1. DelayTime
When setting the create method create (float d) long, update operations without any method. It may be a delay between the operation.
2. ReverseTime
create methods create (FiniteTimeAction * action) to set binding action. (- time 1), the effect of the progress of the progress of the normal rewind rewind achieve _other-> update upadte process execution.
3. TargetedAction
By create (Node * target, FiniteTimeAction * action) and node method action binding. When runAction, actually performing node bound binding action.
4. ActionFloat
From FROM to a value according to the progress taken as a value, passed to the callback function.
create (float duration, float from, float to, ActionFloatCallback callback) the parameters assigned to the variable.
startWithTarget in, _delta is to-from.
update method:
float value = _to - _delta * (1 - t); // from + t * delta if (_callback) { // report back value to caller _callback(value); }
5. Blink
flicker. create (float duration, int blinks) disposed interval and number of flashes.
startWithTarget, get Visibility:
_originalState = target->isVisible();
update:
IF (_target &&! isDone ()) { a float Slice = 1.0f / _times; // a proportion flashing a float m = the fmodf (Time, Slice); // this is completed scintillator progress _target -> setVisible (m> Slice / 2 ? to true : false ); // this progress to be seen in half on, half hidden not to achieve the effect of flickering }