1.Sprite

对sprite设置anchor point,对应的位置

// DEFAULT anchor point for all Sprites
mySprite->setAnchorPoint(0.5, 0.5); // bottom left
mySprite->setAnchorPoint(, ); // top left
mySprite->setAnchorPoint(, ); // bottom right
mySprite->setAnchorPoint(, ); // top right
mySprite->setAnchorPoint(, );

2.Actions - By and To, what is the difference?

A By is relative to the current state of the Node. A To action is absolute, meaning it doesn't take into account the current state of the Node

auto mySprite = Sprite::create("mysprite.png");
mySprite->setPosition(Vec2(, )); // MoveBy - lets move the sprite by 500 on the x axis over 2 seconds
// MoveBy is relative - since x = 200 + 200 move = x is now 400 after the move
auto moveBy = MoveBy::create(, Vec2(, mySprite->getPositionY())); // MoveTo - lets move the new sprite to 300 x 256 over 2 seconds
// MoveTo is absolute - The sprite gets moved to 300 x 256 regardless of
// where it is located now.
auto moveTo = MoveTo::create(, Vec2(, mySprite->getPositionY())); auto seq = Sequence::create(moveBy, delay, moveTo, nullptr); mySprite->runAction(seq);

2.1 Move

auto mySprite = Sprite::create("mysprite.png");

// Move a sprite to a specific location over 2 seconds.
auto moveTo = MoveTo::create(, Vec2(, )); mySprite->runAction(moveTo); // Move a sprite 50 pixels to the right, and 0 pixels to the top over 2 seconds.
auto moveBy = MoveBy::create(, Vec2(, )); mySprite->runAction(moveBy);

2.2 Rotate

auto mySprite = Sprite::create("mysprite.png");

// Rotates a Node to the specific angle over 2 seconds
auto rotateTo = RotateTo::create(2.0f, 40.0f);
mySprite->runAction(rotateTo); // Rotates a Node clockwise by 40 degree over 2 seconds
auto rotateBy = RotateBy::create(2.0f, 40.0f);
mySprite->runAction(rotateBy);

2.3 Scale

auto mySprite = Sprite::create("mysprite.png");

// Scale uniformly by 3x over 2 seconds
auto scaleBy = ScaleBy::create(2.0f, 3.0f);
mySprite->runAction(scaleBy); // Scale X by 5 and Y by 3x over 2 seconds
auto scaleBy = ScaleBy::create(2.0f, 3.0f, 3.0f);
mySprite->runAction(scaleBy); // Scale to uniformly to 3x over 2 seconds
auto scaleTo = ScaleTo::create(2.0f, 3.0f);
mySprite->runAction(scaleTo); // Scale X to 5 and Y to 3x over 2 seconds
auto scaleTo = ScaleTo::create(2.0f, 3.0f, 3.0f);
mySprite->runAction(scaleTo);

2.4 Fade In/Out

auto mySprite = Sprite::create("mysprite.png");

// fades in the sprite in 1 seconds
auto fadeIn = FadeIn::create(1.0f);
mySprite->runAction(fadeIn); // fades out the sprite in 2 seconds
auto fadeOut = FadeOut::create(2.0f);
mySprite->runAction(fadeOut);

2.5 Tint

auto mySprite = Sprite::create("mysprite.png");

// Tints a node to the specified RGB values
auto tintTo = TintTo::create(2.0f, 120.0f, 232.0f, 254.0f);
mySprite->runAction(tintTo); // Tints a node BY the delta of the specified RGB values.
auto tintBy = TintBy::create(2.0f, 120.0f, 232.0f, 254.0f);
mySprite->runAction(tintBy);

cocos2dx day 2 - Sprites的更多相关文章

  1. cocos2D-X Doc

    { //https://docs.cocos2d-x.org/api-ref/index.html //https://docs.cocos.com/cocos2d-x/manual/zh/sprit ...

  2. cocos2d-x项目101次相遇: Scenes , Director, Layers, Sprites

    cocos2d-x 101次相遇 / 文件夹  1   安装和环境搭建 -xcode  2   Scenes , Director, Layers, Sprites 3   建立图片菜单  4   在 ...

  3. quick cocos2dx lua 内存释放

    前言 对于内存的优化,网上有很多例子和教程.总体来说,就那么几种解决方案,在最后我会简单提下,这里先说下在quick中,对于图片的处理. 1.查看内存调试信息 对于quick框架的了解,我们可以参考\ ...

  4. [Cocos2d-x For WP8]基础知识

    一.重要概念 导演(CCDirector) 在cocos2d-x引擎中,CCDirector类是整个游戏的组织和控制核心,游戏的运行规则,游戏内的CCScene(场景).布景(CCLayer).角色( ...

  5. cocos2d-x 纹理深入研究 第二部分

    转自:http://blog.csdn.net/qq51931373/article/details/9152227 1.纹理控制. 看此代码: CCSprite *pSprite = CCSprit ...

  6. 【Cocos2d入门教程二】Cocos2d-x基础篇

    上一章已经学习了环境的搭建.这一章对基础概念进行掌握.内容大概有: 1.导演 2.场景 3.节点 4.层 4.精灵 1.导演(Director) 导演存在的主要作用: a.环境设定(帧率 初始化ope ...

  7. cocos2d-x c++和object-c内存管理比较

    转自:http://www.2cto.com/kf/201307/227142.html 既然选择了C++作为游戏开发的语言, 手动的管理内存是难以避免的, 而Cocos2d-x的仿Objctive- ...

  8. cocos2d-x 纹理深入研究

    转自:http://blog.csdn.net/qq51931373/article/details/9152227 1.纹理控制. 看此代码: CCSprite *pSprite = CCSprit ...

  9. 一、cocos2dx概念简介

    cocos2dx概念介绍 1)scene,继承自CCScene 场景,一个游戏运行期间的显示界面,一个应用里面可以有多个场景,但是每次只能有一个是激活状态,也可以理解为一次只能显示一个界面. 例如,你 ...

随机推荐

  1. web开发实战--图片裁剪和上传

    前言: 最近的开发中, 有一个上传头像的任务. 由于头像本身的特殊性, 其一般流程为选择图片, 编辑裁剪区域, 再继而上传图片操作. 看似简单的东西, 实则是挺麻烦的一件事. 借助这次开发机会, 来具 ...

  2. libevent之丢失header问题

    本文为原创,转载请注明:http://www.cnblogs.com/gistao/ 背景 分享一个hhvm使用http server方式来处理请求的问题及对应的patch.hhvm3+版本支持fas ...

  3. ASP.NET MVC过滤器中权限过滤器ValidateAntiForgeryToken的用法(Post-Only)

    源参考:https://i.cnblogs.com/EditPosts.aspx?opt=1 用途:防止CSRF(跨网站请求伪造). 用法:在View->Form表单中:<%:Html.A ...

  4. php +ajax

    index.php <html> <head> <meta charset="UTF-8"> <title>Ajax+PHP< ...

  5. git下载教程

    1.git for windows的下载链接 1.*的版本   https://github.com/msysgit/msysgit/releases 2.*的版本   https://github. ...

  6. Linux下VI命令详细介绍

       vi 是"Visual Interface" 的简称,它在Linux 上的地位就仿佛Edit 程序在DOS上一样.它可以执行输出.删除.查找.替换.块操作等众多文本操作,而且 ...

  7. 关于vue.js中条件渲染的练习

    html: <!DOCTYPE html><html lang="en"><head> <meta charset="UTF-8 ...

  8. 新手之自动转存DLL——20150626星期五

    -------------------菜鸟错例一:--------------------------------------------- int a=0; if() { int a = GetTy ...

  9. Android proguard 详解

    本文转载于:http://blog.csdn.net/banketree/article/details/41928175 简介 Java代码是非常容易反编译的.为了很好的保护Java源代码,我们往往 ...

  10. 3数字cn域名延续数字域名火爆行情! 珍品域名 593.cn 出售

      近日, 域名投资者小维放出珍藏多年的珍品域名593.cn, 据悉该域名将参加易名中国举办的数字域名专场拍卖活动,将以1元标价起拍.   域名593.cn,数字“593”谐音“我就上.吾就上.我就商 ...