--Create an class. function class(classname, super) local superType = type(super) local cls if superType ~= "function" and superType ~= "table" then superType = nil super = nil end if superType == "function" or (super and super.__ctype == 1) then -- inherited from native C++ Object cls = {} if superType == "table" then -- copy fields from super for k,v in pairs(super) do cls[k] = v end cls.__create = super.__create cls.super = super else cls.__create = super end cls.ctor = function() end cls.__cname = classname cls.__ctype = 1 function cls.new(...) local instance = cls.__create(...) -- copy fields from class to native object for k,v in pairs(cls) do instance[k] = v end instance.class = cls instance:ctor(...) return instance end else -- inherited from Lua Object if super then cls = clone(super) cls.super = super else cls = {ctor = function() end} end cls.__cname = classname cls.__ctype = 2 -- lua cls.__index = cls function cls.new(...) local instance = setmetatable({}, cls) instance.class = cls instance:ctor(...) return instance end end return cls end function schedule(node, callback, delay) local delay = CCDelayTime:create(delay) local callfunc = CCCallFunc:create(callback) local sequence = CCSequence:createWithTwoActions(delay, callfunc) local action = CCRepeatForever:create(sequence) node:runAction(action) return action end function performWithDelay(node, callback, delay) local delay = CCDelayTime:create(delay) local callfunc = CCCallFunc:create(callback) local sequence = CCSequence:createWithTwoActions(delay, callfunc) node:runAction(sequence) return sequence end