Lua_速度动作
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require "Cocos2d"require "Cocos2dConstants"-- for CCLuaEngine tracebackfunction __G__TRACKBACK__(msg) cclog("----------------------------------------") cclog("LUA ERROR: " .. tostring(msg) .. "\n") cclog(debug.traceback()) cclog("----------------------------------------") return msgendlocal function main() collectgarbage("collect") --避免内存泄漏 collectgarbage("setpause", 100) collectgarbage("setstepmul", 5000) --初始化导演 local director = cc.Director:getInstance() local glview = director:getOpenGLView() if glview == nil then glview = cc.GLView:createWithRect("HelloLua", cc.rect(0, 0, 960, 640)) director:setOpenGLView(glview) end glview:setDesignResolutionSize(960, 640, cc.ResolutionPolicy.SHOW_ALL) --显示帧率 director:setDisplayStats(true) --设置帧率 director:setAnimationInterval(1.0 / 60) --增加搜索路径 cc.FileUtils:getInstance():addSearchPath("src") cc.FileUtils:getInstance():addSearchPath("res") --创建场景 local scene = require("GameScene") local settingScene = scene.create() --运行场景 if cc.Director:getInstance():getRunningScene() then cc.Director:getInstance():replaceScene(settingScene) else cc.Director:getInstance():runWithScene(settingScene) endendxpcall(main, __G__TRACKBACK__)
require "Cocos2d"require "Cocos2dConstants"-- 定义常量kEaseIn = 1kEaseOut = 2kEaseInOut = 3kEaseSineIn = 4kEaseSineOut = 5kEaseSineInOut = 6kEaseExponentialIn = 7kEaseExponentialOut = 8kEaseExponentialInOut = 9kSpeed = 10local size = cc.Director:getInstance():getWinSize()local debug = truecclog = function(...) if debug then print(string.format(...)) endendlocal GameScene = class("GameScene",function() local scene = cc.Scene:createWithPhysics() scene:getPhysicsWorld():setDebugDrawMask(cc.PhysicsWorld.DEBUGDRAW_ALL) return sceneend)function GameScene:ctor() self.visibleSize = cc.Director:getInstance():getVisibleSize() self.origin = cc.Director:getInstance():getVisibleOrigin()endfunction GameScene.create() local scene = GameScene.new() scene:addChild(scene:createAction()) return sceneendfunction GameScene:createAction() local layer = cc.Layer:create() local bg = cc.Sprite:create("Background.png") bg:setPosition(cc.p(size.width/2, size.height/2)) layer:addChild(bg) local function OnClickMenu(tag, menuItemSender) cclog("tag = %d", tag) actionFlag = menuItemSender:getTag() local scene = require("ActionScene") local nextScene = scene.create() local ts = cc.TransitionJumpZoom:create(1, nextScene) cc.Director:getInstance():pushScene(ts) end local pItmLabel1 = cc.Label:createWithBMFont("fonts/fnt2.fnt","EaseIn") local pItmMenu1 = cc.MenuItemLabel:create(pItmLabel1) pItmMenu1:setTag(kEaseIn) pItmMenu1:registerScriptTapHandler(OnClickMenu) local pItmLabel2 = cc.Label:createWithBMFont("fonts/fnt2.fnt", "EaseOut") local pItmMenu2 = cc.MenuItemLabel:create(pItmLabel2) pItmMenu2:setTag(kEaseOut) pItmMenu2:registerScriptTapHandler(OnClickMenu) local pItmLabel3 = cc.Label:createWithBMFont("fonts/fnt2.fnt", "EaseInOut") local pItmMenu3 = cc.MenuItemLabel:create(pItmLabel3) pItmMenu3:setTag(kEaseInOut) pItmMenu3:registerScriptTapHandler(OnClickMenu) local pItmLabel4 = cc.Label:createWithBMFont("fonts/fnt2.fnt", "EaseSineIn") local pItmMenu4 = cc.MenuItemLabel:create(pItmLabel4) pItmMenu4:setTag(kEaseSineIn) pItmMenu4:registerScriptTapHandler(OnClickMenu) local pItmLabel5 = cc.Label:createWithBMFont("fonts/fnt2.fnt", "EaseSineOut") local pItmMenu5 = cc.MenuItemLabel:create(pItmLabel5) pItmMenu5:setTag(kEaseSineOut) pItmMenu5:registerScriptTapHandler(OnClickMenu) local pItmLabel6 = cc.Label:createWithBMFont("fonts/fnt2.fnt", "EaseSineInOut") local pItmMenu6 = cc.MenuItemLabel:create(pItmLabel6) pItmMenu6:setTag(kEaseSineInOut) pItmMenu6:registerScriptTapHandler(OnClickMenu) local pItmLabel7 = cc.Label:createWithBMFont("fonts/fnt2.fnt", "EaseExponentialIn") local pItmMenu7 = cc.MenuItemLabel:create(pItmLabel7) pItmMenu7:setTag(kEaseExponentialIn) pItmMenu7:registerScriptTapHandler(OnClickMenu) local pItmLabel8 = cc.Label:createWithBMFont("fonts/fnt2.fnt", "EaseExponentialOut") local pItmMenu8 = cc.MenuItemLabel:create(pItmLabel8) pItmMenu8:setTag(kEaseExponentialOut) pItmMenu8:registerScriptTapHandler(OnClickMenu) local pItmLabel9 = cc.Label:createWithBMFont("fonts/fnt2.fnt", "EaseExponentialInOut") local pItmMenu9 = cc.MenuItemLabel:create(pItmLabel9) pItmMenu9:setTag(kEaseExponentialInOut) pItmMenu9:registerScriptTapHandler(OnClickMenu) local pItmLabel10 = cc.Label:createWithBMFont("fonts/fnt2.fnt", "Speed") local pItmMenu10 = cc.MenuItemLabel:create(pItmLabel10) pItmMenu10:setTag(kSpeed) pItmMenu10:registerScriptTapHandler(OnClickMenu) local menu = cc.Menu:create( pItmMenu1, pItmMenu2, pItmMenu3, pItmMenu4, pItmMenu5, pItmMenu6, pItmMenu7, pItmMenu8, pItmMenu9, pItmMenu10) menu:alignItemsInColumns(2, 2, 2, 2, 2) layer:addChild(menu) return layerendreturn GameScene
require "Cocos2d"require "Cocos2dConstants"local size = cc.Director:getInstance():getWinSize()local ActionScene = class("ActionScene",function() return cc.Scene:create()end)function ActionScene:ctor() cclog("ActionScene init")endfunction ActionScene.create() local scene = ActionScene.new() scene:addChild(scene:createLayer()) return sceneendfunction ActionScene:createLayer() --速度动作 cclog("ActionScene actionFlag = %d", actionFlag) local layer = cc.Layer:create() local bg = cc.Sprite:create("Background.png") bg:setPosition(cc.p(size.width/2, size.height/2)) layer:addChild(bg) sprite = cc.Sprite:create("hero.png") sprite:setPosition(cc.p(size.width/2, size.height/2)) layer:addChild(sprite) local backMenuItem = cc.MenuItemImage:create("Back-up.png","Back-down.png") backMenuItem:setPosition(cc.Director:getInstance():convertToGL(cc.p(140, 65))) local goMenuItem = cc.MenuItemImage:create("Go-up.png","Go-down.png") goMenuItem:setPosition(cc.Director:getInstance():convertToGL(cc.p(820, 540))) local menu = cc.Menu:create(backMenuItem, goMenuItem) menu:setPosition(cc.p(0, 0)) layer:addChild(menu) local function backMenu(pSender) cclog("ActionScene backMenu") cc.Director:getInstance():popScene() end backMenuItem:registerScriptTapHandler(backMenu) local function goMenu(pSender) cclog("ActionScene goMenu") local ac1 = cc.MoveBy:create(2, cc.p(200, 0)) local ac2 = ac1:reverse() local ac = cc.Sequence:create(ac1, ac2) if actionFlag == kEaseIn then sprite:runAction(cc.EaseIn:create(ac, 3)) elseif actionFlag == kEaseOut then sprite:runAction(cc.EaseOut:create(ac, 3)) elseif actionFlag == kEaseInOut then sprite:runAction(cc.EaseInOut:create(ac, 3)) elseif actionFlag == kEaseSineIn then sprite:runAction(cc.EaseSineIn:create(ac)) elseif actionFlag == kEaseSineOut then sprite:runAction(cc.EaseSineOut:create(ac)) elseif actionFlag == kEaseSineInOut then sprite:runAction(cc.EaseSineInOut:create(ac)) elseif actionFlag == kEaseExponentialIn then sprite:runAction(cc.EaseExponentialIn:create(ac)) elseif actionFlag == kEaseExponentialOut then sprite:runAction(cc.EaseExponentialOut:create(ac)) elseif actionFlag == kEaseExponentialInOut then sprite:runAction(cc.EaseExponentialInOut:create(ac)) elseif actionFlag == kSpeed then sprite:runAction(cc.Speed:create(ac, (math.random() * 5))) end end goMenuItem:registerScriptTapHandler(goMenu) return layerendreturn ActionScene
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