- 基本动作
- 移动
- 旋转
- 缩放
- 淡入淡出
- 色彩混合
- 帧动画
- 变速运动
基本动作
基本动作通常都是单一的动作,用来完成一个简单的目标。下面通过简单的示例来介绍常见的基本动作。
移动
使用 MoveTo MoveBy 完成节点对象在一个设置的时间后移动。
auto mySprite = Sprite::create("mysprite.png");// Move a sprite to a specific location over 2 seconds.auto moveTo = MoveTo::create(2, Vec2(50, 0));mySprite->runAction(moveTo);// Move a sprite 50 pixels to the right, and 0 pixels to the top over 2 seconds.auto moveBy = MoveBy::create(2, Vec2(50, 0));mySprite->runAction(moveBy);

旋转
使用 RotateTo RotateBy 完成节点对象在一个设置的时间后顺时针旋转指定角度。
auto mySprite = Sprite::create("mysprite.png");// Rotates a Node to the specific angle over 2 secondsauto rotateTo = RotateTo::create(2.0f, 40.0f);mySprite->runAction(rotateTo);// Rotates a Node clockwise by 40 degree over 2 secondsauto rotateBy = RotateBy::create(2.0f, 40.0f);mySprite->runAction(rotateBy);

缩放
使用 ScaleBy ScaleTo 完成节点对象的比例缩放。
auto mySprite = Sprite::create("mysprite.png");// Scale uniformly by 3x over 2 secondsauto scaleBy = ScaleBy::create(2.0f, 3.0f);mySprite->runAction(scaleBy);// Scale X by 5 and Y by 3x over 2 secondsauto scaleBy = ScaleBy::create(2.0f, 3.0f, 3.0f);mySprite->runAction(scaleBy);// Scale to uniformly to 3x over 2 secondsauto scaleTo = ScaleTo::create(2.0f, 3.0f);mySprite->runAction(scaleTo);// Scale X to 5 and Y to 3x over 2 secondsauto scaleTo = ScaleTo::create(2.0f, 3.0f, 3.0f);mySprite->runAction(scaleTo);

淡入淡出
使用 FadeIn FadeOut 完成节点对象的淡入,淡出。 FadeIn 修改节点对象的透明度属性,从完全透明到完全不透明,FadeOut 相反。
auto mySprite = Sprite::create("mysprite.png");// fades in the sprite in 1 secondsauto fadeIn = FadeIn::create(1.0f);mySprite->runAction(fadeIn);// fades out the sprite in 2 secondsauto fadeOut = FadeOut::create(2.0f);mySprite->runAction(fadeOut);

色彩混合
使用 TintTo TintBy,将一个实现了 NodeRGB 协议的节点对象进行色彩混合。
auto mySprite = Sprite::create("mysprite.png");// Tints a node to the specified RGB valuesauto tintTo = TintTo::create(2.0f, 120.0f, 232.0f, 254.0f);mySprite->runAction(tintTo);// Tints a node BY the delta of the specified RGB values.auto tintBy = TintBy::create(2.0f, 120.0f, 232.0f, 254.0f);mySprite->runAction(tintBy);

帧动画
使用 Animate 对象可以很容易的通过每隔一个短暂时间进行图像替代的方式,实现一个翻页效果。下面是一个例子:
auto mySprite = Sprite::create("mysprite.png");// now lets animate the sprite we movedVector<SpriteFrame*> animFrames;animFrames.reserve(12);animFrames.pushBack(SpriteFrame::create("Blue_Front1.png", Rect(0,0,65,81)));animFrames.pushBack(SpriteFrame::create("Blue_Front2.png", Rect(0,0,65,81)));animFrames.pushBack(SpriteFrame::create("Blue_Front3.png", Rect(0,0,65,81)));animFrames.pushBack(SpriteFrame::create("Blue_Left1.png", Rect(0,0,65,81)));animFrames.pushBack(SpriteFrame::create("Blue_Left2.png", Rect(0,0,65,81)));animFrames.pushBack(SpriteFrame::create("Blue_Left3.png", Rect(0,0,65,81)));animFrames.pushBack(SpriteFrame::create("Blue_Back1.png", Rect(0,0,65,81)));animFrames.pushBack(SpriteFrame::create("Blue_Back2.png", Rect(0,0,65,81)));animFrames.pushBack(SpriteFrame::create("Blue_Back3.png", Rect(0,0,65,81)));animFrames.pushBack(SpriteFrame::create("Blue_Right1.png", Rect(0,0,65,81)));animFrames.pushBack(SpriteFrame::create("Blue_Right2.png", Rect(0,0,65,81)));animFrames.pushBack(SpriteFrame::create("Blue_Right3.png", Rect(0,0,65,81)));// create the animation out of the framesAnimation* animation = Animation::createWithSpriteFrames(animFrames, 0.1f);Animate* animate = Animate::create(animation);// run it and repeat it forevermySprite->runAction(RepeatForever::create(animate));
变速运动
变速动作可以让节点对象具有加速度,产生平滑同时相对复杂的动作,所以可以用变速动作来模仿一些物理运动,这样比实际使用物理引擎的性能消耗低,使用起来也简单。当然你也可以将变速动作应用到动画菜单和按钮上,实现你想要的效果。

Cocos2d-x 支持上图中的大部分变速动作,实现起来也很简单。我们来看个例子,一个精灵从屏幕顶部落下然后不断跳动:
// create a spriteauto mySprite = Sprite::create("mysprite.png");// create a MoveBy Action to where we want the sprite to drop from.auto move = MoveBy::create(2, Vec2(200, dirs->getVisibleSize().height -newSprite2->getContentSize().height));// create a BounceIn Ease Actionauto move_ease_in = EaseBounceIn::create(move->clone() );auto move_ease_in_back = move_ease_in->reverse();// create a delay that is run in between sequence eventsauto delay = DelayTime::create(0.25f);// create the sequence of actions, in the order we want to run themauto seq1 = Sequence::create(move_ease_in, delay, move_ease_in_back,delay->clone(), nullptr);// run the sequence and repeat forever.mySprite->runAction(RepeatForever::create(seq1));
复杂的动作很难在这样的文本里表示,要是看效果的话最好去运行一下本指南的 代码示例,或者运行引擎代码的测试项目 cpp-tests,在子菜单 3:Actions - Basic 中有基本的动作效果展示。
运行测试项目的方法,参考本文档的 环境搭建 章节 .
