void setScaleX(float fScaleX);x轴旋转
void setScaleY(float fScaleY):Y轴旋转
void setOpacity(GLubyte var):设置透明度,var的取值范围是0到255,0表示完全透明,255表示不透明。
CCMoveTo* actionWithDuration(ccTime duration, const CCPoint& position);参数一:时间(s),参数二:新位置
CCMoveBy* actionWithDuration(ccTime duration, const CCPoint& position);参数2:相对当前位置移动position长度
CCActionInterval* reverse(void);反向执行动画
CCAction* runAction(CCAction* action);执行动画
CCFiniteTimeAction* actions(CCFiniteTimeAction *pAction1, ...);创建动画组
CCRepeatForever* actionWithAction(CCActionInterval *pAction);动画永久执行
CCFiniteTimeAction* actions(CCFiniteTimeAction *pAction1, ...);动画同时执行
CCScaleTo* actionWithDuration(ccTime duration, float s);缩放到新的大小
CCScaleBy* actionWithDuration(ccTime duration, float s);相对当前大小缩放
CCScaleBy* actionWithDuration(ccTime duration, float sx, float sy);相对当前大小缩放,xy分开控制
CCSkewTo* actionWithDuration(ccTime t, float sx, float sy);将对象放入矩形框,进行xy的拉伸
CCSkewBy* actionWithDuration(ccTime t, float deltaSkewX, float deltaSkewY);相对当前进行拉伸
CCRotateTo* actionWithDuration(ccTime duration, float fDeltaAngle);旋转到新角度
CCRotateBy* actionWithDuration(ccTime duration, float fDeltaAngle);相对当前旋转fDeltaAngle度
CCJumpTo* actionWithDuration(ccTime duration, const CCPoint& position, ccTime height, int jumps);跳动到新位置:第一个参数是跳远的时间,第二个参数是跳跃的目的点,第三个参数是跳跃的最大高度,第四个参数是跳跃的次数
CCJumpBy* actionWithDuration(ccTime duration, const CCPoint& position, ccTime height, unsigned int jumps);相对当前位置跳动:参数同上
CCJumpBy* actionWithDuration(ccTime duration, const CCPoint& position, ccTime height, unsigned int jumps);上下跳动:参数同上
CCBezierTo* actionWithDuration(ccTime t, const ccBezierConfig& c);根据Bezier移动到新位置
CCBezierBy* actionWithDuration(ccTime t, const ccBezierConfig& c);相对当前位置,根据Bezier曲线移动
CCBlink* actionWithDuration(ccTime duration, unsigned int uBlinks);闪烁动画 uBlinks闪烁次数
CCFadeIn* actionWithDuration(ccTime d);由无变亮
CCFadeOut* actionWithDuration(ccTime d);由亮变无
CCTintTo* actionWithDuration(ccTime duration, GLubyte red, GLubyte green, GLubyte blue);颜色变化动画
CCTintBy* actionWithDuration(ccTime duration, GLshort deltaRed, GLshort deltaGreen, GLshort deltaBlue);
CCAnimation* animation(void);创建动画数据
void addFrameWithFileName(const char *pszFileName);添加帧动画
CCAnimate* actionWithDuration(ccTime duration, CCAnimation *pAnimation, bool bRestoreOriginalFrame);生成动画
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CCPlace * actionWithPosition(const CCPoint& pos);放置动画位置
CCShow * action();显示执行动画的对象
CCCallFunc * actionWithTarget(SelectorProtocol* pSelectorTarget, SEL_CallFunc selector);动画执行完毕的逻辑,CCCallFunc是执行对应的回调方法,其中回调方法不可带参数
CCCallFuncN * actionWithTarget(SelectorProtocol* pSelectorTarget, SEL_CallFuncN selector);CCCallFuncN多带一个参数,而参数本身是动作Aciton本身
CCCallFuncND * actionWithTarget(SelectorProtocol* pSelectorTarget, SEL_CallFuncND selector, void* d);CCCallFuncND带2个参数,一个是动作Action本身,一个是你自己定义的回调函数的参数。
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CCDelayTime* actionWithDuration(ccTime d);延迟动画
CCRepeat* actionWithAction(CCFiniteTimeAction *pAction, unsigned int times);重复times次动画
CCOrbitCamera * actionWithDuration(float t, float radius, float deltaRadius, float angleZ, float deltaAngleZ, float angleX, float deltaAngleX);
CCFollow* actionWithTarget(CCNode *pFollowedNode, const CCRect& rect);后面的参数是指镜头移动的边界,如果没有设置默认是无限边界的。target是要跟随的目标。
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CCEaseIn 先慢后快
CCEaseExponentialIn
CCEaseSineIn
CCEaseElasticIn
CCEaseBounceIn
CCEaseBackIn
CCEaseOut 先快后慢
CCEaseExponentialOut
CCEaseSineOut
CCEaseElasticOut
CCEaseBounceOut
CCEaseBackOut
CCEaseSineInOut
CCEaseElasticInOut
CCEaseBounceInOut
CCEaseBackInOut
CCSpeed* actionWithAction(CCActionInterval *pAction, float fRate);