cocos2dx 3.0 quick lua transition action

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@H_404_0@transition = {}local actionManager = cc.Director:getInstance():getActionManager()

@H_404_0@1) transition.newEasing(action,easingName,more)

@H_404_0@action 动作对象 easingName 缓冲效果的名字 more 创建缓冲效果的参数return mixed ret

@H_404_0@2) transition.create(action,args)action 动作对象 args(table) 参数表格对象return mixed

@H_404_0@3)*transition.execte(target,action,args)t

@H_404_0@arget cc.Node显示对象

@H_404_0@action Action 动作对象

@H_404_0@args table 参数表格对象{delay,easing,onComplete,time(执行需要的时间)}

@H_404_0@return value:mixed1

@H_404_0@easing:支持的缓动效果

@H_404_0@backIn,backOut,backInOut

@H_404_0@bounce,bounceIn,bounceOut,bounceInOut

@H_404_0@elastic,elasticIn,elasticOut,elasticInOut

@H_404_0@exponentialIn,exponentialOut

@H_404_0@In,Out,InOut,rateaction,sineIn,sineOut,sineInOut

@H_404_0@例子:等待1.0秒开始移动对象耗时1.5秒,使用backout效果 将对象移动到屏幕中央, 结束后执行回调函数 transition.execute(sprite,MoveTo:create(1.5,cc.p(display.cx,display.cy)),{

@H_404_0@delay=1.0,

@H_404_0@easing="backout",

@H_404_0@onComplete=function()

@H_404_0@print("move complete!")

@H_404_0@end,})

@H_404_0@4) transition.rotateTo(sprite,{rotate =180,time = 2})耗时2秒,将sprite旋转到 180 度

@H_404_0@5) transition.moveTo(sprite,{x=display.cx,y=display.cy,time=}) transition.moveBy(sprite,{x=100,y=100,time=1})

@H_404_0@6) transition.fadeIn(sprite,{time = 1.5}) 透明度从0逐渐变为255如果不改变透明度 使用transition.fadeTo()transition.fadeOut(sprite,{time = 1})

@H_404_0@7) transition.scaleTo(sprite,{scale = 0.5,time=1.5})

@H_404_0@8) transition.sequence({

@H_404_0@cc.MoveTo:create(0.5,cc.p(200,200)),

@H_404_0@cc.FadeOut:create(0.2),cc.DelayTime:create(0.5),

@H_404_0@cc.FadeIn:create(0.3),

@H_404_0@})

@H_404_0@sprite:runAction(sequence)

@H_404_0@9) 帧动画local frames = display.newFrames("Walk%04d.png",1,20)

@H_404_0@local animation = display.newAnimation(frames,0.5/20)

@H_404_0@sprite:playAnimationOnce(animation,true) 播放一次

@H_404_0@sprite:playAnimationForever(animation) 循环播放

@H_404_0@true:播放完成后自动清理帧动画

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