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				@@ -46,6 +46,8 @@ cc.Class({ 
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				         this.poses = new Array(); 
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				         // 记录是否需要撞击的效果 
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				         this.showBump = false; 
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				+        // 速度 
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				+        this.speed = 100.0; 
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				     }, 
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				     // 初始化子节点 
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				@@ -96,12 +98,12 @@ cc.Class({ 
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				         var bezier_01 = [beginPos, cc.v2(-82, 20), dropPos]; 
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				         var bezier_02 = [dropPos, cc.v2(-68, 220), endPos]; 
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				-        var move_01 = cc.bezierTo(0.5, bezier_01); 
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				+        var move_01 = cc.bezierTo(this.speed / 300, bezier_01); 
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				         var self = this; 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(0.75, bezier_02); 
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				+        var move_02 = cc.bezierTo(this.speed / 300, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				         var delay = cc.delayTime(0.25); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_LEFT_PAT); 
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				@@ -128,12 +130,12 @@ cc.Class({ 
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				         var bezier_01 = [beginPos, cc.v2(61, 16), dropPos]; 
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				         var bezier_02 = [dropPos, cc.v2(40, 289), endPos]; 
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				-        var move_01 = cc.bezierTo(0.5, bezier_01); 
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				+        var move_01 = cc.bezierTo(this.speed / 350, bezier_01); 
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				         var self = this; 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(0.75, bezier_02); 
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				+        var move_02 = cc.bezierTo(this.speed / 150, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				         var delay = cc.delayTime(0.25); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_RIGHT_PAT); 
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				@@ -160,12 +162,12 @@ cc.Class({ 
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				         var bezier_01 = [beginPos, cc.v2(-52, 20), dropPos]; 
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				         var bezier_02 = [dropPos, cc.v2(22, 340), endPos]; 
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				-        var move_01 = cc.bezierTo(0.5, bezier_01); 
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				+        var move_01 = cc.bezierTo(this.speed / 400, bezier_01); 
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				         var self = this; 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(0.75, bezier_02); 
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				+        var move_02 = cc.bezierTo(this.speed / 150, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				         var delay = cc.delayTime(0.25); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_RIGHT_PAT); 
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				@@ -192,12 +194,12 @@ cc.Class({ 
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				         var bezier_01 = [beginPos, cc.v2(31, 15), dropPos]; 
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				         var bezier_02 = [dropPos, cc.v2(-75, 300), endPos]; 
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				-        var move_01 = cc.bezierTo(0.5, bezier_01); 
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				+        var move_01 = cc.bezierTo(this.speed / 150, bezier_01); 
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				         var self = this; 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(0.75, bezier_02); 
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				+        var move_02 = cc.bezierTo(this.speed / 150, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				         var delay = cc.delayTime(0.25); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_LEFT_PEEL); 
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				@@ -224,12 +226,12 @@ cc.Class({ 
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				         var bezier_01 = [beginPos, cc.v2(180, -20), dropPos]; 
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				         var bezier_02 = [dropPos, cc.v2(92, 210), endPos]; 
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				-        var move_01 = cc.bezierTo(0.5, bezier_01); 
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				+        var move_01 = cc.bezierTo(this.speed / 250, bezier_01); 
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				         var self = this; 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(0.75, bezier_02); 
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				+        var move_02 = cc.bezierTo(this.speed / 200, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				         var delay = cc.delayTime(0.25); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_RIVAL_RIGHT_PAT); 
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				@@ -263,8 +265,8 @@ cc.Class({ 
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				         // 四条路线 
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				         var move_01 = cc.bezierTo(1.2, bezier_01); 
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				-        var move_02 = cc.bezierTo(0.1, bezier_02); 
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				-        var move_03 = cc.bezierTo(0.1, bezier_03); 
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				+        var move_02 = cc.bezierTo(this.speed / 750, bezier_02); 
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				+        var move_03 = cc.bezierTo(this.speed / 1000, bezier_03); 
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				         var self = this; 
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				         var move_03_end = cc.callFunc(function() { 
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				             self.bump(jumpPos); 
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				@@ -297,13 +299,13 @@ cc.Class({ 
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				         var bezier_02 = [dropPos, cc.v2(-120, -10), endPos]; 
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				         // 第一条路线 
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				-        var move_01 = cc.bezierTo(0.5, bezier_01); 
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				+        var move_01 = cc.bezierTo(this.speed / 300, bezier_01); 
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				         var self = this; 
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				         // 中间碰到了桌面 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(0.75, bezier_02); 
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				+        var move_02 = cc.bezierTo(this.speed / 200, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				         var delay = cc.delayTime(0.25); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT); 
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				@@ -332,13 +334,13 @@ cc.Class({ 
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				         var bezier_02 = [dropPos, cc.v2(-85, 65), endPos]; 
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				         // 第一条路线 
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				-        var move_01 = cc.bezierTo(0.5, bezier_01); 
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				+        var move_01 = cc.bezierTo(this.speed / 250, bezier_01); 
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				         var self = this; 
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				         // 中间碰到了桌面 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(0.75, bezier_02); 
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				+        var move_02 = cc.bezierTo(this.speed / 150, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				         var delay = cc.delayTime(0.25); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT); 
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				@@ -367,13 +369,13 @@ cc.Class({ 
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				         var bezier_02 = [dropPos, cc.v2(-95, -40), endPos]; 
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				         // 第一条路线 
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				-        var move_01 = cc.bezierTo(0.5, bezier_01); 
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				+        var move_01 = cc.bezierTo(this.speed / 400, bezier_01); 
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				         var self = this; 
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				         // 中间碰到了桌面 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(0.75, bezier_02); 
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				+        var move_02 = cc.bezierTo(this.speed / 250, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				         var delay = cc.delayTime(0.25); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT); 
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				@@ -403,13 +405,13 @@ cc.Class({ 
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				         var bezier_02 = [dropPos, cc.v2(95, -35), endPos]; 
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				         // 第一条路线 
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				-        var move_01 = cc.bezierTo(0.5, bezier_01); 
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				+        var move_01 = cc.bezierTo(this.speed / 400, bezier_01); 
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				         var self = this; 
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				         // 中间碰到了桌面 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(0.75, bezier_02); 
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				+        var move_02 = cc.bezierTo(this.speed / 250, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				         var delay = cc.delayTime(0.25); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PEEL); 
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				@@ -438,13 +440,13 @@ cc.Class({ 
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				         var bezier_02 = [dropPos, cc.v2(15, 95), endPos]; 
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				         // 第一条路线 
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				-        var move_01 = cc.bezierTo(0.5, bezier_01); 
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				+        var move_01 = cc.bezierTo(this.speed / 200, bezier_01); 
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				         var self = this; 
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				         // 中间碰到了桌面 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(0.75, bezier_02); 
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				+        var move_02 = cc.bezierTo(this.speed / 250, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				         var delay = cc.delayTime(0.25); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PAT); 
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				@@ -473,13 +475,13 @@ cc.Class({ 
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				         var bezier_02 = [dropPos, cc.v2(15, -20), endPos]; 
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				         // 第一条路线 
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				-        var move_01 = cc.bezierTo(0.5, bezier_01); 
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				+        var move_01 = cc.bezierTo(this.speed / 200, bezier_01); 
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				         var self = this; 
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				         // 中间碰到了桌面 
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				         var move_01_end = cc.callFunc(function() { 
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				             self.bump(dropPos); 
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				         }); 
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				-        var move_02 = cc.bezierTo(0.75, bezier_02); 
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				+        var move_02 = cc.bezierTo(this.speed / 150, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				         var delay = cc.delayTime(0.25); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PAT); 
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				@@ -504,13 +506,12 @@ cc.Class({ 
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				         this.head.setPosition(beginPos); 
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				         var bezier_01 = [beginPos, cc.v2(-230, 410), centerPos]; 
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				-        var move_01 = cc.bezierTo(1, bezier_01); 
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				+        var move_01 = cc.bezierTo(this.speed / 180, bezier_01); 
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				         var move_01_end = cc.callFunc(function() { 
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				-            cc.log ("动作 1 结束 ... "); 
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				             this.bump(centerPos); 
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				         }, this); 
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				         var bezier_02 = [centerPos, cc.v2(-125, 40), endPos]; 
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				-        var move_02 = cc.bezierTo(1, bezier_02); 
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				+        var move_02 = cc.bezierTo(this.speed / 180, bezier_02); 
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				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				         var delay = cc.delayTime(0.25); 
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				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_LEFT_PAT); 
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				@@ -535,13 +536,12 @@ cc.Class({ 
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				         this.head.setPosition(beginPos); 
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				         var bezier_01 = [beginPos, cc.v2(-270, 440), centerPos]; 
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				 | 
				 | 
			
			
				-        var move_01 = cc.bezierTo(1, bezier_01); 
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				 | 
				 | 
			
			
				+        var move_01 = cc.bezierTo(this.speed / 180, bezier_01); 
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				 | 
				 | 
			
			
				         var move_01_end = cc.callFunc(function() { 
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				 | 
				 | 
			
			
				-            cc.log ("动作 1 结束 ... "); 
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				 | 
				 | 
			
			
				             this.bump(centerPos); 
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				 | 
				 | 
			
			
				         }, this); 
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				 | 
				 | 
			
			
				         var bezier_02 = [centerPos, cc.v2(110, 20), endPos]; 
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				 | 
				 | 
			
			
				-        var move_02 = cc.bezierTo(1, bezier_02); 
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				 | 
				 | 
			
			
				+        var move_02 = cc.bezierTo(this.speed / 180, bezier_02); 
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				 | 
			
			
				         // 在第二条路线后开始的一段时间,需要通知控制器改变状态 
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				 | 
				 | 
			
			
				         var delay = cc.delayTime(0.25); 
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				 | 
				 | 
			
			
				         var change = cc.callFunc(this.changeState, this, this.ballconfig.BALL_STATE_MINE_RIGHT_PEEL); 
			 | 
		
	
	
		
			
				| 
					
				 | 
			
			
				@@ -562,7 +562,7 @@ cc.Class({ 
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				 | 
				 | 
			
			
				  
			 | 
		
	
		
			
				 | 
				 | 
			
			
				     // 更改状态 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				     changeState:function(node, state) { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-        cc.log ("改变状态 ... " + state); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        // cc.log ("改变状态 ... " + state); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				         if(this.stateCallback != null) { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             this.stateCallback(state); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				         } 
			 |