1.动作类基本概念
- 动作对象通常不会单独存在
- 动作类对象需要作用在精灵、图层等对象才能发挥作用,其中图层动作例如雷霆战机图层后退
- 动作类包含很多类型,例如位移、缩放和旋转等
2.动作的分类方法

package com.su.cocos2dhelloworld;
import org.cocos2d.actions.instant.CCFlipX;
import org.cocos2d.actions.instant.CCFlipY;
import org.cocos2d.actions.interval.CCJumpTo;
import org.cocos2d.actions.interval.CCMoveTo;
import org.cocos2d.actions.interval.CCRotateTo;
import org.cocos2d.layers.CCLayer;
import org.cocos2d.nodes.CCSprite;
import org.cocos2d.types.CGPoint;
public class GameLayer extends CCLayer {
private CCSprite mCCSprite;
public GameLayer() {
mCCSprite = CCSprite.sprite("player.png");
this.addChild(mCCSprite);
CGPoint mCGPoint = CGPoint.ccp(100, 100);
mCCSprite.setPosition(mCGPoint);
rotateTo();
}
private void rotateTo() {
CCRotateTo mCCRotateTo = CCRotateTo.action(3, 180);
mCCSprite.runAction(mCCRotateTo);
}
private void moveTo() {
CGPoint mCGPoint = CGPoint.ccp(400, 400);
int time = 3;
CCMoveTo mCCMoveTo = CCMoveTo.action(time, mCGPoint);
mCCSprite.runAction(mCCMoveTo);
}
private void flipX() {
CCFlipX mCCFlipX = CCFlipX.action(true);
mCCSprite.runAction(mCCFlipX);
}
private void flipY() {
CCFlipY mCCFlipY = CCFlipY.action(true);
mCCSprite.runAction(mCCFlipY);
}
private void move() {
CGPoint mCGPoint = CGPoint.ccp(100, 100);
mCCSprite.setPosition(mCGPoint);
this.addChild(mCCSprite);
int animationTime = 3;
CGPoint mTargetCGPoint = CGPoint.ccp(300, 300);
int jumpHeight = 300;
int repeat = 3;
CCJumpTo mCCJumpTo = CCJumpTo.action(animationTime, mTargetCGPoint, jumpHeight, repeat);
mCCSprite.runAction(mCCJumpTo);
}
}