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Follow Class Reference

Follow is an action that "follows" a node. More...

#include <CCAction.h>

Inheritance diagram for Follow:
Action Object Clonable

Public Member Functions

 Follow ()
virtual ~Follow ()
bool isBoundarySet () const
void setBoudarySet (bool value)
 alter behavior - turn on/off boundary More...
 
bool initWithTarget (Node *followedNode, const Rect &rect=Rect::ZERO)
 Initializes the action with a set boundary or with no boundary. More...
 
virtual Followclone () const override
 returns a clone of action More...
 
virtual Followreverse () const override
 returns a new action that performs the exactly the reverse action 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...
 
virtual bool isDone () const override
 return true if the action has finished More...
 
virtual void stop () override
 called after the action has finished. More...
 
- Public Member Functions inherited from Action
 Action ()
virtual ~Action ()
const char * description () const
virtual void startWithTarget (Node *target)
 called before the action start. It will also set the target. More...
 
var startWithTarget ( var target)
 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 void update (float time)
 called once per frame. More...
 
local update ( local time)
 called once per frame. More...
 
NodegetTarget () const
var getTarget ()
local getTarget ()
void setTarget (Node *target)
 The action will modify the target properties. More...
 
var setTarget ( var target)
 The action will modify the target properties. More...
 
local setTarget ( local target)
 The action will modify the target properties. More...
 
NodegetOriginalTarget () const
void setOriginalTarget (Node *originalTarget)
 Set the original target, since target can be nil. More...
 
local setOriginalTarget ( local originalTarget)
 Set the original target, since target can be nil. More...
 
int getTag () const
var getTag ()
local getTag ()
void setTag (int tag)
var setTag ( var tag)
local setTag ( local tag)
- 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 ()
Objectcopy () const
 returns a copy of the object. More...
 
var copy ()
 returns a copy of the object. More...
 
local copy ()
 returns a copy of the object. More...
 

Static Public Member Functions

static Followcreate (Node *followedNode, const Rect &rect=Rect::ZERO)
 Creates the action with a set boundary or with no boundary. More...
 

Protected Attributes

Node_followedNode
bool _boundarySet
bool _boundaryFullyCovered
Point _halfScreenSize
Point _fullScreenSize
float _leftBoundary
float _rightBoundary
float _topBoundary
float _bottomBoundary
Rect _worldRect
- Protected Attributes inherited from Action
Node_originalTarget
local _originalTarget
Node_target
 The "target". More...
 
int _tag
 The action tag. More...
 
- Protected Attributes inherited from Object
unsigned int _reference
 count of references More...
 
unsigned int _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

Follow is an action that "follows" a node.

Eg:

layer->runAction(Follow::actionWithTarget(hero));

Instead of using Camera as a "follower", use this action instead.

Since
v0.99.2

Constructor & Destructor Documentation

Follow ( )
inline
virtual ~Follow ( )
virtual

Member Function Documentation

virtual Follow* clone ( ) const
overridevirtual

returns a clone of action

Implements Action.

static Follow* create ( Node followedNode,
const Rect rect = Rect::ZERO 
)
static

Creates the action with a set boundary or with no boundary.

Parameters
followedNodeThe node to be followed.
rectThe boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.
bool initWithTarget ( Node followedNode,
const Rect rect = Rect::ZERO 
)

Initializes the action with a set boundary or with no boundary.

Parameters
followedNodeThe node to be followed.
rectThe boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.
bool isBoundarySet ( ) const
inline
virtual bool isDone ( ) const
overridevirtual

return true if the action has finished

Reimplemented from Action.

virtual Follow* reverse ( ) const
overridevirtual

returns a new action that performs the exactly the reverse action

Implements Action.

void setBoudarySet ( bool  value)
inline

alter behavior - turn on/off boundary

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.

virtual void stop ( )
overridevirtual

called after the action has finished.

It will set the 'target' to nil. IMPORTANT: You should never call "[action stop]" manually. Instead, use: "target->stopAction(action);"

Reimplemented from Action.

Member Data Documentation

float _bottomBoundary
protected
bool _boundaryFullyCovered
protected
bool _boundarySet
protected
Node* _followedNode
protected
Point _fullScreenSize
protected
Point _halfScreenSize
protected
float _leftBoundary
protected
float _rightBoundary
protected
float _topBoundary
protected
Rect _worldRect
protected

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