1 缓冲动作
man->setScale(0.8f);
woman->setScale(0.8f);
man->setPosition(ccp(100, 80));
woman->setPosition(ccp(100,240));
CCMoveTo * manTo = CCMoveTo::create(2, ccp(400,80));
CCMoveTo * womanTo = CCMoveTo::create(2, ccp(400, 240));
CCEaseExponentialIn *in = CCEaseExponentialIn::create(manTo);
CCEaseExponentialOut *out = CCEaseExponentialOut::create(manTo);
CCEaseExponentialInOut * inOut =
CCEaseExponentialInOut::create(manTo);
man->runAction(inOut);
woman->runAction(womanTo);
CCEaseElasticIn *in = CCEaseElasticIn::create(manTo);
CCEaseElasticOut *out = CCEaseElasticOut::create(manTo);
CCEaseElasticInOut * inOut = CCEaseElasticInOut::create(manTo);
#include "T13Action.h"
#include "AppMacros.h"
CCScene *T13Action::scene()
{
CCScene * scene = CCScene::create();
T13Action * layer = T13Action::create();
scene->addChild(layer);
return scene;
}
bool T13Action::init()
{
TBack::init();
CCSprite * man = CCSprite::create("man.png");
CCSprite * woman = CCSprite::create("woman.png");
man->setPosition(ccp(100, 160));
CCMoveBy *by = CCMoveBy::create(2,ccp(300,0));
CCMoveBy *by2 = CCMoveBy::create(2,ccp(300,0));
CCEaseExponentialIn * in = CCEaseExponentialIn::create(by2);
CCEaseExponentialInOut * out = CCEaseExponentialInOut::create(by2);
CCEaseExponentialInOut * inOut = CCEaseExponentialInOut::create(by2);
//CCEaseElasticIn * in = CCEaseElasticIn::create(by2);
//CCEaseElasticOut * out = CCEaseElasticOut::create(by2);
//CCEaseElasticInOut * inOut = CCEaseElasticInOut::create(by2);
//CCEaseBounceIn *in = CCEaseBounceIn::create(by2);
//CCEaseBounceOut * out = CCEaseBounceOut::create(by2);
//CCEaseBounceInOut * inOut = CCEaseBounceInOut::create(by2);
//看精灵的执行速度
//man->runAction(in);
//man->runAction(out);
man->runAction(inOut);
addChild(man);
return true;
}
//原生画图,每一帧都会画图
void T13Action::draw()
{
CCPointArray *array = CCPointArray::create(6);
array->addControlPoint(ccp(100, 160));
array->addControlPoint(ccp(200, 160));
array->addControlPoint(ccp(200, 250));
array->addControlPoint(ccp(300, 250));
array->addControlPoint(ccp(300, 160));
array->addControlPoint(ccp(450, 160));
ccDrawCardinalSpline(array, 1, 100);
}
执行结果:
2 并行动作和序列动作
CCSequence 中持续时间为全部动作累计的总合。CCSequence 中不能够
有CCRepeatForever 动作。
CCSpwan中持续时间为并行动作持续时间最长的决定。
3 假动作
CCCallFunc系列动作包含CCallFunc()、CCCallFuncN()、CCCallFuncND,以及CCCallFuncO四个动作,CCCallFunc系列动作的后缀”N”表示Node參数,指的是运行动作的对象,”D”表示Data參数,指的是用户自己定义的数据。”O”表示对象,指的是一个用户自己定义的CCObject參数。
在不同的情况下。我们能够依据不同的需求来选择不同的CCCallFunc动作。
typedef void (CCObject::*SEL_CallFunc)();
//无參类型
typedef void (CCObject::*SEL_CallFuncN)(CCNode*);
//传递CCNode * 类型变量
typedef void (CCObject::*SEL_CallFuncND)(CCNode*, void*);
//传递CCNode * 类型变量,和无类型变量
typedef void (CCObject::*SEL_CallFuncO)(CCObject*);
//传递CCObject *类型变量
#define callfunc_selector(_SELECTOR) (SEL_CallFunc)(&_SELECTOR)
#define callfuncN_selector(_SELECTOR) (SEL_CallFuncN)(&_SELECTOR)
#define callfuncND_selector(_SELECTOR) (SEL_CallFuncND)(&_SELECTOR)
#define callfuncO_selector(_SELECTOR) (SEL_CallFuncO)(&_SELECTOR)
CCCallFunc * func = CCCallFunc::create(this,
callfunc_selector(T13Action::funcCallBack));
CCCallFuncN * func = CCCallFuncN::create(this,
callfuncN_selector(T13Action::funcNCallBack));
CCCallFuncND * func = CCCallFuncND::create(this,
callfuncND_selector(T13Action::funcNDCallBack), (void *)"30");
CCArray * array = CCArray::create();
array->addObject(woman);
CCCallFuncO * func = CCCallFuncO::create(this,
callfuncO_selector(T13Action::funcOCallBack),(CCObject*)array);
CCSequence * seq = CCSequence::create(to, func, NULL);
man->runAction(seq);
addChild(man);
案例说明:
无參的假动作
void funcCallBack();
T13Action.h
#ifndef _T13Action_H__
#define _T13Action_H__
#include "cocos2d.h"
#include "TBack.h"
USING_NS_CC;
class T13Action :public TBack
{
public:
static CCScene * scene();
CREATE_FUNC(T13Action);
bool init();
void draw();
//无參的假动作
void funcCallBack();
//带调用者的假动作
void funcNCallBack(CCNode * node);
//带有调用者和数据的假动作
void funcNDCallBack(CCNode * node, void * data);
//带有对象的假动作
void funcOCallBack(CCObject * obj);
};
#endif
T13Action.cpp
#include "T13Action.h"
#include "AppMacros.h"
CCScene *T13Action::scene()
{
CCScene * scene = CCScene::create();
T13Action * layer = T13Action::create();
scene->addChild(layer);
return scene;
}
bool T13Action::init()
{
TBack::init();
CCSprite * man = CCSprite::create("man.png");
CCSprite * woman = CCSprite::create("woman.png");
man->setPosition(ccp(100, 160));
CCMoveBy *by2 = CCMoveBy::create(2, ccp(300, 0));
//假动作就是当一个动作运行完了之后又运行的一个动作
CCCallFunc * func = CCCallFunc::create(this,callfunc_selector(T13Action::funcCallBack));
CCSequence * seq = CCSequence::create(by2, func, NULL);
man->runAction(seq);
addChild(man);
return true;
}
//原生画图。每一帧都会画图
void T13Action::draw()
{
CCPointArray *array = CCPointArray::create(6);
array->addControlPoint(ccp(100, 160));
array->addControlPoint(ccp(200, 160));
array->addControlPoint(ccp(200, 250));
array->addControlPoint(ccp(300, 250));
array->addControlPoint(ccp(300, 160));
array->addControlPoint(ccp(450, 160));
ccDrawCardinalSpline(array, 1, 100);
}
//无參的假动作
void T13Action::funcCallBack() {
CCLog("action is over");
}
执行结果(执行速度是变速的):
输出结果:
4 假动作
#ifndef _T13Action_H__
#define _T13Action_H__
#include "cocos2d.h"
#include "TBack.h"
USING_NS_CC;
class T13Action :public TBack
{
public:
static CCScene * scene();
CREATE_FUNC(T13Action);
bool init();
//无參的假动作
void funcCallBack();
//带调用者的假动作
void funcNCallBack(CCNode * node);
//带有调用者和数据的假动作
void funcNDCallBack(CCNode * node, void * data);
//带有对象的假动作
void funcOCallBack(CCObject * obj);
};
#endif
#include "T13Action.h"
#include "AppMacros.h"
CCScene *T13Action::scene()
{
CCScene * scene = CCScene::create();
T13Action * layer = T13Action::create();
scene->addChild(layer);
return scene;
}
bool T13Action::init()
{
TBack::init();
CCSprite * man = CCSprite::create("man.png");
CCSprite * woman = CCSprite::create("woman.png");
man->setPosition(ccp(50, 160));
woman->setPosition(ccp(50,260));
//创建一个CCArray,在使用前调用retain(),要注意的是在最后退出之
//后要在onExit()中将array进行release()
CCArray * array = CCArray::create();
array->retain();
array->addObject(woman);
CCMoveBy *by2 = CCMoveBy::create(2, ccp(300, 0));
CCCallFuncN * funcN = CCCallFuncN::create(this,
callfuncN_selector(T13Action::funcNCallBack));
//调用
CCCallFuncND *funcND = CCCallFuncND::create(this,
callfuncND_selector(T13Action::funcNDCallBack),
(void*)"30");
CCCallFuncO * funcO = CCCallFuncO::create(this,
callfuncO_selector(T13Action::funcOCallBack),
array);
CCSequence * seq = CCSequence::create(by2, funcO, NULL);
man->runAction(seq);
addChild(man);
return true;
}
//当中CCNode表示的是动作的运行者
void T13Action::funcNCallBack(CCNode *node)
{
CCSprite *spr = (CCSprite *)node;
//将精灵从屏幕上
//spr->removeFromParentAndCleanup(true);
CCJumpBy * by = CCJumpBy::create(2, ccp(0,0),100,1);
spr->runAction(by);
}
void T13Action::funcNDCallBack(CCNode * node, void * data)
{
CCSprite *spr = (CCSprite *)node;
//以下是取出数据的代码
CCString * str = CCString::createWithFormat("%s", (char*)data);
//给精灵旋转
spr->setRotation(str->floatValue());
}
void T13Action::funcOCallBack(CCObject * obj)
{
CCArray * array = (CCArray*)obj;
//从array中取出第0个元素
CCSprite * spr = (CCSprite*)array->objectAtIndex(0);
addChild(spr);
}