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