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662a9e99f5
- remove cocos2dx folder - change all include paths in cocos2d to be relative
302 lines
8.1 KiB
C++
302 lines
8.1 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2008-2010 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 __ACTIONS_CCACTION_H__
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#define __ACTIONS_CCACTION_H__
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#include "../cocoa/CCObject.h"
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#include "../cocoa/CCGeometry.h"
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#include "../platform/CCPlatformMacros.h"
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NS_CC_BEGIN
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enum {
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//! Default tag
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kCCActionTagInvalid = -1,
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};
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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 Base class for CCAction objects.
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*/
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class CC_DLL CCAction : public CCObject
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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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CCAction(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 ~CCAction(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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const char* description();
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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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//! return true if the action has finished
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virtual bool isDone(void);
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//! called before the action start. It will also set the target.
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virtual void startWithTarget(CCNode *pTarget);
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/**
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called after the action has finished. It will set the 'target' to nil.
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IMPORTANT: You should never call "[action stop]" manually. Instead, use: "target->stopAction(action);"
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*/
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virtual void stop(void);
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//! called every frame with it's delta time. DON'T override unless you know what you are doing.
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virtual void step(float dt);
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/**
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called once per frame. time a value between 0 and 1
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For example:
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- 0 means that the action just started
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- 0.5 means that the action is in the middle
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- 1 means that the action is over
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*/
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virtual void update(float time);
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inline CCNode* getTarget(void) { return m_pTarget; }
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/** The action will modify the target properties. */
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inline void setTarget(CCNode *pTarget) { m_pTarget = pTarget; }
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inline CCNode* getOriginalTarget(void) { return m_pOriginalTarget; }
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/** Set the original target, since target can be nil.
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Is the target that were used to run the action. Unless you are doing something complex, like CCActionManager, you should NOT call this method.
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The target is 'assigned', it is not 'retained'.
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@since v0.8.2
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*/
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inline void setOriginalTarget(CCNode *pOriginalTarget) { m_pOriginalTarget = pOriginalTarget; }
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inline int getTag(void) { return m_nTag; }
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inline void setTag(int nTag) { m_nTag = nTag; }
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RT_ADD(void setSpeedMod(float mod);)
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public:
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/** Create an action */
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static CCAction* create();
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protected:
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CCNode *m_pOriginalTarget;
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/** The "target".
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The target will be set with the 'startWithTarget' method.
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When the 'stop' method is called, target will be set to nil.
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The target is 'assigned', it is not 'retained'.
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*/
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CCNode *m_pTarget;
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/** The action tag. An identifier of the action */
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int m_nTag;
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RT_ADD(float m_fSpeedMod;)
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};
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/**
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@brief
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Base class actions that do have a finite time duration.
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Possible actions:
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- An action with a duration of 0 seconds
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- An action with a duration of 35.5 seconds
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Infinite time actions are valid
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*/
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class CC_DLL CCFiniteTimeAction : public CCAction
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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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CCFiniteTimeAction()
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: m_fDuration(0)
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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 ~CCFiniteTimeAction(){}
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//! get duration in seconds of the action
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inline float getDuration(void) { return m_fDuration; }
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//! set duration in seconds of the action
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inline void setDuration(float duration) { m_fDuration = duration; }
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/** returns a reversed action */
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virtual CCFiniteTimeAction* reverse(void);
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protected:
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//! duration in seconds
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float m_fDuration;
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};
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class CCActionInterval;
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class CCRepeatForever;
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/**
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@brief Changes the speed of an action, making it take longer (speed>1)
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or less (speed<1) time.
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Useful to simulate 'slow motion' or 'fast forward' effect.
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@warning This action can't be Sequenceable because it is not an CCIntervalAction
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*/
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class CC_DLL CCSpeed : public CCAction
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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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CCSpeed()
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: m_fSpeed(0.0)
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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 ~CCSpeed(void);
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inline float getSpeed(void) { return m_fSpeed; }
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/** alter the speed of the inner function in runtime */
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inline void setSpeed(float fSpeed) { m_fSpeed = fSpeed; }
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/** initializes the action */
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bool initWithAction(CCActionInterval *pAction, float fSpeed);
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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();
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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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void setInnerAction(CCActionInterval *pAction);
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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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/** create the action */
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static CCSpeed* create(CCActionInterval* pAction, float fSpeed);
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protected:
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float m_fSpeed;
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CCActionInterval *m_pInnerAction;
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};
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/**
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@brief CCFollow is an action that "follows" a node.
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Eg:
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layer->runAction(CCFollow::actionWithTarget(hero));
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Instead of using CCCamera as a "follower", use this action instead.
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@since v0.99.2
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*/
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class CC_DLL CCFollow : public CCAction
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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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CCFollow()
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: m_pobFollowedNode(NULL)
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, m_bBoundarySet(false)
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, m_bBoundaryFullyCovered(false)
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, m_fLeftBoundary(0.0)
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, m_fRightBoundary(0.0)
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, m_fTopBoundary(0.0)
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, m_fBottomBoundary(0.0)
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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 ~CCFollow(void);
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inline bool isBoundarySet(void) { return m_bBoundarySet; }
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/** alter behavior - turn on/off boundary */
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inline void setBoudarySet(bool bValue) { m_bBoundarySet = bValue; }
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/** initializes the action with a set boundary */
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bool initWithTarget(CCNode *pFollowedNode, const CCRect& rect = CCRectZero);
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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 bool isDone(void);
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virtual void stop(void);
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public:
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/** creates the action with a set boundary,
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It will work with no boundary if @param rect is equal to CCRectZero.
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*/
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static CCFollow* create(CCNode *pFollowedNode, const CCRect& rect = CCRectZero);
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protected:
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// node to follow
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CCNode *m_pobFollowedNode;
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// whether camera should be limited to certain area
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bool m_bBoundarySet;
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// if screen size is bigger than the boundary - update not needed
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bool m_bBoundaryFullyCovered;
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// fast access to the screen dimensions
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CCPoint m_obHalfScreenSize;
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CCPoint m_obFullScreenSize;
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// world boundaries
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float m_fLeftBoundary;
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float m_fRightBoundary;
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float m_fTopBoundary;
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float m_fBottomBoundary;
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif // __ACTIONS_CCACTION_H__
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