transition = {}local actionManager = cc.Director:getInstance():getActionManager()
1) transition.newEasing(action,easingName,more)
action 動作對象 easingName 緩衝效果的名字 more 創建緩衝效果的參數return mixed ret
2) transition.create(action,args)action 動作對象 args(table) 參數表格對象return mixed
3)*transition.execte(target,action,args)t
arget cc.Node顯示對象
action Action 動作對象
args table 參數表格對象{delay,easing,onComplete,time(執行需要的時間)}
return value:mixed1
easing:支持的緩動效果
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秒開始移動對象耗時1.5秒,使用backout效果 將對象移動到屏幕中央, 結束後執行回調函數 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})耗時2秒,將sprite旋轉到 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}) 透明度從0逐漸變爲255如果不改變透明度 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) 幀動畫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) 循環播放
true:播放完成後自動清理幀動畫