class CCActionInterval : public CCFiniteTimeAction { ccTime getElapsed(void); void setAmplitudeRate(CGFloat amp); CGFloat getAmplitudeRate(void); static CCActionInterval* actionWithDuration(ccTime d); }; class CCSequence : public CCActionInterval { static CCSequence* actionOneTwo(CCFiniteTimeAction *pActionOne, CCFiniteTimeAction *pActionTwo); static CCFiniteTimeAction* actionsWithArray(CCArray *actions); }; class CCRepeat : public CCActionInterval { static CCRepeat* actionWithAction(CCFiniteTimeAction *pAction, unsigned int times); }; class CCRepeatForever : public CCActionInterval { static CCRepeatForever* actionWithAction(CCActionInterval *pAction); }; class CCSpawn : public CCActionInterval { static CCSpawn* actionOneTwo(CCFiniteTimeAction *pAction1, CCFiniteTimeAction *pAction2); static CCFiniteTimeAction* actionsWithArray(CCArray *actions); }; class CCRotateTo : public CCActionInterval { static CCRotateTo* actionWithDuration(ccTime duration, float fDeltaAngle); }; class CCRotateBy : public CCActionInterval { static CCRotateBy* actionWithDuration(ccTime duration, float fDeltaAngle); }; class CCMoveTo : public CCActionInterval { static CCMoveTo* actionWithDuration(ccTime duration, CCPoint position); }; class CCMoveBy : public CCMoveTo { static CCMoveBy* actionWithDuration(ccTime duration, CCPoint position); }; class CCSkewTo : public CCActionInterval { static CCSkewTo* actionWithDuration(ccTime t, float sx, float sy); }; class CCSkewBy : public CCSkewTo { static CCSkewBy* actionWithDuration(ccTime t, float deltaSkewX, float deltaSkewY); }; class CCJumpBy : public CCActionInterval { static CCJumpBy* actionWithDuration(ccTime duration, CCPoint position, ccTime height, int jumps); }; class CCJumpTo : public CCJumpBy { static CCJumpTo* actionWithDuration(ccTime duration, CCPoint position, ccTime height, int jumps); }; typedef struct _ccBezierConfig { CCPoint endPosition; CCPoint controlPoint_1; CCPoint controlPoint_2; } ccBezierConfig; class CCBezierBy : public CCActionInterval { static CCBezierBy* actionWithDuration(ccTime t, ccBezierConfig c); }; class CCBezierTo : public CCBezierBy { static CCBezierTo* actionWithDuration(ccTime t, ccBezierConfig c); }; class CCScaleTo : public CCActionInterval { static CCScaleTo* actionWithDuration(ccTime duration, float s); static CCScaleTo* actionWithDuration(ccTime duration, float sx, float sy); }; class CCScaleBy : public CCScaleTo { static CCScaleBy* actionWithDuration(ccTime duration, float s); static CCScaleBy* actionWithDuration(ccTime duration, float sx, float sy); }; class CCBlink : public CCActionInterval { static CCBlink* actionWithDuration(ccTime duration, unsigned int uBlinks); }; class CCFadeIn : public CCActionInterval { static CCFadeIn* actionWithDuration(ccTime d); }; class CCFadeOut : public CCActionInterval { static CCFadeOut* actionWithDuration(ccTime d); }; class CCFadeTo : public CCActionInterval { static CCFadeTo* actionWithDuration(ccTime duration, GLubyte opacity); }; class CCTintTo : public CCActionInterval { static CCTintTo* actionWithDuration(ccTime duration, GLubyte red, GLubyte green, GLubyte blue); }; class CCTintBy : public CCActionInterval { static CCTintBy* actionWithDuration(ccTime duration, GLshort deltaRed, GLshort deltaGreen, GLshort deltaBlue); }; class CCDelayTime : public CCActionInterval { static CCDelayTime* actionWithDuration(ccTime d); }; class CCReverseTime : public CCActionInterval { static CCReverseTime* actionWithAction(CCFiniteTimeAction *pAction); }; class CCAnimate : public CCActionInterval { CCAnimation* getAnimation(void); void setAnimation(CCAnimation *pAnimation); static CCAnimate* actionWithAnimation(CCAnimation *pAnimation); static CCAnimate* actionWithAnimation(CCAnimation *pAnimation, bool bRestoreOriginalFrame); static CCAnimate* actionWithDuration(ccTime duration, CCAnimation *pAnimation, bool bRestoreOriginalFrame); };