cocos2d-x  3.0-alpha0
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ActionInterval Class Referenceabstract

An interval action is an action that takes place within a certain period of time. More...

#include <CCActionInterval.h>

Inheritance diagram for ActionInterval:
FiniteTimeAction Action Object Clonable AccelAmplitude AccelDeccelAmplitude ActionCamera ActionEase ActionTween Animate BezierBy Blink CardinalSplineTo DeccelAmplitude DelayTime CCBRotateTo CCBRotateXTo CCBRotateYTo FadeIn FadeOut FadeTo GridAction JumpBy MoveBy ProgressFromTo ProgressTo Repeat RepeatForever ReverseTime RotateBy RotateTo ScaleTo Sequence SkewTo Spawn TargetedAction TintBy TintTo

Public Member Functions

float getElapsed (void)
 how many seconds had elapsed since the actions started to run. More...
 
local getElapsed ()
 how many seconds had elapsed since the actions started to run. More...
 
bool initWithDuration (float d)
 initializes the action More...
 
var initWithDuration ( var d)
 initializes the action More...
 
local initWithDuration ( local d)
 initializes the action More...
 
void setAmplitudeRate (float amp)
float getAmplitudeRate (void)
virtual bool isDone (void) const override
 return true if the action has finished More...
 
var isDone ()
 return true if the action has finished More...
 
local isDone ()
 return true if the action has finished More...
 
virtual void step (float dt) override
 called every frame with it's delta time. DON'T override unless you know what you are doing. More...
 
local step ( local dt)
 called every frame with it's delta time. DON'T override unless you know what you are doing. More...
 
virtual void startWithTarget (Node *target) override
 called before the action start. It will also set the target. More...
 
local startWithTarget ( local target)
 called before the action start. It will also set the target. More...
 
virtual ActionIntervalreverse () const override=0
 returns a new action that performs the exactly the reverse action More...
 
local reverse ()
 returns a new action that performs the exactly the reverse action More...
 
virtual ActionIntervalclone () const override=0
 returns a clone of action More...
 
local clone ()
 returns a clone of action More...
 
- Public Member Functions inherited from FiniteTimeAction
 FiniteTimeAction ()
virtual ~FiniteTimeAction ()
float getDuration (void) const
 get duration in seconds of the action More...
 
void setDuration (float duration)
 set duration in seconds of the action More...
 
- Public Member Functions inherited from Action
 Action (void)
 ctor ()
 Action ()
virtual ~Action (void)
const char * description () const
virtual void stop (void)
 called after the action has finished. More...
 
var stop ()
 called after the action has finished. More...
 
local stop ()
 called after the action has finished. More...
 
virtual void update (float time)
 called once per frame. More...
 
local update ( local time)
 called once per frame. More...
 
NodegetTarget (void) const
void setTarget (Node *target)
 The action will modify the target properties. More...
 
NodegetOriginalTarget (void) const
local getOriginalTarget ()
void setOriginalTarget (Node *pOriginalTarget)
 Set the original target, since target can be nil. More...
 
int getTag (void) const
void setTag (int nTag)
- Public Member Functions inherited from Object
 Object ()
 Constructor. More...
 
virtual ~Object ()
void release ()
 Release the ownership immediately. More...
 
void retain ()
 Retains the ownership. More...
 
Objectautorelease ()
 Release the ownership sometime soon automatically. More...
 
bool isSingleReference () const
 Returns a boolean value that indicates whether there is only one reference to the object. More...
 
unsigned int retainCount () const
 Returns the object's current reference count. More...
 
virtual bool isEqual (const Object *object)
 Returns a boolean value that indicates whether this object and a given object are equal. More...
 
virtual void acceptVisitor (DataVisitor &visitor)
- Public Member Functions inherited from Clonable
virtual ~Clonable ()
CC_DEPRECATED_ATTRIBUTE Objectcopy () const
 returns a copy of the object. More...
 
local copy ()
 returns a copy of the object. More...
 

Protected Attributes

float _elapsed
bool _firstTick
- Protected Attributes inherited from FiniteTimeAction
float _duration
 duration in seconds More...
 
- Protected Attributes inherited from Action
Node_originalTarget
Node_target
 The "target". More...
 
var _target
 The "target". More...
 
local _target
 The "target". More...
 
int _tag
 The action tag. More...
 
- Protected Attributes inherited from Object
unsigned int _reference
 count of references More...
 
var _reference
 count of references More...
 
local _reference
 count of references More...
 
unsigned int _autoReleaseCount
 count of autorelease More...
 
var _autoReleaseCount
 count of autorelease More...
 
local _autoReleaseCount
 count of autorelease More...
 

Additional Inherited Members

- Public Attributes inherited from Object
unsigned int _ID
 object id, ScriptSupport need public _ID More...
 
int _luaID
 Lua reference id. More...
 
- Static Public Attributes inherited from Action
static const int INVALID_TAG = -1
 Default tag used for all the actions. More...
 
var INVALID_TAG = -1
 Default tag used for all the actions. More...
 
local INVALID_TAG = -1
 Default tag used for all the actions. More...
 

Detailed Description

An interval action is an action that takes place within a certain period of time.

It has an start time, and a finish time. The finish time is the parameter duration plus the start time.

These ActionInterval actions have some interesting properties, like:

  • They can run normally (default)
  • They can run reversed with the reverse method
  • They can run with the time altered with the Accelerate, AccelDeccel and Speed actions.

For example, you can simulate a Ping Pong effect running the action normally and then running it again in Reverse mode.

Example:

Action *pingPongAction = Sequence::actions(action, action->reverse(), NULL);

Member Function Documentation

float getAmplitudeRate ( void  )
var getAmplitudeRate (   )
local getAmplitudeRate (   )
float getElapsed ( void  )
inline

how many seconds had elapsed since the actions started to run.

var getElapsed (   )
inline

how many seconds had elapsed since the actions started to run.

local getElapsed (   )
inline

how many seconds had elapsed since the actions started to run.

bool initWithDuration ( float  d)

initializes the action

var initWithDuration ( var  d)

initializes the action

local initWithDuration ( local  d)

initializes the action

virtual bool isDone ( void  ) const
overridevirtual

return true if the action has finished

Reimplemented from Action.

Reimplemented in RepeatForever, and Repeat.

var isDone (   )
overridevirtual

return true if the action has finished

Reimplemented from Action.

Reimplemented in RepeatForever, and Repeat.

local isDone (   )
overridevirtual

return true if the action has finished

Reimplemented from Action.

Reimplemented in RepeatForever, and Repeat.

void setAmplitudeRate ( float  amp)
var setAmplitudeRate ( var  amp)
local setAmplitudeRate ( local  amp)
virtual void step ( float  dt)
overridevirtual

called every frame with it's delta time. DON'T override unless you know what you are doing.

Reimplemented from Action.

Reimplemented in RepeatForever.

var step ( var  dt)
overridevirtual

called every frame with it's delta time. DON'T override unless you know what you are doing.

Reimplemented from Action.

Reimplemented in RepeatForever.

local step ( local  dt)
overridevirtual

called every frame with it's delta time. DON'T override unless you know what you are doing.

Reimplemented from Action.

Reimplemented in RepeatForever.

Member Data Documentation

float _elapsed
protected
var _elapsed
protected
local _elapsed
protected
bool _firstTick
protected
var _firstTick
protected
local _firstTick
protected

The documentation for this class was generated from the following file: