~~~~我的生活,我的点点滴滴!!
Action的动作实在太多太多了,有40-50种,自由组合等能出的更多,这里没有全部列下来,只是简单的列了下面几种。
更详细的讲解请看 http://blog.csdn.net/ac_huang/article/details/37972017
1、简单的快慢移动效果
void SpriteEase::onEnter()
{
EaseSpriteDemo::onEnter();
//创建一个相对移动,即在3s内,x轴移动VisibleRect::right().x-130,y轴移动0
auto move = MoveBy::create(3, Vec2(VisibleRect::right().x-130,0));
//最快捷的反向运动,move动作的反向动作,即移动到位后,在原路返回
auto move_back = move->reverse();
// EaseIn 由慢至快。
auto move_ease_in = EaseIn::create(move->clone(), 2.5f);
auto move_ease_in_back = move_ease_in->reverse();
// EaseOut 由快至慢。
auto move_ease_out = EaseOut::create(move->clone(), 2.5f);
auto move_ease_out_back = move_ease_out->reverse();
auto delay = DelayTime::create(0.25f);
//注意看第二个参数为delay与第四个为delay->clone(),后面全是他的复制品,仔细看源码,他里面有一个
//保存此对象(delay)的动作,即赋值。如果不使用clone,那么全是一个对象指针,后续操作会全乱。
//delay->clone()为深度复制,即不是简单的改变指针指向,复制他的一切(包括动作、形为、监听等)
//下面这个动作组是:移动----等待----返回
auto seq1 = Sequence::create(move, delay, move_back, delay->clone(), nullptr);
auto seq2 = Sequence::create(move_ease_in, delay->clone(), move_ease_in_back, delay->clone(), nullptr);
auto seq3 = Sequence::create(move_ease_out, delay->clone(), move_ease_out_back, delay->clone(), nullptr);
//RepeatForever永久运动,但是后面使用stopAction来停止
auto a2 = _grossini->runAction(RepeatForever::create(seq1));
a2->setTag(1);
auto a1 = _tamara->runAction(RepeatForever::create(seq2));
a1->setTag(1);
auto a = _kathia->runAction(RepeatForever::create(seq3));
a->setTag(1);
//用来停止上面三个精灵的移动
schedule(schedule_selector(SpriteEase::testStopAction), 6.25f);
}
void SpriteEase::testStopAction(float dt)
{
//停止
unschedule(schedule_selector(SpriteEase::testStopAction));
_tamara->stopActionByTag(1);
_kathia->stopActionByTag(1);
_grossini->stopActionByTag(1);
}
看上面的注释,为了帮助我记录笔记和一点点学习源码打开入口。
2、带有弹性的移动
void SpriteEaseElastic::onEnter()
{
EaseSpriteDemo::onEnter();
auto move = MoveBy::create(3, Vec2(VisibleRect::right().x-130, 0));
auto move_back = move->reverse();
//让目标动作赋予弹性 ,且以目标动作起点位子赋予弹性
auto move_ease_in = EaseElasticIn::create(move->clone() );
auto move_ease_in_back = move_ease_in->reverse();
//让目标动作赋予弹性 ,且以目标动作终点位子赋予弹性
auto move_ease_out = EaseElasticOut::create(move->clone() );
auto move_ease_out_back = move_ease_out->reverse();
auto delay = DelayTime::create(0.25f);
auto seq1 = Sequence::create(move, delay, move_back, delay->clone(), nullptr);
auto seq2 = Sequence::create(move_ease_in, delay->clone(), move_ease_in_back, delay->clone(), nullptr);
auto seq3 = Sequence::create(move_ease_out, delay->clone(), move_ease_out_back, delay->clone(), nullptr);
_grossini->runAction( RepeatForever::create(seq1));
_tamara->runAction( RepeatForever::create(seq2));
_kathia->runAction( RepeatForever::create(seq3));
}
让物体开始移动和结束移动时有一点点抖动,看起来像有弹性一样。
3、带有反弹的物体运动
void SpriteEaseElasticInOut::onEnter()
{
EaseSpriteDemo::onEnter();
auto move = MoveBy::create(3, Vec2(VisibleRect::right().x-130, 0));
//让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性
auto move_ease_inout1 = EaseElasticInOut::create(move->clone(), 0.3f);
auto move_ease_inout_back1 = move_ease_inout1->reverse();
//让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性
auto move_ease_inout2 = EaseElasticInOut::create(move->clone(), 0.45f);
auto move_ease_inout_back2 = move_ease_inout2->reverse();
auto move_ease_inout3 = EaseElasticInOut::create(move->clone(), 0.6f);
auto move_ease_inout_back3 = move_ease_inout3->reverse();
auto delay = DelayTime::create(0.25f);
auto seq1 = Sequence::create(move_ease_inout1, delay, move_ease_inout_back1, delay->clone(), nullptr);
auto seq2 = Sequence::create(move_ease_inout2, delay->clone(), move_ease_inout_back2, delay->clone(), nullptr);
auto seq3 = Sequence::create(move_ease_inout3, delay->clone(), move_ease_inout_back3, delay->clone(), nullptr);
_tamara->runAction( RepeatForever::create(seq1));
_kathia->runAction( RepeatForever::create(seq2));
_grossini->runAction( RepeatForever::create(seq3));
}
void SpriteEaseBounce::onEnter()
{
EaseSpriteDemo::onEnter();
auto move = MoveBy::create(3, Vec2(VisibleRect::right().x-130, 0));
auto move_back = move->reverse();
//让目标动作赋予反弹力,且以目标动作开始位子开始反弹
auto move_ease_in = EaseBounceIn::create(move->clone() );
auto move_ease_in_back = move_ease_in->reverse();
//让目标动作赋予反弹力,且以目标动作结束位子开始反弹
auto move_ease_out = EaseBounceOut::create(move->clone() );
auto move_ease_out_back = move_ease_out->reverse();
auto delay = DelayTime::create(0.25f);
auto seq1 = Sequence::create(move, delay, move_back, delay->clone(), nullptr);
auto seq2 = Sequence::create(move_ease_in, delay->clone(), move_ease_in_back, delay->clone(), nullptr);
auto seq3 = Sequence::create(move_ease_out, delay->clone(), move_ease_out_back, delay->clone(), nullptr);
_grossini->runAction( RepeatForever::create(seq1));
_tamara->runAction( RepeatForever::create(seq2));
_kathia->runAction( RepeatForever::create(seq3));
}
void SpriteEaseBounceInOut::onEnter()
{
EaseSpriteDemo::onEnter();
auto move = MoveBy::create(3, Vec2(VisibleRect::right().x-130, 0));
auto move_back = move->reverse();
//让目标动作赋予反弹力,且以目标动作结束位子开始反弹
auto move_ease = EaseBounceInOut::create(move->clone() );
auto move_ease_back = move_ease->reverse();
auto delay = DelayTime::create(0.25f);
auto seq1 = Sequence::create(move, delay, move_back, delay->clone(), nullptr);
auto seq2 = Sequence::create(move_ease, delay->clone(), move_ease_back, delay->clone(), nullptr);
this->positionForTwo();
_grossini->runAction( RepeatForever::create(seq1));
_tamara->runAction( RepeatForever::create(seq2));
}
这个要和上面的弹性区别,这个看起来像有一个无形的墙把物体反弹回来,从上面可以看出来,大体分为开始就反弹,结束时反
弹,或者开始与结束时都反弹。