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
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
原文链接:https://www.f2er.com/cocos2dx/345028.html