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void  removeFromParentAndCleanup (bool cleanup)//删除父节点中的当前节点并清除动作及回调函数

 

void ActionCallFuncND::onEnter()
{
    ActionsDemo::onEnter();

    centerSprites(1);

    CCFiniteTimeAction* action = CCSequence::create(CCMoveBy::create(2.0f, ccp(200,0)),
        CCCallFuncND::create(this, callfuncND_selector(ActionCallFuncND::removeFromParentAndCleanup), (void*)true),
        NULL);

    m_grossini->runAction(action);
}
void ActionCallFuncND::removeFromParentAndCleanup(CCNode* pSender, void* data)
{
    bool bCleanUp = data != NULL;
    m_grossini->removeFromParentAndCleanup(bCleanUp);
}

 

 

//通过响应函数做永久动作

 

void ActionRepeatForever::onEnter()
{
    ActionsDemo::onEnter();

    centerSprites(1);

    CCFiniteTimeAction*  action = CCSequence::create(
        CCDelayTime::create(1),
        CCCallFuncN::create( this, callfuncN_selector(ActionRepeatForever::repeatForever) ), 
        NULL);

    m_grossini->runAction(action);
}

void ActionRepeatForever::repeatForever(CCNode* pSender)
{
    CCRepeatForever *repeat = CCRepeatForever::create( CCRotateBy::create(1.0f, 360) );

    pSender->runAction(repeat);
}

 

 

 

posted on 2013-07-21 18:00  一枚程序  阅读(3180)  评论(0编辑  收藏  举报