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Cocos2d 43种常用动作汇总

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ScaleBy

 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 

ActionInterval * scaleby = ScaleBy::create(2, 2);     
ActionInterval * actionbyback = scaleby->reverse();  
sp->runAction(actionbyback);

RotateTo

 作用:创建一个旋转的动作  
参数1:旋转的时间
参数2:旋转饿角度  0 ~ 360  

ActionInterval * rotateto = RotateTo::create(2, 90); 
sp->runAction(rotateto);

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  
参数3:y轴的倾斜角度  

ActionInterval * skewto = SkewTo::create(2, 10, 10);  
sp->runAction(skewto);

JumpTo

 作用:创建一个跳的动作  
参数1:跳到目标动作位子的所需时间  
参数2:目标位置  
参数3:跳的高度  
参数4:跳到目标位置的次数  

ActionInterval* jumpto = JumpTo ::create(2, ccp(300,  200), 50, 4);  
sp->runAction(jumpto);

JumpBy

 作用:创建一个跳的动作  
参数1:跳到目标动作位子的所需时间  
参数2:目标位置  
参数3:跳的高度  
参数4:跳到目标位置的次数  
这个支持方向动作reverse  

ActionInterval * jumpby = JumpBy ::create(3, ccp(300, 200), 50, 4);  
ActionInterval * ac= jumpby->reverse();  
sp->runAction(ac);

Bezier

ccBezierConfig 结构体

ccBezierConfig bezierCon;  
bezierCon.controlPoint_1=PointMake(200, 150);//控制点
bezierCon.controlPoint_2=PointMake(200, 160);//控制点
bezierCon.endPosition =PointMake(340, 100);  //结束位置

BezierTo

 作用:创建一个贝塞尔曲线运动的动作  
参数1:贝塞尔曲线运动的时间  
参数2:ccBezierConfig 结构体     

ActionInterval * action = BezierTo::create(2, bezierCon);  
ActionInterval * action = BezierBy::create(3, bezierCon);//支持反向  
ActionInterval * action1 = action->reverse();  
sp->runAction(action1);

FadeIn

作用:创建一个渐变出现的动作  
参数是时间  

ActionInterval * fadein = FadeIn::create(2);  
sp->runAction(fadein);

FadeOut

作用:创建一个渐变消失的动作  
参数是时间  

ActionInterval * fadeout = FadeOut::create(2);  
sp->runAction(fadeout);

TintTo

作用:创建一个色彩变化的消失动作  
参数1:色彩变化的动作  
参数2:红色分量  
参数3:蓝色分量  

ActionInterval * tinto = TintTo ::create(3, 255, 255, 0);  
sp->runAction(tinto);

TintBy

 作用:创建一个色彩变化的出现动作  
参数1:色彩变化的动作  
参数2:红色分量   
参数3:蓝色分量,但是加了reverse就是反向的  

ActionInterval * tintby = TintBy::create(3, 0, 255, 255);  
ActionInterval * tintby1 = tintby->reverse();  
sp->runAction(tintby1);

Blink

 作用:创建一额闪烁的动作  
参数1:闪烁完成的时间  
参数2:闪烁的次数  

ActionInterval * blink = Blink ::create(3, 10);  
sp->runAction(blink);

DelayTime

作用:创建一个延迟的动作  
参数:延迟的时间  

ActionInterval * delaytime = DelayTime::create(3);  
sp->runAction(delaytime);

OrbitCamera

 作用:创建一个球面坐标轨迹进行旋转的动作  
参数1:旋转轨迹的时间  
参数2:起始半径  
参数3:半径差  
参数4:起始z角  
参数5:旋转z角的差  
参数6:起始x角  
参数7:旋转x角的差  

ActionInterval * orbitcamera = OrbitCamera::create(3, 10, 0, 45, 180, 90, 0);  
sp->runAction(orbitcamera);

CardinalSpline

作用:创建数组  点的数组  

PointArray * array = PointArray::create(20);
array->addControlPoint(ccp(0, 0));
array->addControlPoint(ccp(210, 0));
array->addControlPoint(ccp(210, 240));
array->addControlPoint(ccp(0, 160));
array->addControlPoint(ccp(0, 0));

CardinalSplineTo

 作用:创建一个样条曲线轨迹的动作  
参数1:完成轨迹所需的时间  
参数2:控制点的坐标数组  
拟合度:其值=0,路径最柔和  

ActionInterval  * CardinalSplineTo=CardinalSplineTo::create(3, array, 0);  
sp->runAction(CardinalSplineTo);

CardinalSplineBy

 作用:创建一个样条曲线轨迹的动作  
参数1:完成轨迹所需的时间  
参数2:控制点的坐标数组  
拟合度:其值= 0 路径最柔和  

ActionInterval * CardinalSplineBy = CardinalSplineBy::create(3, array, 0);  
sp->runAction(CardinalSplineBy);

CatmullRomTo、CatmullRomBY

 作用:创建一个样条插值轨迹  
参数1:完成轨迹的时间  
参数2:控制点的数组坐标  

ActionInterval * catmullRomTo = CatmullRomTo::create(3, array);  
sp->runAction(catmullRomTo); 

Follow

 作用:创建一个跟随动作  
参数1:跟随的目标对象跟随范围,离开范围就不再跟随创建一个参照物spT  

Sprite * spt = Sprite::create("Icon.png");  
spt->setPosition(ccp(420,40));  
addChild(spt);  
sp->runAction(MoveTo::create(3, ccp(940,sp->getPositionY())));  
Follow * follow = Follow::create(sp,RectMake(0, 0, 960, 320));  
this-> runAction(follow);

EaseBounceIn

 作用:目标动作  

ActionInterval* move = MoveTo::create(3, ccp(300, sp->getPositionY()));
 //让目标动作缓慢开始  
 //参数:目标动作  
ActionInterval * EaseBounceIn = EaseBounceIn::create(move);  
sp->runAction(EaseBounceIn);

EaseBounceOut

作用:让目标动作赋予反弹力,且以目标动作结束位子开始反弹  
参数:目标动作  

ActionInterval * easeBounceOut = EaseBounceOut ::create(move);  
sp->runAction(easeBounceOut);

EaseBounceInOut

作用:让目标动作赋予反弹力,且以目标动作起始与结束位子开始反弹  

ActionInterval * easeBounceInOut= EaseBounceInOut::create(move);  
sp->runAction(easeBounceInOut);

EaseBackIn

作用:让目标动作赋予回力,且以目标动作起点位置作为回力点  
参数:目标动作  

ActionInterval * easeBackIn = EaseBackIn::create(move);  
sp->runAction(easeBackIn);

EaseBackOut

作用:让目标动作赋予回力,且以目标动作终点位置作为回力点  
参数:目标动作  

ActionInterval *easeBackOut = EaseBackOut::create(move);  
sp->runAction(easeBackOut);

EaseBackInOut

作用:让目标动作赋予回力, 且以目标动作起点和终点位置作为回力点  
参数:目标动作  

ActionInterval * easeBackInOut = EaseBackInOut::create(move);  
sp->runAction(easeBackInOut);

EaseElasticIn

作用:让目标动作赋予弹性 ,且以目标动作起点位子赋予弹性  
参数:目标动作  

ActionInterval * easeElasticIn= EaseElasticIn::create(move);  
sp->runAction(easeElasticIn);

EaseElasticOut

作用:让目标动作赋予弹性 ,且以目标动作终点位子赋予弹性  
参数:目标动作  

ActionInterval *easeElasticOut = EaseElasticOut::create(move);  
sp->runAction(easeElasticOut);

EaseElasticInOut

作用:让目标动作赋予弹性 ,且以目标动作起点和终点位子赋予弹性  
参数:目标动作  

ActionInterval *easeElasticInOut = EaseElasticOut::create(move);  
sp->runAction(easeElasticInOut);  

EaseExponentialIn

作用:让目标动作缓慢开始  
参数:目标动作  

ActionInterval * easeExponentialIn= EaseExponentialIn::create(move);  
sp->runAction(easeExponentialIn);

EaseExponentialOut

作用:让目标动作缓慢中止  
参数:目标动作  

ActionInterval * easeExponentialIn= EaseExponentialOut::create(move);  
sp->runAction(easeExponentialIn);

EaseExponentialInOut

作用:让目标动作缓慢开始和中止  
参数:目标动作  

ActionInterval * easeExponentialInOut= EaseExponentialInOut::create(move);  
sp->runAction(easeExponentialInOut);

EaseRateAction

 作用:让目标动作设置速率  
参数1:目标动作  
参数2:速率  

ActionInterval * move = MoveTo::create(5, ccp(300,sp->getPositionY()));  
ActionInterval * easeRateAction = EaseRateAction::create(move, 3);  
sp->runAction(easeRateAction);

EaseSineIn

作用:动作由慢到快  
参数:目标动作  

ActionInterval * easeSineIn =  EaseSineIn::create(move);  
sp->runAction(easeSineIn);

EaseSineOut

作用:动作由快到慢  
参数:目标动作  

ActionInterval * easeSineOut = EaseSineOut::create(move);  
sp->runAction(easeSineOut);

EaseSineInOut

作用:动作由慢到快再快到慢  
参数:目标动作  

ActionInterval * easeSineInOut = EaseSineInOut::create(move);  
sp->runAction(easeSineInOut);

Speed

 作用:让目标动作运行速度加倍  
参数1:目标动作  
参数2:倍速  

ActionInterval * move = MoveTo::create(10, ccp(300,sp->getPositionY()));  
Speed * speed =Speed::create(move, 100);  
sp->runAction(speed);

Spawn

作用:让多个动作同时执行  
参数:目标动作的可变参数  

ActionInterval * move = MoveTo::create(10, ccp(300,sp->getPositionY()));  
ActionInterval * scale = ScaleTo::create(2, 3);  
ActionInterval * rotate = RotateTo::create(4, 190);  
FiniteTimeAction * spawn =Spawn::create(move,scale,rotate,NULL);  
sp->runAction(spawn);

Sequence

作用:让多个动作按照前后顺序逐一执行  
参数:目标动作的可变参数  

ActionInterval * move = MoveTo::create(2, ccp(300, sp->getPositionY()));  
ActionInterval * scale = ScaleTo::create(2, 3);  
FiniteTimeAction * seq= Sequence::create(move,scale,NULL);  
sp->runAction(seq);

//扩展如果要对目标动作全部进行方向运动,可以使用如下形式操作  

FiniteTimeAction *seq=Sequence::create(moveby,scaleby,NULL);  
FiniteTimeAction * reverseseq = Sequence::create(seq,seq->reverse(),NULL)

//注意Sequence中的所有动作都必须支持reverse函数,否则会出现异常  

ActionInterval * move = MoveBy::create(2, ccp(300, sp->getPositionY()));  
ActionInterval * scale = ScaleBy::create(2, 3);  
FiniteTimeAction * seq= Sequence::create(move,scale,NULL);  
FiniteTimeAction * reveseseq = Sequence::create(seq,seq->reverse(),NULL);  
sp->runAction(reveseseq);

Repeat

 作用:对目标动作进行重复运动(目标动作可以是Sequence,Spawn)  
参数1:目标动作  
参数2:重复次数  

ActionInterval * move = MoveTo::create(2, ccp(300, sp->getPositionY()));  
ActionInterval * move2 = MoveTo::create(2, ccp(100,100));  
FiniteTimeAction*seq =Sequence::create(move,move2,NULL);  
FiniteTimeAction *repeat = Repeat::create(seq, 3);  
sp->runAction(repeat);

RepeatForever

作用:对目标动作进行永久性的重复运动(目标动作可以是Sequence ,Spawn)  
参数:目标动作  

ActionInterval * move = MoveTo::create(1, ccp(300, sp->getPositionY()));  
ActionInterval * move1 = MoveTo::create(1, ccp(100,100));  
FiniteTimeAction* seq = Sequence::create(move,move1,NULL);  
ActionInterval * repeatForever =RepeatForever::create((ActionInterval*)seq);  
sp->runAction(repeatForever);

CallFunc

 作用:创建一个回调动作(调用不带参数的回调方法);  
参数1:目标动作  
参数2:目标回调函数  

ActionInterval * move = MoveTo::create(1, ccp(300, sp->getPositionY()));  
CallFunc * funcall= CallFunc::create(this, callfunc_selector(HelloWorld::callbackC));  
FiniteTimeAction * seq = Sequence::create(move,funcall,NULL);  
sp->runAction(seq);

CallFuncN

 作用:创建一个回调动作(调用带一个参数的回调方法);  
参数1:目标动作  
参数2:目标回调函数  

ActionInterval * move = MoveTo::create(1, ccp(300, sp->getPositionY()));  
CallFuncN * funcall= CallFuncN::create(this, callfuncN_selector(HelloWorld::callbackN));  
FiniteTimeAction * seq = Sequence::create(move,funcall,NULL);  
sp->runAction(seq);  

CallFuncND

 作用:创建一个回调动作(调用 带两个参数的回调方法);  
参数1:目标动作  
参数2:目标回调函数  

ActionInterval * move = MoveTo::create(1, ccp(300, sp->getPositionY()));
CallFuncND * funcall = CallFuncND::create(this, callfuncND_selector(HelloWorld::callbackND), (void*)0xbebabeba);
FiniteTimeAction * seq = Sequence::create(move, funcall,NULL);
sp->runAction(seq);
return true;
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