mirror of https://github.com/axmolengine/axmol.git
issue #85:remove the using of dynamic_cast()
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1d63bb29ba
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@ -170,19 +170,19 @@ void Test2::onEnter()
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sp3->setScale(0.25f);
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sp4->setScale(0.25f);
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dynamic_cast<CCNode*>(sp1)->addChild(sp3);
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dynamic_cast<CCNode*>(sp2)->addChild(sp4);
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sp1->addChild(sp3);
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sp2->addChild(sp4);
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CCIntervalAction* a1 = CCRotateBy::actionWithDuration(2, 360);
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CCIntervalAction* a2 = CCScaleBy::actionWithDuration(2, 2);
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CCAction* action1 = CCRepeatForever::actionWithAction(
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dynamic_cast<CCIntervalAction*>(CCSequence::actions(a1, a2, a2->reverse(), NULL))
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(CCIntervalAction*)(CCSequence::actions(a1, a2, a2->reverse(), NULL))
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);
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CCAction* action2 = CCRepeatForever::actionWithAction(
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dynamic_cast<CCIntervalAction*>(CCSequence::actions(
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dynamic_cast<CCIntervalAction*>(a1->copy()->autorelease()),
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dynamic_cast<CCIntervalAction*>(a2->copy()->autorelease()),
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(CCIntervalAction*)(CCSequence::actions(
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(CCIntervalAction*)(a1->copy()->autorelease()),
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(CCIntervalAction*)(a2->copy()->autorelease()),
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a2->reverse(),
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NULL) )
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);
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@ -224,7 +224,7 @@ Test4::Test4()
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void Test4::delay2(ccTime dt)
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{
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CCSprite* node = dynamic_cast<CCSprite*>(getChildByTag(2));
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CCSprite* node = (CCSprite*)(getChildByTag(2));
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CCAction* action1 = CCRotateBy::actionWithDuration(1, 360);
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node->runAction(action1);
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}
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@ -257,9 +257,9 @@ Test5::Test5()
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CCRotateBy* rot = CCRotateBy::actionWithDuration(2, 360);
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CCIntervalAction* rot_back = rot->reverse();
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CCAction* forever = CCRepeatForever::actionWithAction(
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dynamic_cast<CCIntervalAction*>(CCSequence::actions(rot, rot_back, NULL))
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(CCIntervalAction*)(CCSequence::actions(rot, rot_back, NULL))
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);
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CCAction* forever2 = dynamic_cast<CCAction*>(forever->copy()->autorelease());
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CCAction* forever2 = (CCAction*)(forever->copy()->autorelease());
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forever->setTag(101);
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forever2->setTag(102);
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@ -314,16 +314,16 @@ Test6::Test6()
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CCIntervalAction* rot = CCRotateBy::actionWithDuration(2, 360);
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CCIntervalAction* rot_back = rot->reverse();
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CCAction* forever1 = CCRepeatForever::actionWithAction(
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dynamic_cast<CCIntervalAction*>(CCSequence::actions(rot, rot_back, NULL)));
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CCAction* forever11 = dynamic_cast<CCAction*>(forever1->copy()->autorelease());
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(CCIntervalAction*)(CCSequence::actions(rot, rot_back, NULL)));
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CCAction* forever11 = (CCAction*)(forever1->copy()->autorelease());
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CCAction* forever2 = dynamic_cast<CCAction*>(forever1->copy()->autorelease());
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CCAction* forever21 = dynamic_cast<CCAction*>(forever1->copy()->autorelease());
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CCAction* forever2 = (CCAction*)(forever1->copy()->autorelease());
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CCAction* forever21 = (CCAction*)(forever1->copy()->autorelease());
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addChild(sp1, 0, kTagSprite1);
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dynamic_cast<CCNode*>(sp1)->addChild(sp11);
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sp1->addChild(sp11);
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addChild(sp2, 0, kTagSprite2);
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dynamic_cast<CCNode*>(sp2)->addChild(sp21);
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sp2->addChild(sp21);
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sp1->runAction(forever1);
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sp11->runAction(forever11);
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@ -424,16 +424,16 @@ StressTest2::StressTest2()
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sp1->setPosition( CGPointMake(80, s.height/2) );
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CCIntervalAction* move = CCMoveBy::actionWithDuration(3, CGPointMake(350,0));
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CCIntervalAction* move_ease_inout3 = CCEaseInOut::actionWithAction( dynamic_cast<CCIntervalAction*>(move->copy()->autorelease()), 2.0f);
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CCIntervalAction* move_ease_inout3 = CCEaseInOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()), 2.0f);
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CCIntervalAction* move_ease_inout_back3 = move_ease_inout3->reverse();
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CCIntervalAction* seq3 = dynamic_cast<CCIntervalAction*>(CCSequence::actions( move_ease_inout3, move_ease_inout_back3, NULL));
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sp1->runAction( CCRepeatForever::actionWithAction(seq3) );
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CCFiniteTimeAction* seq3 = CCSequence::actions( move_ease_inout3, move_ease_inout_back3, NULL);
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sp1->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq3) );
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sublayer->addChild(sp1, 1);
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CCParticleFire* fire = CCParticleFire::node();
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fire->setPosition( CGPointMake(80, s.height/2-50) );
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CCIntervalAction* copy_seq3 = dynamic_cast<CCIntervalAction*>(seq3->copy()->autorelease());
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CCIntervalAction* copy_seq3 = (CCIntervalAction*)(seq3->copy()->autorelease());
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fire->runAction( CCRepeatForever::actionWithAction(copy_seq3) );
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sublayer->addChild(fire, 2);
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@ -515,8 +515,8 @@ NodeToWorld::NodeToWorld()
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CCIntervalAction* move = CCMoveBy::actionWithDuration(3, CGPointMake(200,0));
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CCIntervalAction* move_back = move->reverse();
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CCIntervalAction* seq = dynamic_cast<CCIntervalAction*>(CCSequence::actions( move, move_back, NULL));
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CCAction* fe2 = CCRepeatForever::actionWithAction( seq );
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CCFiniteTimeAction* seq = CCSequence::actions( move, move_back, NULL);
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CCAction* fe2 = CCRepeatForever::actionWithAction((CCIntervalAction*)seq);
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back->runAction(fe2);
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}
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