Cocos2d-x 动作、动画效果汇总速查

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http://blog.csdn.net/lnb333666/article/details/16858635/


//执行一个action动作对象runAction("action对象");  //暂停一个对象的动作Director::sharedDirector()->getActionManger()->pauseTarget("对象");//暂停所有对象的动作Director::sharedDirector()->getActionManager()->pauseAllRunningActions();//暂停所有对象的动作及其更新函数pauseSchedulerAndActions();//继续一个对象的动作Director::sharedDirector()->getActionManager()->resumeTarget("对象");//继续所有对象的动作Director::sharedDirector()->getActionManager()->resumeTargets("CCSet对象");//继续所有对象的动作及其更新函数resumeSchedulerAndActions();//停止对象的动作stopAction("action对象");//停止目标对象的动作stopActionByTag("tag值");//停止所有对象的动作stopAllActions();//删除动作对象Director::sharedDirector()->getActionManager()->removeAction("action对象");//删除动作对象Director::sharedDirector()->getActionManager()->removeActionByTag("tag值");//删除所有动作对象Director::sharedDirector()->getActionManager()->removeAllActions();//删除所有相同tag值得动作对象Director::sharedDirector()->getActionManager()->removeAllActionsFromTarget("tag值");//几秒后移动到坐标点MoveTo::create("时间","坐标");//几秒后移动到坐标点MoveBy::create("时间","坐标");//几秒后缩放到指定大小(1:原大小;大于1:放大;小于1:缩小)ScaleTo::create("时间","缩放比例");//几秒后缩放到指定大小(1:原大小;大于1:放大;小于1:缩小)ScaleBy::create("时间","缩放比例");//几秒后旋转多少度[0,360]RotateTo::create("时间","角度");//几秒后旋转多少度[0,360]RotateBy::create("时间","角度");//几秒后倾斜指定角度SkewTo::create("时间","x轴角度","y轴角度");//几秒后倾斜指定角度SkewBy::create("时间","x轴角度","y轴角度");//几秒后经过几次跳到指定位置JumpTo::create("时间","目标位置","高度","到目标所需次数");//几秒后经过几次跳到指定位置JumpBy::create("时间","目标位置","高度","到目标所需次数");//几秒内按指定贝塞尔曲线运动BezierTo::create("时间","ccBezierConfig构造体");//几秒内按指定贝塞尔曲线运动BezierBy::create("时间","ccBezierConfig构造体");//几秒后变为指定颜色TintTo::create("时间","红","绿","蓝");//几秒后变为指定颜色TintBy::create("时间","红","绿","蓝");//几秒内按曲线运动(拟合度0最柔和)CardinalSplineTo::create("时间","控制点坐标数组","拟合度");//几秒内按曲线运动(拟合度0最柔和)CardinalSplineBy::create("时间","控制点坐标数组","拟合度");//几秒内完成一个样条插值轨迹(直线)CatmullRomTo::create("时间","控制点坐标数组");//几秒内完成一个样条插值轨迹(直线)CatmullRomBy::create("时间","控制点坐标数组");//渐显FadeIn::create("时间");//渐消FadeOut::create("时间");//让目标动作具有反弹效果,从起点反弹EaseBounceIn::create("action对象");//让目标动作具有反弹效果,从终点反弹EaseBounceOut::create("action对象");//让目标动作具有反弹效果,起点终点都反弹EaseBounceInOut::create("action对象");//让目标动作具有回力效果,起点作为回力点EaseBackIn::create("action对象");//让目标动作具有回力效果,终点作为回力点EaseBackOut::create("action对象");//让目标动作具有回力效果,起点终点都作为回力点EaseBackInOut::create("action对象");//让目标动作具有弹力效果,起点具有弹性EaseElasticIn::create("action对象");//让目标动作具有弹力效果,终点具有弹性EaseElasticOut::create("action对象");//让目标动作具有弹力效果,起点终点都具有弹性EaseElasticInOut::create("action对象");//让目标动作缓慢开始EaseExponentialIn::create("action对象");//让目标动作缓慢结束EaseExponentialOut::create("action对象");//让目标动作缓慢开始并缓慢结束EaseExponentialInOut::create("action对象");//让目标动作由慢到快EaseSineIn::create("action对象");//让目标动作由快到慢EaseSineOut::create("action对象");//让目标动作由慢到快再到慢EaseSineInOut::create("action对象");//为目标动作设置速度EaseRateAction::create("action对象","速度");//为目标动作速度翻倍Speed::create("action对象","倍数");//多个不同类动作同时执行(NUll结尾)Spawn::create("action对象1","action对象2".....);//多个目标动作顺序执行(NUll结尾)Sequence::create("action对象1","action对象2"......);//几秒内闪烁几次Blink::create("时间","次数");//重复目标动作Repeat::create("action对象","次数");//永久重复目标动作RepeatForever::create("action对象");//延迟几秒执行(在顺序执行Sequence中延迟哦)DelayTime::create("时间");//镜头跟着目标走,超过范围就结束。Follow::create("跟随对象","跟随范围");//几秒内球面运动OrbitCamera::create("时间","起始半径","半径差","起始z角","旋转z角","起始x角","旋转x角");//创建一个回调动作(不带参数)CallFunc::create("对象","回调函数");//创建一个回调动作(传调用者为参数)CallFuncN::create("对象","回调函数");//创建一个回调动作(带2个参数)CallFuncN::create("对象","回调函数","任意参数");


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