mirror of https://github.com/axmolengine/axmol.git
change play arguments
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57c33e0604
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7be834ea37
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@ -163,7 +163,7 @@ float ArmatureAnimation::getSpeedScale() const
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}
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void ArmatureAnimation::play(const char *animationName, int durationTo, int durationTween, int loop, int tweenEasing)
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void ArmatureAnimation::play(const char *animationName, int durationTo, int loop)
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{
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CCASSERT(_animationData, "_animationData can not be null");
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@ -180,10 +180,9 @@ void ArmatureAnimation::play(const char *animationName, int durationTo, int dura
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//! Further processing parameters
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durationTo = (durationTo == -1) ? _movementData->durationTo : durationTo;
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durationTween = (durationTween == -1) ? _movementData->durationTween : durationTween;
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durationTween = (durationTween == 0) ? _movementData->duration : durationTween;
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int durationTween = _movementData->durationTween == 0 ? _rawDuration : _movementData->durationTween;
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tweenEasing = (tweenEasing == TWEEN_EASING_MAX) ? _movementData->tweenEasing : tweenEasing;
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TweenType tweenEasing = _movementData->tweenEasing;
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loop = (loop < 0) ? _movementData->loop : loop;
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_onMovementList = false;
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@ -247,13 +246,13 @@ void ArmatureAnimation::play(const char *animationName, int durationTo, int dura
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}
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void ArmatureAnimation::playByIndex(int animationIndex, int durationTo, int durationTween, int loop, int tweenEasing)
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void ArmatureAnimation::playByIndex(int animationIndex, int durationTo, int loop)
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{
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std::vector<std::string> &movName = _animationData->movementNames;
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CC_ASSERT((animationIndex > -1) && ((unsigned int)animationIndex < movName.size()));
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std::string animationName = movName.at(animationIndex);
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play(animationName.c_str(), durationTo, durationTween, loop, tweenEasing);
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play(animationName.c_str(), durationTo, loop);
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}
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@ -512,7 +511,7 @@ void ArmatureAnimation::updateMovementList()
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{
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if (_movementListLoop)
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{
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play(_movementList.at(_movementIndex).c_str(), -1, -1, 0);
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play(_movementList.at(_movementIndex).c_str(), -1, 0);
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_movementIndex++;
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if (_movementIndex >= _movementList.size())
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@ -524,7 +523,7 @@ void ArmatureAnimation::updateMovementList()
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{
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if (_movementIndex < _movementList.size())
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{
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play(_movementList.at(_movementIndex).c_str(), -1, -1, 0);
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play(_movementList.at(_movementIndex).c_str(), -1, 0);
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_movementIndex++;
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}
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else
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@ -117,33 +117,19 @@ public:
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* It's meaning is changing to this animation need how many frames
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*
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* -1 : use the value from MovementData get from flash design panel
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* @param durationTween The frame count you want to play in the game.
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* if _durationTween is 80, then the animation will played 80 frames in a loop
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*
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* -1 : use the value from MovementData get from flash design panel
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*
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* @param loop Whether the animation is loop
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*
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* loop < 0 : use the value from MovementData get from flash design panel
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* loop = 0 : this animation is not loop
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* loop > 0 : this animation is loop
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*
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* @param tweenEasing Tween easing is used for calculate easing effect
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*
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* TWEEN_EASING_MAX : use the value from MovementData get from flash design panel
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* -1 : fade out
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* 0 : line
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* 1 : fade in
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* 2 : fade in and out
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*
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*/
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virtual void play(const char *animationName, int durationTo = -1, int durationTween = -1, int loop = -1, int tweenEasing = TWEEN_EASING_MAX);
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virtual void play(const char *animationName, int durationTo = -1, int loop = -1);
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/**
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* Play animation by index, the other param is the same to play.
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* @param animationIndex the animation index you want to play
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*/
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virtual void playByIndex(int animationIndex, int durationTo = -1, int durationTween = -1, int loop = -1, int tweenEasing = TWEEN_EASING_MAX);
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virtual void playByIndex(int animationIndex, int durationTo = -1, int loop = -1);
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virtual void play(bool loop, const std::string *movementNames, int movementNumber);
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