如何保持控制,直到动画完成在cocos2dx 3.0

How to hold the control till animation is done in cocos2dx 3.0

本文关键字:cocos2dx 动画 控制 何保持      更新时间:2023-10-16

我希望我的代码不应该执行下一行代码,直到动画运行。就像这样(void)animateNewCookies:(NSArray *)列完成:(dispatch_block_t)完成现在在上面的代码中,它不会执行下一行,直到这个AnimatenewCookies方法完成了它的执行。但上面的代码是objective c的ios平台,我想在c++中实现cocos2dx 3.0与Visual studio 2013。下面是我的代码:

MoveTo * moveCandyA = MoveTo::create(Duration, swap->candyB->getCandySprite()->getPosition());
    swap->candyA->getCandySprite()->runAction(Repeat::create(moveCandyA, 1));
    MoveTo * moveCandyB = MoveTo::create(Duration, swap->candyA->getCandySprite()->getPosition());
swap->candyB->getCandySprite()->runAction(Repeat::create(moveCandyB, 1));

请帮忙

runAction(Repeat::create(Sequence::create(moveCandyA,firstDelay,moveCandyB,secondDelay,NULL),5));