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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 | //GameScene.h #include "cocos2d.h" class GameScene : public cocos2d::Layer { public : static cocos2d::Scene* createScene(); virtual bool init(); void menuCallback(cocos2d::Ref* pSender); CREATE_FUNC(GameScene); }; |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 | //GameScene.cpp #include "GameScene.h" USING_NS_CC; cocos2d::Scene* GameScene::createScene() { auto scene = Scene::create(); //创建一个场景 auto layer = GameScene::create(); //创建一个图层 scene->addChild(layer); return scene; } //初始化当前的图层 bool GameScene::init() { if (!Layer::init()) //初始化父类 return false ; //获取屏幕大小 Size visibleSize = Director::getInstance()->getVisibleSize(); //auto size = Director::getInstance()->getWinSize(); //添加一个图片精灵 auto sprite1 = Sprite::create( "Icon.png" ); sprite1->setPosition(Vec2(visibleSize.width*0.2, visibleSize.height*0.8)); this ->addChild(sprite1); auto sprite2 = Sprite::create( "Icon.png" ); sprite2->setPosition(Vec2(visibleSize.width*0.2, visibleSize.height/2)); this ->addChild(sprite2); auto sprite3 = Sprite::create( "Icon.png" ); sprite3->setPosition(Vec2(visibleSize.width*0.2, visibleSize.height*0.3)); this ->addChild(sprite3); //弹性缓冲 sprite1->runAction(EaseElasticInOut::create(MoveTo::create(3, Vec2(visibleSize.width*0.8, visibleSize.height*0.8)))); // //指数缓冲 // sprite1->runAction(EaseExponentialInOut::create(MoveTo::create(3, Vec2(visibleSize.width*0.8, visibleSize.height/2)))); // // //Sine缓冲 // sprite1->runAction(EaseSineInOut::create(MoveTo::create(3, Vec2(visibleSize.width*0.8, visibleSize.height*0.3)))); //回震缓冲 sprite2->runAction(EaseBackInOut::create(ScaleTo::create(3, 2))); //跳跃缓冲 sprite3->runAction(EaseBounceInOut::create(MoveTo::create(3, Vec2(visibleSize.width*0.8, visibleSize.height*0.3)))); return true ; } |
图示各种运动加速度:
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