The action provided by the Cocos2d-x, which can be used as long as it is a CCNode object. 1. Common Operations: 1) runAction (cocos2d: CCAction * action) execute an action action2) CCDirector: sharedDirector ()-getActionManager ()-pauseTarget (cocos2d :: CCObject * pTarget) pause
The action provided by the Cocos2d-x, which can be used as long as it is a CCNode object. 1. Common Operations: 1) runAction (cocos2d: CCAction * action) // execute an action 2) CCDirector: sharedDirector ()-getActionManager ()-pauseTarget (cocos2d:: CCObject * pTarget) // pause
The action provided by the Cocos2d-x, which can be used as long as it is a CCNode object.
1. Common operations are as follows:
1) runAction (cocos2d: CCAction * action) // execute an action
2) CCDirector: sharedDirector ()-> getActionManager ()-> pauseTarget (cocos2d: CCObject * pTarget) // pause the action of the target pTarget object
3) CCDirector: shareddire()-> getActionManager ()-> ...... // Continue the action of the target object
4) stopAction (cocos2d: CCAction * action)/action of the stopped target object
StopActionByTag (int tag) // tag value of the stopped target action object
5) CCDirector: shareddire()-> getActionManager ()-> removeAction (cocos2d: CCAction * action) // Delete the target action object
6) CCDirector: sharedDirector ()-> getActionManager ()-> removeActionByTag (unsigned int tag, cocos2d: CCObject * pTarget)
Parameter 1: tag value of the action to be deleted
Parameter 2: target object of the action to be deleted
7) pauseSchedulerAndActions () // pause all actions and even update functions
CCSet * CCDirector: shareddire-> getActionManager ()-> pauseAllRunningActions () // pause all actions, and store the records of paused action objects in the CCSet collection.
8) resumeSchedulerAndActions ()
CCDirector: sharedDirector ()-> getActionManager ()-> resumeTargets (cocos2d: CCSet * targetsToResume) // use the recorded paused CCSet recovery action
9) stopAllActions () // stop all actions
10) CCDirector: shareddire()-> getActionManager ()-> removeAllAction () // delete all actions
2. Explanation of 49 common actions
1) CCMoveTo: create (float duration, const CCPoint & position) // create a mobile action
Parameter 1: Time of moving to the target coordinate
Parameter 2: Target coordinate
2) CCMoveBy: create (float duration, const CCPoint & position) // create a mobile action. CCMoveBy supports the reverse () function to obtain its reverse action.
Parameter 1: Time of moving to the target coordinate
Parameter 2: Target coordinate
3) CCScaleTo: create (float duration, float s) // create a scaling action
Parameter 1: The time (in seconds) required to scale)
Parameter 2: scaling ratio. The value is 1 and the original size. The value is greater than 1 and the value is greater than 1. The value is smaller than 1.
4) CCScaleBy: create (float duration, float s) // create a scaling action. CCScaleBy supports the reverse () function to obtain its reverse action.
Parameter 1: The time (in seconds) required to scale)
Parameter 2: scaling ratio
5) CCRotateTo: create (float duration, float fDeltaAngle) // create a rotating action
Parameter 1: The time (in seconds) required to rotate to a specific angle)
Parameter 2: rotation angle, ranging from 0 to 360
6) CCRotateBy: create (float duration, float fDeltaAngle) // create a rotating action. The reverse () function is supported to obtain the reverse action.
Parameter 1: The time (in seconds) required to rotate to a specific angle)
Parameter 2: rotation angle, ranging from 0 to 360
7) CCSkewTo: create (float t, float sx, float sy) // create a skewed action
Parameter 1: Time required to tilt to a specific angle (seconds)
Parameter 2: tilt angle of the X axis
Parameter 3: Y-axis Skew Angle
8) CCSkewBy: create (float t, float sx, float sy) // creates a skewed action. It supports the reverse () function to obtain the direction action.
Parameter 1: Time required to tilt to a specific angle (seconds)
Parameter 2: tilt angle of the X axis
Parameter 3: Y-axis Skew Angle
9) CCjumpTo: reate (float duration, const CCPoint & position, float height, int jumps) // create a hop action
Parameter 1: when the action is completed (in seconds)
Parameter 2: Target Location
Parameter 3: Hop height
Parameter 4: Number of hops required to jump to the target point
10) CCjumpBy: reate (float duration, const CCPoint & position, float height, int jumps) // creates a hop action. It supports the reverse () function to obtain the direction action.
Parameter 1: when the action is completed (in seconds)
Parameter 2: Target Location
Parameter 3: Hop height
Parameter 4: Number of hops required to jump to the target point
11) CCBezierTo: create (float t, const ccBezierConfig & c) // create an action for the beiser curve Motion
Parameter 1: time required for the beiser curve movement (seconds)
Parameter 2: ccBezierConfig structure:
Typedef struct _ ccBezierConfig {
CCPoint endPosition; // end point
CCPoint controlPoint_1; // Control Point 1
CCPoint controlPoint_2; // Control Point 2
} CcBezierConfig;
12) CCBezierBy: create (float t, const ccBezierConfig & c) // create an action for the beiser curve motion. The reverse () function is supported to obtain the direction action.
Parameter 1: time required for the beiser curve movement (seconds)
Parameter 2: ccBezierConfig struct
13) CCFadeIn: create (float d) // create a gradient action. The time required for the parameter gradient (seconds)
14) CCFadeOut: create (float d) // create an action for the gradient to disappear. The time required for the parameter gradient (in seconds)
15) CCTintTo: create (float duration, GLubyte red, GLubyte green, GLubyte blue) // create a color change action
Parameter 1: time required for color change (seconds)
Parameter 2: red
Parameter 3: green component
Parameter 4: Blue
16) CCTintBy: create (float duration, GLubyte red, GLubyte green, GLubyte blue) // creates a color change action. The reverse () function is supported to obtain the direction action.
17) CCBlink: create (float duration, unsigned int uBlinks) // create a blinking action
Parameter 1: The time (in seconds) when the flash is completed)
Parameter 2: Number of flashes
18) CCDelayTime: create (float d) // create a delayed action. The parameter is the delay time (seconds)
19) CCOrbitCamera: create (float t, float radius, float deltaRadius, float angleZ, float deltaAngleZ, float angleX, float deltaAngleX) // create a spherical coordinate trajectory for rotation
Parameter 1: time required for the rotating track
Parameter 2: actual radius
Parameter 3: radius difference
Parameter 4: Start Z angle
Parameter 5: rotate the Z-angle difference
Parameter 6: Start X Angle
Parameter 7: rotation X-angle difference
20) CCCardinalSplineTo: create (float duration, CCPointArray * points, float tension) // create a spline trajectory action
Parameter 1: time required to complete the trajectory
Parameter 2: coordinate array of control points
Parameter 3: Fit degree. The value is 0, and the path is the softest.
21) CCCardinalSplineBy: create (float duration, CCPointArray * points, float tension) // create a spline trajectory action and support the reverse () function
22) CCCatmullRomTo: create (float dt, CCPointArray * points) // create a spline interpolation trajectory
Parameter 1: time when the track is completed
Parameter 2: coordinate array of control points
23) CCCatmullRomBy: create (float dt, CCPointArray * points) // creates a spline interpolation trajectory and supports the reverse () function.
24) CCFollow: create (CCNode * pFollowedNode, const CCRect & rect = CCRectZero) // create a follow action
Parameter 1: target object to be followed
Parameter 2: follows the range and no longer follows when the range is left.
25) CCEaseBounceIn: create (cocos2d: CCActionInterval * pAction) // Let the target action be resilient and start to rebound at the starting position of the target action. The parameter is the target action.
26) CCEaseBounceOut: create (cocos2d: CCActionInterval * pAction) // Let the target action be resilient and start to rebound at the end of the target action. The parameter is the target action.
27) CCEaseBounceInOut: create (cocos2d: CCActionInterval * pAction) // Let the target action be resilient and start to rebound at the start and end positions of the target action. The parameter is the target action.
28) CCEaseBackIn: create (cocos2d: CCActionInterval * pAction) // assign the target action a force return and use the starting position of the target action as the Force return point.
29) CCEaseBackOut: create (cocos2d: CCActionInterval * pAction) // assign the target action a force return and use the end position of the target action as the Force return point.
30) CCEaseBackInOut: create (cocos2d: CCActionInterval * pAction) // assign a force return to the target action, and use the start and end positions of the target action as the Force return point.
31) CCEaseElasticIn: create (cocos2d: CCActionInterval * pAction) // enable the elasticity of the target action and the elasticity of the target action starting position
32) CCEaseElasticOut: create (cocos2d: CCActionInterval * pAction) // enable the elasticity of the target action and the elasticity of the target action endpoint
33) CCEaseElasticInOut: create (cocos2d: CCActionInterval * pAction) // enable the elasticity of the target action and the elasticity of the start and end positions of the target action
34) CCEaseExponentialIn: create (cocos2d: CCActionInterval * pAction) // start the target action slowly.
35) CCEaseExponentialOut: create (cocos2d: CCActionInterval * pAction) // causes the target action to be terminated slowly.
36) CCEaseExponentialInOut: create (cocos2d: CCActionInterval * pAction) // causes the target action to start and stop slowly.
37) CCEaseRateAction: create (cocos2d: CCActionInterval * pAction, float fRate) // set the speed of the target action. Parameter 1: target action, parameter 2: Rate
38) CCEaseSineIn: create (cocos2d: CCActionInterval * pAction) // Let the target action slow to fast
39) CCEaseSineOut: create (cocos2d: CCActionInterval * pAction) // set the target action to slow
40) CCEaseSineInOut: create (cocos2d: CCActionInterval * pAction) // slow the target action from slow to fast, and then from fast to slow
41) CCSpeed: create (cocos2d: CCActionInterval * pAction, float fSpeed) // doubles the running speed of the target action. Parameter 1: target action, parameter 2: double speed
42) CCSpawn: create (cocos2d: CCFiniteTimeAction * pAction1,...) // enables multiple actions to be executed simultaneously. Parameter 1: Variable Parameter of the target action
43) CCSequence: create (cocos2d: CCFiniteTimeAction * pAction1,...) // Let multiple actions be executed one by one in the order of order. parameters: variable parameters of the target action
If you want to perform all the actions in a sequence in sequence, you can perform the following operations.
CCActionInterval* move = CCMoveTo::create(2,cpp(300,sp->getPositionY()));CCActionInterval* scale = CCScaleTo::create(2,3);CCFiniteTimeAction* seq = CCSequence::create(move,scale,NULL);sp->runAction(seq);
If you want to reverse all the actions in a sequence, you can perform the following operations:CCActionInterval* move = CCMoveBy::create(2,cpp(300,sp->getPositionY()));CCActionInterval* scale = CCScaleBy::create(2,3);CCFiniteTimeAction* seq = CCSequence::create(move,scale,NULL);sp->runAction(seq);CCFiniteTimeAction* reverseSeq = CCSequence::create(seq,seq->reverse(),NULL);sp->runAction(reverseSeq);
44) CCRepeat: create (cocos2d: CCFiniteTimeAction * pAction1, unsigned int times) // Let the target action repeat, the target action can be CCSequence, CCSpawn45) CCRepeatForever: create (cocos2d: CCFiniteTimeAction * pAction1, unsigned int times) // Let the target action perform a permanent repetitive motion, with the target as 44
46) CCCallFunc: create (cocos2d: CCObject * pSelectorTarget, SEL_CallFunc selector) // create a callback and call a callback method without Parameters
Parameter 1: target object
Parameter 2: Target callback function
47) CCCallFuncN: create (cocos2d: CCObject * pSelectorTarget, SEL_CallFunc selector) // create a callback and call the callback method with one parameter
48) CCCallFuncND: create (cocos2d: CCObject * pSelectorTarget, SEL_CallFunc selector, void * d) // create a callback and call the callback method with two parameters
Parameter 1: target object
Parameter 2: Target callback function
Parameter 3: it can be of any type
49) CCAnimate: animation.