Animates a sprite given the name of an Animation. More...
#include <CCActionInterval.h>
Public Member Functions | |
| void | setAnimation (Animation *animation) |
| Sets the Animation object to be animated. More... | |
| local | setAnimation ( local animation) |
| Sets the Animation object to be animated. More... | |
| Animation * | getAnimation () |
| returns the Animation object that is being animated More... | |
| const Animation * | getAnimation () const |
| local | getAnimation () |
| virtual Animate * | clone () const override |
| Returns a clone of action. More... | |
| local | clone () |
| Returns a clone of action. More... | |
| virtual Animate * | reverse () const override |
| 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 void | startWithTarget (Node *target) override |
| Called before the action start. More... | |
| local | startWithTarget ( local target) |
| Called before the action start. More... | |
| virtual void | stop (void) override |
| Called after the action has finished. More... | |
| local | stop () |
| Called after the action has finished. More... | |
| virtual void | update (float t) override |
| virtual | ~Animate () |
| bool | initWithAnimation (Animation *animation) |
| initializes the action with an Animation and will restore the original frame when the animation is over More... | |
| var | initWithAnimation ( var animation) |
| initializes the action with an Animation and will restore the original frame when the animation is over More... | |
| local | initWithAnimation ( local animation) |
| initializes the action with an Animation and will restore the original frame when the animation is over More... | |
Public Member Functions inherited from ActionInterval | |
| float | getElapsed (void) |
| How many seconds had elapsed since the actions started to run. More... | |
| var | getElapsed () |
| 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... | |
| void | setAmplitudeRate (float amp) |
| Sets the ampliture rate, extension in GridAction. More... | |
| local | setAmplitudeRate ( local amp) |
| Sets the ampliture rate, extension in GridAction. More... | |
| float | getAmplitudeRate (void) |
| Gets the ampliture rate, extension in GridAction. More... | |
| local | getAmplitudeRate () |
| Gets the ampliture rate, extension in GridAction. More... | |
| virtual bool | isDone (void) const override |
| Return true if the action has finished. More... | |
| local | isDone () |
| Return true if the action has finished. More... | |
| virtual void | step (float dt) override |
Public Member Functions inherited from FiniteTimeAction | |
| float | getDuration () const |
| Get duration in seconds of the action. More... | |
| var | getDuration () |
| Get duration in seconds of the action. More... | |
| local | getDuration () |
| Get duration in seconds of the action. More... | |
| void | setDuration (float duration) |
| Set duration in seconds of the action. More... | |
| var | setDuration ( var duration) |
| Set duration in seconds of the action. More... | |
| local | setDuration ( local duration) |
| Set duration in seconds of the action. More... | |
Public Member Functions inherited from Action | |
| virtual std::string | description () const |
| Node * | getTarget () const |
| Return certain target. More... | |
| 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... | |
| Node * | getOriginalTarget () const |
| Return a original Target. More... | |
| var | getOriginalTarget () |
| Return a original Target. More... | |
| local | getOriginalTarget () |
| Return a original Target. More... | |
| void | setOriginalTarget (Node *originalTarget) |
| Set the original target, since target can be nil. More... | |
| int | getTag () const |
| Returns a tag that is used to identify the action easily. More... | |
| var | getTag () |
| Returns a tag that is used to identify the action easily. More... | |
| local | getTag () |
| Returns a tag that is used to identify the action easily. More... | |
| void | setTag (int tag) |
| Changes the tag that is used to identify the action easily. More... | |
| var | setTag ( var tag) |
| Changes the tag that is used to identify the action easily. More... | |
| local | setTag ( local tag) |
| Changes the tag that is used to identify the action easily. More... | |
| virtual | ~Action () |
| var | ~Action () |
| local | ~Action () |
Public Member Functions inherited from Ref | |
| void | retain () |
| Retains the ownership. More... | |
| void | release () |
| Releases the ownership immediately. More... | |
| Ref * | autorelease () |
| Releases the ownership sometime soon automatically. More... | |
| unsigned int | getReferenceCount () const |
| Returns the Ref's current reference count. More... | |
| virtual | ~Ref () |
| Destructor. More... | |
Public Member Functions inherited from Clonable | |
| virtual | ~Clonable () |
| Ref * | copy () const |
| Returns a copy of the Ref. More... | |
Static Public Member Functions | |
| static Animate * | create (Animation *animation) |
| Creates the action with an Animation and will restore the original frame when the animation is over. More... | |
| var | create ( var animation) |
| Creates the action with an Animation and will restore the original frame when the animation is over. More... | |
| local | create ( local animation) |
| Creates the action with an Animation and will restore the original frame when the animation is over. More... | |
Public Attributes | |
| CC_CONSTRUCTOR_ACCESS | __pad0__: Animate() |
Public Attributes inherited from ActionInterval | |
| CC_CONSTRUCTOR_ACCESS | __pad0__: bool initWithDuration(float d) |
Public Attributes inherited from FiniteTimeAction | |
| CC_CONSTRUCTOR_ACCESS | __pad0__: FiniteTimeAction() : _duration(0) {} virtual ~FiniteTimeAction(){}protected: float _duration |
| var | __pad0__: FiniteTimeAction() : _duration(0) {} virtual ~FiniteTimeAction(){}protected: float _duration |
| local | __pad0__: FiniteTimeAction() : _duration(0) {} virtual ~FiniteTimeAction(){}protected: float _duration |
Public Attributes inherited from Action | |
| CC_CONSTRUCTOR_ACCESS | __pad0__: Action() |
Protected Attributes | |
| std::vector< float > * | _splitTimes |
| int | _nextFrame |
| var | _nextFrame |
| local | _nextFrame |
| SpriteFrame * | _origFrame |
| var | _origFrame |
| local | _origFrame |
| unsigned int | _executedLoops |
| var | _executedLoops |
| local | _executedLoops |
| Animation * | _animation |
| var | _animation |
| local | _animation |
| EventCustom * | _frameDisplayedEvent |
| var | _frameDisplayedEvent |
| local | _frameDisplayedEvent |
| AnimationFrame::DisplayedEventInfo | _frameDisplayedEventInfo |
Protected Attributes inherited from ActionInterval | |
| float | _elapsed |
| var | _elapsed |
| local | _elapsed |
| bool | _firstTick |
| var | _firstTick |
| local | _firstTick |
Protected Attributes inherited from Action | |
| Node * | _originalTarget |
| Node * | _target |
| The "target". More... | |
| int | _tag |
| The action tag. More... | |
Protected Attributes inherited from Ref | |
| unsigned int | _referenceCount |
| count of references More... | |
| local | _referenceCount |
| count of references More... | |
Additional Inherited Members | |
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... | |
Protected Member Functions inherited from Ref | |
| Ref () | |
| Constructor. More... | |
| Ref () | |
| Constructor. More... | |
Animates a sprite given the name of an Animation.
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returns the Animation object that is being animated
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returns the Animation object that is being animated
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returns the Animation object that is being animated
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| bool initWithAnimation | ( | Animation * | animation | ) |
initializes the action with an Animation and will restore the original frame when the animation is over
| var initWithAnimation | ( | var | animation | ) |
initializes the action with an Animation and will restore the original frame when the animation is over
| local initWithAnimation | ( | local | animation | ) |
initializes the action with an Animation and will restore the original frame when the animation is over
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overridevirtual |
Returns a new action that performs the exactly the reverse action.
Reimplemented from ActionInterval.
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Returns a new action that performs the exactly the reverse action.
Reimplemented from ActionInterval.
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Returns a new action that performs the exactly the reverse action.
Reimplemented from ActionInterval.
| void setAnimation | ( | Animation * | animation | ) |
Sets the Animation object to be animated.
| A | certain animation. |
| var setAnimation | ( | var | animation | ) |
Sets the Animation object to be animated.
| A | certain animation. |
| local setAnimation | ( | local | animation | ) |
Sets the Animation object to be animated.
| A | certain animation. |
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Called before the action start.
It will also set the target.
| target | A certain target. |
Reimplemented from ActionInterval.
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Called before the action start.
It will also set the target.
| target | A certain target. |
Reimplemented from ActionInterval.
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Called before the action start.
It will also set the target.
| target | A certain target. |
Reimplemented from ActionInterval.
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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.
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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.
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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.
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| t | In seconds. |
Reimplemented from Action.
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| t | In seconds. |
Reimplemented from Action.
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| t | In seconds. |
Reimplemented from Action.
| CC_CONSTRUCTOR_ACCESS __pad0__ |
| var __pad0__ |
| local __pad0__ |
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