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- // Learn cc.Class:
- // - [Chinese] https://docs.cocos.com/creator/manual/zh/scripting/class.html
- // - [English] http://docs.cocos2d-x.org/creator/manual/en/scripting/class.html
- // Learn Attribute:
- // - [Chinese] https://docs.cocos.com/creator/manual/zh/scripting/reference/attributes.html
- // - [English] http://docs.cocos2d-x.org/creator/manual/en/scripting/reference/attributes.html
- // Learn life-cycle callbacks:
- // - [Chinese] https://docs.cocos.com/creator/manual/zh/scripting/life-cycle-callbacks.html
- // - [English] https://www.cocos2d-x.org/docs/creator/manual/en/scripting/life-cycle-callbacks.html
- cc.Class({
- extends: cc.Component,
- properties: {
- // foo: {
- // // ATTRIBUTES:
- // default: null, // The default value will be used only when the component attaching
- // // to a node for the first time
- // type: cc.SpriteFrame, // optional, default is typeof default
- // serializable: true, // optional, default is true
- // },
- // bar: {
- // get () {
- // return this._bar;
- // },
- // set (value) {
- // this._bar = value;
- // }
- // },
- },
- // LIFE-CYCLE CALLBACKS:
- // onLoad () {},
- start () {
- // this.node.active = false;
- // let canvasNode = cc.find("Canvas");
- // this.node.parent = canvasNode;
- //改变父节点
- //从当前父节点移除子节点,false表示节点绑定的事件不变
- // this.node.removeFromParent(false);
- //向父节点中添加当前节点为子节点
- // canvasNode.addChild(this.node);
- // this.node.x = 100;
- // this.node.y = 100;
- // this.node.setPosition(100,100);
- //设置旋转
- // this.node.setRotation(45);
- //缩放
- // this.node.scaleX = 2;
- //更改尺寸
- // this.node.setContentSize(200,100);
- //修改锚点
- // this.node.anchorX = 1;
- //修改颜色
- // this.node.color = cc.Color.RED;
- //设置不透明度
- // this.node.opacity = 100;
- // 5 秒后销毁目标节点
- // setTimeout(function () {
- // this.node.destroy();
- // }.bind(this), 5000);
- //开始一个基本移动
- //定义一个action,第一个参数表示时间,第二个参数和第三个参数分别表示x和y的位置坐标
- // let action = cc.moveTo(2,100,100);
- // //通过当前节点来驱动动作对象
- // this.node.runAction(action);
- //停止动作
- // this.node.stopAction(action);
- //moveBy:相对于当前位置要移动多远
- // let action = cc.moveBy(2,100,100);
- // //通过当前节点来驱动动作对象
- // this.node.runAction(action);
- //顺序动作
- // let seq = cc.sequence(cc.moveBy(2,200,0),
- // cc.moveBy(2,-200,0));
- // this.node.runAction(seq);
- //同步动作
- // let spawn = cc.spawn(cc.moveBy(2, 0, 50), cc.scaleTo(2, 0.8, 1.4));
- // this.node.runAction(spawn);
- //重复动作
- // let seq = cc.sequence(cc.moveBy(2,200,0),
- // cc.moveBy(2,-200,0));
- // let repeat = cc.repeat(seq,5);
- // this.node.runAction(repeat);
- //永远重复
- // let seq = cc.sequence(cc.moveBy(2,200,0),
- // cc.moveBy(2,-200,0));
- // let repeatForever = cc.repeatForever(seq);
- // this.node.runAction(repeatForever);
- //通过speed加速或者减速
- // let spawn = cc.spawn(cc.moveBy(2, 0, 50), cc.scaleTo(2, 0.8, 1.4));
- // let action = cc.speed(spawn,2);
- // this.node.runAction(action);
- let finished = cc.callFunc(function (target,param){
- cc.log("动作回调",param);
- },this,100);
- let seq = cc.sequence(cc.moveBy(2,200,0),
- cc.moveBy(2,-200,0),finished);
- this.node.runAction(seq);
- },
- fire(){
- cc.log("开炮");
- },
- update (dt) {
- // cc.log("player update...")
- },
- });
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