mirror of https://github.com/axmolengine/axmol.git
1621 lines
44 KiB
C++
1621 lines
44 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2021 Bytedance Inc.
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __ACTION_CCINTERVAL_ACTION_H__
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#define __ACTION_CCINTERVAL_ACTION_H__
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#include <vector>
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#include "2d/CCAction.h"
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#include "2d/CCAnimation.h"
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#include "base/CCProtocols.h"
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#include "base/CCVector.h"
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NS_AX_BEGIN
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class Node;
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class SpriteFrame;
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class EventCustom;
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/**
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* @addtogroup actions
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* @{
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*/
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/** @class ActionInterval
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@brief An interval action is an action that takes place within a certain period of time.
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It has an start time, and a finish time. The finish time is the parameter
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duration plus the start time.
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These ActionInterval actions have some interesting properties, like:
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- They can run normally (default)
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- They can run reversed with the reverse method
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- They can run with the time altered with the Accelerate, AccelDeccel and Speed actions.
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For example, you can simulate a Ping Pong effect running the action normally and
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then running it again in Reverse mode.
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Example:
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@code
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auto action = MoveBy::create(1.0f, Vec2::ONE);
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auto pingPongAction = Sequence::create(action, action->reverse(), nullptr);
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@endcode
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*/
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class AX_DLL ActionInterval : public FiniteTimeAction
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{
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public:
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/** How many seconds had elapsed since the actions started to run.
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*
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* @return The seconds had elapsed since the actions started to run.
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*/
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float getElapsed() { return _elapsed; }
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/** Sets the amplitude rate, extension in GridAction
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*
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* @param amp The amplitude rate.
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*/
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void setAmplitudeRate(float amp);
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/** Gets the amplitude rate, extension in GridAction
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*
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* @return The amplitude rate.
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*/
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float getAmplitudeRate();
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//
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// Overrides
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//
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virtual bool isDone() const override;
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/**
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* @param dt in seconds
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*/
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virtual void step(float dt) override;
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virtual void startWithTarget(Node* target) override;
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virtual ActionInterval* reverse() const override
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{
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AX_ASSERT(0);
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return nullptr;
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}
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virtual ActionInterval* clone() const override
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{
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AX_ASSERT(0);
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return nullptr;
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}
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/** initializes the action */
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bool initWithDuration(float d);
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protected:
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float _elapsed;
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bool _firstTick;
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bool _done;
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protected:
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bool sendUpdateEventToScript(float dt, Action* actionObject);
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};
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/** @class Sequence
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* @brief Runs actions sequentially, one after another.
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*/
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class AX_DLL Sequence : public ActionInterval
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{
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public:
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/** Helper constructor to create an array of sequenceable actions.
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*
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* @return An autoreleased Sequence object.
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*/
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static Sequence* create(FiniteTimeAction* action1, ...) AX_REQUIRES_NULL_TERMINATION;
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/** Helper constructor to create an array of sequenceable actions given an array.
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* @code
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* When this function bound to the js or lua,the input params changed
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* in js :var create(var object1,var object2, ...)
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* in lua :local create(local object1,local object2, ...)
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* @endcode
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*
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* @param arrayOfActions An array of sequenceable actions.
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* @return An autoreleased Sequence object.
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*/
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static Sequence* create(const Vector<FiniteTimeAction*>& arrayOfActions);
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/** Helper constructor to create an array of sequence-able actions.
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*
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* @param action1 The first sequenceable action.
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* @param args The va_list variable.
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* @return An autoreleased Sequence object.
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* @js NA
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*/
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static Sequence* createWithVariableList(FiniteTimeAction* action1, va_list args);
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/** Creates the action.
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* @param actionOne The first sequenceable action.
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* @param actionTwo The second sequenceable action.
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* @return An autoreleased Sequence object.
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* @js NA
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*/
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static Sequence* createWithTwoActions(FiniteTimeAction* actionOne, FiniteTimeAction* actionTwo);
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//
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// Overrides
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//
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virtual Sequence* clone() const override;
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virtual Sequence* reverse() const override;
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virtual void startWithTarget(Node* target) override;
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virtual void stop() override;
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virtual bool isDone() const override;
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/**
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* @param t In seconds.
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*/
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virtual void update(float t) override;
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Sequence();
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virtual ~Sequence();
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/** initializes the action */
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bool initWithTwoActions(FiniteTimeAction* pActionOne, FiniteTimeAction* pActionTwo);
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bool init(const Vector<FiniteTimeAction*>& arrayOfActions);
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protected:
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FiniteTimeAction* _actions[2];
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float _split;
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int _last;
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(Sequence);
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};
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/** @class Repeat
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* @brief Repeats an action a number of times.
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* To repeat an action forever use the RepeatForever action.
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*/
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class AX_DLL Repeat : public ActionInterval
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{
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public:
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/** Creates a Repeat action. Times is an unsigned integer between 1 and pow(2,30).
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*
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* @param action The action needs to repeat.
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* @param times The repeat times.
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* @return An autoreleased Repeat object.
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*/
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static Repeat* create(FiniteTimeAction* action, unsigned int times);
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/** Sets the inner action.
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*
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* @param action The inner action.
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*/
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void setInnerAction(FiniteTimeAction* action)
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{
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if (_innerAction != action)
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{
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AX_SAFE_RETAIN(action);
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AX_SAFE_RELEASE(_innerAction);
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_innerAction = action;
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}
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}
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/** Gets the inner action.
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*
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* @return The inner action.
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*/
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FiniteTimeAction* getInnerAction() { return _innerAction; }
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//
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// Overrides
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//
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virtual Repeat* clone() const override;
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virtual Repeat* reverse() const override;
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virtual void startWithTarget(Node* target) override;
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virtual void stop() override;
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/**
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* @param dt In seconds.
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*/
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virtual void update(float dt) override;
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virtual bool isDone() const override;
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Repeat() {}
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virtual ~Repeat();
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/** initializes a Repeat action. Times is an unsigned integer between 1 and pow(2,30) */
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bool initWithAction(FiniteTimeAction* pAction, unsigned int times);
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protected:
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unsigned int _times;
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unsigned int _total;
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float _nextDt;
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bool _actionInstant;
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/** Inner action */
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FiniteTimeAction* _innerAction;
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(Repeat);
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};
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/** @class RepeatForever
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* @brief Repeats an action for ever.
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To repeat the an action for a limited number of times use the Repeat action.
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* @warning This action can't be Sequenceable because it is not an IntervalAction.
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*/
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class AX_DLL RepeatForever : public ActionInterval
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{
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public:
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/** Creates the action.
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*
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* @param action The action need to repeat forever.
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* @return An autoreleased RepeatForever object.
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*/
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static RepeatForever* create(ActionInterval* action);
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/** Sets the inner action.
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*
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* @param action The inner action.
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*/
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void setInnerAction(ActionInterval* action)
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{
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if (_innerAction != action)
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{
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AX_SAFE_RELEASE(_innerAction);
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_innerAction = action;
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AX_SAFE_RETAIN(_innerAction);
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}
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}
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/** Gets the inner action.
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*
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* @return The inner action.
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*/
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ActionInterval* getInnerAction() { return _innerAction; }
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//
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// Overrides
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//
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virtual RepeatForever* clone() const override;
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virtual RepeatForever* reverse() const override;
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virtual void startWithTarget(Node* target) override;
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/**
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* @param dt In seconds.
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*/
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virtual void step(float dt) override;
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virtual bool isDone() const override;
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RepeatForever() : _innerAction(nullptr) {}
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virtual ~RepeatForever();
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/** initializes the action */
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bool initWithAction(ActionInterval* action);
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protected:
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/** Inner action */
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ActionInterval* _innerAction;
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(RepeatForever);
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};
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/** @class Spawn
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* @brief Spawn a new action immediately
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*/
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class AX_DLL Spawn : public ActionInterval
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{
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public:
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/** Helper constructor to create an array of spawned actions.
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* @code
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* When this function bound to the js or lua, the input params changed.
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* in js :var create(var object1,var object2, ...)
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* in lua :local create(local object1,local object2, ...)
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* @endcode
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*
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* @return An autoreleased Spawn object.
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*/
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static Spawn* create(FiniteTimeAction* action1, ...) AX_REQUIRES_NULL_TERMINATION;
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/** Helper constructor to create an array of spawned actions.
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*
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* @param action1 The first sequenceable action.
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* @param args The va_list variable.
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* @return An autoreleased Spawn object.
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* @js NA
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*/
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static Spawn* createWithVariableList(FiniteTimeAction* action1, va_list args);
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/** Helper constructor to create an array of spawned actions given an array.
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*
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* @param arrayOfActions An array of spawned actions.
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* @return An autoreleased Spawn object.
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*/
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static Spawn* create(const Vector<FiniteTimeAction*>& arrayOfActions);
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/** Creates the Spawn action.
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*
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* @param action1 The first spawned action.
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* @param action2 The second spawned action.
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* @return An autoreleased Spawn object.
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* @js NA
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*/
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static Spawn* createWithTwoActions(FiniteTimeAction* action1, FiniteTimeAction* action2);
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//
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// Overrides
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//
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virtual Spawn* clone() const override;
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virtual Spawn* reverse() const override;
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virtual void startWithTarget(Node* target) override;
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virtual void stop() override;
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/**
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* @param time In seconds.
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*/
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virtual void update(float time) override;
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Spawn();
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virtual ~Spawn();
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/** initializes the Spawn action with the 2 actions to spawn */
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bool initWithTwoActions(FiniteTimeAction* action1, FiniteTimeAction* action2);
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bool init(const Vector<FiniteTimeAction*>& arrayOfActions);
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protected:
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FiniteTimeAction* _one;
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FiniteTimeAction* _two;
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(Spawn);
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};
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/** @class RotateTo
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* @brief Rotates a Node object to a certain angle by modifying it's rotation attribute.
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The direction will be decided by the shortest angle.
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*/
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class AX_DLL RotateTo : public ActionInterval
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{
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public:
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/**
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* Creates the action with separate rotation angles.
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*
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* @param duration Duration time, in seconds.
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* @param dstAngleX In degreesCW.
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* @param dstAngleY In degreesCW.
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* @return An autoreleased RotateTo object.
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*/
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static RotateTo* create(float duration, float dstAngleX, float dstAngleY);
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/**
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* Creates the action.
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*
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* @param duration Duration time, in seconds.
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* @param dstAngle In degreesCW.
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* @return An autoreleased RotateTo object.
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*/
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static RotateTo* create(float duration, float dstAngle);
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/**
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* Creates the action with 3D rotation angles.
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* @param duration Duration time, in seconds.
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* @param dstAngle3D A Vec3 angle.
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* @return An autoreleased RotateTo object.
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*/
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static RotateTo* create(float duration, const Vec3& dstAngle3D);
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//
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// Overrides
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//
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virtual RotateTo* clone() const override;
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virtual RotateTo* reverse() const override;
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virtual void startWithTarget(Node* target) override;
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/**
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* @param time In seconds.
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*/
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virtual void update(float time) override;
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RotateTo();
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virtual ~RotateTo() {}
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/**
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* initializes the action
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* @param duration in seconds
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* @param dstAngleX in degreesCW
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* @param dstAngleY in degreesCW
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*/
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bool initWithDuration(float duration, float dstAngleX, float dstAngleY);
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/**
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* initializes the action
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* @param duration in seconds
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*/
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bool initWithDuration(float duration, const Vec3& dstAngle3D);
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/**
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* calculates the start and diff angles
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* @param dstAngle in degreesCW
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*/
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void calculateAngles(float& startAngle, float& diffAngle, float dstAngle);
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protected:
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bool _is3D;
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Vec3 _dstAngle;
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Vec3 _startAngle;
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Vec3 _diffAngle;
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(RotateTo);
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};
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/** @class RotateBy
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* @brief Rotates a Node object clockwise a number of degrees by modifying it's rotation attribute.
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*/
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class AX_DLL RotateBy : public ActionInterval
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{
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public:
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/**
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* Creates the action.
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*
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* @param duration Duration time, in seconds.
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* @param deltaAngle In degreesCW.
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* @return An autoreleased RotateBy object.
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*/
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static RotateBy* create(float duration, float deltaAngle);
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/**
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* Creates the action with separate rotation angles.
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*
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* @param duration Duration time, in seconds.
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* @param deltaAngleZ_X In degreesCW.
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* @param deltaAngleZ_Y In degreesCW.
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* @return An autoreleased RotateBy object.
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* @warning The physics body contained in Node doesn't support rotate with different x and y angle.
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*/
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static RotateBy* create(float duration, float deltaAngleZ_X, float deltaAngleZ_Y);
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/** Creates the action with 3D rotation angles.
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*
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* @param duration Duration time, in seconds.
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* @param deltaAngle3D A Vec3 angle.
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* @return An autoreleased RotateBy object.
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*/
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static RotateBy* create(float duration, const Vec3& deltaAngle3D);
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//
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// Override
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//
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virtual RotateBy* clone() const override;
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virtual RotateBy* reverse() const override;
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virtual void startWithTarget(Node* target) override;
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/**
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* @param time In seconds.
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*/
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virtual void update(float time) override;
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RotateBy();
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virtual ~RotateBy() {}
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/** initializes the action */
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bool initWithDuration(float duration, float deltaAngle);
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/**
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* @warning The physics body contained in Node doesn't support rotate with different x and y angle.
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* @param deltaAngleZ_X in degreesCW
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* @param deltaAngleZ_Y in degreesCW
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*/
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bool initWithDuration(float duration, float deltaAngleZ_X, float deltaAngleZ_Y);
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bool initWithDuration(float duration, const Vec3& deltaAngle3D);
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protected:
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bool _is3D;
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Vec3 _deltaAngle;
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Vec3 _startAngle;
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(RotateBy);
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};
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|
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/** @class MoveBy
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* @brief Moves a Node object x,y pixels by modifying it's position attribute.
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x and y are relative to the position of the object.
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Several MoveBy actions can be concurrently called, and the resulting
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movement will be the sum of individual movements.
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@since v2.1beta2-custom
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*/
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class AX_DLL MoveBy : public ActionInterval
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{
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public:
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/**
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* Creates the action.
|
|
*
|
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* @param duration Duration time, in seconds.
|
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* @param deltaPosition The delta distance in 2d, it's a Vec2 type.
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* @return An autoreleased MoveBy object.
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|
*/
|
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static MoveBy* create(float duration, const Vec2& deltaPosition);
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|
/**
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|
* Creates the action.
|
|
*
|
|
* @param duration Duration time, in seconds.
|
|
* @param deltaPosition The delta distance in 3d, it's a Vec3 type.
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* @return An autoreleased MoveBy object.
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|
*/
|
|
static MoveBy* create(float duration, const Vec3& deltaPosition);
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|
|
//
|
|
// Overrides
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|
//
|
|
virtual MoveBy* clone() const override;
|
|
virtual MoveBy* reverse() const override;
|
|
virtual void startWithTarget(Node* target) override;
|
|
/**
|
|
* @param time in seconds
|
|
*/
|
|
virtual void update(float time) override;
|
|
|
|
MoveBy() : _is3D(false) {}
|
|
virtual ~MoveBy() {}
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|
|
|
/** initializes the action */
|
|
bool initWithDuration(float duration, const Vec2& deltaPosition);
|
|
bool initWithDuration(float duration, const Vec3& deltaPosition);
|
|
|
|
protected:
|
|
bool _is3D;
|
|
Vec3 _positionDelta;
|
|
Vec3 _startPosition;
|
|
Vec3 _previousPosition;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(MoveBy);
|
|
};
|
|
|
|
/** @class MoveTo
|
|
* @brief Moves a Node object to the position x,y. x and y are absolute coordinates by modifying it's position
|
|
attribute. Several MoveTo actions can be concurrently called, and the resulting movement will be the sum of individual
|
|
movements.
|
|
@since v2.1beta2-custom
|
|
*/
|
|
class AX_DLL MoveTo : public MoveBy
|
|
{
|
|
public:
|
|
/**
|
|
* Creates the action.
|
|
* @param duration Duration time, in seconds.
|
|
* @param position The destination position in 2d.
|
|
* @return An autoreleased MoveTo object.
|
|
*/
|
|
static MoveTo* create(float duration, const Vec2& position);
|
|
/**
|
|
* Creates the action.
|
|
* @param duration Duration time, in seconds.
|
|
* @param position The destination position in 3d.
|
|
* @return An autoreleased MoveTo object.
|
|
*/
|
|
static MoveTo* create(float duration, const Vec3& position);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual MoveTo* clone() const override;
|
|
virtual MoveTo* reverse() const override;
|
|
virtual void startWithTarget(Node* target) override;
|
|
|
|
MoveTo() {}
|
|
virtual ~MoveTo() {}
|
|
|
|
/**
|
|
* initializes the action
|
|
* @param duration in seconds
|
|
*/
|
|
bool initWithDuration(float duration, const Vec2& position);
|
|
/**
|
|
* initializes the action
|
|
* @param duration in seconds
|
|
*/
|
|
bool initWithDuration(float duration, const Vec3& position);
|
|
|
|
protected:
|
|
Vec3 _endPosition;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(MoveTo);
|
|
};
|
|
|
|
/** @class SkewTo
|
|
* @brief Skews a Node object to given angles by modifying it's skewX and skewY attributes
|
|
@since v1.0
|
|
*/
|
|
class AX_DLL SkewTo : public ActionInterval
|
|
{
|
|
public:
|
|
/**
|
|
* Creates the action.
|
|
* @param t Duration time, in seconds.
|
|
* @param sx Skew x angle.
|
|
* @param sy Skew y angle.
|
|
* @return An autoreleased SkewTo object.
|
|
*/
|
|
static SkewTo* create(float t, float sx, float sy);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual SkewTo* clone() const override;
|
|
virtual SkewTo* reverse() const override;
|
|
virtual void startWithTarget(Node* target) override;
|
|
/**
|
|
* @param time In seconds.
|
|
*/
|
|
virtual void update(float time) override;
|
|
|
|
SkewTo();
|
|
virtual ~SkewTo() {}
|
|
/**
|
|
* @param t In seconds.
|
|
*/
|
|
bool initWithDuration(float t, float sx, float sy);
|
|
|
|
protected:
|
|
float _skewX;
|
|
float _skewY;
|
|
float _startSkewX;
|
|
float _startSkewY;
|
|
float _endSkewX;
|
|
float _endSkewY;
|
|
float _deltaX;
|
|
float _deltaY;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(SkewTo);
|
|
};
|
|
|
|
/** @class SkewBy
|
|
* @brief Skews a Node object by skewX and skewY degrees.
|
|
@since v1.0
|
|
*/
|
|
class AX_DLL SkewBy : public SkewTo
|
|
{
|
|
public:
|
|
/**
|
|
* Creates the action.
|
|
* @param t Duration time, in seconds.
|
|
* @param deltaSkewX Skew x delta angle.
|
|
* @param deltaSkewY Skew y delta angle.
|
|
* @return An autoreleased SkewBy object.
|
|
*/
|
|
static SkewBy* create(float t, float deltaSkewX, float deltaSkewY);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual void startWithTarget(Node* target) override;
|
|
virtual SkewBy* clone() const override;
|
|
virtual SkewBy* reverse() const override;
|
|
|
|
SkewBy() {}
|
|
virtual ~SkewBy() {}
|
|
/**
|
|
* @param t In seconds.
|
|
*/
|
|
bool initWithDuration(float t, float sx, float sy);
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(SkewBy);
|
|
};
|
|
|
|
/** @class ResizeTo
|
|
* @brief Resize a Node object to the final size by modifying it's 'size' attribute.
|
|
*/
|
|
class AX_DLL ResizeTo : public ActionInterval
|
|
{
|
|
public:
|
|
/**
|
|
* Creates the action.
|
|
* @brief Resize a Node object to the final size by modifying it's 'size' attribute. Works on all nodes where
|
|
* setContentSize is effective. But it's mostly useful for nodes where 9-slice is enabled
|
|
* @param duration Duration time, in seconds.
|
|
* @param final_size The target size to reach
|
|
* @return An autoreleased RotateTo object.
|
|
*/
|
|
static ResizeTo* create(float duration, const Vec2& final_size);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual ResizeTo* clone() const override;
|
|
void startWithTarget(ax::Node* target) override;
|
|
void update(float time) override;
|
|
|
|
ResizeTo() {}
|
|
virtual ~ResizeTo() {}
|
|
|
|
/**
|
|
* initializes the action
|
|
* @param duration in seconds
|
|
* @param final_size in Vec2 type
|
|
*/
|
|
bool initWithDuration(float duration, const Vec2& final_size);
|
|
|
|
protected:
|
|
Vec2 _initialSize;
|
|
Vec2 _finalSize;
|
|
Vec2 _sizeDelta;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(ResizeTo);
|
|
};
|
|
|
|
/** @class ResizeBy
|
|
* @brief Resize a Node object by a size. Works on all nodes where setContentSize is effective. But it's mostly useful
|
|
* for nodes where 9-slice is enabled
|
|
*/
|
|
class AX_DLL ResizeBy : public ActionInterval
|
|
{
|
|
public:
|
|
/**
|
|
* Creates the action.
|
|
*
|
|
* @param duration Duration time, in seconds.
|
|
* @param deltaSize The delta size.
|
|
* @return An autoreleased ResizeBy object.
|
|
*/
|
|
static ResizeBy* create(float duration, const Vec2& deltaSize);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual ResizeBy* clone() const override;
|
|
virtual ResizeBy* reverse() const override;
|
|
virtual void startWithTarget(Node* target) override;
|
|
/**
|
|
* @param time in seconds
|
|
*/
|
|
virtual void update(float time) override;
|
|
|
|
ResizeBy() {}
|
|
virtual ~ResizeBy() {}
|
|
|
|
/** initializes the action */
|
|
bool initWithDuration(float duration, const Vec2& deltaSize);
|
|
|
|
protected:
|
|
Vec2 _sizeDelta;
|
|
Vec2 _startSize;
|
|
Vec2 _previousSize;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(ResizeBy);
|
|
};
|
|
|
|
/** @class JumpBy
|
|
* @brief Moves a Node object simulating a parabolic jump movement by modifying it's position attribute.
|
|
*/
|
|
class AX_DLL JumpBy : public ActionInterval
|
|
{
|
|
public:
|
|
/**
|
|
* Creates the action.
|
|
* @param duration Duration time, in seconds.
|
|
* @param position The jumping distance.
|
|
* @param height The jumping height.
|
|
* @param jumps The jumping times.
|
|
* @return An autoreleased JumpBy object.
|
|
*/
|
|
static JumpBy* create(float duration, const Vec2& position, float height, int jumps);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual JumpBy* clone() const override;
|
|
virtual JumpBy* reverse() const override;
|
|
virtual void startWithTarget(Node* target) override;
|
|
/**
|
|
* @param time In seconds.
|
|
*/
|
|
virtual void update(float time) override;
|
|
|
|
JumpBy() {}
|
|
virtual ~JumpBy() {}
|
|
|
|
/**
|
|
* initializes the action
|
|
* @param duration in seconds
|
|
*/
|
|
bool initWithDuration(float duration, const Vec2& position, float height, int jumps);
|
|
|
|
protected:
|
|
Vec2 _startPosition;
|
|
Vec2 _delta;
|
|
float _height;
|
|
int _jumps;
|
|
Vec2 _previousPos;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(JumpBy);
|
|
};
|
|
|
|
/** @class JumpTo
|
|
* @brief Moves a Node object to a parabolic position simulating a jump movement by modifying it's position attribute.
|
|
*/
|
|
class AX_DLL JumpTo : public JumpBy
|
|
{
|
|
public:
|
|
/**
|
|
* Creates the action.
|
|
* @param duration Duration time, in seconds.
|
|
* @param position The jumping destination position.
|
|
* @param height The jumping height.
|
|
* @param jumps The jumping times.
|
|
* @return An autoreleased JumpTo object.
|
|
*/
|
|
static JumpTo* create(float duration, const Vec2& position, float height, int jumps);
|
|
|
|
//
|
|
// Override
|
|
//
|
|
virtual void startWithTarget(Node* target) override;
|
|
virtual JumpTo* clone() const override;
|
|
virtual JumpTo* reverse() const override;
|
|
|
|
JumpTo() {}
|
|
virtual ~JumpTo() {}
|
|
|
|
/**
|
|
* initializes the action
|
|
* @param duration In seconds.
|
|
*/
|
|
bool initWithDuration(float duration, const Vec2& position, float height, int jumps);
|
|
|
|
protected:
|
|
Vec2 _endPosition;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(JumpTo);
|
|
};
|
|
|
|
/** @struct Bezier configuration structure
|
|
*/
|
|
typedef struct _ccBezierConfig
|
|
{
|
|
//! end position of the bezier
|
|
Vec2 endPosition;
|
|
//! Bezier control point 1
|
|
Vec2 controlPoint_1;
|
|
//! Bezier control point 2
|
|
Vec2 controlPoint_2;
|
|
} ccBezierConfig;
|
|
|
|
/** @class BezierBy
|
|
* @brief An action that moves the target with a cubic Bezier curve by a certain distance.
|
|
*/
|
|
class AX_DLL BezierBy : public ActionInterval
|
|
{
|
|
public:
|
|
/** Creates the action with a duration and a bezier configuration.
|
|
* @param t Duration time, in seconds.
|
|
* @param c Bezier config.
|
|
* @return An autoreleased BezierBy object.
|
|
* @code
|
|
* When this function bound to js or lua,the input params are changed.
|
|
* in js: var create(var t,var table)
|
|
* in lua: local create(local t, local table)
|
|
* @endcode
|
|
*/
|
|
static BezierBy* create(float t, const ccBezierConfig& c);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual BezierBy* clone() const override;
|
|
virtual BezierBy* reverse() const override;
|
|
virtual void startWithTarget(Node* target) override;
|
|
/**
|
|
* @param time In seconds.
|
|
*/
|
|
virtual void update(float time) override;
|
|
|
|
BezierBy() {}
|
|
virtual ~BezierBy() {}
|
|
|
|
/**
|
|
* initializes the action with a duration and a bezier configuration
|
|
* @param t in seconds
|
|
*/
|
|
bool initWithDuration(float t, const ccBezierConfig& c);
|
|
|
|
protected:
|
|
ccBezierConfig _config;
|
|
Vec2 _startPosition;
|
|
Vec2 _previousPosition;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(BezierBy);
|
|
};
|
|
|
|
/** @class BezierTo
|
|
* @brief An action that moves the target with a cubic Bezier curve to a destination point.
|
|
@since v0.8.2
|
|
*/
|
|
class AX_DLL BezierTo : public BezierBy
|
|
{
|
|
public:
|
|
/** Creates the action with a duration and a bezier configuration.
|
|
* @param t Duration time, in seconds.
|
|
* @param c Bezier config.
|
|
* @return An autoreleased BezierTo object.
|
|
* @code
|
|
* when this function bound to js or lua,the input params are changed
|
|
* in js: var create(var t,var table)
|
|
* in lua: local create(local t, local table)
|
|
* @endcode
|
|
*/
|
|
static BezierTo* create(float t, const ccBezierConfig& c);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual void startWithTarget(Node* target) override;
|
|
virtual BezierTo* clone() const override;
|
|
virtual BezierTo* reverse() const override;
|
|
|
|
BezierTo() {}
|
|
virtual ~BezierTo() {}
|
|
/**
|
|
* @param t In seconds.
|
|
*/
|
|
bool initWithDuration(float t, const ccBezierConfig& c);
|
|
|
|
protected:
|
|
ccBezierConfig _toConfig;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(BezierTo);
|
|
};
|
|
|
|
/** @class ScaleTo
|
|
@brief Scales a Node object to a zoom factor by modifying it's scale attribute.
|
|
@warning This action doesn't support "reverse".
|
|
@warning The physics body contained in Node doesn't support this action.
|
|
*/
|
|
class AX_DLL ScaleTo : public ActionInterval
|
|
{
|
|
public:
|
|
/**
|
|
* Creates the action with the same scale factor for X and Y.
|
|
* @param duration Duration time, in seconds.
|
|
* @param s Scale factor of x and y.
|
|
* @return An autoreleased ScaleTo object.
|
|
*/
|
|
static ScaleTo* create(float duration, float s);
|
|
|
|
/**
|
|
* Creates the action with and X factor and a Y factor.
|
|
* @param duration Duration time, in seconds.
|
|
* @param sx Scale factor of x.
|
|
* @param sy Scale factor of y.
|
|
* @return An autoreleased ScaleTo object.
|
|
*/
|
|
static ScaleTo* create(float duration, float sx, float sy);
|
|
|
|
/**
|
|
* Creates the action with X Y Z factor.
|
|
* @param duration Duration time, in seconds.
|
|
* @param sx Scale factor of x.
|
|
* @param sy Scale factor of y.
|
|
* @param sz Scale factor of z.
|
|
* @return An autoreleased ScaleTo object.
|
|
*/
|
|
static ScaleTo* create(float duration, float sx, float sy, float sz);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual ScaleTo* clone() const override;
|
|
virtual ScaleTo* reverse() const override;
|
|
virtual void startWithTarget(Node* target) override;
|
|
/**
|
|
* @param time In seconds.
|
|
*/
|
|
virtual void update(float time) override;
|
|
|
|
ScaleTo() {}
|
|
virtual ~ScaleTo() {}
|
|
|
|
/**
|
|
* initializes the action with the same scale factor for X and Y
|
|
* @param duration in seconds
|
|
*/
|
|
bool initWithDuration(float duration, float s);
|
|
/**
|
|
* initializes the action with and X factor and a Y factor
|
|
* @param duration in seconds
|
|
*/
|
|
bool initWithDuration(float duration, float sx, float sy);
|
|
/**
|
|
* initializes the action with X Y Z factor
|
|
* @param duration in seconds
|
|
*/
|
|
bool initWithDuration(float duration, float sx, float sy, float sz);
|
|
|
|
protected:
|
|
float _scaleX;
|
|
float _scaleY;
|
|
float _scaleZ;
|
|
float _startScaleX;
|
|
float _startScaleY;
|
|
float _startScaleZ;
|
|
float _endScaleX;
|
|
float _endScaleY;
|
|
float _endScaleZ;
|
|
float _deltaX;
|
|
float _deltaY;
|
|
float _deltaZ;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(ScaleTo);
|
|
};
|
|
|
|
/** @class ScaleBy
|
|
* @brief Scales a Node object a zoom factor by modifying it's scale attribute.
|
|
@warning The physics body contained in Node doesn't support this action.
|
|
*/
|
|
class AX_DLL ScaleBy : public ScaleTo
|
|
{
|
|
public:
|
|
/**
|
|
* Creates the action with the same scale factor for X and Y.
|
|
* @param duration Duration time, in seconds.
|
|
* @param s Scale factor of x and y.
|
|
* @return An autoreleased ScaleBy object.
|
|
*/
|
|
static ScaleBy* create(float duration, float s);
|
|
|
|
/**
|
|
* Creates the action with and X factor and a Y factor.
|
|
* @param duration Duration time, in seconds.
|
|
* @param sx Scale factor of x.
|
|
* @param sy Scale factor of y.
|
|
* @return An autoreleased ScaleBy object.
|
|
*/
|
|
static ScaleBy* create(float duration, float sx, float sy);
|
|
|
|
/**
|
|
* Creates the action with X Y Z factor.
|
|
* @param duration Duration time, in seconds.
|
|
* @param sx Scale factor of x.
|
|
* @param sy Scale factor of y.
|
|
* @param sz Scale factor of z.
|
|
* @return An autoreleased ScaleBy object.
|
|
*/
|
|
static ScaleBy* create(float duration, float sx, float sy, float sz);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual void startWithTarget(Node* target) override;
|
|
virtual ScaleBy* clone() const override;
|
|
virtual ScaleBy* reverse() const override;
|
|
|
|
ScaleBy() {}
|
|
virtual ~ScaleBy() {}
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(ScaleBy);
|
|
};
|
|
|
|
/** @class Blink
|
|
* @brief Blinks a Node object by modifying it's visible attribute.
|
|
*/
|
|
class AX_DLL Blink : public ActionInterval
|
|
{
|
|
public:
|
|
/**
|
|
* Creates the action.
|
|
* @param duration Duration time, in seconds.
|
|
* @param blinks Blink times.
|
|
* @return An autoreleased Blink object.
|
|
*/
|
|
static Blink* create(float duration, int blinks);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual Blink* clone() const override;
|
|
virtual Blink* reverse() const override;
|
|
/**
|
|
* @param time In seconds.
|
|
*/
|
|
virtual void update(float time) override;
|
|
virtual void startWithTarget(Node* target) override;
|
|
virtual void stop() override;
|
|
|
|
Blink() {}
|
|
virtual ~Blink() {}
|
|
|
|
/**
|
|
* initializes the action
|
|
* @param duration in seconds
|
|
*/
|
|
bool initWithDuration(float duration, int blinks);
|
|
|
|
protected:
|
|
int _times;
|
|
bool _originalState;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(Blink);
|
|
};
|
|
|
|
/** @class FadeTo
|
|
* @brief Fades an object that implements the RGBAProtocol protocol. It modifies the opacity from the current value to a
|
|
custom one.
|
|
@warning This action doesn't support "reverse"
|
|
*/
|
|
class AX_DLL FadeTo : public ActionInterval
|
|
{
|
|
public:
|
|
/**
|
|
* Creates an action with duration and opacity.
|
|
* @param duration Duration time, in seconds.
|
|
* @param opacity A certain opacity, the range is from 0 to 255.
|
|
* @return An autoreleased FadeTo object.
|
|
*/
|
|
static FadeTo* create(float duration, uint8_t opacity);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual FadeTo* clone() const override;
|
|
virtual FadeTo* reverse() const override;
|
|
virtual void startWithTarget(Node* target) override;
|
|
/**
|
|
* @param time In seconds.
|
|
*/
|
|
virtual void update(float time) override;
|
|
|
|
FadeTo() {}
|
|
virtual ~FadeTo() {}
|
|
|
|
/**
|
|
* initializes the action with duration and opacity
|
|
* @param duration in seconds
|
|
*/
|
|
bool initWithDuration(float duration, uint8_t opacity);
|
|
|
|
protected:
|
|
uint8_t _toOpacity;
|
|
uint8_t _fromOpacity;
|
|
friend class FadeOut;
|
|
friend class FadeIn;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(FadeTo);
|
|
};
|
|
|
|
/** @class FadeIn
|
|
* @brief Fades In an object that implements the RGBAProtocol protocol. It modifies the opacity from 0 to 255.
|
|
The "reverse" of this action is FadeOut
|
|
*/
|
|
class AX_DLL FadeIn : public FadeTo
|
|
{
|
|
public:
|
|
/**
|
|
* Creates the action.
|
|
* @param d Duration time, in seconds.
|
|
* @return An autoreleased FadeIn object.
|
|
*/
|
|
static FadeIn* create(float d);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual void startWithTarget(Node* target) override;
|
|
virtual FadeIn* clone() const override;
|
|
virtual FadeTo* reverse() const override;
|
|
|
|
/**
|
|
* @js NA
|
|
*/
|
|
void setReverseAction(FadeTo* ac);
|
|
|
|
FadeIn() : _reverseAction(nullptr) {}
|
|
virtual ~FadeIn() {}
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(FadeIn);
|
|
FadeTo* _reverseAction;
|
|
};
|
|
|
|
/** @class FadeOut
|
|
* @brief Fades Out an object that implements the RGBAProtocol protocol. It modifies the opacity from 255 to 0.
|
|
The "reverse" of this action is FadeIn
|
|
*/
|
|
class AX_DLL FadeOut : public FadeTo
|
|
{
|
|
public:
|
|
/**
|
|
* Creates the action.
|
|
* @param d Duration time, in seconds.
|
|
*/
|
|
static FadeOut* create(float d);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual void startWithTarget(Node* target) override;
|
|
virtual FadeOut* clone() const override;
|
|
virtual FadeTo* reverse() const override;
|
|
|
|
/**
|
|
* @js NA
|
|
*/
|
|
void setReverseAction(FadeTo* ac);
|
|
|
|
FadeOut() : _reverseAction(nullptr) {}
|
|
virtual ~FadeOut() {}
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(FadeOut);
|
|
FadeTo* _reverseAction;
|
|
};
|
|
|
|
/** @class TintTo
|
|
* @brief Tints a Node that implements the NodeRGB protocol from current tint to a custom one.
|
|
@warning This action doesn't support "reverse"
|
|
@since v0.7.2
|
|
*/
|
|
class AX_DLL TintTo : public ActionInterval
|
|
{
|
|
public:
|
|
/**
|
|
* Creates an action with duration and color.
|
|
* @param duration Duration time, in seconds.
|
|
* @param red Red Color, from 0 to 255.
|
|
* @param green Green Color, from 0 to 255.
|
|
* @param blue Blue Color, from 0 to 255.
|
|
* @return An autoreleased TintTo object.
|
|
*/
|
|
static TintTo* create(float duration, uint8_t red, uint8_t green, uint8_t blue);
|
|
/**
|
|
* Creates an action with duration and color.
|
|
* @param duration Duration time, in seconds.
|
|
* @param color It's a Color3B type.
|
|
* @return An autoreleased TintTo object.
|
|
*/
|
|
static TintTo* create(float duration, const Color3B& color);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual TintTo* clone() const override;
|
|
virtual TintTo* reverse() const override;
|
|
virtual void startWithTarget(Node* target) override;
|
|
/**
|
|
* @param time In seconds.
|
|
*/
|
|
virtual void update(float time) override;
|
|
|
|
TintTo() {}
|
|
virtual ~TintTo() {}
|
|
|
|
/** initializes the action with duration and color */
|
|
bool initWithDuration(float duration, uint8_t red, uint8_t green, uint8_t blue);
|
|
|
|
protected:
|
|
Color3B _to;
|
|
Color3B _from;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(TintTo);
|
|
};
|
|
|
|
/** @class TintBy
|
|
@brief Tints a Node that implements the NodeRGB protocol from current tint to a custom one.
|
|
@since v0.7.2
|
|
*/
|
|
class AX_DLL TintBy : public ActionInterval
|
|
{
|
|
public:
|
|
/**
|
|
* Creates an action with duration and color.
|
|
* @param duration Duration time, in seconds.
|
|
* @param deltaRed Delta red color.
|
|
* @param deltaGreen Delta green color.
|
|
* @param deltaBlue Delta blue color.
|
|
* @return An autoreleased TintBy object.
|
|
*/
|
|
static TintBy* create(float duration, int16_t deltaRed, int16_t deltaGreen, int16_t deltaBlue);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual TintBy* clone() const override;
|
|
virtual TintBy* reverse() const override;
|
|
virtual void startWithTarget(Node* target) override;
|
|
/**
|
|
* @param time In seconds.
|
|
*/
|
|
virtual void update(float time) override;
|
|
|
|
TintBy() {}
|
|
virtual ~TintBy() {}
|
|
|
|
/** initializes the action with duration and color */
|
|
bool initWithDuration(float duration, int16_t deltaRed, int16_t deltaGreen, int16_t deltaBlue);
|
|
|
|
protected:
|
|
int16_t _deltaR;
|
|
int16_t _deltaG;
|
|
int16_t _deltaB;
|
|
|
|
int16_t _fromR;
|
|
int16_t _fromG;
|
|
int16_t _fromB;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(TintBy);
|
|
};
|
|
|
|
/** @class DelayTime
|
|
* @brief Delays the action a certain amount of seconds.
|
|
*/
|
|
class AX_DLL DelayTime : public ActionInterval
|
|
{
|
|
public:
|
|
/**
|
|
* Creates the action.
|
|
* @param d Duration time, in seconds.
|
|
* @return An autoreleased DelayTime object.
|
|
*/
|
|
static DelayTime* create(float d);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
/**
|
|
* @param time In seconds.
|
|
*/
|
|
virtual void update(float time) override;
|
|
virtual DelayTime* reverse() const override;
|
|
virtual DelayTime* clone() const override;
|
|
|
|
DelayTime() {}
|
|
virtual ~DelayTime() {}
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(DelayTime);
|
|
};
|
|
|
|
/** @class ReverseTime
|
|
* @brief Executes an action in reverse order, from time=duration to time=0
|
|
|
|
@warning Use this action carefully. This action is not
|
|
sequenceable. Use it as the default "reversed" method
|
|
of your own actions, but using it outside the "reversed"
|
|
scope is not recommended.
|
|
*/
|
|
class AX_DLL ReverseTime : public ActionInterval
|
|
{
|
|
public:
|
|
/** Creates the action.
|
|
*
|
|
* @param action a certain action.
|
|
* @return An autoreleased ReverseTime object.
|
|
*/
|
|
static ReverseTime* create(FiniteTimeAction* action);
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual ReverseTime* reverse() const override;
|
|
virtual ReverseTime* clone() const override;
|
|
virtual void startWithTarget(Node* target) override;
|
|
virtual void stop() override;
|
|
/**
|
|
* @param time In seconds.
|
|
*/
|
|
virtual void update(float time) override;
|
|
|
|
ReverseTime();
|
|
virtual ~ReverseTime();
|
|
|
|
/** initializes the action */
|
|
bool initWithAction(FiniteTimeAction* action);
|
|
|
|
protected:
|
|
FiniteTimeAction* _other;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(ReverseTime);
|
|
};
|
|
|
|
class Texture2D;
|
|
/** @class Animate
|
|
* @brief Animates a sprite given the name of an Animation.
|
|
*/
|
|
class AX_DLL Animate : public ActionInterval
|
|
{
|
|
public:
|
|
/** Creates the action with an Animation and will restore the original frame when the animation is over.
|
|
*
|
|
* @param animation A certain animation.
|
|
* @return An autoreleased Animate object.
|
|
*/
|
|
static Animate* create(Animation* animation);
|
|
|
|
/** Sets the Animation object to be animated
|
|
*
|
|
* @param animation certain animation.
|
|
*/
|
|
void setAnimation(Animation* animation);
|
|
/** returns the Animation object that is being animated
|
|
*
|
|
* @return Gets the animation object that is being animated.
|
|
*/
|
|
Animation* getAnimation() { return _animation; }
|
|
const Animation* getAnimation() const { return _animation; }
|
|
|
|
/**
|
|
* Gets the index of sprite frame currently displayed.
|
|
* @return int the index of sprite frame currently displayed.
|
|
*/
|
|
int getCurrentFrameIndex() { return _currFrameIndex; }
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual Animate* clone() const override;
|
|
virtual Animate* reverse() const override;
|
|
virtual void startWithTarget(Node* target) override;
|
|
virtual void stop() override;
|
|
/**
|
|
* @param t In seconds.
|
|
*/
|
|
virtual void update(float t) override;
|
|
|
|
Animate();
|
|
virtual ~Animate();
|
|
|
|
/** initializes the action with an Animation and will restore the original frame when the animation is over */
|
|
bool initWithAnimation(Animation* animation);
|
|
|
|
protected:
|
|
std::vector<float>* _splitTimes = new std::vector<float>;
|
|
int _nextFrame = 0;
|
|
SpriteFrame* _origFrame = nullptr;
|
|
int _currFrameIndex = 0;
|
|
unsigned int _executedLoops = 0;
|
|
Animation* _animation = nullptr;
|
|
|
|
EventCustom* _frameDisplayedEvent = nullptr;
|
|
AnimationFrame::DisplayedEventInfo _frameDisplayedEventInfo;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(Animate);
|
|
};
|
|
|
|
/** @class TargetedAction
|
|
* @brief Overrides the target of an action so that it always runs on the target
|
|
* specified at action creation rather than the one specified by runAction.
|
|
*/
|
|
class AX_DLL TargetedAction : public ActionInterval
|
|
{
|
|
public:
|
|
/** Create an action with the specified action and forced target.
|
|
*
|
|
* @param target The target needs to override.
|
|
* @param action The action needs to override.
|
|
* @return An autoreleased TargetedAction object.
|
|
*/
|
|
static TargetedAction* create(Node* target, FiniteTimeAction* action);
|
|
|
|
/** Sets the target that the action will be forced to run with.
|
|
*
|
|
* @param forcedTarget The target that the action will be forced to run with.
|
|
*/
|
|
void setForcedTarget(Node* forcedTarget);
|
|
/** returns the target that the action is forced to run with.
|
|
*
|
|
* @return The target that the action is forced to run with.
|
|
*/
|
|
Node* getForcedTarget() { return _forcedTarget; }
|
|
const Node* getForcedTarget() const { return _forcedTarget; }
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
virtual TargetedAction* clone() const override;
|
|
virtual TargetedAction* reverse() const override;
|
|
virtual void startWithTarget(Node* target) override;
|
|
virtual void stop() override;
|
|
/**
|
|
* @param time In seconds.
|
|
*/
|
|
virtual void update(float time) override;
|
|
|
|
TargetedAction();
|
|
virtual ~TargetedAction();
|
|
|
|
/** Init an action with the specified action and forced target */
|
|
bool initWithTarget(Node* target, FiniteTimeAction* action);
|
|
|
|
protected:
|
|
FiniteTimeAction* _action;
|
|
Node* _forcedTarget;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(TargetedAction);
|
|
};
|
|
|
|
/**
|
|
* @class ActionFloat
|
|
* @brief Action used to animate any value in range [from,to] over specified time interval
|
|
*/
|
|
class AX_DLL ActionFloat : public ActionInterval
|
|
{
|
|
public:
|
|
/**
|
|
* Callback function used to report back result
|
|
*/
|
|
typedef std::function<void(float value)> ActionFloatCallback;
|
|
|
|
/**
|
|
* Creates FloatAction with specified duration, from value, to value and callback to report back
|
|
* results
|
|
* @param duration of the action
|
|
* @param from value to start from
|
|
* @param to value to be at the end of the action
|
|
* @param callback to report back result
|
|
*
|
|
* @return An autoreleased ActionFloat object
|
|
*/
|
|
static ActionFloat* create(float duration, float from, float to, ActionFloatCallback callback);
|
|
|
|
/**
|
|
* Overridden ActionInterval methods
|
|
*/
|
|
void startWithTarget(Node* target) override;
|
|
void update(float delta) override;
|
|
ActionFloat* reverse() const override;
|
|
ActionFloat* clone() const override;
|
|
|
|
ActionFloat(){};
|
|
virtual ~ActionFloat(){};
|
|
|
|
bool initWithDuration(float duration, float from, float to, ActionFloatCallback callback);
|
|
|
|
protected:
|
|
/* From value */
|
|
float _from;
|
|
/* To value */
|
|
float _to;
|
|
/* delta time */
|
|
float _delta;
|
|
|
|
/* Callback to report back results */
|
|
ActionFloatCallback _callback;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(ActionFloat);
|
|
};
|
|
|
|
// end of actions group
|
|
/// @}
|
|
|
|
NS_AX_END
|
|
|
|
#endif //__ACTION_CCINTERVAL_ACTION_H__
|