cocos2d-x 3.x学习之RotateAction
2016-06-15 20:22
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#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; }
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