cocos2d-x  3.0alpha1
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Action Class Referenceabstract

Base class for Action objects. More...

#include <CCAction.h>

Inheritance diagram for Action:
Object Clonable FiniteTimeAction Follow Speed ActionInstant ActionInterval CallFunc FlipX FlipY Hide Place RemoveSelf ReuseGrid Show StopGrid ToggleVisibility CCBSetSpriteFrame CCBSoundEffect AccelAmplitude AccelDeccelAmplitude ActionCamera ActionEase ActionTween Animate BezierBy Blink CardinalSplineTo DeccelAmplitude DelayTime FadeIn FadeOut FadeTo GridAction JumpBy MoveBy ProgressFromTo ProgressTo Repeat RepeatForever ReverseTime RotateBy RotateTo ScaleTo Sequence SkewTo Spawn TargetedAction TintBy TintTo CCBRotateTo CCBRotateXTo CCBRotateYTo

Public Member Functions

 Action ()
virtual ~Action ()
const char * description () const
virtual Actionclone () const =0
 returns a clone of action More...
 
local clone ()
 returns a clone of action More...
 
virtual Actionreverse () const =0
 returns a new action that performs the exactly the reverse action More...
 
var reverse ()
 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 bool isDone () const
 return true if the action has finished More...
 
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 stop ()
 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 step (float dt)
 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 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 Attributes

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...
 

Protected Attributes

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...
 

Detailed Description

Base class for Action objects.

Constructor & Destructor Documentation

Action ( )
var ctor ( )
local Action ( )
virtual ~Action ( )
virtual

Member Function Documentation

const char* description ( ) const
Node* getOriginalTarget ( ) const
inline
var getOriginalTarget ( )
inline
local getOriginalTarget ( )
inline
int getTag ( ) const
inline
var getTag ( )
inline
local getTag ( )
inline
Node* getTarget ( ) const
inline
var getTarget ( )
inline
local getTarget ( )
inline
virtual bool isDone ( ) const
virtual

return true if the action has finished

Reimplemented in Follow, RepeatForever, Speed, Repeat, ActionInterval, and ActionInstant.

var isDone ( )
virtual

return true if the action has finished

Reimplemented in Follow, RepeatForever, Speed, Repeat, ActionInterval, and ActionInstant.

local isDone ( )
virtual

return true if the action has finished

Reimplemented in Follow, RepeatForever, Speed, Repeat, ActionInterval, and ActionInstant.

void setOriginalTarget ( Node originalTarget)
inline

Set the original target, since target can be nil.

Is the target that were used to run the action. Unless you are doing something complex, like ActionManager, you should NOT call this method. The target is 'assigned', it is not 'retained'.

Since
v0.8.2
var setOriginalTarget ( var  originalTarget)
inline

Set the original target, since target can be nil.

Is the target that were used to run the action. Unless you are doing something complex, like ActionManager, you should NOT call this method. The target is 'assigned', it is not 'retained'.

Since
v0.8.2
local setOriginalTarget ( local  originalTarget)
inline

Set the original target, since target can be nil.

Is the target that were used to run the action. Unless you are doing something complex, like ActionManager, you should NOT call this method. The target is 'assigned', it is not 'retained'.

Since
v0.8.2
void setTag ( int  tag)
inline
var setTag ( var  tag)
inline
local setTag ( local  tag)
inline
void setTarget ( Node target)
inline

The action will modify the target properties.

var setTarget ( var  target)
inline

The action will modify the target properties.

local setTarget ( local  target)
inline

The action will modify the target properties.

virtual void step ( float  dt)
virtual

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

Reimplemented in Follow, RepeatForever, Speed, ActionInterval, and ActionInstant.

var step ( var  dt)
virtual

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

Reimplemented in Follow, RepeatForever, Speed, ActionInterval, and ActionInstant.

local step ( local  dt)
virtual

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

Reimplemented in Follow, RepeatForever, Speed, ActionInterval, and ActionInstant.

virtual void stop ( )
virtual

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 in TargetedAction, Animate, ReverseTime, Blink, Spawn, Follow, Speed, Repeat, Sequence, and ActionEase.

var stop ( )
virtual

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 in TargetedAction, Animate, ReverseTime, Blink, Spawn, Follow, Speed, Repeat, Sequence, and ActionEase.

local stop ( )
virtual

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 in TargetedAction, Animate, ReverseTime, Blink, Spawn, Follow, Speed, Repeat, Sequence, and ActionEase.

Member Data Documentation

Node* _originalTarget
protected
var _originalTarget
protected
local _originalTarget
protected
int _tag
protected

The action tag.

An identifier of the action

var _tag
protected

The action tag.

An identifier of the action

local _tag
protected

The action tag.

An identifier of the action

Node* _target
protected

The "target".

The target will be set with the 'startWithTarget' method. When the 'stop' method is called, target will be set to nil. The target is 'assigned', it is not 'retained'.

var _target
protected

The "target".

The target will be set with the 'startWithTarget' method. When the 'stop' method is called, target will be set to nil. The target is 'assigned', it is not 'retained'.

local _target
protected

The "target".

The target will be set with the 'startWithTarget' method. When the 'stop' method is called, target will be set to nil. The target is 'assigned', it is not 'retained'.

const int INVALID_TAG = -1
static

Default tag used for all the actions.

var INVALID_TAG = -1
static

Default tag used for all the actions.

local INVALID_TAG = -1
static

Default tag used for all the actions.


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