2倍大小
	pRole->runAction(CCScaleTo::create(1,2));

	//旋转到,1s,90度
	pRole->runAction(CCRotateTo::create(1,90));

	//闪烁,1s,5下
	pRole->runAction(CCBlink::create(1,5));

	//色调变化到,1s,RGB
	pRole->runAction(CCTintTo::create(1,100,100,100));

	//变暗到,1s,透明度
	pRole->runAction(CCFadeTo::create(1,50));

	//由无变亮,1s,
	pRole->runAction(CCFadeIn::create(1));

	//由亮变无,1s,
	pRole->runAction(CCFadeOut::create(1));

	//水平翻转,1s
	pRole->runAction(CCFlipX3D::create(1));


重复动作

	//重复执行
	pRole->runAction(CCRepeat::create(CCFlipX3D::create(1),2));

	//无限重复
	pRole->runAction(CCRepeatForever::create(CCFlipX3D::create(1)));

反动作

	//反动作,通常只有 CCXXXBy支持
	pRole->runAction(CCSequence::create(CCMoveBy::create(1,ccp(50,50)),CCMoveBy::create(1,ccp(50,50))->reverse(),NULL));

连续动作

	//连续动作
	CCFlipX3D* flip3d=CCFlipX3D::create(1);
	CCBlink* blink=CCBlink::create(1,2);
	CCScaleTo* scaleTo=CCScaleTo::create(1,2);
	pRole->runAction(CCSequence::create(flip3d,blink ,scaleTo,NULL));

同步动作

	//同步动作,确保动作可以同步执行,
	CCRotateTo* roteTo=CCRotateTo::create(1,90);
	CCFadeTo* fadeTo=CCFadeTo::create(1,50);
	pRole->runAction(CCSpawn::create(roteTo,fadeTo ,NULL));



CCMoveBy和CCMoveTo的区别:
CCMoveBy:是向量,从当前点开始加上参数点的大小就是移动过后的位置
CCMoveTo:是终点值, 设定哪个点,就移动到哪,不管开始在哪。



转载请注明出处: http://blog.csdn.net/Vestigge




你可能感兴趣的:(cocos2d-x)