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C# CCSprite.runAction方法代码示例

本文整理汇总了C#中cocos2d.CCSprite.runAction方法的典型用法代码示例。如果您正苦于以下问题:C# CCSprite.runAction方法的具体用法?C# CCSprite.runAction怎么用?C# CCSprite.runAction使用的例子?那么恭喜您, 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cocos2d.CCSprite的用法示例。


在下文中一共展示了CCSprite.runAction方法的12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: performanceActions

        private void performanceActions(CCSprite pSprite)
        {
            Random random = new Random();
            CCSize size = CCDirector.sharedDirector().getWinSize();
            pSprite.position = new CCPoint((random.Next() % (int)size.width), (random.Next() % (int)size.height));

            float period = 0.5f + (random.Next() % 1000) / 500.0f;
            CCRotateBy rot = CCRotateBy.actionWithDuration(period, 360.0f * random.Next());
            CCActionInterval rot_back = null;
            CCAction permanentRotation = CCRepeatForever.actionWithAction((CCActionInterval)CCSequence.actions(rot, rot_back));
            pSprite.runAction(permanentRotation);

            float growDuration = 0.5f + (random.Next() % 1000) / 500.0f;
            CCActionInterval grow = CCScaleBy.actionWithDuration(growDuration, 0.5f, 0.5f);
            CCAction permanentScaleLoop = CCRepeatForever.actionWithAction((CCActionInterval)CCSequence.actionOneTwo(grow, grow.reverse()));
            pSprite.runAction(permanentScaleLoop);
        }
开发者ID:Ratel13,项目名称:cocos2d-x-for-xna,代码行数:17,代码来源:SpritePerformTest6.cs

示例2: onEnter

        public override void onEnter()
        {
            base.onEnter();

            float x, y;

            CCSize size = CCDirector.sharedDirector().getWinSize();
            x = size.width;
            y = size.height;

            CCSprite bg = CCSprite.spriteWithFile("Images/background3");
            addChild(bg, 0, EffectAdvanceScene.kTagBackground);
            bg.position = new CCPoint(x / 2, y / 2);

            grossini = CCSprite.spriteWithFile("Images/grossinis_sister2");
            bg.addChild(grossini, 1, EffectAdvanceScene.kTagSprite1);
            grossini.position = new CCPoint(x / 3.0f, 200);
            CCActionInterval sc = CCScaleBy.actionWithDuration(2, 5);
            CCFiniteTimeAction sc_back = sc.reverse();
            grossini.runAction(CCRepeatForever.actionWithAction((CCActionInterval)(CCSequence.actions(sc, sc_back))));

            tamara = CCSprite.spriteWithFile("Images/grossinis_sister1");
            bg.addChild(tamara, 1, EffectAdvanceScene.kTagSprite2);
            tamara.position = new CCPoint(2 * x / 3.0f, 200);
            CCActionInterval sc2 = CCScaleBy.actionWithDuration(2, 5);
            CCFiniteTimeAction sc2_back = sc2.reverse();
            tamara.runAction(CCRepeatForever.actionWithAction((CCActionInterval)(CCSequence.actions(sc2, sc2_back))));

            CCLabelTTF label = CCLabelTTF.labelWithString(title(), "Arial", 28);

            label.position = new CCPoint(x / 2, y - 80);
            addChild(label);
            label.tag = EffectAdvanceScene.kTagLabel;

            string strSubtitle = subtitle();
            if (strSubtitle != null)
            {
                CCLabelTTF l = CCLabelTTF.labelWithString(strSubtitle, "Arial", 16);
                addChild(l, 101);
                l.position = new CCPoint(size.width / 2, size.height - 80);
            }

            CCMenuItemImage item1 = CCMenuItemImage.itemFromNormalImage("Images/b1", "Images/b2", this, backCallback);
            CCMenuItemImage item2 = CCMenuItemImage.itemFromNormalImage("Images/r1", "Images/r2", this, restartCallback);
            CCMenuItemImage item3 = CCMenuItemImage.itemFromNormalImage("Images/f1", "Images/f2", this, nextCallback);

            CCMenu menu = CCMenu.menuWithItems(item1, item2, item3);

            menu.position = new CCPoint(0, 0);
            item1.position = new CCPoint(size.width / 2 - 100, 30);
            item2.position = new CCPoint(size.width / 2, 30);
            item3.position = new CCPoint(size.width / 2 + 100, 30);

            addChild(menu, 1);
        }
开发者ID:Ratel13,项目名称:cocos2d-x-for-xna,代码行数:55,代码来源:EffectAdvanceTextLayer.cs

示例3: TMXOrthoZorder

        public TMXOrthoZorder()
        {
            CCTMXTiledMap map = CCTMXTiledMap.tiledMapWithTMXFile("TileMaps/orthogonal-test-zorder");
            base.addChild(map, 0, kTagTileMap);

            CCSize s = map.contentSize;
            ////----UXLOG("ContentSize: %f, %f", s.width,s.height);

            m_tamara = CCSprite.spriteWithFile(TestResource.s_pPathSister1);
            map.addChild(m_tamara, map.children.Count);
            m_tamara.anchorPoint = new CCPoint(0.5f, 0);

            CCActionInterval move = CCMoveBy.actionWithDuration(10, CCPointExtension.ccpMult(new CCPoint(400, 450), 1 / ccMacros.CC_CONTENT_SCALE_FACTOR()));
            CCFiniteTimeAction back = move.reverse();
            CCFiniteTimeAction seq = CCSequence.actions(move, back);
            m_tamara.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq));

            
            schedule((this.repositionSprite));
        }
开发者ID:Ratel13,项目名称:cocos2d-x-for-xna,代码行数:20,代码来源:TMXOrthoZorder.cs

示例4: TMXOrthoVertexZ

        public TMXOrthoVertexZ()
        {
            CCTMXTiledMap map = CCTMXTiledMap.tiledMapWithTMXFile("TileMaps/orthogonal-test-vertexz");
            addChild(map, 0, TileMapTestScene.kTagTileMap);

            CCSize s = map.contentSize;
            ////----UXLOG("ContentSize: %f, %f", s.width,s.height);

            // because I'm lazy, I'm reusing a tile as an sprite, but since this method uses vertexZ, you
            // can use any CCSprite and it will work OK.
            CCTMXLayer layer = map.layerNamed("trees");
            m_tamara = layer.tileAt(new CCPoint(0, 11));
            Debug.WriteLine("{0} vertexZ: {1}", m_tamara, m_tamara.vertexZ);

            CCActionInterval move = CCMoveBy.actionWithDuration(10, CCPointExtension.ccpMult(new CCPoint(400, 450), 1 / CCDirector.sharedDirector().ContentScaleFactor));
            CCFiniteTimeAction back = move.reverse();
            CCFiniteTimeAction seq = CCSequence.actions(move, back);
            m_tamara.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq));

            schedule(repositionSprite);
        }
开发者ID:ChowZenki,项目名称:cocos2d-x-for-xna,代码行数:21,代码来源:TMXOrthoVertexZ.cs

示例5: TMXIsoVertexZ

        public TMXIsoVertexZ()
        {
            CCTMXTiledMap map = CCTMXTiledMap.tiledMapWithTMXFile("TileMaps/iso-test-vertexz");
            addChild(map, 0, 1);

            CCSize s = map.contentSize;
            map.position = new CCPoint(-s.width / 2, 0);
            ////----UXLOG("ContentSize: %f, %f", s.width,s.height);

            // because I'm lazy, I'm reusing a tile as an sprite, but since this method uses vertexZ, you
            // can use any CCSprite and it will work OK.
            CCTMXLayer layer = map.layerNamed("Trees");
            m_tamara = layer.tileAt(new CCPoint(29, 29));

            CCActionInterval move = CCMoveBy.actionWithDuration(10, new CCPoint(300 * 1 / CCDirector.sharedDirector().ContentScaleFactor, 250 * 1 / CCDirector.sharedDirector().ContentScaleFactor));
            CCActionInterval back = (CCActionInterval)move.reverse();
            CCFiniteTimeAction seq = CCSequence.actions(move, back);
            m_tamara.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq));

            schedule(repositionSprite);
        }
开发者ID:Ratel13,项目名称:cocos2d-x-for-xna,代码行数:21,代码来源:TMXIsoVertexZ.cs

示例6: MoveLayer

        public MoveLayer()
        {
            base.isTouchEnabled = true;//开启触屏事件
            CCDirector.sharedDirector().deviceOrientation = ccDeviceOrientation.kCCDeviceOrientationPortraitUpsideDown;//设置朝向,竖屏
            #region  Sprite跑动动画
            CCSize s = CCDirector.sharedDirector().getWinSize();
            // 创建批处理节点,读取plist文件
            CCSpriteBatchNode batch = CCSpriteBatchNode.batchNodeWithFile("plist/images/wolf_move");//批处理节点贴图
            addChild(batch, 0, 1);
            CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFramesWithFile("plist/wolf_move");//读取plsit文件
            //起始精灵
            sprite1 = CCSprite.spriteWithSpriteFrameName("wolf_move1.png");
            sprite1.position = (new CCPoint(s.width / 3, s.height / 2));
            batch.addChild(sprite1);
            // 创建逐帧数组
            List<CCSpriteFrame> animFrames = new List<CCSpriteFrame>();
            string str = "";
            for (int i = 2; i < 8; i++)
            {
                string temp = "";
                temp = i.ToString();
                str = string.Format("wolf_move{0}.png", temp);
                CCSpriteFrame frame = CCSpriteFrameCache.sharedSpriteFrameCache().spriteFrameByName(str);
                animFrames.Add(frame);
            }
            //动画Animate
            CCAnimation animation = CCAnimation.animationWithFrames(animFrames, 0.2f);//Animation动画信息
            sprite1.runAction(CCRepeatForever.actionWithAction(CCAnimate.actionWithAnimation(animation, false)));//执行动画
            #endregion

            //直线匀速
            //sprite1.runAction(CCMoveTo.actionWithDuration(5.0f, new CCPoint(0, 0)));//移动到坐标(0,0)位置

            #region CCEaseInOut
            //CCActionInterval move = CCMoveBy.actionWithDuration(3, new CCPoint(280, 0));//CCMoveBy是相当位移动作
            //CCActionInterval move_ease_inout = CCEaseInOut.actionWithAction(move);//ease缓冲
            //sprite1.runAction(move_ease_inout);
            #endregion
        }
开发者ID:GhostSoar,项目名称:LearningCocos2d_xForXNA,代码行数:39,代码来源:MoveLayer.cs

示例7: TMXIsoZorder

        public TMXIsoZorder()
        {
            CCTMXTiledMap map = CCTMXTiledMap.tiledMapWithTMXFile("TileMaps/iso-test-zorder");
            addChild(map, 0, 1);

            CCSize s = map.contentSize;
            ////----UXLOG("ContentSize: %f, %f", s.width,s.height);
            map.position = (new CCPoint(-s.width / 2, 0));

            m_tamara = CCSprite.spriteWithFile(s_pPathSister1);
            map.addChild(m_tamara, map.children.Count);
            int mapWidth = (int)(map.MapSize.width * map.TileSize.width);
            m_tamara.positionInPixels = new CCPoint(mapWidth / 2, 0);
            m_tamara.anchorPoint = new CCPoint(0.5f, 0);


            CCActionInterval move = CCMoveBy.actionWithDuration(10, new CCPoint(300 * 1 / CCDirector.sharedDirector().ContentScaleFactor, 250 * 1 / CCDirector.sharedDirector().ContentScaleFactor));
            CCActionInterval back = (CCActionInterval)move.reverse();
            CCFiniteTimeAction seq = CCSequence.actions(move, back);
            m_tamara.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq));

            schedule((this.repositionSprite));
        }
开发者ID:Ratel13,项目名称:cocos2d-x-for-xna,代码行数:23,代码来源:TMXIsoZorder.cs

示例8: AddGround

        /// <summary>
        /// ��һ����ӵ���
        /// �ڶ�������box-2d�������潫������Ϊ��̬������ӵ�����������
        /// </summary>
        private void AddGround()
        {
            ground = CCSprite.spriteWithFile("imgs/ground/ground");
            ground.position = new CCPoint(ground.contentSize.width / 2, ground.contentSize.height / 2);

            b2BodyDef groundBodyDef = new b2BodyDef();
            groundBodyDef.position = new b2Vec2(ground.contentSize.width / PTM_RATIO / 2, ground.contentSize.height / PTM_RATIO / 2);
            groundBodyDef.userData = ground;

            // ��������Ӱ�죬�����˶�
            groundBodyDef.type = b2BodyType.b2_staticBody;

            // ����ground���˶���ʹ���ٶ���bird�ķ����ٶ�һ��
            var action1 = CCMoveTo.actionWithDuration(ground.contentSize.width / (4 * PTM_RATIO * flySpeed),
                                                      new CCPoint(ground.contentSize.width / 4, ground.position.y));
            var action2 = CCMoveTo.actionWithDuration(0, new CCPoint(ground.contentSize.width / 2, ground.position.y));
            var action = CCSequence.actionOneTwo(action1, action2);
            var repeatAction = CCRepeatForever.actionWithAction(action);
            repeatAction.tag = 0;
            ground.runAction(repeatAction);

            b2Body groundBody = world.CreateBody(groundBodyDef);
            b2PolygonShape groundBox = new b2PolygonShape();
            b2FixtureDef boxShapeDef = new b2FixtureDef();
            boxShapeDef.shape = groundBox;
            groundBox.SetAsBox(ground.contentSize.width / PTM_RATIO / 2, ground.contentSize.height / PTM_RATIO / 2);
            groundBody.CreateFixture(boxShapeDef);
            this.addChild(ground);
        }
开发者ID:hj458377603,项目名称:FlappyBird,代码行数:33,代码来源:GameScene.cs

示例9: ParticleDemo

        public ParticleDemo()
        {
            initWithColor( ccTypes.ccc4(127,127,127,255) );

            m_emitter = null;

            isTouchEnabled = true;

            CCSize s = CCDirector.sharedDirector().getWinSize();
            CCLabelTTF label = CCLabelTTF.labelWithString(title(), "Arial", 28);
            addChild(label, 100, 1000);
            label.position = new CCPoint(s.width/2, s.height-50);

            CCLabelTTF tapScreen = CCLabelTTF.labelWithString("(Tap the Screen)", "Arial", 20);
            tapScreen.position = new CCPoint(s.width/2, s.height-80);
            addChild(tapScreen, 100);

            CCMenuItemImage item1 = CCMenuItemImage.itemFromNormalImage(TestResource.s_pPathB1, TestResource.s_pPathB2, this, new SEL_MenuHandler(backCallback) );
            CCMenuItemImage item2 = CCMenuItemImage.itemFromNormalImage(TestResource.s_pPathR1, TestResource.s_pPathR2, this, new SEL_MenuHandler(restartCallback) );
            CCMenuItemImage item3 = CCMenuItemImage.itemFromNormalImage(TestResource.s_pPathF1, TestResource.s_pPathF2, this, new SEL_MenuHandler(nextCallback));

            CCMenuItemToggle item4 = CCMenuItemToggle.itemWithTarget(	this,
                                                                        new SEL_MenuHandler(toggleCallback),
                                                                        CCMenuItemFont.itemFromString( "Free Movement" ),
                                                                        CCMenuItemFont.itemFromString( "Relative Movement" ),
                                                                        CCMenuItemFont.itemFromString( "Grouped Movement" ));

            CCMenu menu = CCMenu.menuWithItems(item1, item2, item3, item4);

            menu.position = new CCPoint(0,0);
            item1.position = new CCPoint(s.width/2 - 100,30);
            item2.position = new CCPoint(s.width/2, 30);
            item3.position = new CCPoint(s.width/2 + 100,30);
            item4.position = new CCPoint( 0, 100);
            item4.anchorPoint = new CCPoint(0,0);

            addChild( menu, 100 );

            CCLabelAtlas labelAtlas = CCLabelAtlas.labelWithString("0000", "fonts/fnt/images/fps_images", 16, 24, '.');
            addChild(labelAtlas, 100, ParticleTestScene.kTagLabelAtlas);
            labelAtlas.position = new CCPoint(s.width-66,50);

            // moving background
            m_background = CCSprite.spriteWithFile(TestResource.s_back3);
            addChild(m_background, 5);
            m_background.position = new CCPoint(s.width/2 - 120, s.height - 240);

            CCActionInterval move = CCMoveBy.actionWithDuration(4, new CCPoint(300,0) );
            CCFiniteTimeAction move_back = move.reverse();
            CCFiniteTimeAction seq = CCSequence.actions(move, move_back);
            m_background.runAction( CCRepeatForever.actionWithAction((CCActionInterval)seq) );

            schedule( new SEL_SCHEDULE(step) );
        }
开发者ID:Openxlive,项目名称:cocos2d-x-for-xna,代码行数:54,代码来源:ParticleTest.cs

示例10: ccTouchesEnded

        public override void ccTouchesEnded(List<CCTouch> touches, CCEvent event_)
        {
            if (nextProjectile != null)
                return;

            CCTouch touch = touches.FirstOrDefault();
            CCPoint location = touch.locationInView(touch.view());
            location = CCDirector.sharedDirector().convertToGL(location);

            //set up initial location of projectile
            CCSize winSize = CCDirector.sharedDirector().getWinSize();
            //CCSprite projectile = CCSprite.spriteWithFile(@"images/Projectile");
            nextProjectile = CCSprite.spriteWithFile(@"images/Projectile2");
            nextProjectile.position = new CCPoint(20, winSize.height / 2);

            //Determine offset of location to projectile

            float offX = location.x - nextProjectile.position.x;
            float offY = location.y - nextProjectile.position.y;

            //Bail out if we are shooting or backwards
            if (offX <= 0)
            {
                return;
            }

            //Determine where we wish to shoot the projectile to
            float realX = winSize.width + nextProjectile.contentSize.width / 2;
            float ratio = offY / offX;
            float realY = realX * ratio + nextProjectile.position.y;
            CCPoint realDest = new CCPoint(realX, realY);

            //Determine the length of how far we're shooting
            float offRealX = realX - nextProjectile.position.x;
            float offRealY = realY - nextProjectile.position.y;
            float length = (float)Math.Sqrt(offRealX * offRealX + offRealY * offRealY);
            float velocity = 480 / 1;//480pixls/lsec
            float realMoveDuration = length / velocity;

            //Determine angle to face
            float angleRadians = (float)Math.Atan(offRealY / offRealX);
            float angleDegrees = MathHelper.ToDegrees(angleRadians);
            float cocosAngle = -1 * angleDegrees;

            float rotateSpeed = (float)(0.5 / Math.PI);//Would take 0.5 seconds to rotate 0.5 radians ,or half a circle
            float rotateDuration = Math.Abs(angleRadians * rotateSpeed);
            player.runAction(CCSequence.actions(CCRotateTo.actionWithDuration(rotateDuration, cocosAngle), CCCallFunc.actionWithTarget(this, finishShoot)));
            //Move projectile to actual endpoint
            nextProjectile.runAction(CCSequence.actions(CCMoveTo.actionWithDuration(realMoveDuration, realDest),
                CCCallFuncN.actionWithTarget(this, spriteMoveFinished)));
            nextProjectile.tag = 2;
        }
开发者ID:no10pc,项目名称:cocos2dSimpleGame,代码行数:52,代码来源:GamePlayScreen.cs

示例11: addTarget

        /// <summary>
        /// ���ɵ���
        /// </summary>
        private void addTarget()
        {
            Random random = new Random();
            var screenWidth = CCDirector.sharedDirector().getWinSize().width;
            var screenHeight = CCDirector.sharedDirector().getWinSize().height;
            //string number = random.Next(1, 15).ToString("00");
            //if (int.Parse(number) / 2 == Convert.ToDouble(number) / 2)
            //{
            //    target = CCSprite.spriteWithFile(@"cars/sonice_cars_" + number);
            //}
            //else
            //{
            //    target = CCSprite.spriteWithFile(@"cars/lights_" + number);
            //}
            Monster target = null;
            //if (random.Next() % 2 == 0)
            //{
            //    target = WeakAndFastMonster.monster();
            //}
            //else
            //{
            //    target = StrongAndSlowMonster.monster();
            //}
            target = level.GetMonster();

            var minY = target.contentSize.height / 2;
            var maxY = screenHeight - target.contentSize.height / 2;
            float rangeY = maxY - minY;
            float actualY = (random.Next() % rangeY) + minY;

            //create the target slightly off-screen along the right edge;
            //and along a random position along the Y axis as calculated above
            target.position = new CCPoint(screenWidth + screenWidth / 2, actualY);
            //
            target.tag = 1;
            _targets.Add(target);

            this.addChild(target);

            //Determine speed of the target
            //float minDuration = 4.0f;
            //float maxDuration = 7.0f;
            float minDuration = target.minMoveDuration;
            float maxDuration = target.maxMoveDuration;
            float rangeDuration = maxDuration - minDuration;
            float actualDuration = random.Next() % rangeDuration + minDuration;

            //Create the actions
            var actionMove = CCMoveTo.actionWithDuration(actualDuration, new CCPoint(-target.contentSize.width / 2, actualY));

            var actionMoveDone = CCCallFuncN.actionWithTarget(this, spriteMoveFinished);
            target.runAction(CCSequence.actions(actionMove, actionMoveDone));
        }
开发者ID:no10pc,项目名称:cocos2dSimpleGame,代码行数:56,代码来源:GamePlayScreen.cs

示例12: AnimationCache

        public AnimationCache()
        {
            CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFramesWithFile("animations/grossini");
            CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFramesWithFile("animations/grossini_gray");
            CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFramesWithFile("animations/grossini_blue");

            //
            // create animation "dance"
            //
            List<CCSpriteFrame> animFrames = new List<CCSpriteFrame>(15);
            string str = "";
            for (int i = 1; i < 15; i++)
            {
                string temp = "";
                if (i<10)
                {
                    temp = "0" + i;
                }
                else
                {
                    temp = i.ToString();
                }
                str = string.Format("grossini_dance_{0}.png", temp);
                CCSpriteFrame frame = CCSpriteFrameCache.sharedSpriteFrameCache().spriteFrameByName(str);
                animFrames.Add(frame);
            }

            CCAnimation animation = CCAnimation.animationWithFrames(animFrames, 0.2f);

            // Add an animation to the Cache
            CCAnimationCache.sharedAnimationCache().addAnimation(animation, "dance");

            //
            // create animation "dance gray"
            //
            animFrames.Clear();

            for (int i = 1; i < 15; i++)
            {
                string temp = "";
                if (i < 10)
                {
                    temp = "0" + i;
                }
                else
                {
                    temp = i.ToString();
                }
                str = String.Format("grossini_dance_gray_{0}.png", temp);
                CCSpriteFrame frame = CCSpriteFrameCache.sharedSpriteFrameCache().spriteFrameByName(str);
                animFrames.Add(frame);
            }

            animation = CCAnimation.animationWithFrames(animFrames, 0.2f);

            // Add an animation to the Cache
            CCAnimationCache.sharedAnimationCache().addAnimation(animation, "dance_gray");

            //
            // create animation "dance blue"
            //
            animFrames.Clear();

            for (int i = 1; i < 4; i++)
            {
                str = String.Format("grossini_blue_0{0}.png", i);
                CCSpriteFrame frame = CCSpriteFrameCache.sharedSpriteFrameCache().spriteFrameByName(str);
                animFrames.Add(frame);
            }

            animation = CCAnimation.animationWithFrames(animFrames, 0.2f);

            // Add an animation to the Cache
            CCAnimationCache.sharedAnimationCache().addAnimation(animation, "dance_blue");


            CCAnimationCache animCache = CCAnimationCache.sharedAnimationCache();

            CCAnimation normal = animCache.animationByName("dance");
            CCAnimation dance_grey = animCache.animationByName("dance_gray");
            CCAnimation dance_blue = animCache.animationByName("dance_blue");

            CCAnimate animN = CCAnimate.actionWithAnimation(normal);
            CCAnimate animG = CCAnimate.actionWithAnimation(dance_grey);
            CCAnimate animB = CCAnimate.actionWithAnimation(dance_blue);

            CCFiniteTimeAction seq = CCSequence.actions(animN, animG, animB);

            // create an sprite without texture
            CCSprite grossini = new CCSprite();
            grossini.init();

            CCSize winSize = CCDirector.sharedDirector().getWinSize();
            grossini.position = (new CCPoint(winSize.width / 2, winSize.height / 2));
            addChild(grossini);

            // run the animation
            grossini.runAction(seq);
        }
开发者ID:Ratel13,项目名称:cocos2d-x-for-xna,代码行数:99,代码来源:AnimationCache.cs


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