mirror of https://github.com/axmolengine/axmol.git
Merge pull request #3174 from dumganhar/iss2407-class-order
issue 2407: Adds more readability to the class internals for 'ParallaxNode'.
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commit
eb475174b6
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@ -72,14 +72,15 @@ ParallaxNode * ParallaxNode::create()
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return pRet;
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}
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void ParallaxNode::addChild(Node * child, unsigned int zOrder, int tag)
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void ParallaxNode::addChild(Node * child, int zOrder, int tag)
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{
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CC_UNUSED_PARAM(zOrder);
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CC_UNUSED_PARAM(child);
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CC_UNUSED_PARAM(tag);
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CCAssert(0,"ParallaxNode: use addChild:z:parallaxRatio:positionOffset instead");
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}
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void ParallaxNode::addChild(Node *child, unsigned int z, const Point& ratio, const Point& offset)
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void ParallaxNode::addChild(Node *child, int z, const Point& ratio, const Point& offset)
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{
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CCAssert( child != NULL, "Argument must be non-nil");
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PointObject *obj = PointObject::pointWithPoint(ratio, offset);
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@ -45,10 +45,10 @@ The children will be moved faster / slower than the parent according the the par
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*/
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class CC_DLL ParallaxNode : public Node
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{
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/** array that holds the offset / ratio of the children */
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CC_SYNTHESIZE(struct _ccArray *, _parallaxArray, ParallaxArray)
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public:
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// Create a Parallax node
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static ParallaxNode * create();
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/** Adds a child to the container with a z-order, a parallax ratio and a position offset
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It returns self, so you can chain several addChilds.
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@since v0.8
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@ -56,17 +56,21 @@ public:
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ParallaxNode();
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virtual ~ParallaxNode();
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static ParallaxNode * create();
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virtual void addChild(Node * child, unsigned int z, const Point& parallaxRatio, const Point& positionOffset);
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// super methods
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virtual void addChild(Node * child, unsigned int zOrder, int tag);
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virtual void removeChild(Node* child, bool cleanup);
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virtual void removeAllChildrenWithCleanup(bool cleanup);
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virtual void visit(void);
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virtual void addChild(Node * child, int z, const Point& parallaxRatio, const Point& positionOffset);
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//
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// Overrides
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//
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virtual void addChild(Node * child, int zOrder, int tag) override;
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virtual void removeChild(Node* child, bool cleanup) override;
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virtual void removeAllChildrenWithCleanup(bool cleanup) override;
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virtual void visit(void) override;
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private:
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Point absolutePosition();
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protected:
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Point _lastPosition;
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/** array that holds the offset / ratio of the children */
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CC_SYNTHESIZE(struct _ccArray *, _parallaxArray, ParallaxArray)
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};
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// end of tilemap_parallax_nodes group
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@ -5,17 +5,6 @@
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#include "Box2D/Box2D.h"
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#include "../testBasic.h"
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class PhysicsSprite : public Sprite
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{
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public:
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PhysicsSprite();
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void setPhysicsBody(b2Body * body);
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virtual bool isDirty(void);
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virtual AffineTransform nodeToParentTransform(void);
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private:
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b2Body* _body; // strong ref
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};
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class Box2DTestLayer : public Layer
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{
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Texture2D* _spriteTexture; // weak ref
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@ -1 +1 @@
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31da76f078d1058b703cd45135e59ad906994e9b
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963dd3732308b99e5251cb07db6e2260d3574e29
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