Use loop run Action in cocos2dx
If you want to use loop run many actions and clean them up in the last loop, or you want to call a function at the end in cocos2dx, you can try the code, instead of closure for the reason that the closure will make your code more complex.
var action = xxx;
var sprite = xxx;
var seq = null;
for (var i = 0; i < n; i++)
{
var delay = cc.DelayTime.create(i * 0.5);
if (i == n - 1)
{
//add a callback
seq = cc.Sequence.create(
delay,
action,
cc.CallFunc.create(function () {
//what you want to do at the end
});
);
}
else
{
seq = cc.Sequence.create(
cc.DelayTime.create(i * 0.5),
action
);
}
}
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