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. TintTo TintBy
The method of passing rgb create three values, To, and By are relative and absolute difference update
6. 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 }