#include"RotateActionScene.h"
Scene* RotateAction::createScene(){
auto scene = Scene::create();
auto layer = RotateAction::create();
scene->addChild(layer);
return scene;
}
bool RotateAction::init(){
if (!Layer::init()){
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
auto dance = Sprite::create("dance.png");
dance->setPosition(Point(visibleSize.width / 2, visibleSize.height / 2));
this->addChild(dance);
auto left = Sprite::create("dance.png");
left->setPosition(Point(visibleSize.width / 2 - 300, visibleSize.height / 2));
this->addChild(left);
auto rotateTo1 = RotateTo::create(2, 45);
auto rotateTo2 = RotateTo::create(2, 90);
left->runAction(Sequence::create(rotateTo1, rotateTo2, NULL));
auto right = Sprite::create("dance.png");
right->setPosition(Point(visibleSize.width / 2 + 300, visibleSize.height / 2));
this->addChild(right);
auto rotateBy1 = RotateBy::create(2, 45);
auto rotateBy2 = RotateBy::create(2, 90);
right->runAction(Sequence::create(rotateBy1, rotateBy2, NULL));
return false;
}cocos2d-x 3.x学习之RotateAction
最新推荐文章于 2023-10-10 09:16:00 发布
本文展示了一个使用Cocos2d-x框架创建的示例场景,该场景中包含了两个精灵对象,分别通过RotateTo和RotateBy动作实现不同的旋转效果。通过Sequence组合动作实现了连续旋转的动作效果。
1242

被折叠的 条评论
为什么被折叠?



