转载自:http://my.oschina.net/Jacedy/blog/301361
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//GameScene.h
#include "cocos2d.h"
class
GameScene :
public
cocos2d::Layer
{
public
:
static
cocos2d::Scene* createScene();
virtual
bool
init();
void
menuCallback(cocos2d::Ref* pSender);
CREATE_FUNC(GameScene);
};
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//GameScene.cpp
#include "GameScene.h"
USING_NS_CC;
cocos2d::Scene* GameScene::createScene()
{
auto
scene = Scene::create();
//创建一个场景
auto
layer = GameScene::create();
//创建一个图层
scene->addChild(layer);
return
scene;
}
//初始化当前的图层
bool
GameScene::init()
{
if
(!Layer::init())
//初始化父类
return
false
;
//获取屏幕大小
Size visibleSize = Director::getInstance()->getVisibleSize();
//auto size = Director::getInstance()->getWinSize();
//添加一个图片精灵
auto
sprite1 = Sprite::create(
"Icon.png"
);
sprite1->setPosition(Vec2(visibleSize.width*0.2, visibleSize.height*0.8));
this
->addChild(sprite1);
auto
sprite2 = Sprite::create(
"Icon.png"
);
sprite2->setPosition(Vec2(visibleSize.width*0.2, visibleSize.height/2));
this
->addChild(sprite2);
auto
sprite3 = Sprite::create(
"Icon.png"
);
sprite3->setPosition(Vec2(visibleSize.width*0.2, visibleSize.height*0.3));
this
->addChild(sprite3);
//弹性缓冲
sprite1->runAction(EaseElasticInOut::create(MoveTo::create(3, Vec2(visibleSize.width*0.8, visibleSize.height*0.8))));
// //指数缓冲
// sprite1->runAction(EaseExponentialInOut::create(MoveTo::create(3, Vec2(visibleSize.width*0.8, visibleSize.height/2))));
//
// //Sine缓冲
// sprite1->runAction(EaseSineInOut::create(MoveTo::create(3, Vec2(visibleSize.width*0.8, visibleSize.height*0.3))));
//回震缓冲
sprite2->runAction(EaseBackInOut::create(ScaleTo::create(3, 2)));
//跳跃缓冲
sprite3->runAction(EaseBounceInOut::create(MoveTo::create(3, Vec2(visibleSize.width*0.8, visibleSize.height*0.3))));
return
true
;
}
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图示各种运动加速度: