axmol/cocos2dx/include/CCActionInterval.h

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/****************************************************************************
Copyright (c) 2010-2011 cocos2d-x.org
Copyright (c) 2008-2011 Ricardo Quesada
Copyright (c) 2011 Zynga Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __ACTION_CCINTERVAL_ACTION_H__
#define __ACTION_CCINTERVAL_ACTION_H__
#include "CCNode.h"
#include "CCAction.h"
#include "CCProtocols.h"
#include "CCSpriteFrame.h"
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#include "CCAnimation.h"
namespace cocos2d {
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/**
@brief An interval action is an action that takes place within a certain period of time.
It has an start time, and a finish time. The finish time is the parameter
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)
- They can run reversed with the reverse method
- They can run with the time altered with the Accelerate, AccelDeccel and Speed actions.
For example, you can simulate a Ping Pong effect running the action normally and
then running it again in Reverse mode.
Example:
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CCAction *pingPongAction = CCSequence::actions(action, action->reverse(), NULL);
*/
class CC_DLL CCActionInterval : public CCFiniteTimeAction
{
public:
/** how many seconds had elapsed since the actions started to run. */
inline ccTime getElapsed(void) { return m_elapsed; }
/** initializes the action */
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bool initWithDuration(ccTime d);
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/** returns true if the action has finished */
virtual bool isDone(void);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void step(ccTime dt);
virtual void startWithTarget(CCNode *pTarget);
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/** returns a reversed action */
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virtual CCActionInterval* reverse(void);
public:
/** creates the action */
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static CCActionInterval* actionWithDuration(ccTime d);
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public:
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//extension in CCGridAction
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void setAmplitudeRate(CGFloat amp);
CGFloat getAmplitudeRate(void);
protected:
ccTime m_elapsed;
bool m_bFirstTick;
};
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/** @brief Runs actions sequentially, one after another
*/
class CC_DLL CCSequence : public CCActionInterval
{
public:
~CCSequence(void);
/** initializes the action */
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bool initOneTwo(CCFiniteTimeAction *pActionOne, CCFiniteTimeAction *pActionTwo);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void startWithTarget(CCNode *pTarget);
virtual void stop(void);
virtual void update(ccTime time);
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virtual CCActionInterval* reverse(void);
public:
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/** helper constructor to create an array of sequenceable actions */
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static CCFiniteTimeAction* actions(CCFiniteTimeAction *pAction1, ...);
/** helper contructor to create an array of sequenceable actions given an array */
static CCFiniteTimeAction* actionsWithArray(CCArray *actions);
/** creates the action */
static CCSequence* actionOneTwo(CCFiniteTimeAction *pActionOne, CCFiniteTimeAction *pActionTwo);
protected:
CCFiniteTimeAction *m_pActions[2];
ccTime m_split;
int m_last;
};
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/** @brief Repeats an action a number of times.
* To repeat an action forever use the CCRepeatForever action.
*/
class CC_DLL CCRepeat : public CCActionInterval
{
public:
~CCRepeat(void);
/** 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);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void startWithTarget(CCNode *pTarget);
virtual void stop(void);
virtual void update(ccTime time);
virtual bool isDone(void);
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virtual CCActionInterval* reverse(void);
inline void setInnerAction(CCFiniteTimeAction *pAction)
{
if (m_pInnerAction != pAction)
{
CC_SAFE_RELEASE(m_pInnerAction);
m_pInnerAction = pAction;
CC_SAFE_RETAIN(m_pInnerAction);
}
}
inline CCFiniteTimeAction* getInnerAction()
{
return m_pInnerAction;
}
public:
/** creates a CCRepeat action. Times is an unsigned integer between 1 and pow(2,30) */
static CCRepeat* actionWithAction(CCFiniteTimeAction *pAction, unsigned int times);
protected:
unsigned int m_uTimes;
unsigned int m_uTotal;
/** Inner action */
CCFiniteTimeAction *m_pInnerAction;
};
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/** @brief Repeats an action for ever.
To repeat the an action for a limited number of times use the Repeat action.
@warning This action can't be Sequenceable because it is not an IntervalAction
*/
class CC_DLL CCRepeatForever : public CCActionInterval
{
public:
CCRepeatForever()
: m_pInnerAction(NULL)
{}
virtual ~CCRepeatForever();
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/** initializes the action */
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bool initWithAction(CCActionInterval *pAction);
virtual CCObject* copyWithZone(CCZone *pZone);
virtual void startWithTarget(CCNode* pTarget);
virtual void step(ccTime dt);
virtual bool isDone(void);
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virtual CCActionInterval* reverse(void);
inline void setInnerAction(CCActionInterval *pAction)
{
if (m_pInnerAction != pAction)
{
CC_SAFE_RELEASE(m_pInnerAction);
m_pInnerAction = pAction;
CC_SAFE_RETAIN(m_pInnerAction);
}
}
inline CCActionInterval* getInnerAction()
{
return m_pInnerAction;
}
public:
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/** creates the action */
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static CCRepeatForever* actionWithAction(CCActionInterval *pAction);
protected:
/** Inner action */
CCActionInterval *m_pInnerAction;
};
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/** @brief Spawn a new action immediately
*/
class CC_DLL CCSpawn : public CCActionInterval
{
public:
~CCSpawn(void);
/** initializes the Spawn action with the 2 actions to spawn */
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bool initOneTwo(CCFiniteTimeAction *pAction1, CCFiniteTimeAction *pAction2);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void startWithTarget(CCNode *pTarget);
virtual void stop(void);
virtual void update(ccTime time);
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virtual CCActionInterval* reverse(void);
public:
/** helper constructor to create an array of spawned actions */
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static CCFiniteTimeAction* actions(CCFiniteTimeAction *pAction1, ...);
/** helper contructor to create an array of spawned actions given an array */
static CCFiniteTimeAction* actionsWithArray(CCArray *actions);
/** creates the Spawn action */
static CCSpawn* actionOneTwo(CCFiniteTimeAction *pAction1, CCFiniteTimeAction *pAction2);
protected:
CCFiniteTimeAction *m_pOne;
CCFiniteTimeAction *m_pTwo;
};
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/** @brief Rotates a CCNode object to a certain angle by modifying it's
rotation attribute.
The direction will be decided by the shortest angle.
*/
class CC_DLL CCRotateTo : public CCActionInterval
{
public:
/** initializes the action */
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bool initWithDuration(ccTime duration, float fDeltaAngle);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void startWithTarget(CCNode *pTarget);
virtual void update(ccTime time);
public:
/** creates the action */
static CCRotateTo* actionWithDuration(ccTime duration, float fDeltaAngle);
protected:
float m_fDstAngle;
float m_fStartAngle;
float m_fDiffAngle;
};
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/** @brief Rotates a CCNode object clockwise a number of degrees by modifying it's rotation attribute.
*/
class CC_DLL CCRotateBy : public CCActionInterval
{
public:
/** initializes the action */
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bool initWithDuration(ccTime duration, float fDeltaAngle);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void startWithTarget(CCNode *pTarget);
virtual void update(ccTime time);
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virtual CCActionInterval* reverse(void);
public:
/** creates the action */
static CCRotateBy* actionWithDuration(ccTime duration, float fDeltaAngle);
protected:
float m_fAngle;
float m_fStartAngle;
};
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/** @brief Moves a CCNode object to the position x,y. x and y are absolute coordinates by modifying it's position attribute.
*/
class CC_DLL CCMoveTo : public CCActionInterval
{
public:
/** initializes the action */
bool initWithDuration(ccTime duration, CCPoint position);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void startWithTarget(CCNode *pTarget);
virtual void update(ccTime time);
public:
/** creates the action */
static CCMoveTo* actionWithDuration(ccTime duration, CCPoint position);
protected:
CCPoint m_endPosition;
CCPoint m_startPosition;
CCPoint m_delta;
};
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/** @brief Moves a CCNode object x,y pixels by modifying it's position attribute.
x and y are relative to the position of the object.
Duration is is seconds.
*/
class CC_DLL CCMoveBy : public CCMoveTo
{
public:
/** initializes the action */
bool initWithDuration(ccTime duration, CCPoint position);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void startWithTarget(CCNode *pTarget);
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virtual CCActionInterval* reverse(void);
public:
/** creates the action */
static CCMoveBy* actionWithDuration(ccTime duration, CCPoint position);
};
/** Skews a CCNode object to given angles by modifying it's skewX and skewY attributes
@since v1.0
*/
class CC_DLL CCSkewTo : public CCActionInterval
{
public:
CCSkewTo();
virtual bool initWithDuration(ccTime t, float sx, float sy);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void startWithTarget(CCNode *pTarget);
virtual void update(ccTime time);
public:
static CCSkewTo* actionWithDuration(ccTime t, float sx, float sy);
protected:
float m_fSkewX;
float m_fSkewY;
float m_fStartSkewX;
float m_fStartSkewY;
float m_fEndSkewX;
float m_fEndSkewY;
float m_fDeltaX;
float m_fDeltaY;
};
/** Skews a CCNode object by skewX and skewY degrees
@since v1.0
*/
class CC_DLL CCSkewBy : public CCSkewTo
{
public:
virtual bool initWithDuration(ccTime t, float sx, float sy);
virtual void startWithTarget(CCNode *pTarget);
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virtual CCSkewBy* reverse(void);
public:
static CCSkewBy* actionWithDuration(ccTime 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.
*/
class CC_DLL CCJumpBy : public CCActionInterval
{
public:
/** initializes the action */
bool initWithDuration(ccTime duration, CCPoint position, ccTime height, unsigned int jumps);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void startWithTarget(CCNode *pTarget);
virtual void update(ccTime time);
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virtual CCActionInterval* reverse(void);
public:
/** creates the action */
static CCJumpBy* actionWithDuration(ccTime duration, CCPoint position, ccTime height, unsigned int jumps);
protected:
CCPoint m_startPosition;
CCPoint m_delta;
ccTime m_height;
unsigned int m_nJumps;
};
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/** @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
{
public:
virtual void startWithTarget(CCNode *pTarget);
virtual CCObject* copyWithZone(CCZone* pZone);
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public:
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/** creates the action */
static CCJumpTo* actionWithDuration(ccTime duration, CCPoint position, ccTime height, int jumps);
};
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/** @typedef bezier configuration structure
*/
typedef struct _ccBezierConfig {
//! end position of the bezier
CCPoint endPosition;
//! Bezier control point 1
CCPoint controlPoint_1;
//! Bezier control point 2
CCPoint controlPoint_2;
} ccBezierConfig;
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/** @brief An action that moves the target with a cubic Bezier curve by a certain distance.
*/
class CC_DLL CCBezierBy : public CCActionInterval
{
public:
/** initializes the action with a duration and a bezier configuration */
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bool initWithDuration(ccTime t, ccBezierConfig c);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void startWithTarget(CCNode *pTarget);
virtual void update(ccTime time);
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virtual CCActionInterval* reverse(void);
public:
/** creates the action with a duration and a bezier configuration */
static CCBezierBy* actionWithDuration(ccTime t, ccBezierConfig c);
protected:
ccBezierConfig m_sConfig;
CCPoint m_startPosition;
};
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/** @brief An action that moves the target with a cubic Bezier curve to a destination point.
@since v0.8.2
*/
class CC_DLL CCBezierTo : public CCBezierBy
{
public:
virtual void startWithTarget(CCNode *pTarget);
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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static CCBezierTo* actionWithDuration(ccTime t, ccBezierConfig c);
};
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/** @brief Scales a CCNode object to a zoom factor by modifying it's scale attribute.
@warning This action doesn't support "reverse"
*/
class CC_DLL CCScaleTo : public CCActionInterval
{
public:
/** initializes the action with the same scale factor for X and Y */
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bool initWithDuration(ccTime duration, float s);
/** initializes the action with and X factor and a Y factor */
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bool initWithDuration(ccTime duration, float sx, float sy);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void startWithTarget(CCNode *pTarget);
virtual void update(ccTime time);
public:
/** creates the action with the same scale factor for X and Y */
static CCScaleTo* actionWithDuration(ccTime duration, float s);
/** creates the action with and X factor and a Y factor */
static CCScaleTo* actionWithDuration(ccTime duration, float sx, float sy);
protected:
float m_fScaleX;
float m_fScaleY;
float m_fStartScaleX;
float m_fStartScaleY;
float m_fEndScaleX;
float m_fEndScaleY;
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float m_fDeltaX;
float m_fDeltaY;
};
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/** @brief Scales a CCNode object a zoom factor by modifying it's scale attribute.
*/
class CC_DLL CCScaleBy : public CCScaleTo
{
public:
virtual void startWithTarget(CCNode *pTarget);
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virtual CCScaleBy* reverse(void);
virtual CCObject* copyWithZone(CCZone* pZone);
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public:
/** creates the action with the same scale factor for X and Y */
static CCScaleBy* actionWithDuration(ccTime duration, float s);
/** creates the action with and X factor and a Y factor */
static CCScaleBy* actionWithDuration(ccTime duration, float sx, float sy);
};
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/** @brief Blinks a CCNode object by modifying it's visible attribute
*/
class CC_DLL CCBlink : public CCActionInterval
{
public:
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/** initializes the action */
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bool initWithDuration(ccTime duration, unsigned int uBlinks);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void update(ccTime time);
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virtual CCActionInterval* reverse(void);
public:
/** creates the action */
static CCBlink* actionWithDuration(ccTime duration, unsigned int uBlinks);
protected:
unsigned int m_nTimes;
};
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/** @brief Fades In an object that implements the CCRGBAProtocol protocol. It modifies the opacity from 0 to 255.
The "reverse" of this action is FadeOut
*/
class CC_DLL CCFadeIn : public CCActionInterval
{
public:
virtual void update(ccTime time);
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virtual CCActionInterval* reverse(void);
virtual CCObject* copyWithZone(CCZone* pZone);
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public:
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/** creates the action */
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static CCFadeIn* actionWithDuration(ccTime d);
};
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/** @brief Fades Out an object that implements the CCRGBAProtocol protocol. It modifies the opacity from 255 to 0.
The "reverse" of this action is FadeIn
*/
class CC_DLL CCFadeOut : public CCActionInterval
{
public:
virtual void update(ccTime time);
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virtual CCActionInterval* reverse(void);
virtual CCObject* copyWithZone(CCZone* pZone);
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public:
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/** creates the action */
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static CCFadeOut* actionWithDuration(ccTime d);
};
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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.
@warning This action doesn't support "reverse"
*/
class CC_DLL CCFadeTo : public CCActionInterval
{
public:
/** initializes the action with duration and opacity */
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bool initWithDuration(ccTime duration, GLubyte opacity);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void startWithTarget(CCNode *pTarget);
virtual void update(ccTime time);
public:
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/** creates an action with duration and opacity */
static CCFadeTo* actionWithDuration(ccTime duration, GLubyte opacity);
protected:
GLubyte m_toOpacity;
GLubyte m_fromOpacity;
};
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/** @brief Tints a CCNode that implements the CCNodeRGB protocol from current tint to a custom one.
@warning This action doesn't support "reverse"
@since v0.7.2
*/
class CC_DLL CCTintTo : public CCActionInterval
{
public:
/** initializes the action with duration and color */
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bool initWithDuration(ccTime duration, GLubyte red, GLubyte green, GLubyte blue);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void startWithTarget(CCNode *pTarget);
virtual void update(ccTime time);
public:
/** creates an action with duration and color */
static CCTintTo* actionWithDuration(ccTime duration, GLubyte red, GLubyte green, GLubyte blue);
protected:
ccColor3B m_to;
ccColor3B m_from;
};
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/** @brief Tints a CCNode that implements the CCNodeRGB protocol from current tint to a custom one.
@since v0.7.2
*/
class CC_DLL CCTintBy : public CCActionInterval
{
public:
/** initializes the action with duration and color */
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bool initWithDuration(ccTime duration, GLshort deltaRed, GLshort deltaGreen, GLshort deltaBlue);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void startWithTarget(CCNode *pTarget);
virtual void update(ccTime time);
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virtual CCActionInterval* reverse(void);
public:
/** creates an action with duration and color */
static CCTintBy* actionWithDuration(ccTime duration, GLshort deltaRed, GLshort deltaGreen, GLshort deltaBlue);
protected:
GLshort m_deltaR;
GLshort m_deltaG;
GLshort m_deltaB;
GLshort m_fromR;
GLshort m_fromG;
GLshort m_fromB;
};
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/** @brief Delays the action a certain amount of seconds
*/
class CC_DLL CCDelayTime : public CCActionInterval
{
public:
virtual void update(ccTime time);
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virtual CCActionInterval* reverse(void);
virtual CCObject* copyWithZone(CCZone* pZone);
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public:
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/** creates the action */
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static CCDelayTime* actionWithDuration(ccTime d);
};
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/** @brief Executes an action in reverse order, from time=duration to time=0
@warning Use this action carefully. This action is not
sequenceable. Use it as the default "reversed" method
of your own actions, but using it outside the "reversed"
scope is not recommended.
*/
class CC_DLL CCReverseTime : public CCActionInterval
{
public:
~CCReverseTime(void);
/** initializes the action */
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bool initWithAction(CCFiniteTimeAction *pAction);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void startWithTarget(CCNode *pTarget);
virtual void stop(void);
virtual void update(ccTime time);
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virtual CCActionInterval* reverse(void);
public:
/** creates the action */
static CCReverseTime* actionWithAction(CCFiniteTimeAction *pAction);
protected:
CCFiniteTimeAction *m_pOther;
};
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class CCTexture2D;
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/** @brief Animates a sprite given the name of an Animation */
class CC_DLL CCAnimate : public CCActionInterval
{
public:
~CCAnimate(void);
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/** Get animation used for the animate */
inline CCAnimation* getAnimation(void) { return m_pAnimation; }
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/** Set animation used for the animate, the object is retained */
inline void setAnimation(CCAnimation *pAnimation)
{
CC_SAFE_RETAIN(pAnimation);
CC_SAFE_RELEASE(m_pAnimation);
m_pAnimation = pAnimation;
}
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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);
/** initializes the action with an Animation */
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bool initWithAnimation(CCAnimation *pAnimation, bool bRestoreOriginalFrame);
/** initializes an action with a duration, animation and depending of the restoreOriginalFrame, it will restore the original frame or not.
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The 'delay' parameter of the animation will be overridden by the duration parameter.
@since v0.99.0
*/
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bool initWithDuration(ccTime duration, CCAnimation *pAnimation, bool bRestoreOriginalFrame);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void startWithTarget(CCNode *pTarget);
virtual void stop(void);
virtual void update(ccTime time);
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virtual CCActionInterval* reverse(void);
public:
/** creates the action with an Animation and will restore the original frame when the animation is over */
static CCAnimate* actionWithAnimation(CCAnimation *pAnimation);
/** creates the action with an Animation */
static CCAnimate* actionWithAnimation(CCAnimation *pAnimation, bool bRestoreOriginalFrame);
/** creates an action with a duration, animation and depending of the restoreOriginalFrame, it will restore the original frame or not.
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The 'delay' parameter of the animation will be overridden by the duration parameter.
@since v0.99.0
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*/
static CCAnimate* actionWithDuration(ccTime duration, CCAnimation *pAnimation, bool bRestoreOriginalFrame);
protected:
CCAnimation *m_pAnimation;
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CCSpriteFrame *m_pOrigFrame;
bool m_bRestoreOriginalFrame;
};
}
#endif //__ACTION_CCINTERVAL_ACTION_H__