Oczywiście można to zrobić przy użyciu:
ccBezierConfig bezier;
bezier.controlPoint_1 = ccp(320,0); // control point 1
bezier.controlPoint_2 =ccp(0,0); // control point 2
bezier.endPosition = ccp(endPoint.x,endPoint.y) ;
id bezierForward = [CCBezierTo actionWithDuration:3 bezier:bezier];
[ball runAction:bezierForward];
można użyć ccBezier przenieść dowolny węzeł na łukach:
Teraz Animacja część:
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"eggAnimation.plist"];
spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"eggAnimation.png"];
[gameBackgroundLayer addChild:spriteSheet];
eggAnimFrames = [NSMutableArray array];
for (int i = 1; i <= 10; i++)
{
[eggAnimFrames addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:@"%d.png", i]]];
}
rotateAnim = [CCAnimation animationWithFrames:eggAnimFrames delay:0.05f];
ball = [CCSprite spriteWithSpriteFrameName:@"1.png"];
ball.position=ccp(160,80);
rotateAction =[CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:rotateAnim restoreOriginalFrame:YES]];
[spriteSheet addChild:ball];
referencyjne odnośniki: http://www.raywenderlich.com/1271/how-to-use-animations-and-sprite-sheets-in-cocos2d
http://www.math.ubc.ca/~cass/gfx/bezier.html