1.移动
//------------------------------------------------------------------
// ActionMove
// 动作:移动
// CCMoveBy 创建一个移动的动作
// 参数1:移动到目标坐标所需的时间
// 参数2:目标坐标 支持reverse 可以获取其反向动作
//------------------------------------------------------------------
void ActionMove::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
//获得屏幕的中心位置
auto s = Director::getInstance()->getWinSize();
//2秒内到达,这个位置Vec2(s.width-40, s.height-40)
auto actionTo = MoveTo::create(2, Vec2(s.width-40, s.height-40));
//2秒内,移动的单位矢量Vec2(80,80)
auto actionBy = MoveBy::create(2, Vec2(80,80));
//2秒后,开始还原actionBy
auto actionByBack = actionBy->reverse();
_tamara->runAction( actionTo);
_grossini->runAction( Sequence::create(actionBy, actionByBack, nullptr));
//1秒内,到达Vec2(40,40)这个位置
_kathia->runAction(MoveTo::create(1, Vec2(40,40)));
}
2.放大或缩小
//------------------------------------------------------------------
//
// ActionScale
// CCScaleBy 作用:创建一个缩放的动作
// 参数1:达到缩放大小的所需时间
// 参数2:缩放比例
//
//------------------------------------------------------------------
void ActionScale::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
//2秒内大小,整体缩小到原来的0.5倍
auto actionTo = ScaleTo::create(2.0f, 0.5f);
//2秒内大小,x轴不变,y轴放大到原来的10倍
auto actionBy = ScaleBy::create(2.0f, 1.0f, 10.0f);
//2秒内大小,x轴放大到原来的5倍,y轴不变
auto actionBy2 = ScaleBy::create(2.0f, 5.0f, 1.0f);
//执行actionTo
_grossini->runAction( actionTo);
//先执行actionBy,2秒后,大小反转变化,最终恢复到原始大小
_tamara->runAction( Sequence::create(actionBy, actionBy->reverse(), nullptr));
_kathia->runAction( Sequence::create(actionBy2, actionBy2->reverse(), nullptr));
}
3.旋转
//------------------------------------------------------------------
// ActionRotate
// RotateTo作用创建一个旋转的动作
// 参数1:旋转的时间
// 参数2:旋转的角度,正数表示顺时针,负数逆时针方向
//------------------------------------------------------------------
void ActionRotate::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
auto actionTo = RotateTo::create( 2, 45);
auto actionTo2 = RotateTo::create( 2, -45);
auto actionTo0 = RotateTo::create(2 , 0);
//前2秒内,顺时针旋转到45度,后2秒内,旋转到0度
_tamara->runAction( Sequence::create(actionTo, actionTo0, nullptr));
auto actionBy = RotateBy::create(2 , 360);
auto actionByBack = actionBy->reverse();
//前两秒内,顺时针旋转360度,后2秒,逆方向旋转,最后恢复到初始角度
_grossini->runAction( Sequence::create(actionBy, actionByBack, nullptr));
//前2秒内,逆时针旋转到45度,后2秒内,旋转到0度
_kathia->runAction( Sequence::create(actionTo2, actionTo0->clone(), nullptr));
}
4.拉伸
//------------------------------------------------------------------
// ActionSkew
// SkewTo作用创建一个倾斜的动作
// 参数1:倾斜到特定角度所需的时间
// 参数2:x轴的倾斜角度,(正值表示屏幕向右的方向,反之,则向左)
// 参数3:y轴的倾斜角度,(正值表示屏幕向里的方向,反之,则屏幕向外的方向)
// 如果参数2和参数3的同为正或同为负,则拉伸的会变扭曲,如果一负一正,则拉伸不扭曲
//------------------------------------------------------------------
void ActionSkew::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
//2秒内,x轴向右倾斜37.2度,y轴向屏幕里面倾斜37.2度,同为正数,拉伸变扭曲
auto actionTo = SkewTo::create(2, 37.2f, 37.2f);
//2秒内,actionTo倾斜度还原
auto actionToBack = SkewTo::create(2, 0, 0);
//2秒内,x轴不倾斜,y轴向屏幕外面倾斜90度
auto actionBy = SkewBy::create(2, 0.0f, -90.0f);
//2秒内,x轴向左倾斜45度,y轴向屏幕里面倾斜45度,一负一正,拉伸不扭曲
auto actionBy2 = SkewBy::create(2, -45.0f, 45.0f);
auto actionByBack = actionBy->reverse();
_tamara->runAction(Sequence::create(actionTo, actionToBack, nullptr));
_grossini->runAction(Sequence::create(actionBy, actionByBack, nullptr));
_kathia->runAction(Sequence::create(actionBy2, actionBy2->reverse(), nullptr));
}