淡入和淡出:fadeOut和fadeIn
颜色渐变,CCTintTo,CCTintBy
颜色需要使用ccColor3B color3B=ccColor3B.ccc3(255,0, 0);创建颜色对象
重复执行某一个action:CCRepeat/RepeatForever,此action可为经过Seq的队列action
问题:遇到了ADB端口被tfadb占用的情形,结束进程即可
下面附上代码GameLayer
package com.example.test2;
import org.cocos2d.actions.base.CCRepeatForever;
import org.cocos2d.actions.instant.CCCallFuncN;
import org.cocos2d.actions.instant.CCFlipX;
import org.cocos2d.actions.instant.CCHide;
import org.cocos2d.actions.interval.CCFadeIn;
import org.cocos2d.actions.interval.CCFadeOut;
import org.cocos2d.actions.interval.CCJumpBy;
import org.cocos2d.actions.interval.CCJumpTo;
import org.cocos2d.actions.interval.CCMoveBy;
import org.cocos2d.actions.interval.CCMoveTo;
import org.cocos2d.actions.interval.CCRepeat;
import org.cocos2d.actions.interval.CCRotateTo;
import org.cocos2d.actions.interval.CCScaleTo;
import org.cocos2d.actions.interval.CCSequence;
import org.cocos2d.actions.interval.CCSpawn;
import org.cocos2d.actions.interval.CCTintBy;
import org.cocos2d.actions.interval.CCTintTo;
import org.cocos2d.layers.CCLayer;
import org.cocos2d.nodes.CCSprite;
import org.cocos2d.types.CGPoint;
import org.cocos2d.types.ccColor3B;
//生成2个精灵对象
public class GameLayer extends CCLayer{
CCSprite sprite;
public GameLayer(){
sprite=CCSprite.sprite("player2.gif");
CGPoint point=CGPoint.ccp(100,100);
sprite.setPosition(point);
this.addChild(sprite);
//淡入和淡出。fadeOut和fadeIn
// CCFadeOut out = CCFadeOut.action(3);
// sprite.runAction(out);
// CCFadeIn in=CCFadeIn.action(3);
// sprite.runAction(in);
//颜色渐变,CCTintTo,CCTintBy
//建立颜色对象ccColor3B
// ccColor3B color3B=ccColor3B.ccc3(255,0, 0);
// CCTintTo tintTo = CCTintTo.action(3, color3B);
// sprite.runAction(tintTo);
// CCTintBy tintBy = CCTintBy.action(3, color3B);
// sprite.runAction(tintBy);
//
//重复执行某一个action:CCRepeat/RepeatForever,此action可为经过Seq的队列action
CGPoint target = CGPoint.ccp(400, 400);
CCMoveTo move1 = CCMoveTo.action(3, target);
CCMoveTo move2 = CCMoveTo.action(3, point);
CCSequence seq = CCSequence.actions(move1, move2);
// CCRepeat rep = CCRepeat.action(seq, 2);
// sprite.runAction(rep);
CCRepeatForever repfover = CCRepeatForever.action(seq);
sprite.runAction(repfover);
}
}