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。

C++

  1. auto mySprite = Sprite::create("mysprite.png");
  2. // Move a sprite to a specific location over 2 seconds.
  3. auto moveTo = MoveTo::create(2, Vec2(50, 0));
  4. mySprite->runAction(moveTo);
  5. // Move a sprite 50 pixels to the right, and 0 pixels to the top over 2 seconds.
  6. auto moveBy = MoveBy::create(2, Vec2(50, 0));
  7. mySprite->runAction(moveBy);

 基本动作  - 图1

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。

C++

  1. auto mySprite = Sprite::create("mysprite.png");
  2. // Rotates a Node to the specific angle over 2 seconds
  3. auto rotateTo = RotateTo::create(2.0f, 40.0f);
  4. mySprite->runAction(rotateTo);
  5. // Rotates a Node clockwise by 40 degree over 2 seconds
  6. auto rotateBy = RotateBy::create(2.0f, 40.0f);
  7. mySprite->runAction(rotateBy);

 基本动作  - 图2

缩放

使用 ScaleBy ScaleTo 完成节点对象的比例缩放。

C++

  1. auto mySprite = Sprite::create("mysprite.png");
  2. // Scale uniformly by 3x over 2 seconds
  3. auto scaleBy = ScaleBy::create(2.0f, 3.0f);
  4. mySprite->runAction(scaleBy);
  5. // Scale X by 5 and Y by 3x over 2 seconds
  6. auto scaleBy = ScaleBy::create(2.0f, 3.0f, 3.0f);
  7. mySprite->runAction(scaleBy);
  8. // Scale to uniformly to 3x over 2 seconds
  9. auto scaleTo = ScaleTo::create(2.0f, 3.0f);
  10. mySprite->runAction(scaleTo);
  11. // Scale X to 5 and Y to 3x over 2 seconds
  12. auto scaleTo = ScaleTo::create(2.0f, 3.0f, 3.0f);
  13. mySprite->runAction(scaleTo);

 基本动作  - 图3

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。

C++

  1. auto mySprite = Sprite::create("mysprite.png");
  2. // fades in the sprite in 1 seconds
  3. auto fadeIn = FadeIn::create(1.0f);
  4. mySprite->runAction(fadeIn);
  5. // fades out the sprite in 2 seconds
  6. auto fadeOut = FadeOut::create(2.0f);
  7. mySprite->runAction(fadeOut);

 基本动作  - 图4

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。

C++

  1. auto mySprite = Sprite::create("mysprite.png");
  2. // Tints a node to the specified RGB values
  3. auto tintTo = TintTo::create(2.0f, 120.0f, 232.0f, 254.0f);
  4. mySprite->runAction(tintTo);
  5. // Tints a node BY the delta of the specified RGB values.
  6. auto tintBy = TintBy::create(2.0f, 120.0f, 232.0f, 254.0f);
  7. mySprite->runAction(tintBy);

 基本动作  - 图5

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:

C++

  1. auto mySprite = Sprite::create("mysprite.png");
  2. // now lets animate the sprite we moved
  3. Vector<SpriteFrame*> animFrames;
  4. animFrames.reserve(12);
  5. animFrames.pushBack(SpriteFrame::create("Blue_Front1.png", Rect(0,0,65,81)));
  6. animFrames.pushBack(SpriteFrame::create("Blue_Front2.png", Rect(0,0,65,81)));
  7. animFrames.pushBack(SpriteFrame::create("Blue_Front3.png", Rect(0,0,65,81)));
  8. animFrames.pushBack(SpriteFrame::create("Blue_Left1.png", Rect(0,0,65,81)));
  9. animFrames.pushBack(SpriteFrame::create("Blue_Left2.png", Rect(0,0,65,81)));
  10. animFrames.pushBack(SpriteFrame::create("Blue_Left3.png", Rect(0,0,65,81)));
  11. animFrames.pushBack(SpriteFrame::create("Blue_Back1.png", Rect(0,0,65,81)));
  12. animFrames.pushBack(SpriteFrame::create("Blue_Back2.png", Rect(0,0,65,81)));
  13. animFrames.pushBack(SpriteFrame::create("Blue_Back3.png", Rect(0,0,65,81)));
  14. animFrames.pushBack(SpriteFrame::create("Blue_Right1.png", Rect(0,0,65,81)));
  15. animFrames.pushBack(SpriteFrame::create("Blue_Right2.png", Rect(0,0,65,81)));
  16. animFrames.pushBack(SpriteFrame::create("Blue_Right3.png", Rect(0,0,65,81)));
  17. // create the animation out of the frames
  18. Animation* animation = Animation::createWithSpriteFrames(animFrames, 0.1f);
  19. Animate* animate = Animate::create(animation);
  20. // run it and repeat it forever
  21. mySprite->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。

 基本动作  - 图6

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:

C++

  1. // create a sprite
  2. auto mySprite = Sprite::create("mysprite.png");
  3. // create a MoveBy Action to where we want the sprite to drop from.
  4. auto move = MoveBy::create(2, Vec2(200, dirs->getVisibleSize().height -
  5. newSprite2->getContentSize().height));
  6. auto move_back = move->reverse();
  7. // create a BounceIn Ease Action
  8. auto move_ease_in = EaseBounceIn::create(move->clone() );
  9. // create a delay that is run in between sequence events
  10. auto delay = DelayTime::create(0.25f);
  11. // create the sequence of actions, in the order we want to run them
  12. auto seq1 = Sequence::create(move_ease_in, delay, move_ease_in_back,
  13. delay->clone(), nullptr);
  14. // run the sequence and repeat forever.
  15. 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 .

原文: http://docs.cocos.com/cocos2d-x/manual/zh/actions/basic.html