Cocos2d 2.x 运动中的速度效果
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CCSize size = CCDirector::sharedDirector()->getWinSize();
CCSprite * sp = CCSprite::create("guang.png");
sp->setPosition(ccp(sp->getContentSize().width / 2, size.height/2));
addChild(sp);
//1.指数缓冲
//1.1 CCEaseExponentialIn
//CCEaseExponentialIn *exponentialIn = CCEaseExponentialIn::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(exponentialIn);
//1.2 CCEaseExponentialInOut
//CCEaseExponentialInOut *exponentialInOut = CCEaseExponentialInOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(exponentialInOut);
//1.3 CCEaseExponentialOut
//CCEaseExponentialOut *exponentialOut = CCEaseExponentialOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(exponentialOut);
//2.Sine缓冲
//2.1 CCEaseSineIn
//CCEaseSineIn *sineIn = CCEaseSineIn::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(sineIn);
//2.2 CCEaseSineInOut
//CCEaseSineInOut *sineInOut = CCEaseSineInOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(sineInOut);
//2.3 CCEaseSineOut
//CCEaseSineOut *sineOut = CCEaseSineOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(sineOut);
//3.弹性缓冲
//static CCEaseElasticInOut* create(CCActionInterval *pAction, float fPeriod);//fPeriod是弧度的周期,默认是0.3
//static CCEaseElasticInOut* create(CCActionInterval *pAction);
//3.1 CCEaseElastic
//CCEaseElastic *elastic = CCEaseElastic::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(elastic);
//3.2 CCEaseElasticIn
//CCEaseElasticIn *elasticIn = CCEaseElasticIn::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(elasticIn);
//3.3 CCEaseElasticInOut
//CCEaseElasticInOut *elasticInOut = CCEaseElasticInOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(elasticInOut);
//3.4 CCEaseElasticOut //***
//CCEaseElasticOut *elasticOut = CCEaseElasticOut::create(CCMoveTo::create(5.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(elasticOut);
//4.跳跃缓冲
//4.1 CCEaseBounce
//CCEaseBounce *bounce = CCEaseBounce::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(bounce);
//4.2 CCEaseBounceIn
//CCEaseBounceIn *bounceIn = CCEaseBounceIn::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(bounceIn);
//4.3 CCEaseBounceInOut
//CCEaseBounceInOut *bounceInOut = CCEaseBounceInOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(bounceInOut);
//4.4 CCEaseBounceOut //**********
CCEaseBounceOut *bounceOut = CCEaseBounceOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
sp->runAction(bounceOut);
//5.回震缓冲
//5.1 CCEaseBackIn
//CCEaseBackIn *backIn = CCEaseBackIn::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(backIn);
//5.2 CCEaseBackOut
//CCEaseBackOut *backOut = CCEaseBackOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(backOut);
//5.3 CCEaseBackInOut
//CCEaseBackInOut *backInOut = CCEaseBackInOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(backInOut);
CCSprite * sp = CCSprite::create("guang.png");
sp->setPosition(ccp(sp->getContentSize().width / 2, size.height/2));
addChild(sp);
//1.指数缓冲
//1.1 CCEaseExponentialIn
//CCEaseExponentialIn *exponentialIn = CCEaseExponentialIn::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(exponentialIn);
//1.2 CCEaseExponentialInOut
//CCEaseExponentialInOut *exponentialInOut = CCEaseExponentialInOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(exponentialInOut);
//1.3 CCEaseExponentialOut
//CCEaseExponentialOut *exponentialOut = CCEaseExponentialOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(exponentialOut);
//2.Sine缓冲
//2.1 CCEaseSineIn
//CCEaseSineIn *sineIn = CCEaseSineIn::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(sineIn);
//2.2 CCEaseSineInOut
//CCEaseSineInOut *sineInOut = CCEaseSineInOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(sineInOut);
//2.3 CCEaseSineOut
//CCEaseSineOut *sineOut = CCEaseSineOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(sineOut);
//3.弹性缓冲
//static CCEaseElasticInOut* create(CCActionInterval *pAction, float fPeriod);//fPeriod是弧度的周期,默认是0.3
//static CCEaseElasticInOut* create(CCActionInterval *pAction);
//3.1 CCEaseElastic
//CCEaseElastic *elastic = CCEaseElastic::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(elastic);
//3.2 CCEaseElasticIn
//CCEaseElasticIn *elasticIn = CCEaseElasticIn::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(elasticIn);
//3.3 CCEaseElasticInOut
//CCEaseElasticInOut *elasticInOut = CCEaseElasticInOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(elasticInOut);
//3.4 CCEaseElasticOut //***
//CCEaseElasticOut *elasticOut = CCEaseElasticOut::create(CCMoveTo::create(5.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(elasticOut);
//4.跳跃缓冲
//4.1 CCEaseBounce
//CCEaseBounce *bounce = CCEaseBounce::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(bounce);
//4.2 CCEaseBounceIn
//CCEaseBounceIn *bounceIn = CCEaseBounceIn::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(bounceIn);
//4.3 CCEaseBounceInOut
//CCEaseBounceInOut *bounceInOut = CCEaseBounceInOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(bounceInOut);
//4.4 CCEaseBounceOut //**********
CCEaseBounceOut *bounceOut = CCEaseBounceOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
sp->runAction(bounceOut);
//5.回震缓冲
//5.1 CCEaseBackIn
//CCEaseBackIn *backIn = CCEaseBackIn::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(backIn);
//5.2 CCEaseBackOut
//CCEaseBackOut *backOut = CCEaseBackOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(backOut);
//5.3 CCEaseBackInOut
//CCEaseBackInOut *backInOut = CCEaseBackInOut::create(CCMoveTo::create(3.0f, ccp(size.width - sp->getContentSize().width / 2, size.height / 2)));
//sp->runAction(backInOut);
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