本文整理汇总了C++中CCLayerColor::runAction方法的典型用法代码示例。如果您正苦于以下问题:C++ CCLayerColor::runAction方法的具体用法?C++ CCLayerColor::runAction怎么用?C++ CCLayerColor::runAction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CCLayerColor
的用法示例。
在下文中一共展示了CCLayerColor::runAction方法的8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: setFadeEffect
void EasyEffect::setFadeEffect(float fTime,fadeTYPE fType)
{
CCLayerColor* clrLayer = (CCLayerColor*)CCDirector::sharedDirector()->getRunningScene()->getChildByTag(99);
if(clrLayer == NULL)
return;
switch(fType)
{
case white_FADE_IN:
{
clrLayer->initWithColor(Color4B(255,255,255,255));
CCActionInterval* whtFadeOut=CCFadeTo::create(fTime,0);
clrLayer->runAction(whtFadeOut);
break;
}
case white_FADE_OUT:
{
clrLayer->initWithColor(ccc4(255,255,255,0));
CCActionInterval* whtFadeIn=CCFadeTo::create(fTime,255);
clrLayer->runAction(whtFadeIn);
break;
}
case black_FADE_IN:
{
clrLayer->initWithColor(ccc4(0,0,0,255));
CCActionInterval* blkFadeOut=CCFadeTo::create(fTime,0);
clrLayer->runAction(blkFadeOut);
break;
}
case black_FADE_OUT:
{
clrLayer->initWithColor(ccc4(0,0,0,0));
CCActionInterval* blkFadeIn=CCFadeTo::create(fTime,255);
clrLayer->runAction(blkFadeIn);
break;
}
case black_FADE_HOLD:
{
clrLayer->initWithColor(ccc4(0,0,0,255));
}
break;
case black_FADE_OUTIN:
{
CCActionInterval* blkFadeOut=CCFadeTo::create(fTime,255);
CCActionInterval* blkFadeIn=CCFadeTo::create(fTime,0);
CCActionInterval* seq = CCSequence::create(blkFadeOut,blkFadeIn,NULL);
clrLayer->runAction(seq);
}
break;
}
}
示例2: show
void ShowTip::show(const char *str, cocos2d::CCPoint& point, float fontSize, float delayTime, bool displayBg)
{
CCLabelTTF* ttfTip = CCLabelTTF::create(str, "宋体", fontSize);
ttfTip->cocos2d::CCNode::setAnchorPoint(CCPoint(0, 0));
CCSize size = ttfTip->getContentSize();
CCLayerColor* bgColor = NULL;
if (displayBg)
{
bgColor = CCLayerColor::create();
bgColor->setColor(ccColor3B(ccc3(0, 0, 0)));
bgColor->setAnchorPoint(CCPoint(0.5,0.5));
bgColor->setPosition(CCPoint(point.x - size.width * 0.5, point.y - 40));
bgColor->setContentSize(size);
bgColor->addChild(ttfTip);
this->addChild(bgColor);
ttfTip->setFontFillColor(ccColor3B(ccc3(255, 255, 255)));
}
else
{
size = CCSize(0,0);
ttfTip->setFontFillColor(ccColor3B(ccc3(0, 0, 0)));
ttfTip->setPosition(CCPoint(point.x, point.y - 60));
this->addChild(ttfTip);
}
CCAction* moveTo = CCMoveTo::create(delayTime, CCPoint(point.x - size.width * 0.5, point.y + 40));
if ( displayBg && bgColor )
{
CCFadeIn* fadeIn = CCFadeIn::create(delayTime * 0.25);
CCScaleTo* scaleTo = CCScaleTo::create(delayTime * 0.5, 1);
CCFadeOut* fadeOut = CCFadeOut::create(delayTime * 0.25);
bgColor->runAction(CCSequence::create(fadeIn,scaleTo, fadeOut, NULL));
bgColor->runAction(moveTo);
}
else
{
CCFadeIn* fadeIn = CCFadeIn::create(delayTime * 0.5);
CCFadeOut* fadeOut = CCFadeOut::create(delayTime * 0.5);
ttfTip->runAction(CCSequence::create(fadeIn, fadeOut, NULL));
ttfTip->runAction(moveTo);
}
scheduleOnce(schedule_selector(ShowTip::removeFromParent), delayTime);
}
示例3: onEnter
// LayerIgnoreAnchorPointScale
void LayerIgnoreAnchorPointScale::onEnter()
{
LayerTest::onEnter();
CCSize s = CCDirector::sharedDirector()->getWinSize();
CCLayerColor *l = CCLayerColor::create(ccc4(255, 0, 0, 255), 200, 200);
l->setAnchorPoint(ccp(0.5f, 1.0f));
l->setPosition(ccp( s.width/2, s.height/2));
CCScaleBy *scale = CCScaleBy::create(2, 2);
CCScaleBy* back = (CCScaleBy*)scale->reverse();
CCSequence *seq = CCSequence::create(scale, back, NULL);
l->runAction(CCRepeatForever::create(seq));
this->addChild(l, 0, kLayerIgnoreAnchorPoint);
CCSprite *child = CCSprite::create("Images/grossini.png");
l->addChild(child);
CCSize lsize = l->getContentSize();
child->setPosition(ccp(lsize.width/2, lsize.height/2));
CCMenuItemFont *item = CCMenuItemFont::create("Toogle ignore anchor point", this, menu_selector(LayerIgnoreAnchorPointScale::onToggle));
CCMenu *menu = CCMenu::create(item, NULL);
this->addChild(menu);
menu->setPosition(ccp(s.width/2, s.height/2));
}
示例4: init
// on "init" you need to initialize your instance
bool TestCleanUp::init()
{
if ( !CCLayer::init() )
{
return false;
}
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
float top = origin.y + visibleSize.height;
CCPoint center = ccp(origin.x + visibleSize.width/2, origin.y + visibleSize.height/2);
// -----
// title
// -------
CCLabelTTF* title = CCLabelTTF::create();
title->setString("Test Clean Up");
title->setPosition(ccp(center.x, top - 50 ));
addChild(title);
{
CCLayerColor* sprite = CCLayerColor::create(ccc4(255,0,0,255));
sprite->changeWidthAndHeight(100, 100);
CCMoveBy* move = CCMoveBy::create(100, ccp(0,0));
sprite->runAction(move);
// check if has memory leak
}
return true;
}
示例5: switchMap
//切换游戏地图之前
void GameScene::switchMap()
{
//创建一个遮罩层,用于地图切换时的显示淡入淡出效果
CCLayerColor* fadeLayer = CCLayerColor::layerWithColor(ccc4(0, 0, 0, 0));
fadeLayer->setAnchorPoint(CCPointZero);
fadeLayer->setPosition(CCPointZero);
addChild(fadeLayer, kFadeLayer, kFadeLayer);
//执行淡入动画,结束后调用resetGameLayer方法
CCAction* action = CCSequence::actions(
CCFadeIn::actionWithDuration(0.5f),
CCCallFunc::actionWithTarget(this, callfunc_selector(GameScene::resetGameLayer)),
NULL);
fadeLayer->runAction(action);
}
示例6: showSlide
void End::showSlide()
{
CCLayerColor *colorLayer = CCLayerColor::create(ccc4(0, 0, 0, 0));
addChild(colorLayer,2);
colorLayer->runAction(CCSequence::create
(
CCFadeIn::create(0.6),
CCCallFunc::create(this, callfunc_selector(End::loadSlide)),
CCFadeOut::create(0.6),
CCHide::create(),
CCCallFunc::create(this, callfunc_selector(End::showSlideText)),
NULL
));
}
示例7: LichKingBigAttack
void ASBotFightLayer::LichKingBigAttack(){
CCLayerColor* layer = CCLayerColor::create(ccc4(255,255,255,255));
addChild(layer,5);
CCActionInterval* fadeIn = CCFadeIn::create(0.2);
CCDelayTime* delay = CCDelayTime::create(1);
CCActionInterval* fadeOut = CCFadeOut::create(0.5);
CCCallFunc* minusHP = CCCallFuncN::create(this, callfuncN_selector(ASBotFightLayer::LichKingMinusHP));
CCSequence* effect2 = CCSequence::create(fadeIn,delay,fadeOut,minusHP,NULL);
CCDelayTime* delay1 = CCDelayTime::create(1);
CCCallFunc* remove = CCCallFuncN::create(this, callfuncN_selector(ASBotFightLayer::removeSwordAndCube));
CCSequence* effect1 = CCSequence::create(delay1,remove,NULL);
CCActionInterval* effect3 = CCSpawn::create(effect1,effect2,NULL);
layer->runAction(effect3);
CCActionInterval* shake1 = CCRotateTo::create(0.15, 30);
CCActionInterval* shake2 = CCRotateTo::create(0.15, 0);
CCActionInterval* shake3 = CCRotateTo::create(0.15, -30);
CCActionInterval* shake4 = CCRotateTo::create(0.15, 0);
CCSequence* seq1 = CCSequence::create(shake1,shake2,shake3,shake4,NULL);
BotHero->runAction(seq1);
}
示例8: gameOver
void GameScene::gameOver()
{
CCRingSprite* pRing;
for(std::list<int>::iterator itr = CCRingSprite::s_tags.begin(); itr != CCRingSprite::s_tags.end() ; itr++){
pRing = (CCRingSprite*)this->getChildByTag(*itr);
pRing->unscheduleUpdate();
}
getChildByTag(kTagBackground)->unscheduleUpdate();
m_pBattery->stopUserInput();
CCTintTo* toWhite = CCTintTo::create(2.0f,255,255,255);
m_pScoreLabel->runAction(toWhite);
CCLayerColor* gameOverLayer = CCLayerColor::create(ccc4(0,0,0,128),m_winSize.width,m_winSize.height);
gameOverLayer->setAnchorPoint(CCPointZero);
gameOverLayer->setPosition(ccp(0,m_winSize.height));
gameOverLayer->setOpacity(0);
CCActionInterval* fade = CCFadeIn::create(1.0f);
CCMoveTo* move = CCMoveTo::create(0.4f,CCPointZero);
gameOverLayer->runAction(CCEaseSineIn::create(CCSpawn::createWithTwoActions(fade,move)));
this->addChild(gameOverLayer,kZOrderGameOverLayer,kTagGameOverLayer);
CCDelayTime* delay = CCDelayTime::create(0.3f);
CCCallFunc* ad = CCCallFunc::create(this, callfunc_selector( GameScene::callAd) );
this->runAction(CCSequence::createWithTwoActions(delay,ad));
saveScore();
showRetryButtons();
SimpleAudioEngine::sharedEngine()->playBackgroundMusic("sounds/GameOver.mp3",false);
m_gameState = kStateGameOver;
}