mirror of
https://github.com/geode-sdk/geode.git
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1009 lines
27 KiB
C++
Vendored
1009 lines
27 KiB
C++
Vendored
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2008-2011 Ricardo Quesada
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Copyright (c) 2011 Zynga Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __ACTION_CCINTERVAL_ACTION_H__
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#define __ACTION_CCINTERVAL_ACTION_H__
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#include "../base_nodes/CCNode.h"
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#include "CCAction.h"
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#include "../include/CCProtocols.h"
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#include "../sprite_nodes/CCSpriteFrame.h"
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#include "../sprite_nodes/CCAnimation.h"
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#include <vector>
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NS_CC_BEGIN
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/**
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* @addtogroup actions
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* @{
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*/
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/**
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@brief An interval action is an action that takes place within a certain period of time.
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It has an start time, and a finish time. The finish time is the parameter
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duration plus the start time.
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These CCActionInterval actions have some interesting properties, like:
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- They can run normally (default)
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- They can run reversed with the reverse method
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- They can run with the time altered with the Accelerate, AccelDeccel and Speed actions.
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For example, you can simulate a Ping Pong effect running the action normally and
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then running it again in Reverse mode.
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Example:
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CCAction *pingPongAction = CCSequence::actions(action, action->reverse(), NULL);
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*/
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class CC_DLL CCActionInterval : public CCFiniteTimeAction
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{
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GEODE_FRIEND_MODIFY
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public:
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GEODE_CUSTOM_CONSTRUCTOR_COCOS(CCActionInterval, CCFiniteTimeAction)
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CCActionInterval() {}
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/** how many seconds had elapsed since the actions started to run. */
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inline float getElapsed(void) { return m_elapsed; }
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/** initializes the action */
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bool initWithDuration(float d);
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/** returns true if the action has finished */
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virtual bool isDone(void);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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virtual void step(float dt);
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virtual void startWithTarget(CCNode *pTarget);
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/** returns a reversed action */
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virtual CCActionInterval* reverse(void);
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public:
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/** creates the action */
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static CCActionInterval* create(float d);
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public:
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//extension in CCGridAction
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void setAmplitudeRate(float amp);
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float getAmplitudeRate(void);
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// 2.2 addition
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bool getM_bFirstTick(); // rob were you like high on something when you wrote this
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protected:
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float m_elapsed;
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bool m_bFirstTick;
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};
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/** @brief Runs actions sequentially, one after another
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*/
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class CC_DLL CCSequence : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js NA
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* @lua NA
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*/
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~CCSequence(void);
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/** initializes the action
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* @lua NA
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*/
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bool initWithTwoActions(CCFiniteTimeAction *pActionOne, CCFiniteTimeAction *pActionTwo);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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/**
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* @lua NA
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*/
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virtual void startWithTarget(CCNode *pTarget);
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/**
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* @lua NA
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*/
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virtual void stop(void);
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/**
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* @lua NA
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*/
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virtual void update(float t);
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virtual CCActionInterval* reverse(void);
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public:
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/** helper constructor to create an array of sequenceable actions
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* @lua NA
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*/
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static CCSequence* create(CCFiniteTimeAction *pAction1, ...) {
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va_list params;
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va_start(params, pAction1);
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CCSequence *pRet = CCSequence::createWithVariableList(pAction1, params);
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va_end(params);
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return pRet;
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}
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/** helper constructor to create an array of sequenceable actions given an array
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* @js NA
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*/
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static CCSequence* create(CCArray *arrayOfActions);
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/** helper constructor to create an array of sequence-able actions
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* @js NA
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* @lua NA
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*/
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static CCSequence* createWithVariableList(CCFiniteTimeAction *pAction1, va_list args);
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/** creates the action
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* @js NA
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*/
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static CCSequence* createWithTwoActions(CCFiniteTimeAction *pActionOne, CCFiniteTimeAction *pActionTwo);
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protected:
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CCFiniteTimeAction *m_pActions[2];
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float m_split;
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int m_last;
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};
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/** @brief Repeats an action a number of times.
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* To repeat an action forever use the CCRepeatForever action.
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*/
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class CC_DLL CCRepeat : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js NA
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* @lua NA
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*/
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~CCRepeat(void);
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/** initializes a CCRepeat action. Times is an unsigned integer between 1 and pow(2,30) */
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bool initWithAction(CCFiniteTimeAction *pAction, unsigned int times);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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virtual void startWithTarget(CCNode *pTarget);
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virtual void stop(void);
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virtual void update(float dt);
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virtual bool isDone(void);
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virtual CCActionInterval* reverse(void);
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inline void setInnerAction(CCFiniteTimeAction *pAction)
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{
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if (m_pInnerAction != pAction)
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{
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CC_SAFE_RETAIN(pAction);
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CC_SAFE_RELEASE(m_pInnerAction);
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m_pInnerAction = pAction;
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}
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}
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inline CCFiniteTimeAction* getInnerAction()
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{
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return m_pInnerAction;
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}
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public:
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/** creates a CCRepeat action. Times is an unsigned integer between 1 and pow(2,30) */
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static CCRepeat* create(CCFiniteTimeAction *pAction, unsigned int times);
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protected:
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unsigned int m_uTimes;
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unsigned int m_uTotal;
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float m_fNextDt;
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bool m_bActionInstant;
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/** Inner action */
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CCFiniteTimeAction *m_pInnerAction;
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};
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/** @brief Repeats an action for ever.
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To repeat the an action for a limited number of times use the Repeat action.
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@warning This action can't be Sequenceable because it is not an IntervalAction
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*/
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class CC_DLL CCRepeatForever : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCRepeatForever()
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: m_pInnerAction(NULL)
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{}
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCRepeatForever();
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/** initializes the action */
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bool initWithAction(CCActionInterval *pAction);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone *pZone);
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virtual void startWithTarget(CCNode* pTarget);
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virtual void step(float dt);
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virtual bool isDone(void);
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virtual CCActionInterval* reverse(void);
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inline void setInnerAction(CCActionInterval *pAction)
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{
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if (m_pInnerAction != pAction)
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{
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CC_SAFE_RELEASE(m_pInnerAction);
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m_pInnerAction = pAction;
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CC_SAFE_RETAIN(m_pInnerAction);
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}
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}
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inline CCActionInterval* getInnerAction()
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{
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return m_pInnerAction;
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}
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public:
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/** creates the action */
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static CCRepeatForever* create(CCActionInterval *pAction);
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protected:
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/** Inner action */
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CCActionInterval *m_pInnerAction;
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};
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/** @brief Spawn a new action immediately
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*/
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class CC_DLL CCSpawn : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js NA
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* @lua NA
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*/
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~CCSpawn(void);
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/** initializes the Spawn action with the 2 actions to spawn
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* @lua NA
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*/
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bool initWithTwoActions(CCFiniteTimeAction *pAction1, CCFiniteTimeAction *pAction2);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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/**
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* @lua NA
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*/
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virtual void startWithTarget(CCNode *pTarget);
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/**
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* @lua NA
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*/
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virtual void stop(void);
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/**
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* @lua NA
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*/
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virtual void update(float time);
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virtual CCActionInterval* reverse(void);
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public:
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/** helper constructor to create an array of spawned actions
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* @lua NA
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*/
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static CCSpawn* create(CCFiniteTimeAction *pAction1, ...);
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/** helper constructor to create an array of spawned actions
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* @js NA
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* @lua NA
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*/
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static CCSpawn* createWithVariableList(CCFiniteTimeAction *pAction1, va_list args);
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/** helper constructor to create an array of spawned actions given an array
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* @js NA
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*/
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static CCSpawn* create(CCArray *arrayOfActions);
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/** creates the Spawn action
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* @js NA
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*/
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static CCSpawn* createWithTwoActions(CCFiniteTimeAction *pAction1, CCFiniteTimeAction *pAction2);
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protected:
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CCFiniteTimeAction *m_pOne;
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CCFiniteTimeAction *m_pTwo;
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};
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/** @brief Rotates a CCNode object to a certain angle by modifying it's
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rotation attribute.
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The direction will be decided by the shortest angle.
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*/
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class CC_DLL CCRotateTo : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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/** creates the action */
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static CCRotateTo* create(float fDuration, float fDeltaAngle);
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/** initializes the action */
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bool initWithDuration(float fDuration, float fDeltaAngle);
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/** creates the action with separate rotation angles */
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static CCRotateTo* create(float fDuration, float fDeltaAngleX, float fDeltaAngleY);
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virtual bool initWithDuration(float fDuration, float fDeltaAngleX, float fDeltaAngleY);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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virtual void startWithTarget(CCNode *pTarget);
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virtual void update(float time);
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protected:
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float m_fDstAngleX;
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float m_fStartAngleX;
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float m_fDiffAngleX;
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float m_fDstAngleY;
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float m_fStartAngleY;
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float m_fDiffAngleY;
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};
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/** @brief Rotates a CCNode object clockwise a number of degrees by modifying it's rotation attribute.
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*/
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class CC_DLL CCRotateBy : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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/** creates the action */
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static CCRotateBy* create(float fDuration, float fDeltaAngle);
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/** initializes the action */
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bool initWithDuration(float fDuration, float fDeltaAngle);
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static CCRotateBy* create(float fDuration, float fDeltaAngleX, float fDeltaAngleY);
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bool initWithDuration(float fDuration, float fDeltaAngleX, float fDeltaAngleY);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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virtual void startWithTarget(CCNode *pTarget);
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virtual void update(float time);
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virtual CCActionInterval* reverse(void);
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protected:
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float m_fAngleX;
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float m_fStartAngleX;
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float m_fAngleY;
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float m_fStartAngleY;
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};
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/** Moves a CCNode object x,y pixels by modifying it's position attribute.
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x and y are relative to the position of the object.
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Several CCMoveBy actions can be concurrently called, and the resulting
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movement will be the sum of individual movements.
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@since v2.1beta2-custom
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*/
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class CC_DLL CCMoveBy : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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/** initializes the action */
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bool initWithDuration(float duration, const CCPoint& deltaPosition);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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virtual void startWithTarget(CCNode *pTarget);
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virtual CCActionInterval* reverse(void);
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virtual void update(float time);
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public:
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/** creates the action */
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static CCMoveBy* create(float duration, const CCPoint& deltaPosition);
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protected:
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CCPoint m_positionDelta;
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CCPoint m_startPosition;
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CCPoint m_previousPosition;
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};
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/** Moves a CCNode object to the position x,y. x and y are absolute coordinates by modifying it's position attribute.
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Several CCMoveTo actions can be concurrently called, and the resulting
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movement will be the sum of individual movements.
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@since v2.1beta2-custom
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*/
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class CC_DLL CCMoveTo : public CCMoveBy
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{
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GEODE_FRIEND_MODIFY
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public:
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/** initializes the action */
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bool initWithDuration(float duration, const CCPoint& position);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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virtual void startWithTarget(CCNode *pTarget);
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public:
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/** creates the action */
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static CCMoveTo* create(float duration, const CCPoint& position);
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protected:
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CCPoint m_endPosition;
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};
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/** Skews a CCNode object to given angles by modifying it's skewX and skewY attributes
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@since v1.0
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*/
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class CC_DLL CCSkewTo : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCSkewTo();
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virtual bool initWithDuration(float t, float sx, float sy);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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virtual void startWithTarget(CCNode *pTarget);
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virtual void update(float time);
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public:
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/** creates the action */
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static CCSkewTo* create(float t, float sx, float sy);
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protected:
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float m_fSkewX;
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float m_fSkewY;
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float m_fStartSkewX;
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float m_fStartSkewY;
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float m_fEndSkewX;
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float m_fEndSkewY;
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float m_fDeltaX;
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float m_fDeltaY;
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};
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/** Skews a CCNode object by skewX and skewY degrees
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@since v1.0
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*/
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class CC_DLL CCSkewBy : public CCSkewTo
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{
|
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GEODE_FRIEND_MODIFY
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public:
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virtual bool initWithDuration(float t, float sx, float sy);
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virtual void startWithTarget(CCNode *pTarget);
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virtual CCActionInterval* reverse(void);
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|
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public:
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|
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/** creates the action */
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static CCSkewBy* create(float t, float deltaSkewX, float deltaSkewY);
|
|
};
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/** @brief Moves a CCNode object simulating a parabolic jump movement by modifying it's position attribute.
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|
*/
|
|
class CC_DLL CCJumpBy : public CCActionInterval
|
|
{
|
|
GEODE_FRIEND_MODIFY
|
|
public:
|
|
/** initializes the action */
|
|
bool initWithDuration(float duration, const CCPoint& position, float height, unsigned int jumps);
|
|
/**
|
|
* @js NA
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|
* @lua NA
|
|
*/
|
|
virtual CCObject* copyWithZone(CCZone* pZone);
|
|
virtual void startWithTarget(CCNode *pTarget);
|
|
virtual void update(float time);
|
|
virtual CCActionInterval* reverse(void);
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|
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|
public:
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/** creates the action */
|
|
static CCJumpBy* create(float duration, const CCPoint& position, float height, unsigned int jumps);
|
|
protected:
|
|
CCPoint m_startPosition;
|
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CCPoint m_delta;
|
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float m_height;
|
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unsigned int m_nJumps;
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|
CCPoint m_previousPos;
|
|
};
|
|
|
|
/** @brief Moves a CCNode object to a parabolic position simulating a jump movement by modifying it's position attribute.
|
|
*/
|
|
class CC_DLL CCJumpTo : public CCJumpBy
|
|
{
|
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GEODE_FRIEND_MODIFY
|
|
public:
|
|
virtual void startWithTarget(CCNode *pTarget);
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual CCObject* copyWithZone(CCZone* pZone);
|
|
|
|
public:
|
|
/** creates the action */
|
|
static CCJumpTo* create(float duration, const CCPoint& position, float height, int jumps);
|
|
};
|
|
|
|
/** @typedef bezier configuration structure
|
|
*/
|
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typedef struct _ccBezierConfig {
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//! end position of the bezier
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CCPoint endPosition;
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//! Bezier control point 1
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CCPoint controlPoint_1;
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//! Bezier control point 2
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CCPoint controlPoint_2;
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} ccBezierConfig;
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/** @brief An action that moves the target with a cubic Bezier curve by a certain distance.
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*/
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class CC_DLL CCBezierBy : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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/** initializes the action with a duration and a bezier configuration
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* @lua NA
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*/
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bool initWithDuration(float t, const ccBezierConfig& c);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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/**
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* @lua NA
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*/
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virtual void startWithTarget(CCNode *pTarget);
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/**
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* @lua NA
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*/
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virtual void update(float time);
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virtual CCActionInterval* reverse(void);
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public:
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/** creates the action with a duration and a bezier configuration
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* @code
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* when this function bound to js,the input params are changed
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* js: var create(var t, var pointTable)
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* @endcode
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*/
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static CCBezierBy* create(float t, const ccBezierConfig& c);
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protected:
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ccBezierConfig m_sConfig;
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CCPoint m_startPosition;
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CCPoint m_previousPosition;
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};
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/** @brief An action that moves the target with a cubic Bezier curve to a destination point.
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@since v0.8.2
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*/
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class CC_DLL CCBezierTo : public CCBezierBy
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @lua NA
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*/
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virtual void startWithTarget(CCNode *pTarget);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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public:
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/** creates the action with a duration and a bezier configuration
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* @code
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* when this function bound to js,the input params are changed
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* js: var create(var t, var pointTable)
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* @endcode
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*/
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static CCBezierTo* create(float t, const ccBezierConfig& c);
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/**
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* @lua NA
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*/
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bool initWithDuration(float t, const ccBezierConfig &c);
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protected:
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ccBezierConfig m_sToConfig;
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};
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/** @brief Scales a CCNode object to a zoom factor by modifying it's scale attribute.
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@warning This action doesn't support "reverse"
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*/
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class CC_DLL CCScaleTo : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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/** initializes the action with the same scale factor for X and Y */
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bool initWithDuration(float duration, float s);
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/** initializes the action with and X factor and a Y factor */
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bool initWithDuration(float duration, float sx, float sy);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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virtual void startWithTarget(CCNode *pTarget);
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virtual void update(float time);
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public:
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/** creates the action with the same scale factor for X and Y */
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static CCScaleTo* create(float duration, float s);
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/** creates the action with and X factor and a Y factor */
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static CCScaleTo* create(float duration, float sx, float sy);
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protected:
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float m_fScaleX;
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float m_fScaleY;
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float m_fStartScaleX;
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float m_fStartScaleY;
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float m_fEndScaleX;
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float m_fEndScaleY;
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float m_fDeltaX;
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float m_fDeltaY;
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};
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/** @brief Scales a CCNode object a zoom factor by modifying it's scale attribute.
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*/
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class CC_DLL CCScaleBy : public CCScaleTo
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{
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GEODE_FRIEND_MODIFY
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public:
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virtual void startWithTarget(CCNode *pTarget);
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virtual CCActionInterval* reverse(void);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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public:
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/** creates the action with the same scale factor for X and Y */
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static CCScaleBy* create(float duration, float s);
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/** creates the action with and X factor and a Y factor */
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static CCScaleBy* create(float duration, float sx, float sy);
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};
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/** @brief Blinks a CCNode object by modifying it's visible attribute
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*/
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class CC_DLL CCBlink : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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/** initializes the action */
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bool initWithDuration(float duration, unsigned int uBlinks);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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virtual void update(float time);
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virtual CCActionInterval* reverse(void);
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public:
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/** creates the action */
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static CCBlink* create(float duration, unsigned int uBlinks);
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virtual void startWithTarget(CCNode *pTarget);
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virtual void stop();
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protected:
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unsigned int m_nTimes;
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bool m_bOriginalState;
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};
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/** @brief Fades In an object that implements the CCRGBAProtocol protocol. It modifies the opacity from 0 to 255.
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The "reverse" of this action is FadeOut
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*/
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class CC_DLL CCFadeIn : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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virtual void update(float time);
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virtual CCActionInterval* reverse(void);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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public:
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/** creates the action */
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static CCFadeIn* create(float d);
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};
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/** @brief Fades Out an object that implements the CCRGBAProtocol protocol. It modifies the opacity from 255 to 0.
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The "reverse" of this action is FadeIn
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*/
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class CC_DLL CCFadeOut : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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virtual void update(float time);
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virtual CCActionInterval* reverse(void);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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public:
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/** creates the action */
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static CCFadeOut* create(float d);
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};
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/** @brief Fades an object that implements the CCRGBAProtocol protocol. It modifies the opacity from the current value to a custom one.
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@warning This action doesn't support "reverse"
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*/
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class CC_DLL CCFadeTo : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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/** initializes the action with duration and opacity */
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bool initWithDuration(float duration, GLubyte opacity);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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virtual void startWithTarget(CCNode *pTarget);
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virtual void update(float time);
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public:
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/** creates an action with duration and opacity */
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static CCFadeTo* create(float duration, GLubyte opacity);
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protected:
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GLubyte m_toOpacity;
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GLubyte m_fromOpacity;
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};
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/** @brief Tints a CCNode that implements the CCNodeRGB protocol from current tint to a custom one.
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@warning This action doesn't support "reverse"
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@since v0.7.2
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*/
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class CC_DLL CCTintTo : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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/** initializes the action with duration and color */
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bool initWithDuration(float duration, GLubyte red, GLubyte green, GLubyte blue);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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virtual void startWithTarget(CCNode *pTarget);
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virtual void update(float time);
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public:
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/** creates an action with duration and color */
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static CCTintTo* create(float duration, GLubyte red, GLubyte green, GLubyte blue);
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protected:
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ccColor3B m_to;
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ccColor3B m_from;
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};
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/** @brief Tints a CCNode that implements the CCNodeRGB protocol from current tint to a custom one.
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@since v0.7.2
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*/
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class CC_DLL CCTintBy : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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/** initializes the action with duration and color */
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bool initWithDuration(float duration, GLshort deltaRed, GLshort deltaGreen, GLshort deltaBlue);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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virtual void startWithTarget(CCNode *pTarget);
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virtual void update(float time);
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virtual CCActionInterval* reverse(void);
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public:
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/** creates an action with duration and color */
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static CCTintBy* create(float duration, GLshort deltaRed, GLshort deltaGreen, GLshort deltaBlue);
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protected:
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GLshort m_deltaR;
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GLshort m_deltaG;
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GLshort m_deltaB;
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GLshort m_fromR;
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GLshort m_fromG;
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GLshort m_fromB;
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};
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/** @brief Delays the action a certain amount of seconds
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*/
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class CC_DLL CCDelayTime : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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virtual void update(float time);
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virtual CCActionInterval* reverse(void);
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/**
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* @js NA
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* @lua NA
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*/
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virtual CCObject* copyWithZone(CCZone* pZone);
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public:
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/** creates the action */
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static CCDelayTime* create(float d);
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};
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/** @brief Executes an action in reverse order, from time=duration to time=0
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@warning Use this action carefully. This action is not
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sequenceable. Use it as the default "reversed" method
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of your own actions, but using it outside the "reversed"
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scope is not recommended.
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*/
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class CC_DLL CCReverseTime : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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~CCReverseTime(void);
|
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/**
|
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* @js NA
|
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* @lua NA
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*/
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CCReverseTime();
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/** initializes the action */
|
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bool initWithAction(CCFiniteTimeAction *pAction);
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/**
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* @js NA
|
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* @lua NA
|
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*/
|
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virtual CCObject* copyWithZone(CCZone* pZone);
|
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virtual void startWithTarget(CCNode *pTarget);
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virtual void stop(void);
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virtual void update(float time);
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virtual CCActionInterval* reverse(void);
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public:
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/** creates the action */
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static CCReverseTime* create(CCFiniteTimeAction *pAction);
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protected:
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CCFiniteTimeAction *m_pOther;
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};
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class CCTexture2D;
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/** @brief Animates a sprite given the name of an Animation */
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class CC_DLL CCAnimate : public CCActionInterval
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
|
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*/
|
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CCAnimate();
|
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/**
|
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* @js NA
|
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* @lua NA
|
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*/
|
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~CCAnimate();
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/** initializes the action with an Animation and will restore the original frame when the animation is over */
|
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bool initWithAnimation(CCAnimation *pAnimation);
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/**
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* @js NA
|
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* @lua NA
|
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*/
|
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virtual CCObject* copyWithZone(CCZone* pZone);
|
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virtual void startWithTarget(CCNode *pTarget);
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virtual void stop(void);
|
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virtual void update(float t);
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virtual CCActionInterval* reverse(void);
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// 2.2 addition
|
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bool getRecenterChildren() const;
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bool getRecenterFrames() const;
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void setRecenterChildren(bool recenter);
|
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void setRecenterFrames(bool recenter);
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public:
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/** creates the action with an Animation and will restore the original frame when the animation is over */
|
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static CCAnimate* create(CCAnimation *pAnimation);
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CC_SYNTHESIZE_RETAIN(CCAnimation*, m_pAnimation, Animation)
|
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protected:
|
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gd::vector<float>* m_pSplitTimes;
|
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int m_nNextFrame;
|
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CCSpriteFrame* m_pOrigFrame;
|
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unsigned int m_uExecutedLoops;
|
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};
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|
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/** Overrides the target of an action so that it always runs on the target
|
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* specified at action creation rather than the one specified by runAction.
|
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*/
|
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class CC_DLL CCTargetedAction : public CCActionInterval
|
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{
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GEODE_FRIEND_MODIFY
|
|
public:
|
|
/**
|
|
* @js ctor
|
|
*/
|
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CCTargetedAction();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual ~CCTargetedAction();
|
|
|
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/** Create an action with the specified action and forced target */
|
|
static CCTargetedAction* create(CCNode* pTarget, CCFiniteTimeAction* pAction);
|
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|
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/** Init an action with the specified action and forced target */
|
|
bool initWithTarget(CCNode* pTarget, CCFiniteTimeAction* pAction);
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual CCObject* copyWithZone(CCZone* pZone);
|
|
virtual void startWithTarget(CCNode *pTarget);
|
|
virtual void stop(void);
|
|
virtual void update(float time);
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|
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/** This is the target that the action will be forced to run with */
|
|
CC_SYNTHESIZE_RETAIN(CCNode*, m_pForcedTarget, ForcedTarget);
|
|
private:
|
|
CCFiniteTimeAction* m_pAction;
|
|
};
|
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|
|
// end of actions group
|
|
/// @}
|
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|
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NS_CC_END
|
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|
#endif //__ACTION_CCINTERVAL_ACTION_H__
|