I just don ' t want to regret it:
1.
where you want to go, how far you want to go--moveto and Moveby:
MoveTo (where do you want to go) its function is from one place to another, such as a (x1, y1), B (x2, y2
when we want to move the genie from a to point B, we can use MoveTo (a MoveTo B, that's how it's understood). Moveby (How far you want to go) its role is a movement B that's so far away.
That is to arrive at C (x1 + x2, y1 + y2); (A add B, so understand ~) the specific
implementation is as follows:
Intercept screen size visiblesize = director::getinstance ()->getvisiblesize (); Define an elf sprite* roope = sprite::create ("Sprite.png"); Roope->setposition (Point (VISIBLESIZE.HEIGHT/2));//Position Placement this->addchild (roope); Where do you want to go //moveto* MoveTo = moveto::create (0.9f, point (.)); Roope->runaction (moveTo); How far do you want to go moveby* moveby = moveby::create (0.9f, point (+)); Roope->runaction (Moveby);
2
.
I want to lose weight--scaleto and Scaleby:
first of all, the Scaleto,scaleto create has three parameters:
Float Duration: The duration of the action, in seconds.
The stretch value of float sx:x direction.
The stretch value of float sy:y direction.
Examples include:
Size visiblesize = director::getinstance ()->getvisiblesize (); sprite* Roope = sprite::create ("Sprite.png"); Roope->setposition (Point (VISIBLESIZE.WIDTH/2, VISIBLESIZE.HEIGHT/2)); AddChild (Roope); scaleto* Scaleto = scaleto::create (5.5f, 0.4f, 1.0f); Roope->runaction (Scaleto);
then the Scaleby,scaleby create parameter is the same as the Scaleto.
scaleby::create (2.8f, 0.4f, 1.0f
);
here are the differences between Scaleto and Scaleby. The effect of Scaleto is that it scales the sprite to a specified number of multiples regardless of the current stretch multiplier of the sprite. The effect of Scaleby is to stretch again on the basis of the current multiplier of the sprite.
such as:
Size visiblesize = director::getinstance ()->getvisiblesize (); sprite* roope1 = sprite::create ("Sprite.png"); Roope1->setposition (Point (VISIBLESIZE.HEIGHT/2)); Roope1->setscale (2.0f);//Stretching elf addChild (roope1); sprite* roope2 = sprite::create ("Sprite.png"); Roope2->setposition (Point (VISIBLESIZE.HEIGHT/2)); Roope2->setscale (2.0f);//Stretching elf addChild (roope2); scaleto* Scaleto = scaleto::create (3.0f, 1.0f, 1.0f); scaleby* Scaleby = scaleby::create (3.0f, 2.0f, 1.0f); Roope1->runaction (Scaleto); Roope2->runaction (Scaleby);
Here you can see the great difference between the two.
3
.
Flash debut--blink:
blink can be sprite flashing, and you can specify the number of flashes, using a class similar to MoveTo. Its create function has two parameters.
Float Duration: The duration of the action, in seconds.
float Ublink: number of flashes.
examples include:
Size visiblesize = director::getinstance ()->getvisiblesize (); sprite* Roope = sprite::create ("Sprite.png"); Roope->setposition (Point (VISIBLESIZE.WIDTH/2, VISIBLESIZE.HEIGHT/2)); AddChild (Roope); blink* Blink = Blink::create (5.0f, ten); Roope->runaction (Blink);
Roope's Cocos2d-x Learning Journey 002: Simple exercise