cocos2dx 3.0 quick lua transition action
transition = {}local actionManager = cc.Director:getInstance():getActionManager() 1) transition.newEasing(action,easingName,more) action 动作对象 easingName 缓冲效果的名字 more 创建缓冲效果的参数return mixed ret 2) transition.create(action,args)action 动作对象 args(table) 参数表格对象return mixed 3)*transition.execte(target,action,args)t arget cc.Node显示对象 action Action 动作对象 args table 参数表格对象{delay,easing,onComplete,time(执行需要的时间)} return value:mixed1 easing:支持的缓动效果 backIn,backOut,backInOut bounce,bounceIn,bounceOut,bounceInOut elastic,elasticIn,elasticOut,elasticInOut exponentialIn,exponentialOut In,Out,InOut,rateaction,sineIn,sineOut,sineInOut 例子:等待1.0秒开始移动对象耗时1.5秒,使用backout效果 将对象移动到屏幕中央, 结束后执行回调函数 transition.execute(sprite,MoveTo:create(1.5,cc.p(display.cx,display.cy)),{ delay=1.0, easing="backout", onComplete=function() print("move complete!") end,}) 4) transition.rotateTo(sprite,{rotate =180,time = 2})耗时2秒,将sprite旋转到 180 度 5) transition.moveTo(sprite,{x=display.cx,y=display.cy,time=}) transition.moveBy(sprite,{x=100,y=100,time=1}) 6) transition.fadeIn(sprite,{time = 1.5}) 透明度从0逐渐变为255如果不改变透明度 使用transition.fadeTo()transition.fadeOut(sprite,{time = 1}) 7) transition.scaleTo(sprite,{scale = 0.5,time=1.5}) 8) transition.sequence({ cc.MoveTo:create(0.5,cc.p(200,200)), cc.FadeOut:create(0.2),cc.DelayTime:create(0.5), cc.FadeIn:create(0.3), }) sprite:runAction(sequence) 9) 帧动画local frames = display.newFrames("Walk%04d.png",1,20) local animation = display.newAnimation(frames,0.5/20) sprite:playAnimationOnce(animation,true) 播放一次 sprite:playAnimationForever(animation) 循环播放 true:播放完成后自动清理帧动画 (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |