Creator要怎么实现 执行动态动作集

    action_array: {//动作集合
        default: [],
        type: [cc.ActionInterval]
    } 

 //这部分是不固定的

   var goLeft = cc.moveTo(0.2, cc.p(this.player.getPositionX()), -this.node.width / 2 + this.wallWidth);
    var goL1 = cc.moveTo(0.1, cc.p(this.player.getPositionX()), -this.node.width / 2 + this.wallWidth + 30);
    var goL2 = cc.moveTo(0.1, cc.p(this.player.getPositionX()), -this.node.width / 2 + this.wallWidth);

    this.fg_array.push(goLeft);
    this.fg_array.push(goL1);
    this.fg_array.push(goL2);

    //var sque = cc.sequence(this.fg_array);     ///这样报错的

    ///var sque = cc.sequence(goLeft,goL1,goL2);

    //this.player.runAction(sque);

我是直接…

let actions = [];

actions.push( cc.move( 0.5, cc.p( x, y ) );
actions.push( cc.callFunc( function(){ cc.log('action 2'); } ) );
actions.push( cc.move( 0.4, cc.p( x, y ) );
actions.push( cc.callFunc( function(){ cc.log('action 4'); } ) );
actions.push( cc.move( 0.3, cc.p( x, y ) );
actions.push( cc.callFunc( function(){ cc.log('action finish'); } ) );

node.runAction( cc.sequence( actions ) );

這樣是可以跑的

你这个语法不是cocos Creator 吧?

嗯,是JS的语法