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C++ CCActionInterval::reverse方法代码示例

本文整理汇总了C++中CCActionInterval::reverse方法的典型用法代码示例。如果您正苦于以下问题:C++ CCActionInterval::reverse方法的具体用法?C++ CCActionInterval::reverse怎么用?C++ CCActionInterval::reverse使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CCActionInterval的用法示例。


在下文中一共展示了CCActionInterval::reverse方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: addChild

//------------------------------------------------------------------
//
// LayerTest2
//
//------------------------------------------------------------------
void LayerTest2::onEnter()
{
    LayerTest::onEnter();

    CCSize s = CCDirector::sharedDirector()->getWinSize();
    CCLayerColor* layer1 = CCLayerColor::create( ccc4(255, 255, 0, 80), 100, 300);
    layer1->setPosition(ccp(s.width/3, s.height/2));
    layer1->ignoreAnchorPointForPosition(false);
    addChild(layer1, 1);
    
    CCLayerColor* layer2 = CCLayerColor::create( ccc4(0, 0, 255, 255), 100, 300);
    layer2->setPosition(ccp((s.width/3)*2, s.height/2));
    layer2->ignoreAnchorPointForPosition(false);
    addChild(layer2, 1);
    
    CCActionInterval* actionTint = CCTintBy::create(2, -255, -127, 0);
    CCActionInterval* actionTintBack = actionTint->reverse();
    CCActionInterval* seq1 = CCSequence::create( actionTint, actionTintBack, NULL);
    layer1->runAction(seq1);

    CCActionInterval* actionFade = CCFadeOut::create(2.0f);
    CCActionInterval* actionFadeBack = actionFade->reverse();
    CCActionInterval* seq2 = CCSequence::create(actionFade, actionFadeBack, NULL);        
    layer2->runAction(seq2);
}
开发者ID:645286681,项目名称:cocos2d-x,代码行数:30,代码来源:LayerTest.cpp

示例2: ccp

Parallax1::Parallax1()
{
    // Top Layer, a simple image
    CCSprite* cocosImage = CCSprite::spriteWithFile(s_Power);
    // scale the image (optional)
    cocosImage->setScale( 2.5f );
    // change the transform anchor point to 0,0 (optional)
    cocosImage->setAnchorPoint( ccp(0,0) );
    

    // Middle layer: a Tile map atlas
    CCTileMapAtlas *tilemap = CCTileMapAtlas::tileMapAtlasWithTileFile(s_TilesPng, s_LevelMapTga, 16, 16);
    tilemap->releaseMap();
    
    // change the transform anchor to 0,0 (optional)
    tilemap->setAnchorPoint( ccp(0, 0) );

    // Anti Aliased images
    tilemap->getTexture()->setAntiAliasTexParameters();
    

    // background layer: another image
    CCSprite* background = CCSprite::spriteWithFile(s_back);
    // scale the image (optional)
    background->setScale( 1.5f );
    // change the transform anchor point (optional)
    background->setAnchorPoint( ccp(0,0) );

    
    // create a void node, a parent node
    CCParallaxNode* voidNode = CCParallaxNode::node();
    
    // NOW add the 3 layers to the 'void' node

    // background image is moved at a ratio of 0.4x, 0.5y
    voidNode->addChild(background, -1, ccp(0.4f,0.5f), CCPointZero);
    
    // tiles are moved at a ratio of 2.2x, 1.0y
    voidNode->addChild(tilemap, 1, ccp(2.2f,1.0f), ccp(0,-200) );
    
    // top image is moved at a ratio of 3.0x, 2.5y
    voidNode->addChild(cocosImage, 2, ccp(3.0f,2.5f), ccp(200,800) );
    
    
    // now create some actions that will move the 'void' node
    // and the children of the 'void' node will move at different
    // speed, thus, simulation the 3D environment
    CCActionInterval* goUp = CCMoveBy::actionWithDuration(4, ccp(0,-500) );
    CCActionInterval* goDown = goUp->reverse();
    CCActionInterval* go = CCMoveBy::actionWithDuration(8, ccp(-1000,0) );
    CCActionInterval* goBack = go->reverse();
    CCFiniteTimeAction* seq = CCSequence::actions(goUp, go, goDown, goBack, NULL);
    voidNode->runAction( (CCRepeatForever::actionWithAction((CCActionInterval*) seq) ));
    
    addChild( voidNode );
}
开发者ID:haiweizhang,项目名称:MyCocos2d-xV2.0,代码行数:56,代码来源:ParallaxTest.cpp

示例3: onEnter

//------------------------------------------------------------------
//
// SpriteEaseBack
//
//------------------------------------------------------------------
KDvoid SpriteEaseBack::onEnter ( KDvoid )
{
	TestEaseActions::onEnter ( );

    CCSize s = this->getContentSize ( );
    
    CCActionInterval* move = CCMoveBy::create(3, ccp(s.cx-130, 0 ) );
    CCActionInterval* move_back = move->reverse();
    
    CCActionInterval* move_ease_in = CCEaseBackIn::create ( CCCA ( move ) );
    CCActionInterval* move_ease_in_back = move_ease_in->reverse();
    
    CCActionInterval* move_ease_out = CCEaseBackOut::create ( CCCA ( move ) );
    CCActionInterval* move_ease_out_back = move_ease_out->reverse();
    
    CCDelayTime *delay = CCDelayTime::create(0.25f);
    
    CCSequence* seq1 = CCSequence::create(move, delay, move_back, CCCA(delay), KD_NULL);
    CCSequence* seq2 = CCSequence::create(move_ease_in, CCCA(delay), move_ease_in_back, CCCA(delay), KD_NULL);
    CCSequence* seq3 = CCSequence::create(move_ease_out, CCCA(delay), move_ease_out_back, CCCA(delay), KD_NULL);
    
    m_grossini->runAction(CCRepeatForever::create ( seq1 ) );
    m_tamara->runAction(CCRepeatForever::create ( seq2 ) );
    m_kathia->runAction(CCRepeatForever::create ( seq3 ) ); 
}
开发者ID:mcodegeeks,项目名称:OpenKODE-Framework,代码行数:30,代码来源:TestEaseActions.cpp

示例4: birdReadyAction

void GameScene::birdReadyAction()
{
    CCSize winSize =CCDirector::sharedDirector()->getWinSize();
    // 添加bird精灵
    CCSprite *bird =CCSprite::createWithSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("bird1.png"));
    bird->setPosition(ccp(winSize.width/2-80,winSize.height/2+20));
    bird->setZOrder(20);
    bird->setScale(0.6);
    bird->setTag(TAG_BIRD);
    bird->setVisible(false);
    this->addChild(bird);
    // 创建动画对象
    CCAnimation *birdAnimation =CCAnimation::create();
    birdAnimation->setDelayPerUnit(0.2);
    birdAnimation->addSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("bird1.png"));
    birdAnimation->addSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("bird2.png"));
    birdAnimation->addSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("bird3.png"));
    // 创建动画动作
    birdanimate =CCAnimate::create(birdAnimation);
    CCActionInterval *action =CCMoveBy::create(0.2,ccp(0,10));
    CCActionInterval *action1 =action->reverse();
    CCActionInterval *sequence =CCSequence::create(action,action1,NULL);
    CCSpawn *spawn =CCSpawn::create(sequence,birdanimate,NULL);
    CCRepeatForever *birdrepeatForever =CCRepeatForever::create(spawn);
    // 让bird精灵一直运行动画
    bird->runAction(birdrepeatForever);
}
开发者ID:ToanLe123,项目名称:angrybird,代码行数:27,代码来源:GameScene.cpp

示例5: defaultPlay

void ParticleComponentTest::defaultPlay()
{
	CCComRender* Particle = static_cast<CCComRender*>(m_rootNode->getChildByTag(10020)->getComponent("CCParticleSystemQuad"));
	CCActionInterval*  jump = CCJumpBy::create(5, ccp(-500,0), 50, 4);
	CCFiniteTimeAction*  action = CCSequence::create( jump, jump->reverse(), NULL);
	Particle->getNode()->runAction(action);
}
开发者ID:fuguelike,项目名称:cocos2d-x,代码行数:7,代码来源:SceneEditorTest.cpp

示例6: addChild

//------------------------------------------------------------------
//
// NodeToWorld
//
//------------------------------------------------------------------
NodeToWorld::NodeToWorld()
{
    //
    // This code tests that nodeToParent works OK:
    //  - It tests different anchor Points
    //  - It tests different children anchor points

    CCSprite *back = CCSprite::create(s_back3);
    addChild( back, -10);
    back->setAnchorPoint( ccp(0,0) );
    CCSize backSize = back->getContentSize();
    
    CCMenuItem *item = CCMenuItemImage::create(s_PlayNormal, s_PlaySelect);
    CCMenu *menu = CCMenu::create(item, NULL);
    menu->alignItemsVertically();
    menu->setPosition( ccp(backSize.width/2, backSize.height/2));
    back->addChild(menu);
    
    CCActionInterval* rot = CCRotateBy::create(5, 360);
    CCAction* fe = CCRepeatForever::create( rot);
    item->runAction( fe );
    
    CCActionInterval* move = CCMoveBy::create(3, ccp(200,0));
    CCActionInterval* move_back = move->reverse();
    CCSequence* seq = CCSequence::create( move, move_back, NULL);
    CCAction* fe2 = CCRepeatForever::create(seq);
    back->runAction(fe2);
}
开发者ID:HongXiao,项目名称:Client-source,代码行数:33,代码来源:NodeTest.cpp

示例7: getChildByTag

//------------------------------------------------------------------
//
// Effect2
//
//------------------------------------------------------------------
void Effect2::onEnter()
{
	EffectAdvanceTextLayer::onEnter();

	CCNode* target = getChildByTag(kTagBackground);
	
	// To reuse a grid the grid size and the grid type must be the same.
	// in this case:
	//     ShakyTiles is TiledGrid3D and it's size is (15,10)
	//     Shuffletiles is TiledGrid3D and it's size is (15,10)
	//	   TurnOfftiles is TiledGrid3D and it's size is (15,10)
	CCActionInterval* shaky = CCShakyTiles3D::actionWithRange(4, false, ccg(15,10), 5);
	CCActionInterval* shuffle = CCShuffleTiles::actionWithSeed(0, ccg(15,10), 3);
	CCActionInterval* turnoff = CCTurnOffTiles::actionWithSeed(0, ccg(15,10), 3);
	CCActionInterval* turnon = turnoff->reverse();
	
	// reuse 2 times:
	//   1 for shuffle
	//   2 for turn off
	//   turnon tiles will use a new grid
	CCFiniteTimeAction* reuse = CCReuseGrid::actionWithTimes(2);

	CCActionInterval* delay = CCDelayTime::actionWithDuration(1);
	
//	id orbit = [OrbitCamera::actionWithDuration:5 radius:1 deltaRadius:2 angleZ:0 deltaAngleZ:180 angleX:0 deltaAngleX:-90];
//	id orbit_back = [orbit reverse];
//
//	[target runAction: [RepeatForever::actionWithAction: [Sequence actions: orbit, orbit_back, nil]]];
	target->runAction( (CCActionInterval *)(CCSequence::actions( shaky, delay, reuse, shuffle, delay->copy()->autorelease(), turnoff, turnon, NULL) ) );
}
开发者ID:geniikw,项目名称:myFirst2DGame,代码行数:35,代码来源:EffectsAdvancedTest.cpp

示例8: reduceLife

void MapScene::reduceLife(int num)
{
    (player->getsprite())->stopAllActions();

    /*switch(playerlife){
    case 3:
       life1->setIsVisible(false);
       playerlife --;
       break;
    case 2:
       life2->setIsVisible(false);
       playerlife --;
       break;
    case 1:
       life3->setIsVisible(false);
       playerlife --;
       break;
    }*/
    if(player->life-num == 5)
    {

    }
    CCActionInterval*  action = CCRotateBy::actionWithDuration(0.05, 15);
    (player->getsprite())->runAction(CCSequence::actions(action, action->reverse(), NULL));
    //这里还需要加入对frozen状态的判断此时不无敌,即reduce=false;
    //schedule(schedule_selector(MapScene::resetreduce), 0.2f);
    //isreduce = true;
}
开发者ID:hustpawpaw,项目名称:Cocos2dDemo,代码行数:28,代码来源:MapScene.cpp

示例9: onEnter

void SpriteEaseBack::onEnter()
{
    EaseSpriteDemo::onEnter();
    
    CCSize s = CCDirector::sharedDirector()->getWinSize();
    
    CCActionInterval* move = CCMoveBy::create(3, CCPointMake(s.width-130, 0));
    CCActionInterval* move_back = move->reverse();
    
    CCActionInterval* move_ease_in = CCEaseBackIn::create((CCActionInterval*)(move->copy()->autorelease()));
    CCActionInterval* move_ease_in_back = move_ease_in->reverse();
    
    CCActionInterval* move_ease_out = CCEaseBackOut::create((CCActionInterval*)(move->copy()->autorelease()));
    CCActionInterval* move_ease_out_back = move_ease_out->reverse();
    
    CCDelayTime *delay = CCDelayTime::create(0.25f);
    
    CCFiniteTimeAction* seq1 = CCSequence::create(move, delay, move_back, CCCA(delay), NULL);
    CCFiniteTimeAction* seq2 = CCSequence::create(move_ease_in, CCCA(delay), move_ease_in_back, CCCA(delay), NULL);
    CCFiniteTimeAction* seq3 = CCSequence::create(move_ease_out, CCCA(delay), move_ease_out_back, CCCA(delay), NULL);
    
    m_grossini->runAction(CCRepeatForever::create((CCActionInterval*)seq1));
    m_tamara->runAction(CCRepeatForever::create((CCActionInterval*)seq2));
    m_kathia->runAction(CCRepeatForever::create((CCActionInterval*)seq3));    
}
开发者ID:csdnnet,项目名称:hiygame,代码行数:25,代码来源:ActionsEaseTest.cpp

示例10: onEnter

void CCTransitionSplitCols::onEnter()
{
    CCTransitionScene::onEnter();
    m_pInScene->setVisible(false);

    CCActionInterval* split = action();
    CCActionInterval* seq = (CCActionInterval*)CCSequence::create
    (
        split,
        CCCallFunc::create(this, callfunc_selector(CCTransitionScene::hideOutShowIn)),
        split->reverse(),
        NULL
    );

    this->runAction
    ( 
        CCSequence::create
        (
            easeActionWithAction(seq),
            CCCallFunc::create(this, callfunc_selector(CCTransitionScene::finish)),
            CCStopGrid::create(),
            NULL
        )
    );
}
开发者ID:chaosren,项目名称:HHHH,代码行数:25,代码来源:CCTransition.cpp

示例11: onEnter

void SpriteEaseSine::onEnter()
{
    EaseSpriteDemo::onEnter();

    CCActionInterval* move = CCMoveBy::create(3, ccp(VisibleRect::right().x-130, 0));
    CCActionInterval* move_back = move->reverse();
    
    CCActionInterval* move_ease_in = CCEaseSineIn::create((CCActionInterval*)(move->copy()->autorelease()) );
    CCActionInterval* move_ease_in_back = move_ease_in->reverse();
    
    CCActionInterval* move_ease_out = CCEaseSineOut::create((CCActionInterval*)(move->copy()->autorelease()) );
    CCActionInterval* move_ease_out_back = move_ease_out->reverse();
    
    CCDelayTime *delay = CCDelayTime::create(0.25f);
        
    CCSequence* seq1 = CCSequence::create(move, delay, move_back, CCCA(delay), NULL);
    CCSequence* seq2 = CCSequence::create(move_ease_in, CCCA(delay), move_ease_in_back, CCCA(delay), NULL);
    CCSequence* seq3 = CCSequence::create(move_ease_out, CCCA(delay), move_ease_out_back, CCCA(delay), NULL);
    
    
    m_grossini->runAction( CCRepeatForever::create(seq1));
    m_tamara->runAction( CCRepeatForever::create(seq2));
    m_kathia->runAction( CCRepeatForever::create(seq3));    

}
开发者ID:645286681,项目名称:cocos2d-x,代码行数:25,代码来源:ActionsEaseTest.cpp

示例12: onEnter

//------------------------------------------------------------------
//
// ParallaxParticle
//
//------------------------------------------------------------------
void ParallaxParticle::onEnter()
{
	ParticleDemo::onEnter();
	
	m_background->getParent()->removeChild(m_background, true);
    m_background = NULL;

	CCParallaxNode* p = CCParallaxNode::node(); 
	addChild(p, 5);

	CCSprite *p1 = CCSprite::spriteWithFile(s_back3);
	CCSprite *p2 = CCSprite::spriteWithFile(s_back3);
	
	p->addChild( p1, 1, CGPointMake(0.5f,1), CGPointMake(0,250) );
	p->addChild(p2, 2, CGPointMake(1.5f,1), CGPointMake(0,50) );

	m_emitter = CCParticleFlower::node();
    m_emitter->retain();
    m_emitter->setTexture( CCTextureCache::sharedTextureCache()->addImage(s_fire) );

	p1->addChild(m_emitter, 10);
	m_emitter->setPosition( CGPointMake(250,200) );
	
	CCParticleSun* par = CCParticleSun::node();
	p2->addChild(par, 10);
    par->setTexture( CCTextureCache::sharedTextureCache()->addImage(s_fire) );
	
	CCActionInterval* move = CCMoveBy::actionWithDuration(4, CGPointMake(300,0));
	CCActionInterval* move_back = move->reverse();
	CCFiniteTimeAction* seq = CCSequence::actions( move, move_back, NULL);
	p->runAction(CCRepeatForever::actionWithAction((CCActionInterval*)seq));	
}
开发者ID:geniikw,项目名称:myFirst2DGame,代码行数:37,代码来源:ParticleTest.cpp

示例13: onEnter

void SpriteEase::onEnter()
{
	EaseSpriteDemo::onEnter();
	
	CCActionInterval* move = CCMoveBy::actionWithDuration(3, CCPointMake(350,0) );
	CCActionInterval* move_back = move->reverse();
	
	CCActionInterval* move_ease_in = (CCActionInterval*)CCEaseIn::actionWithAction((CCActionInterval*)(move->copy()->autorelease()), 3.0f);
	CCActionInterval* move_ease_in_back = move_ease_in->reverse();
	
	CCActionInterval* move_ease_out = CCEaseOut::actionWithAction((CCActionInterval*)(move->copy()->autorelease()), 3.0f);
	CCActionInterval* move_ease_out_back = move_ease_out->reverse();
	
	
	CCFiniteTimeAction* seq1 = CCSequence::actions(move, move_back, NULL);
	CCFiniteTimeAction* seq2 = CCSequence::actions(move_ease_in, move_ease_in_back, NULL);
	CCFiniteTimeAction* seq3 = CCSequence::actions(move_ease_out, move_ease_out_back, NULL);
	
	
	CCAction *a2 = m_grossini->runAction( CCRepeatForever::actionWithAction((CCActionInterval*)seq1) );
	a2->setTag(1);

	CCAction *a1 = m_tamara->runAction( CCRepeatForever::actionWithAction((CCActionInterval*)seq2) );
	a1->setTag(1);

	CCAction *a = m_kathia->runAction( CCRepeatForever::actionWithAction((CCActionInterval*)seq3) );
	a->setTag(1);

	schedule(schedule_selector(SpriteEase::testStopAction), 6);
}
开发者ID:ccjimmy,项目名称:TweeJump4wp8,代码行数:30,代码来源:EaseActionsTest.cpp

示例14: CCPointMake

//------------------------------------------------------------------
//
// NodeToWorld
//
//------------------------------------------------------------------
NodeToWorld::NodeToWorld()
{
	//
	// This code tests that nodeToParent works OK:
	//  - It tests different anchor Points
	//  - It tests different children anchor points

	CCSprite *back = CCSprite::spriteWithFile(s_back3);
	addChild( back, -10);
	back->setAnchorPoint( CCPointMake(0,0) );
	CCSize backSize = back->getContentSize();
	
	CCMenuItem *item = CCMenuItemImage::itemFromNormalImage(s_PlayNormal, s_PlaySelect);
	CCMenu *menu = CCMenu::menuWithItems(item, NULL);
	menu->alignItemsVertically();
	menu->setPosition( CCPointMake(backSize.width/2, backSize.height/2));
	back->addChild(menu);
	
	CCActionInterval* rot = CCRotateBy::actionWithDuration(5, 360);
	CCAction* fe = CCRepeatForever::actionWithAction( rot);
	item->runAction( fe );
	
	CCActionInterval* move = CCMoveBy::actionWithDuration(3, CCPointMake(200,0));
	CCActionInterval* move_back = move->reverse();
	CCFiniteTimeAction* seq = CCSequence::actions( move, move_back, NULL);
	CCAction* fe2 = CCRepeatForever::actionWithAction((CCActionInterval*)seq);
	back->runAction(fe2);
}
开发者ID:issamux,项目名称:WebGame,代码行数:33,代码来源:CocosNodeTest.cpp

示例15:

//------------------------------------------------------------------
//
// Test6
//
//------------------------------------------------------------------
Test6::Test6()
{
	CCSprite* sp1 = CCSprite::spriteWithFile(s_pPathSister1);
	CCSprite* sp11 = CCSprite::spriteWithFile(s_pPathSister1);

	CCSprite* sp2 = CCSprite::spriteWithFile(s_pPathSister2);
	CCSprite* sp21 = CCSprite::spriteWithFile(s_pPathSister2);
		
	sp1->setPosition(CCPointMake(100,160));
	sp2->setPosition(CCPointMake(380,160));
		
	CCActionInterval* rot = CCRotateBy::actionWithDuration(2, 360);
	CCActionInterval* rot_back = rot->reverse();
	CCAction* forever1 = CCRepeatForever::actionWithAction(
															(CCActionInterval*)(CCSequence::actions(rot, rot_back, NULL)));
	CCAction* forever11 =  (CCAction*)(forever1->copy()->autorelease());

	CCAction* forever2 =  (CCAction*)(forever1->copy()->autorelease());
	CCAction* forever21 =  (CCAction*)(forever1->copy()->autorelease());
	
	addChild(sp1, 0, kTagSprite1);
	sp1->addChild(sp11);
	addChild(sp2, 0, kTagSprite2);
	sp2->addChild(sp21);
	
	sp1->runAction(forever1);
	sp11->runAction(forever11);
	sp2->runAction(forever2);
	sp21->runAction(forever21);
	
	schedule( schedule_selector(Test6::addAndRemove), 2.0f);
}
开发者ID:issamux,项目名称:WebGame,代码行数:37,代码来源:CocosNodeTest.cpp


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