http://blog.csdn.net/lnb333666/article/details/16858635
//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");