/**************************************************************************** Copyright (c) 2010-2011 cocos2d-x.org Copyright (c) 2008-2010 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 __ACTIONS_CCACTION_H__ #define __ACTIONS_CCACTION_H__ #include "ccTypes.h" #include "CCObject.h" #include "CCZone.h" #include "CCNode.h" namespace cocos2d { enum { //! Default tag kCCActionTagInvalid = -1, }; /** @brief Base class for CCAction objects. */ class CC_DLL CCAction : public CCObject { public: CCAction(void); virtual ~CCAction(void); char * description(); virtual CCObject* copyWithZone(CCZone *pZone); //! return true if the action has finished virtual bool isDone(void); //! called before the action start. It will also set the target. virtual void startWithTarget(CCNode *pTarget); /** called after the action has finished. It will set the 'target' to nil. IMPORTANT: You should never call "[action stop]" manually. Instead, use: "target->stopAction(action);" */ virtual void stop(void); //! called every frame with it's delta time. DON'T override unless you know what you are doing. virtual void step(ccTime dt); /** called once per frame. time a value between 0 and 1 For example: - 0 means that the action just started - 0.5 means that the action is in the middle - 1 means that the action is over */ virtual void update(ccTime time); inline CCNode* getTarget(void) { return m_pTarget; } /** The action will modify the target properties. */ inline void setTarget(CCNode *pTarget) { m_pTarget = pTarget; } inline CCNode* getOriginalTarget(void) { return m_pOriginalTarget; } /** Set the original target, since target can be nil. Is the target that were used to run the action. Unless you are doing something complex, like CCActionManager, you should NOT call this method. The target is 'assigned', it is not 'retained'. @since v0.8.2 */ inline void setOriginalTarget(CCNode *pOriginalTarget) { m_pOriginalTarget = pOriginalTarget; } inline int getTag(void) { return m_nTag; } inline void setTag(int nTag) { m_nTag = nTag; } public: /** Allocates and initializes the action */ static CCAction* action(); protected: CCNode *m_pOriginalTarget; /** The "target". The target will be set with the 'startWithTarget' method. When the 'stop' method is called, target will be set to nil. The target is 'assigned', it is not 'retained'. */ CCNode *m_pTarget; /** The action tag. An identifier of the action */ int m_nTag; }; /** @brief Base class actions that do have a finite time duration. Possible actions: - An action with a duration of 0 seconds - An action with a duration of 35.5 seconds Infinite time actions are valid */ class CC_DLL CCFiniteTimeAction : public CCAction { public: CCFiniteTimeAction() : m_fDuration(0) {} virtual ~CCFiniteTimeAction(){} //! get duration in seconds of the action inline ccTime getDuration(void) { return m_fDuration; } //! set duration in seconds of the action inline void setDuration(ccTime duration) { m_fDuration = duration; } /** returns a reversed action */ virtual CCFiniteTimeAction* reverse(void); protected: //! duration in seconds ccTime m_fDuration; }; class CCActionInterval; class CCRepeatForever; /** @brief Changes the speed of an action, making it take longer (speed>1) or less (speed<1) time. Useful to simulate 'slow motion' or 'fast forward' effect. @warning This action can't be Sequenceable because it is not an CCIntervalAction */ class CC_DLL CCSpeed : public CCAction { public: CCSpeed() : m_fSpeed(0.0) , m_pInnerAction(NULL) {} virtual ~CCSpeed(void); inline float getSpeed(void) { return m_fSpeed; } /** alter the speed of the inner function in runtime */ inline void setSpeed(float fSpeed) { m_fSpeed = fSpeed; } /** initializes the action */ bool initWithAction(CCActionInterval *pAction, float fRate); virtual CCObject* copyWithZone(CCZone *pZone); virtual void startWithTarget(CCNode* pTarget); virtual void stop(); virtual void step(ccTime dt); virtual bool isDone(void); virtual CCActionInterval* reverse(void); inline void setInnerAction(CCActionInterval *pAction); inline CCActionInterval* getInnerAction() { return m_pInnerAction; } public: /** creates the action */ static CCSpeed* actionWithAction(CCActionInterval *pAction, float fRate); protected: float m_fSpeed; CCActionInterval *m_pInnerAction; }; class CCNode; class CCPoint; class CCRect; /** @brief CCFollow is an action that "follows" a node. Eg: layer->runAction(CCFollow::actionWithTarget(hero)); Instead of using CCCamera as a "follower", use this action instead. @since v0.99.2 */ class CC_DLL CCFollow : public CCAction { public: CCFollow() : m_pobFollowedNode(NULL) , m_bBoundarySet(false) , m_bBoundaryFullyCovered(false) , m_fLeftBoundary(0.0) , m_fRightBoundary(0.0) , m_fTopBoundary(0.0) , m_fBottomBoundary(0.0) {} virtual ~CCFollow(void); inline bool isBoundarySet(void) { return m_bBoundarySet; } /** alter behavior - turn on/off boundary */ inline void setBoudarySet(bool bValue) { m_bBoundarySet = bValue; } /** initializes the action */ bool initWithTarget(CCNode *pFollowedNode); /** initializes the action with a set boundary */ bool initWithTarget(CCNode *pFollowedNode, CCRect rect); virtual CCObject* copyWithZone(CCZone *pZone); virtual void step(ccTime dt); virtual bool isDone(void); virtual void stop(void); public: /** creates the action with no boundary set */ static CCFollow* actionWithTarget(CCNode *pFollowedNode); /** creates the action with a set boundary */ static CCFollow* actionWithTarget(CCNode *pFollowedNode, CCRect rect); protected: // node to follow CCNode *m_pobFollowedNode; // whether camera should be limited to certain area bool m_bBoundarySet; // if screen size is bigger than the boundary - update not needed bool m_bBoundaryFullyCovered; // fast access to the screen dimensions CCPoint m_obHalfScreenSize; CCPoint m_obFullScreenSize; // world boundaries float m_fLeftBoundary; float m_fRightBoundary; float m_fTopBoundary; float m_fBottomBoundary; }; }//namespace cocos2d #endif // __ACTIONS_CCACTION_H__