本文整理汇总了C++中CCAnimate::setDuration方法的典型用法代码示例。如果您正苦于以下问题:C++ CCAnimate::setDuration方法的具体用法?C++ CCAnimate::setDuration怎么用?C++ CCAnimate::setDuration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类CCAnimate
的用法示例。
在下文中一共展示了CCAnimate::setDuration方法的3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: getActionWithAnimate
CCFiniteTimeAction* AppConfig::getActionWithAnimate(const char* animateName, float duration)
{
CCAnimation* pAnimation = CCAnimationCache::sharedAnimationCache()->animationByName(animateName);
if(pAnimation){
CCAnimate* pAnimate = CCAnimate::create(pAnimation);
pAnimate->setDuration(duration);
pAnimation->setRestoreOriginalFrame(false);
return pAnimate;
}
return NULL;
}
示例2: playShieldAnimation
int ShieldedObject::playShieldAnimation(int damage, int angle)
{
CCAnimate* animate;
map<int,cocos2d::CCAnimation*>::iterator it = getShieldAnimations()->find(0);
if (it == getShieldAnimations()->end())
{
return 0;
}
else
{
animate = CCAnimate::create(it->second);
}
animate->setDuration(0.13f);
//runAction(animate);
node->setAnchorPoint(ccp(0.5, 0.5));
node->setRotation(angle);
node->runAction(animate);
return 1;
}
示例3: runActionWithMotion
void Animal::runActionWithMotion(MOTION motion)
{
CCAnimation *animation = CCAnimation::create();
animation->setDelayPerUnit(0.1f);
for( int iFrame = 0; iFrame < SPRITE_FRAME; iFrame++ )
{
CCTexture2D *pTexture = animates[motion][iFrame];
CCSize sizeTexture = pTexture->getContentSize();
animation->addSpriteFrameWithTexture(pTexture, CCRectMake(0, 0, sizeTexture.width, sizeTexture.height));
}
CCAnimate *animate = CCAnimate::create(animation);
CCFiniteTimeAction *action;
CCPoint direction;
animate->setDuration(duration[motion]);
switch(motion)
{
case WALK_LEFT:
case RUN_LEFT:
direction = ccp(-1.f, -1.f); break;
case WALK_RIGHT:
case RUN_RIGHT:
direction = ccp( 1.f, -1.f); break;
case WALK_BACK_LEFT:
case RUN_BACK_LEFT:
direction = ccp(-1.f, 1.f); break;
case WALK_BACK_RIGHT:
case RUN_BACK_RIGHT:
direction = ccp( 1.f, 1.f); break;
}
switch(motion)
{
case WALK_LEFT:
case WALK_RIGHT:
case WALK_BACK_LEFT:
case WALK_BACK_RIGHT:
{
CCPoint walk = ccp(direction.x*walk_scale.x, direction.y*walk_scale.y);
action = CCSequence::actions(
CCSpawn::actions(CCMoveBy::create(duration[motion], walk), animate, NULL),
CCCallFuncN::actionWithTarget(this, callfuncN_selector(Animal::finishChk)), NULL);
}
break;
case RUN_LEFT:
case RUN_RIGHT:
case RUN_BACK_LEFT:
case RUN_BACK_RIGHT:
{
CCPoint run = ccp(direction.x*run_scale.x, direction.y*run_scale.y);
action = CCSequence::actions(
CCSpawn::actions(CCMoveBy::create(duration[motion], run), animate, NULL),
CCCallFuncN::actionWithTarget(this, callfuncN_selector(Animal::finishChk)), NULL);
}
break;
case STAND:
case SIT:
case SLEEP:
case EAT:
case POOP:
case SICK:
case FUN_SWING:
case FUN_RUNNING:
case FUN_ROPE:
action = CCSequence::actions(
animate,
CCCallFuncN::actionWithTarget(this, callfuncN_selector(Animal::finishChk)), NULL);
break;
}
motionState.name = motion;
pBody->runAction(action);
}