Size size = Director::getInstance()->getWinSize(); auto sprite3 = Sprite::create("4.png"); sprite3->setposition(size.wIDth/2,size.height/2); this->addChild(sprite3); auto sprite = Sprite::create("paoku00188.png"); sprite->setposition(300,300); this->addChild(sprite); auto animation = Animation::create(); for (int i = 188; i <= 199; i++) { std::string str = StringUtils::format("paoku00%d.png",i); animation->addSpriteFrameWithfile(str); } animation->setDelayPerUnit(0.05);//间隔时间 animation->setLoops(-1);//播放的次数 auto animate = Animate::create(animation);// auto pointa = PointArray::create(10);// pointa->addControlPoint(Point(100,0));// pointa->addControlPoint(Point(100,100)); //auto mov = CardinalSplineBy::create(5,pointa,1); ccBezIErConfig ccbe = {Point(900,300),Point(400,400),Point(800,200)}; auto pointa=BezIErTo:: create(2,ccbe); auto act = Spawn::create(animate,nullptr); sprite->runAction(act); auto sprite1 = Sprite::create("Closenormal.png"); sprite1->setposition(100,100); //sprite1->setVisible(false); //sprite1->setopacity(0); sprite1->setAnchorPoint(Point(0,0)); this->addChild(sprite1); //vectArray->push_back(sprite1); for (int i = 0; i < 10; i++) { Point p(rand() % 960,rand() % 640); sp2 = Sprite::create("Closenormal.png"); sp2->setposition(p); this->addChild(sp2); } auto spt1 = Sprite::create("Closenormal.png"); spt1->setposition(size.wIDth / 2,size.height / 2); this->addChild(spt1); auto spt2 = Sprite::create("Closenormal.png"); spt2->setposition(size.wIDth / 2,size.height / 2); this->addChild(spt2); auto spt3 = Sprite::create("Closenormal.png"); spt3->setposition(size.wIDth / 2,size.height / 2); this->addChild(spt3); auto spt4 = Sprite::create("Closenormal.png"); spt4->setposition(size.wIDth / 2,size.height / 2); this->addChild(spt4); auto sprite2 = Sprite::create("Closenormal.png"); sprite2->setposition(100,200); this->addChild(sprite2); //vectArray->push_back(sprite2); auto item = MenuItemFont::create("out",[=](Ref* f){ //淡出 auto fadeout = FadeOut::create(2); sprite1->runAction(fadeout); }); auto item2 = MenuItemFont::create("in",[=](Ref* f){ //淡入 auto fadein = FadeIn::create(3); sprite1->runAction(fadein); //auto act1 = RotateBy::create(3,-360 * 10); }); auto item3 = MenuItemFont::create("moveBy",[=](Ref*f){ auto moveb = MoveBy::create(3,0)); sprite1->runAction(moveb);// auto moveb = Moveto::create(3,500));// sprite1->runAction(moveb); }); auto item4 = MenuItemFont::create("jumpBy",[=](Ref*f){ auto jumpb = JumpBy::create(1,Point(100,0),50,2); //sprite1->runAction(jumpb); //闪烁 auto blink = Blink::create(2,2); //sprite1->runAction(blink); auto aa = DelayTime::create(2);//间隔时间 auto sq = Sequence::create(jumpb,aa,blink,nullptr); sprite1->runAction(sq); }); auto item5 = MenuItemFont::create("suijiMove",[=](Ref*f){ Point p(rand()%960,rand()%640); auto moveb = Moveto::create(3,p); sprite1->runAction(moveb); }); auto item6 = MenuItemFont::create("disappear",[=](Ref*f){ Point p(rand() % 960,rand() % 640); auto moveb = Moveto::create(3,p); //sprite1->runAction(moveb); sprite2->runAction(moveb); auto sp1 = sprite1->getBoundingBox(); auto sp2 = sprite2->getBoundingBox(); if (sp1.intersectsRect(sp2)) { sprite1->removeFromParentAndCleanup(true); sprite2->removeFromParentAndCleanup(true); } }); auto item7 = MenuItemFont::create("disappearTen",[=](Ref*f){ Point p(rand() % 960,rand() % 640); //Point p1(CCRANDOM_0_1*size.wIDth,CCRANDOM_0_1*size.height); auto moveb = Moveto::create(3,p); auto act = JumpBy::create(1,Point(0,100,1); sprite1->runAction(act); }); auto item8 = MenuItemFont::create("back",[=](Ref*f){ auto act = Moveto::create(1,Point(200,100)); auto act1 = DelayTime::create(1); auto act2 = JumpTo::create(2,100),2); //stopAction(act2); auto sq = Sequence::create(act,act1,act2,nullptr); sprite1->runAction(sq); }); auto item9 = MenuItemFont::create("bingxingRun",[=](Ref* f){ auto act1 = RotateBy::create(3,-360 * 10); //auto act1 = RotateBy::create(3,Vertex3F(0,360,0));//Vertex3F auto act2 = ScaleBy::create(3,0.2);//放大 auto act3 = MoveBy::create(3,Point(300,0)); auto act = Spawn::create(act1,act3,nullptr); sprite1->runAction(act); }); auto item10 = MenuItemFont::create("fangda",[=](Ref* f){ auto act2 = Scaleto::create(3,1.5); auto act3 = RotateBy::create(2,360*10); auto act4 = Spawn::create(act2,nullptr);//并行 sprite3->runAction(act4); }); auto item11 = MenuItemFont::create("zuhe",[=](Ref* f){ SimpleAudioEngine::getInstance()->playBackgroundMusic("11.mp3"); //auto act33 = DelayTime::create(3); auto act1 = Moveto::create(3,100)); auto act2 = JumpTo::create(3,1); auto act3 = RotateBy::create(3,3600)); auto Call = CallFuncN::create([](Node* node){ SimpleAudioEngine::getInstance()->playEffect("11.mp3"); }); auto act4 = Sequence::create(act1,Call,nullptr);//过程执行 auto reps = Repeat::create(act4,4);//循环动画 sprite1->runAction(reps); }); auto item12 = MenuItemFont::create("CallFuncN",[=](Ref* f){ //水平与垂直翻转 auto fx = FlipX::create(true); auto fy = FlipY::create(true); auto act = Sequence::create(fx,fy,nullptr); sprite1->runAction(act); //动画回调 auto actMove = MoveBy:: create(2,Point(500,0)); auto actCall = CallFuncN::create([](Node* node){ node->removeFromParentAndCleanup(true); }); auto actSque = Sequence::create(actMove,actCall,nullptr); sprite1->runAction(actSque); }); auto item13 = MenuItemFont::create("CallFuncNN",[=](Ref* f){ auto spt1Move = Moveto::create(2,Point(60,40)); auto act1Call = CallFuncN::create([=](Node* node){ auto act2Call = CallFuncN::create([=](Node* node){ auto act3Call = CallFuncN::create([=](Node* node){ auto spt4Move = Moveto::create(2,600)); spt4->runAction(spt4Move); }); auto spt3Move = Moveto::create(2,Point(900,600)); auto b = Sequence::create(spt3Move,act3Call,nullptr); spt3->runAction(b); }); auto spt2Move = Moveto::create(2,40)); auto a = Sequence::create(spt2Move,act2Call,nullptr); spt2->runAction(a); }); auto act = Sequence::create(spt1Move,act1Call,nullptr); spt1->runAction(act); }); auto item14 = MenuItemFont::create("zhendonghua",[=](Ref* f){ }); Menu* menu = Menu::create(item,item2,item3,item4,item5,item6,item7,item8,item9,item10,item11,item12,item13,item14,nullptr); this->addChild(menu); menu->alignItemsvertically();
都是一些简单的动作使用,我就不具体的说明了啊 。
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