Action
objects are just like they sound, make a Node
perform a change to
its properties. Action
objects allow the transform of Node
properties in time.
Any object with a base class of Node
can have Action
objects performed on it.
As an example, you can move a Sprite
from one position to another and do it over
a time span.
Example of MoveTo
and MoveBy
action:
// Move sprite to position 50,10 in 2 seconds.
auto moveTo = MoveTo::create(2, Vec2(50, 10));
mySprite1->runAction(moveTo);
// Move sprite 20 points to right in 2 seconds
auto moveBy = MoveBy::create(2, Vec2(20,0));
mySprite2->runAction(moveTo);
You will notice that each Action
has a By
and To
version. Why? They are
different in what they accomplish. A By
is relative to the current state of the
Node
. A To
action is absolute, meaning it doesn't take into account the
current state of the Node
. Let's take a look at a specific example:
auto mySprite = Sprite::create("mysprite.png");
mySprite->setPosition(Vec2(200, 256));
// MoveBy - lets move the sprite by 500 on the x axis over 2 seconds
// MoveBy is relative - since x = 200 + 200 move = x is now 400 after the move
auto moveBy = MoveBy::create(2, Vec2(500, mySprite->getPositionY()));
// MoveTo - lets move the new sprite to 300 x 256 over 2 seconds
// MoveTo is absolute - The sprite gets moved to 300 x 256 regardless of
// where it is located now.
auto moveTo = MoveTo::create(2, Vec2(300, mySprite->getPositionY()));
auto seq = Sequence::create(moveBy, delay, moveTo, nullptr);
mySprite->runAction(seq);
Basic actions are usually a singular action, thus accomplishing a single objective. Let's take a look at a few examples:
Move the Node
position over a set period of time.
auto mySprite = Sprite::create("mysprite.png");
// Move a sprite to a specific location over 2 seconds.
auto moveTo = MoveTo::create(2, Vec2(50, 0));
mySprite->runAction(moveTo);
// Move a sprite 50 pixels to the right, and 0 pixels to the top over 2 seconds.
auto moveBy = MoveBy::create(2, Vec2(50, 0));
mySprite->runAction(moveBy);
Rotates a Node
clockwise over 2 seconds.
auto mySprite = Sprite::create("mysprite.png");
// Rotates a Node to the specific angle over 2 seconds
auto rotateTo = RotateTo::create(2.0f, 40.0f);
mySprite->runAction(rotateTo);
// Rotates a Node clockwise by 40 degree over 2 seconds
auto rotateBy = RotateBy::create(2.0f, 40.0f);
mySprite->runAction(rotateBy);
Scales a Node
by 10 over 2 seconds.
auto mySprite = Sprite::create("mysprite.png");
// Scale uniformly by 3x over 2 seconds
auto scaleBy = ScaleBy::create(2.0f, 3.0f);
mySprite->runAction(scaleBy);
// Scale X by 5 and Y by 3x over 2 seconds
auto scaleBy = ScaleBy::create(2.0f, 3.0f, 3.0f);
mySprite->runAction(scaleBy);
// Scale to uniformly to 3x over 2 seconds
auto scaleTo = ScaleTo::create(2.0f, 3.0f);
mySprite->runAction(scaleTo);
// Scale X to 5 and Y to 3x over 2 seconds
auto scaleTo = ScaleTo::create(2.0f, 3.0f, 3.0f);
mySprite->runAction(scaleTo);
Fades In a Node
.
It modifies the opacity from 0 to 255. The "reverse" of this action is FadeOut
auto mySprite = Sprite::create("mysprite.png");
// fades in the sprite in 1 seconds
auto fadeIn = FadeIn::create(1.0f);
mySprite->runAction(fadeIn);
// fades out the sprite in 2 seconds
auto fadeOut = FadeOut::create(2.0f);
mySprite->runAction(fadeOut);
Tints a Node that implements the NodeRGB protocol from current tint to a custom one.
auto mySprite = Sprite::create("mysprite.png");
// Tints a node to the specified RGB values
auto tintTo = TintTo::create(2.0f, 120.0f, 232.0f, 254.0f);
mySprite->runAction(tintTo);
// Tints a node BY the delta of the specified RGB values.
auto tintBy = TintBy::create(2.0f, 120.0f, 232.0f, 254.0f);
mySprite->runAction(tintBy);
With Animate
it is possible to do simple flipbook animation with your Sprite
objects. This is simply replacing the display frame at set intervals for the
duration of the animation. Let's consider this example:
auto mySprite = Sprite::create("mysprite.png");
// now lets animate the sprite we moved
Vector<SpriteFrame*> animFrames;
animFrames.reserve(12);
animFrames.pushBack(SpriteFrame::create("Blue_Front1.png", Rect(0,0,65,81)));
animFrames.pushBack(SpriteFrame::create("Blue_Front2.png", Rect(0,0,65,81)));
animFrames.pushBack(SpriteFrame::create("Blue_Front3.png", Rect(0,0,65,81)));
animFrames.pushBack(SpriteFrame::create("Blue_Left1.png", Rect(0,0,65,81)));
animFrames.pushBack(SpriteFrame::create("Blue_Left2.png", Rect(0,0,65,81)));
animFrames.pushBack(SpriteFrame::create("Blue_Left3.png", Rect(0,0,65,81)));
animFrames.pushBack(SpriteFrame::create("Blue_Back1.png", Rect(0,0,65,81)));
animFrames.pushBack(SpriteFrame::create("Blue_Back2.png", Rect(0,0,65,81)));
animFrames.pushBack(SpriteFrame::create("Blue_Back3.png", Rect(0,0,65,81)));
animFrames.pushBack(SpriteFrame::create("Blue_Right1.png", Rect(0,0,65,81)));
animFrames.pushBack(SpriteFrame::create("Blue_Right2.png", Rect(0,0,65,81)));
animFrames.pushBack(SpriteFrame::create("Blue_Right3.png", Rect(0,0,65,81)));
// create the animation out of the frames
Animation* animation = Animation::createWithSpriteFrames(animFrames, 0.1f);
Animate* animate = Animate::create(animation);
// run it and repeat it forever
mySprite->runAction(RepeatForever::create(animate));
It's hard to show an animation in text, so please run the example "Programmer Guide Sample" code to see this in action!
Easing is animating with a specified acceleration to make the animations smooth. A few things to keep in mind is that regardless of speed, ease actions always start and finish at the same time. Ease actions are a good way to fake physics in your game! Perhaps you want a few simulated physics effects but dont want the overhead and complexity of adding it all for a few very basic actions. Another good example is to animate menus and buttons.
Here are common easing functions displayed over a graph:
Cocos2d-x supports most of the easing function in the above graph. They are also
simple to implement. Lets look at a specific use case. Lets drop a Sprite
object
from the top of the screen and make it bounce.
// create a sprite
auto mySprite = Sprite::create("mysprite.png");
// create a MoveBy Action to where we want the sprite to drop from.
auto move = MoveBy::create(2, Vec2(200, dirs->getVisibleSize().height - newSprite2->getContentSize().height));
auto move_back = move->reverse();
// create a BounceIn Ease Action
auto move_ease_in = EaseBounceIn::create(move->clone() );
// create a delay that is run in between sequence events
auto delay = DelayTime::create(0.25f);
// create the sequence of actions, in the order we want to run them
auto seq1 = Sequence::create(move_ease_in, delay, move_ease_in_back,
delay->clone(), nullptr);
// run the sequence and repeat forever.
mySprite->runAction(RepeatForever::create(seq1));
Run the example "Programmer Guide Sample" code to see this in action!
Sequences are a series of Action
objects to be executed sequentially. This can
be any number of Action
objects, Functions and even another Sequence
.
Functions? Yes! Cocos2d-x has a CallFunc
object that allows you to create a
function() and pass it in to be run in your Sequence
. This allows you to add
your own functionality to your Sequence
objects besides just the stock Action
objects that Cocos2d-x provides. This is what a Sequence
looks like when
executing:
auto mySprite = Sprite::create("mysprite.png");
// create a few actions.
auto jump = JumpBy::create(0.5, Vec2(0, 0), 100, 1);
auto rotate = RotateTo::create(2.0f, 10);
// create a few callbacks
auto callbackJump = CallFunc::create([](){
log("Jumped!");
});
auto callbackRotate = CallFunc::create([](){
log("Rotated!");
});
// create a sequence with the actions and callbacks
auto seq = Sequence::create(jump, callbackJump, rotate, callbackRotate, nullptr);
// run it
mySprite->runAction(seq);
So what is this Sequence
action do?
It will executes the following actions sequentially:
Jump
-> callbackJump
-> Rotate
-> callbackRotate
Run the example "Programmer Guide Sample" code to see this in action!
Spawn is very similar to Sequence
, except that all actions will run at the same
time. You can have any number of Action
objects and even other Spawn
objects!
Spawn
produces the same result as running multiple consecutive runAction()
statements. However, the benefit of spawn is that you can put it in a Sequence
to help achieve specific effects that you cannot otherwise. Combining Spawn
and Sequence
is a very powerful feature
Example, given:
// create 2 actions and run a Spawn on a Sprite
auto mySprite = Sprite::create("mysprite.png");
auto moveBy = MoveBy::create(10, Vec2(400,100));
auto fadeTo = FadeTo::create(2.0f, 120.0f);
Using a Spawn:
// running the above Actions with Spawn.
auto mySpawn = Spawn::createWithTwoActions(moveBy, fadeTo);
mySprite->runAction(mySpawn);
and consecutive runAction() statements:
// running the above Actions with consecutive runAction() statements.
mySprite->runAction(moveBy);
mySprite->runAction(fadeTo);
Both would produce the same result. However, one can use Spawn
in a Sequence
.
This flowchart shows the how this might look:
// create a Sprite
auto mySprite = Sprite::create("mysprite.png");
// create a few Actions
auto moveBy = MoveBy::create(10, Vec2(400,100));
auto fadeTo = FadeTo::create(2.0f, 120.0f);
auto scaleBy = ScaleBy::create(2.0f, 3.0f);
// create a Spawn to use
auto mySpawn = Spawn::createWithTwoActions(scaleBy, fadeTo);
// tie everything together in a sequence
auto seq = Sequence::create(moveBy, mySpawn, moveBy, nullptr);
// run it
mySprite->runAction(seq);
Run the example "Programmer Guide Sample" code to see this in action!
Reverse is exactly like it sounds. If you run a series of actions, you can call
reverse()
to run it in the opposite order. Backwards. However it is not just
simply running in reverse. It is actually manipulating the properties of the
original Sequence
or Spawn
in reverse too.
Using the Spawn
example above reversing is simple.
// reverse a sequence, spawn or action
mySprite->runAction(mySpawn->reverse());
Most Action
and Sequence
objects are reversible!
It's easy to use, but let's make sure we see what is happening. Given:
// create a Sprite
auto mySprite = Sprite::create("mysprite.png");
mySprite->setPosition(50, 56);
// create a few Actions
auto moveBy = MoveBy::create(2.0f, Vec2(500,0));
auto scaleBy = ScaleBy::create(2.0f, 2.0f);
auto delay = DelayTime::create(2.0f);
// create a sequence
auto delaySequence = Sequence::create(delay, delay->clone(), delay->clone(),
delay->clone(), nullptr);
auto sequence = Sequence::create(moveBy, delay, scaleBy, delaySequence, nullptr);
// run it
newSprite2->runAction(sequence);
// reverse it
newSprite2->runAction(sequence->reverse());
What is really happening? If we lay out the steps as a list it might be helpful:
mySprite
is created
mySprite
position is set to (50, 56)sequence
starts to runsequence
movesmySprite
by 500, over 2 seconds,mySprite
new position (550, 56)sequence
delays for 2 secondssequence
scalesmySprite
by 2x over 2 secondssequence
delays for 6 more seconds (notice we run another sequence to accomplish this)- we run a
reverse
on the sequence so we re-run each action backwards sequence
is delayed for 6 secondssequence
scalesmySprite
by -2x over 2 secondssequence
delays for 2 secondssequence
movesmySprite
by -500, over 2 seconds,mySprite
new position (50, 56)
You can see that a reverse()
is simply for you to use, but not so simple in
it's internal logic. Cocos2d-x does all the heavy lifting!