关键代码: label->runAction(MoveTo::create(1.0f, Point(100, 100))); label->runAction(MoveTo::create(1.0f,...Point(-100, -100))->reverse());//MoveTo::reserve()在cocos2d-x3.5之后被屏蔽了,因为没有意义 label->runAction(MoveBy:...label->runAction(Repeat::create(RotateBy::create(1.0f, 180), 3)); //在1秒内完成180度旋转,一直重复。...label->runAction(RepeatForever::create(RotateBy::create(1.0f, 180))); 运行结果: ?...//label->runAction(Repeat::create(RotateBy::create(1.0f, 180), 3)); //label->runAction(RepeatForever
#include "B5Analysis.hh" B5RunAction::B5RunAction(B5EventAction*eventAction): G4UserRunAction(),fEventAction...::~B5RunAction() { delete G4AnalysisManager::Instance(); } void B5RunAction::BeginOfRunAction(const...::~B4RunAction() { delete G4AnalysisManager::Instance(); } void B4RunAction::BeginOfRunAction(const.../* 这里的单位重新采用了keV */ 2. exampleB1的root读取测试 B1RunAction.cc #include "B1Analysis.hh" B1RunAction::B1RunAction...::~B1RunAction() { delete G4AnalysisManager::Instance(); } void B1RunAction::BeginOfRunAction(const
:create(time,cc.p(x , y))) self:runAction(cc.MoveBy:create(time,cc.p(x , y))) --To移动到指定位置 --By移动到相对位置...跳跃运动 self:runAction(cc.JumpTo:create(time,cc.p(x , y),a,b)) self:runAction(cc.JumpBy:create(time,cc.p...(cc.RotateTo:create(1,-80)) local run2 = self:runAction(cc.RotateTo:create(1,80)) local delay...run2,delay))) 渐入渐出 self:runAction(cc.FadeIn:create(0.1)) -- 渐入 self:runAction(cc.FadeOut:create(0.1))...--渐出 放大缩小 self:runAction(cc.ScaleTo:create(0.5,1)) --放大,参数:时间和缩放尺寸 self:runAction(cc.ScaleTo:create(
例如: auto action = MoveTo::create(2, Vec2(100, 100));//2S时间移动到(100,100) label->runAction(action);/...3.JumpTo:和MoveTo类似,对象跳动到某一位置,例如: label->runAction(JumpTo::create(2, Vec2(100, 100), 30, 3));//对象在2S内跳三次...Sequence::create(TintTo::create(2, Color3B(123, 123, 123)),RotateTo::create(2, 30), NULL); label->runAction...:这个类可以使某一动作循环执行数次,例如: Repeat * re = Repeat::create(RotateBy::create(2, 30), 5);//旋转5次30度 label->runAction...Animate *ant = Animate::create(ani); RepeatForever * ref = RepeatForever::create(ant); spr->runAction
addCeiling]; [self addHeroNode]; [self addResultLabelNode]; [self addInstruction]; [self runAction...:[SKAction repeatActionForever:animate]]; [_hero runAction:[SKAction repeatActionForever:[self getFlyAction...[self startGame]; } _hero.physicsBody.velocity = CGVectorMake(100, 500); [_hero runAction...; upWall.physicsBody.dynamic = NO; upWall.physicsBody.friction = 0; [upWall runAction...; hole.physicsBody.categoryBitMask = holeCategory; hole.physicsBody.dynamic = NO; [hole runAction
* runAction); virtual ~B1EventAction(); virtual void BeginOfEventAction(const G4Event* event...{fRunAction->Counts[i]++;} } } class B1RunAction : public G4UserRunAction { public: B1RunAction...(); virtual ~B1RunAction(); // virtual G4Run* GenerateRun(); virtual void BeginOfRunAction(const...private: G4Accumulable fEdep; G4Accumulable fEdep2; }; #endif void B1RunAction...::BeginOfRunAction(constG4Run*) { memset(Counts, 0, sizeof(Counts)); } void B1RunAction::EndOfRunAction
requested: '$route'", __METHOD__); $this->requestedRoute = $route; $result = $this->runAction...($route, $params);//运行控制器 我们再看看这句指向:\yii\base\Module.php public function runAction($route, $params =...Yii::$app->controller; Yii::$app->controller = $controller; $result = $controller->runAction...$result = $controller->runAction($actionID, $params);//运行使用控制器加载 action方法 上面这句指向: public function runAction...= false; break; } } $result = null; if ($runAction && $this->beforeAction
CCCallFunc::create( this,callfunc_selector(HelloWorld::moveDone)), NULL ); sprite->runAction...一次即停止当前的action walkAction=createAction( 4, 6, “ move “,ccp(offX,offY));//构建一个walk的action sprite->runAction...(walkAction);//播放走的action sprite->runAction(moveToAction);//播放moveTo的action 当到达指定地点时,希望让角色以站立的姿势站在屏幕上...CCAction *frameAction=CCRepeatForever::create(s); 107 108 109 sprite->runAction...(walkAction); 168 sprite->runAction(moveToAction); 169 } 170 171 172 void
使用方法: box->runAction(Sequence::create(actionTo, actionToBack, NULL)); box->runAction(Sequence::create...(rotateTo, rotateToBack, NULL)); box->runAction(Sequence::create(actionScaleTo, actionScaleToBack, NULL...NULL); _grossini->runAction(action); void ActionCallFuncN::callback(Node* sender ) { auto a = JumpBy...::create(5, Point(0,0), 100, 5); sender->runAction(a); } (21)simulates CallFuncND with std::bind()...NULL); _grossini->runAction(action); void ActionCallFuncND::doRemoveFromParentAndCleanup(Node* sender
_winSize.width / 4)); this.cloumn.runAction(cc.sequence(cc.moveTo(1.0, cc.v2(w, this.cloumn.position.y...: function(){ this.enemyHeroImg.active = false; this.enemyGunImg.active = false; this.cloumn.runAction...//炮运动 gunAni : function(len){ let bulletPos = this.enemyBulletImg.position; this.enemyBulletImg.runAction...spriteFrame = this.bigImg.getSpriteFrame(nameStr + i); })); } if(isLoop){ this.node.runAction...(cc.repeatForever(cc.sequence(array))); } else{ this.node.runAction(cc.sequence(array)); }
requestedRoute = $route; //根据 route 访问对应的 module/controller/action $result = $this->runAction...代码 public function runAction($route, $params = []) { /** * yii\base\Module::createController 代码也不贴了...Yii::$app->controller; Yii::$app->controller = $controller; $result = $controller->runAction...代码 public function runAction($id, $params = []) { /** * yii\base\Controller::createAction 代码也不贴了...= false; break; } } $result = null; if ($runAction && $this->beforeAction
300,100) CCActionMoveTo *moveAction = [CCActionMoveTo actionWithDuration:2.0 position:ccp(300, 100)]; [qq runAction...sequence = [CCActionSequence actions:moveAction,action2,action3,action4,action5, nil]; // 运行动画 [qq runAction...// 创建动画执行队列 CCActionSequence *sequence = [CCActionSequence actions:moveAction,endAction, nil]; [qq runAction...actionWithDuration:0.3 position:p]; // 给动画设置tag值 [moveAction setTag:0]; [self.qq runAction...CCActionMoveTo actionWithDuration:duration position:p]; [moveAction setTag:0]; [self.qq runAction
设置节点透明度(0~255) this.node.color = new cc.color(100,100,100,255);//设置节点颜色(R,G,B,透明度) ****动画效果**** this.node.runAction...(cc.moveTo(1,cc.p(0,0)));//移动当前节点(移动指定距离用moveBy) this.node.runAction(cc.scaleTo(1,0.7,0.8));/缩放当前节点 this.node.runAction
.'); 4.场景切换动画: 【A场景切换到B场景】 A场景: this.node.runAction(cc.fadeOut(1.0)); cc.director.loadScene('B')...---------------------------------------- B场景 Canvas下或background节点下 onload:function(){ this.node.runAction...(cc.fadeIn(1.0)); ....... } 或者将runAction那行换成this.getComponent(cc.Animation).play('customAnim'); 5....获取当前节点scoreNode下的Label组件: scoreNode.getComponent(cc.Label); 9.Node上的Action动作系统与Widget兼容问题: node.runAction
cc.FadeOut:create(0.08) local delay = cc.DelayTime:create(0.08) Circle_sp:runAction...end) local delay = cc.DelayTime:create(0.5) Circle_sp:runAction
action) seqArr:addObject(callback) local seq_action = CCSequence:create(seqArr) m_spt:runAction...seqArr:addObject(callback) local seq_action = CCSequence:create(seqArr) m_spt:runAction
Sprite::create(); 27 addChild(sprite); 28 sprite->setPosition(Vec2(200, 200)); 29 //sprite->runAction...createWithSpriteFrames(vec, 0.1f, 1); 42 Animate *animate = Animate::create(animation); 43 sprite->runAction
repeatActionForever:[SCNAction rotateByAngle:0.1 aroundAxis:SCNVector3Make(0, 1, 0) duration:0.3]]; [sunNode runAction...repeatActionForever:[SCNAction rotateByAngle:0.1 aroundAxis:SCNVector3Make(0, 1, 0) duration:0.05]]; [earthNode runAction...self.thirdViewCamera; SCNAction *move = [SCNAction moveTo:SCNVector3Make(0, 0, 30) duration:1]; [self.thirdViewCamera runAction...SCNAction *move = [SCNAction moveTo:SCNVector3Make(0, 0, 400) duration:1]; [self.thirdViewCamera runAction
/立即隐藏 cc.toggleVisibility()//显隐切换 cc.fadeIn(1)//渐显效果 cc.fadeOut(1)//渐隐效果 cc.delayTime(1)//等待1秒 node.runAction...(cc.moveTo(1,0,0)); //移动到当前节点(时间(s),X轴坐标,Y 轴坐标) node.runAction(cc.scaleTo(1,0.7,0.8));//缩放到当前倍数节点(时间(...s),X轴倍数,Y 轴倍数) node.runAction(cc.rotateTo(1,160,160));//旋转到指定角度(时间(s),X轴角度,Y 轴角度) node.runAction(cc.skewTo...(1,5,-5));//变化节点倾斜度(时间(s),X轴倾斜度,Y 轴倾斜度) node.runAction(cc.fadeTo(2,0));//变化当前节点的透明度(时间(s),透明度) node.runAction...,R,G,B) node.stopAllActions();//停止所有动作 //自定义动作 var action = cc.moveTo(2, 100, 100);// 创建一个移动动作 node.runAction
API 动作系统的使用方式也很简单,在 cc.Node 中支持如下 API: // 创建一个移动动作 var action = cc.moveTo(2, 100, 100); // 执行动作 node.runAction...示例: // 让节点左右来回移动 var seq = cc.sequence(cc.moveBy(0.5, 200, 0), cc.moveBy(0.5, -200, 0)); node.runAction...示例: // 让节点在向上移动的同时缩放 var spawn = cc.spawn(cc.moveBy(0.5, 0, 50), cc.scaleTo(0.5, 0.8, 1.4)); node.runAction...cc.moveBy(2, 200, 0), cc.moveBy(2, -200, 0) ), 5); node.runAction...cc.moveBy(2, 0, 50), cc.scaleTo(2, 0.8, 1.4) ), 0.5); node.runAction
领取专属 10元无门槛券
手把手带您无忧上云