static CCFiniteTimeAction* create(float t) { CCFlipX3D* flipx = CCFlipX3D::create(t); CCActionInterval* flipx_back = flipx->reverse(); CCDelayTime* delay = CCDelayTime::create(2); return CCSequence::create(flipx, delay, flipx_back, NULL); }
static CCActionInterval* actionWithDuration(ccTime t) { CCFlipX3D* flipx = CCFlipX3D::actionWithDuration(t); CCActionInterval* flipx_back = flipx->reverse(); CCDelayTime* delay = CCDelayTime::actionWithDuration(2); return (CCActionInterval*)(CCSequence::actions(flipx, delay, flipx_back, NULL)); }