Summary of effects of Cocos2d-x

Source: Internet
Author: User
Summary of effects of Cocos2d-x

Actions)
Move: How many orders of magnitude does moveTo/moveBy move from one location to another?
Rotate rotation: How many orders of magnitude does rotateto/rotateby rotate from one angle to another
Scale: scaleto/scaleby zoom in to what extent
Skew skew: to what extent does the skewto/skewby skew reach?
Rotationalskew rotation tilt: rotationalskewto/rotationalskewby rotation tilt
Skew + scale + rotate tilt + zoom + rotate
Jump: jumpto/jumpby jump to a certain position, or jump to a certain number
Cardinalspline and catmullrom move along a path: move along a certain graph, either a rule or irregular Graph
Bezierto/bezierby
Blink flash effect
Fadein/fadeout fade-in and fade-out effect
Tint color: tintto/tintby changes the color of the genie
Animation: displays the dynamic effect of the genie
Sequence: Move + rotate: Moving and rotating Sequence
Sequence: Move + rotate + scale + removeself: Move, rotate, scale, and disappear
Spawn: Jump + rotate
Reverse an action: executes the opposite action.
Delaytime Delay Time: Move + delay + move
Repeat/repeatforever: repeated or permanent repetition
Reverse a sequence: reverse execution of a sequence
Orbit camera: track camera
Pauseresumeactions: tentatively set and continue actions


Transition (transitions)
The so-called transition is how the first scenario transitions to the second scenario, which can add a lot of results.
Cctransitionprogressinout: A scenario grows in the form of a rectangle and then displays another scenario.
Cctransitionprogressoutin: A scene gradually decreases until it disappears. It disappears from a large rectangle to a small rectangle. Then, the component displays the second scene, first showing the area outside the second scene, then the area in the second scenario is displayed.
Cctrasitioncrossfade
Transitionpageforward: front page flip Effect
Transitionpagebackward: Page flip
Cctransitionfadetr: the first scenario fades out from the lower left corner to the upper right corner, and the second scenario fades in from the lower left corner to the upper right corner.
Cctransitionfadebl: the first scenario fades out from the upper right corner to the lower left corner, and the second scenario fades in from the upper right corner to the lower left corner.
Cctransitionfaceup: the first scene fades out from the bottom until the top, and the second scene fades in from the bottom until the top
Cctransitonfadedown: the first scenario fades out from the top to the bottom, and the second scenario fades in from the top to the bottom.
Cctransitionturnofftiles
Cctransitionsplitrows: returns an odd number of rows to the left and an even number to the right.
Cctransitionsplitcols: the odd rows go down, and the even rows go up.
Cctransitionfade
Fadewhiletransition
Flipxleftover: flipped from left along X
Flipxrightover: flipped from right to right along X
Flipyupover: flip from top to top along y
Flipydownover: flipped down by Y
Flipangularleftover: flipped scenes on the left from a certain angle
Flipangularrightover: reverse scene on the right from a certain angle
Flipangularupover: flipped scenes from a certain angle above
Flipangulardownover: reverse the scenario from a certain angle
Zoomflipxleftover
Zoomflipxrightover: flips from the right side of x and has a zoom-in and zoom-out effect.
Zoomflipyupover: flip from top to bottom along y, with a zoom-in and zoom-out effect
Zoomflipydownover
Zoomflipangularleftover
Zoomflipangularrightover: Flip right from a certain angle and zoom in and out
Cctransitionshrinkgrow: Zoom-out and zoom-in scenarios
Cctransitionrotoroom: rotating and Scaling
Cctransitionmoveinl: enter from the left
Cctransitinmoveinr: enter from the right
Cctransitionmoveint: enter from top
Cctransitionmoveinb: enter from below
Cctransitionslideinl
Cctransitionslideinr: slide from the right
Cctransitionslideint: slide from top
Cctransitionslideinb: slide from the bottom
Cctransitionjumpzoom: Skip and zoom


Progress action actionProgress
Refer to actionsprogresstest
Spriteprogresstoradial: the sprite executes the progress animation along the radial direction.
Spriteprogresstohorizontal: the sprite executes an animation horizontally.
Spriteprogresstovertical: the sprite executes an animation vertically.
Spriteprogresstoradialmidpointchanged: The progress animation that the sprite executes when it changes along the midpoint.
Spriteprogressbarvarious
Spriteprogressbartintandfade: the color changes and fades out when the sprite executes the progress bar animation.
Spriteprogresswithspriteframe: it is not just a sprite that executes an animation. The sprite's entire frame executes the animation effect, including filling next to the frame where the Sprite is located.


Special effects
Turnofftiles: Disable tiles in random order
Wavestiles3d: 3D effect swing tiles
Jumptiles3d: the 3D effect tiles jumps, so that you can see the background under each tile.
Splitrows: divides the entire scenario into several rows, with odd rows going to the left and even rows going to the right
Splitcols: divides the entire scenario into several columns. The odd Columns go down, and the even Columns go up.
Pageturn3d: 3D paging Effect
Shaky3d: vibrate the whole page
Waves3d: fluctuating effect on the entire page
Flipx3d: 3D horizontal flip Effect
Flipy3d: vertical flip Effect
Lens3d: 3D prism effect
Ripple3d: 3D Ripple Effect
Liquid: liquid shaking effect
Waves: fluctuation Effect
Twirl: rotation effect
Shakytiles3d: 3D effect of tiles Vibration
Shatteredtiles3d: tiles3d Effect of broken limbs
Shuffletiles: the effect of arranging all tiles in disorder
Fadeouttrtiles: tiles fades out from the lower left corner to the upper right corner
Fadeoutbltiles: tiles fades out from the upper right corner to the lower left corner
Fadeoutuptiles: fade out from bottom to top
Fadeoutdowntiles: fade out from top to bottom


Clickandmove)
Clickandmovetestscene


The whole world is spinning (rotateworld)
Rotateworldtest: the whole world is being rotated, including the genie, the whole page, and the page is being rotated in blocks.


Particle Motion composition effect (particle)
Snow, rain, fireworks light.


Rpiteeaseinout)
Easein: slow in
Easeout: Slow output


Motionstreak)
Highqualitymode/fastmode


Draw original geometric shapes (drawprimitives)
Draw triangles, curves, polygon, etc.


Node)
What does this mean?


Touch test (touches)
Every time the genie touch something, they do something.


Menu)
Several menu items can be displayed on the screen. After you click a menu, you can also do some things, such as returning to the main menu, exiting the game, and setting


Actionmanager)
Use the Action Manager to manage how the genie executes certain column actions.
Logictest: controls the logic of what actions are executed first and then what actions are executed.
Pausetest: pause an action
Resumetest: Continue an action
Removetest: removes an action so that grossini does not hit the wall.


Layer)
Layerrgba: The two elves change the rgba of each layer on different layers to know that they are different layers.


Scenario (scene)
Pushscene ()/popscene/popscenetoroot are common methods for switching between different scene, and all scenarios are stored in one stack.


Parallax: parent and 3 childrens
Something you don't understand


Map (tiledmap)
Map-related display built on Floor Tiles


Interval)
The time interval between the genie to execute the action, for example, how to control the time interval from one place to another


Label)
How to use tags to display data and update tag values over time


Text input box (textinput)
Different text input boxes have different default behaviors.
Cctextfiledttf: the default behavior is to beat each input character, and the number of characters can be limited
Textfieldttf: the default Act does nothing.


Sprite)
The genie can execute some force actions, such as rotation and scaling.


Sched)
Use schedscale to implement fast forward and rollback using timescale


Rendering texture (rendertexture)
Cannot understand


2D Texture
Cannot understand


Physical engine chipmunk, box2d
Physical engine testing, such as simulating an object in a gravity environment.


Advanced special effects: effectsadvanced


Keypad)


Cocosdenshion)
Play, pause, play back, volume control, etc.


Performance Optimization)
How to optimize the performance of the number of genie, node, texture, particle, touch, and so on.


Extensions)
Classes provided in extensions that may be added to standard APIs in future versions are some advanced and easy to use functions.


Fonts)


Current Language)
How to obtain the local language


Texture cache (texturecach)
Texture cache not understood


Shadow (SHADE)


Multitouch)
How to use multi-touch related classes


Cut (clipping)
Not understand


File Operations (fileutils)
File Operations
How each part of the human spine moves (spine)
How can the various joints of the genie be moved to achieve the dynamic genie effect?

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