.net barcode generator suite 3: Essentials in Objective-C

Printer ECC200 in Objective-C 3: Essentials

CHAPTER 3: Essentials
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Repeating Actions
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You can also have actions or even a whole sequence of actions repeat forever. You can create endlessly looping animations this way. This code lets a node rotate forever like an endlessly spinning wheel:
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CCRotateBy* rotateBy = [CCRotateBy actionWithDuration:2 angle:360]; CCRepeatForever* repeat = [CCRepeatForever actionWithAction:rotateBy]; [myNode runAction:repeat];
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Ease Actions
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Actions become even more powerful by using CCEaseAction class actions. Ease actions allow you to modify the effect of an action over time. For example, if you use a CCMoveTo action on a node, the node will move the whole distance at the same speed until it has arrived. With CCEaseAction, you can have the node start slow and speed up towards the target, or vice versa. Or you can let it move past the target location a little and then bounce back. Ease actions create very dynamic animations that are normally very timeconsuming to implement. The following code shows how an ease action is used to modify the behavior of a regular action. The rate parameter determines how pronounced the effect of the ease action is, and should be greater than 1 to see any effect.
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// I want myNode to move to 100, 200 and arrive there in 3 seconds CCMoveTo* move = [CCMoveTo actionWithDuration:3 position:CGPointMake(100, 200)]; // this time the node should slowly speed up and then slow down as it moves CCEaseInOut* ease = [CCEaseInOut actionWithAction:move rate:4]; [myNode runAction:ease];
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NOTE: In the example, the ease action is run on the node, not the move action. It s all too easy to forget to change the runAction line when you re working with actions. It s a common mistake that happens even to the most experienced cocos2d developers. If you notice your actions aren t working as expected or not at all, double-check that you re actually running the correct action. And if the correct actions are used but you re still not seeing the desired result, verify that it s the correct node running the action. This is another common mistake. Cocos2d implements the following CCEaseAction classes: CCEaseBackIn, CCEaseBackInOut, CCEaseBackOut CCEaseBounceIn, CCEaseBounceInOut, CCEaseBounceOut CCEaseElasticIn, CCEaseElasticInOut, CCEaseElasticOut CCEaseExponentialIn, CCEaseExponentialInOut, CCEaseExponentialOut CCEaseIn, CCEaseInOut, CCEaseOut CCEaseSineIn, CCEaseSineInOut, CCEaseSineOut
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CHAPTER 3: Essentials
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In 4 I ll use a number of these ease actions in the DoodleDrop project, so you can see what effect they have.
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Action Sequences
Normally, when you add several actions to a node, they all perform their duties at the same time. For example, you could have an object rotate and fade out at the same time by adding the corresponding actions. But what if you want to run the actions one after the other Sometimes it s more useful to sequence actions, and that s where CCSequence comes in. You can use any number and type of actions in a sequence, which makes it easy to have a node move to a target location and, at arrival, have it rotate around and then fade out, each action followed by the next one until the sequence is complete. Here s how to cycle a label s colors from red to blue to green:
CCTintTo* tint1 = [CCTintTo actionWithDuration:4 red:255 green:0 blue:0]; CCTintTo* tint2 = [CCTintTo actionWithDuration:4 red:0 green:0 blue:255]; CCTintTo* tint3 = [CCTintTo actionWithDuration:4 red:0 green:255 blue:0]; CCSequence* sequence = [CCSequence actions:tint1, tint2, tint3, nil]; [label runAction:sequence];
You can also use a CCRepeatForever action with the sequence:
CCSequence* sequence = [CCSequence actions:tint1, tint2, tint3, nil]; CCRepeatForever* repeat = [CCRepeatForever actionWithAction:sequence]; [label runAction:repeat];
NOTE: As with menu items, a list of actions always ends with nil. If you forget to add nil as the last parameter, the line creating the CCSequence will crash!
Instant Actions
You might wonder why there are instantaneous actions based on the CCInstantAction class, when you could just as well change the node s property to achieve the same effect. For example, there are instant actions to flip the node, to place it at a specific location, or to toggle its visible property. The reason these actions are useful is because of sequences. Sometimes in a sequence of actions you have to change a certain property of the node, like visibility or position, and then continue with the sequence. Instant actions make this possible. True, they are rarely used with one exception: CCCallFunc actions. When using an action sequence, you may want to be notified at certain times, for example when the sequence has ended, and then perhaps start another sequence immediately thereafter. To do this you can make use of three versions of CCCallFunc actions that will send a message whenever it s their turn in the sequence. Let s rewrite
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