- //执行一个action动作对象
- runAction("action对象");
- //暂停一个对象的动作
- Director::sharedDirector()->getActionManger()->pauseTarget("对象");
- //暂停所有对象的动作
- Director::sharedDirector()->getActionManager()->pauseAllRunningActions();
- //暂停所有对象的动作及其更新函数
- pauseSchedulerAndActions();
- //继续一个对象的动作
- Director::sharedDirector()->getActionManager()->resumeTarget("对象");
- //继续所有对象的动作
- Director::sharedDirector()->getActionManager()->resumeTargets("CCSet对象");
- //继续所有对象的动作及其更新函数
- resumeSchedulerAndActions();
- //停止对象的动作
- stopAction("action对象");
- //停止目标对象的动作
- stopActionByTag("tag值");
- //停止所有对象的动作
- stopAllActions();
- //删除动作对象
- Director::sharedDirector()->getActionManager()->removeAction("action对象");
- //删除动作对象
- Director::sharedDirector()->getActionManager()->removeActionByTag("tag值");
- //删除所有动作对象
- Director::sharedDirector()->getActionManager()->removeAllActions();
- //删除所有相同tag值得动作对象
- Director::sharedDirector()->getActionManager()->removeAllActionsFromTarget("tag值");
- //几秒后移动到坐标点
- MoveTo::create("时间","坐标");
- //几秒后移动到坐标点
- MoveBy::create("时间","坐标");
- //几秒后缩放到指定大小(1:原大小;大于1:放大;小于1:缩小)
- ScaleTo::create("时间","缩放比例");
- //几秒后缩放到指定大小(1:原大小;大于1:放大;小于1:缩小)
- ScaleBy::create("时间","缩放比例");
- //几秒后旋转多少度[0,360]
- RotateTo::create("时间","角度");
- //几秒后旋转多少度[0,360]
- RotateBy::create("时间","角度");
- //几秒后倾斜指定角度
- SkewTo::create("时间","x轴角度","y轴角度");
- //几秒后倾斜指定角度
- SkewBy::create("时间","x轴角度","y轴角度");
- //几秒后经过几次跳到指定位置
- JumpTo::create("时间","目标位置","高度","到目标所需次数");
- //几秒后经过几次跳到指定位置
- JumpBy::create("时间","目标位置","高度","到目标所需次数");
- //几秒内按指定贝塞尔曲线运动
- BezierTo::create("时间","ccBezierConfig构造体");
- //几秒内按指定贝塞尔曲线运动
- BezierBy::create("时间","ccBezierConfig构造体");
- //几秒后变为指定颜色
- TintTo::create("时间","红","绿","蓝");
- //几秒后变为指定颜色
- TintBy::create("时间","红","绿","蓝");
- //几秒内按曲线运动(拟合度0最柔和)
- CardinalSplineTo::create("时间","控制点坐标数组","拟合度");
- //几秒内按曲线运动(拟合度0最柔和)
- CardinalSplineBy::create("时间","控制点坐标数组","拟合度");
- //几秒内完成一个样条插值轨迹(直线)
- CatmullRomTo::create("时间","控制点坐标数组");
- //几秒内完成一个样条插值轨迹(直线)
- CatmullRomBy::create("时间","控制点坐标数组");
- //渐显
- FadeIn::create("时间");
- //渐消
- FadeOut::create("时间");
- //让目标动作具有反弹效果,从起点反弹
- EaseBounceIn::create("action对象");
- //让目标动作具有反弹效果,从终点反弹
- EaseBounceOut::create("action对象");
- //让目标动作具有反弹效果,起点终点都反弹
- EaseBounceInOut::create("action对象");
- //让目标动作具有回力效果,起点作为回力点
- EaseBackIn::create("action对象");
- //让目标动作具有回力效果,终点作为回力点
- EaseBackOut::create("action对象");
- //让目标动作具有回力效果,起点终点都作为回力点
- EaseBackInOut::create("action对象");
- //让目标动作具有弹力效果,起点具有弹性
- EaseElasticIn::create("action对象");
- //让目标动作具有弹力效果,终点具有弹性
- EaseElasticOut::create("action对象");
- //让目标动作具有弹力效果,起点终点都具有弹性
- EaseElasticInOut::create("action对象");
- //让目标动作缓慢开始
- EaseExponentialIn::create("action对象");
- //让目标动作缓慢结束
- EaseExponentialOut::create("action对象");
- //让目标动作缓慢开始并缓慢结束
- EaseExponentialInOut::create("action对象");
- //让目标动作由慢到快
- EaseSineIn::create("action对象");
- //让目标动作由快到慢
- EaseSineOut::create("action对象");
- //让目标动作由慢到快再到慢
- EaseSineInOut::create("action对象");
- //为目标动作设置速度
- EaseRateAction::create("action对象","速度");
- //为目标动作速度翻倍
- Speed::create("action对象","倍数");
- //多个不同类动作同时执行(NUll结尾)
- Spawn::create("action对象1","action对象2".....);
- //多个目标动作顺序执行(NUll结尾)
- Sequence::create("action对象1","action对象2"......);
- //几秒内闪烁几次
- Blink::create("时间","次数");
- //重复目标动作
- Repeat::create("action对象","次数");
- //永久重复目标动作
- RepeatForever::create("action对象");
- //延迟几秒执行(在顺序执行Sequence中延迟哦)
- DelayTime::create("时间");
- //镜头跟着目标走,超过范围就结束。
- Follow::create("跟随对象","跟随范围");
- //几秒内球面运动
- OrbitCamera::create("时间","起始半径","半径差","起始z角","旋转z角","起始x角","旋转x角");
- //创建一个回调动作(不带参数)
- CallFunc::create("对象","回调函数");
- //创建一个回调动作(传调用者为参数)
- CallFuncN::create("对象","回调函数");
- //创建一个回调动作(带2个参数)
- CallFuncN::create("对象","回调函数","任意参数");
cocos2dx 动作 动画
最新推荐文章于 2022-02-09 21:10:47 发布