cocos2d-x  3.0-beta2
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MovementData Class Reference

#include <CCDatas.h>

Inheritance diagram for MovementData:

Public Member Functions

 MovementData (void)
 ~MovementData (void)
void addMovementBoneData (MovementBoneData *movBoneData)
MovementBoneDatagetMovementBoneData (const std::string &boneName)
- 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...
unsigned int getReferenceCount () const
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)
virtual void update (float dt)

Static Public Member Functions

static MovementDatacreate (void)

Public Attributes

std::string name
int duration
float scale
 the frames this movement will last More...
int durationTo
 scale this movement More...
int durationTween
bool loop
TweenType tweenEasing
 whether the movement was looped More...
cocos2d::Map< std::string,
MovementBoneData * > 
 save movment bone data const std::string& MovementBoneData * More...
- Public Attributes inherited from Object
unsigned int _ID
 object id, ScriptSupport need public _ID More...
int _luaID
 Lua reference id. More...

Additional Inherited Members

- Protected Attributes inherited from Object
unsigned int _referenceCount
 count of references More...

Constructor & Destructor Documentation

MovementData ( void  )
~MovementData ( void  )

Member Function Documentation

void addMovementBoneData ( MovementBoneData movBoneData)
static MovementData* create ( void  )
( const std::string &  boneName)

Member Data Documentation

int duration
int durationTo

scale this movement

Change to this movement will last durationTo frames. Use this effect can avoid too suddenly changing.

Example : current movement is "stand", we want to change to "run", then we fill durationTo frames before change to "run" instead of changing to "run" directly.

int durationTween
bool loop

save movment bone data const std::string& MovementBoneData *

std::string name
float scale

the frames this movement will last

TweenType tweenEasing

whether the movement was looped

Which tween easing effect the movement use TWEEN_EASING_MAX : use the value from MovementData get from flash design panel

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