1. 加入爆炸效果
var explosion = cc.ParticleSun.create();
explosion.texture = cc.textureCache.addImage(s_fire);
explosion.x = winSize.width / 2;
explosion.y = winSize.height / 2;
this.runAction(cc.Sequence.create(
cc.RotateBy.create(2, 360),
cc.CallFunc.create(this.onRemoveMe, this)));
this.addChild(explosion);
2. 加入点火效果,即精灵与效果一样的动作
var sublayer = cc.Layer.create();
var sp1 = cc.Sprite.create(s_pathSister1);
sp1.x = 80;
sp1.y = winSize.height / 2;
var move = cc.MoveBy.create(3, cc.p(350, 0));
var move_ease_inout3 = cc.EaseInOut.create(move.clone(), 2.0);
var move_ease_inout_back3 = move_ease_inout3.reverse();
var seq3 = cc.Sequence.create(move_ease_inout3, move_ease_inout_back3);
sp1.runAction(cc.RepeatForever.create(seq3));
sublayer.addChild(sp1, 1);
var fire = cc.ParticleFire.create();
fire.texture = cc.textureCache.addImage(s_fire);
fire.x = 80;
fire.y = winSize.height / 2 - 50;
var copy_seq3 = seq3.clone();
fire.runAction(cc.RepeatForever.create(copy_seq3));
sublayer.addChild(fire, 2);
3. var p2 = node.convertToNodeSpace(location);
4.zoom
update:function (dt) {
if (!("opengl" in cc.sys.capabilities))
return;
this._z += dt * 100;
var sprite = this.getChildByTag(20);
var cam = sprite.getCamera();
cam.setEye(0, 0, this._z);
sprite = this.getChildByTag(40);
cam = sprite.getCamera();
cam.setEye(0, 0, -this._z);
},
sprite = cc.Sprite.create(s_pathGrossini);
sprite.scale = 1.0;
p.addChild(sprite, 0);
sprite.x = sw / 4 * 2;
sprite.y = sh / 2;
orbit = cc.OrbitCamera.create(2, 1, 0, 0, 360, 45, 0);
sprite.runAction(cc.RepeatForever.create(orbit));
5. background.setBlendFunc(cc.ONE, cc.ZERO);
background.setBlendFunc(cc.ONE, cc.ONE_MINUS_SRC_ALPHA);
6.当前 语言 var currentLanguageType = cc.sys.language;
7.
var emitter = cc.ParticleFireworks.create();
emitter.setTotalParticles(250);
emitter.texture = cc.textureCache.addImage("res/Images/fire.png");