mirror of https://github.com/axmolengine/axmol.git
680 lines
12 KiB
C++
680 lines
12 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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#include "CCIntervalAction.h"
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#include "CCSprite.h"
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#include "CCNode.h"
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#include "support/CGPointExtension.h"
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namespace cocos2d {
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//
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// IntervalAction
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//
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CCIntervalAction* CCIntervalAction::actionWithDuration(ccTime d)
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{
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return NULL;
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}
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CCIntervalAction* CCIntervalAction::initWithDuration(cocos2d::ccTime d)
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{
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return NULL;
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}
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NSObject* CCIntervalAction::copyWithZone(NSZone *pZone)
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{
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return NULL;
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}
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bool CCIntervalAction::isDone(void)
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{
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return false;
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}
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void CCIntervalAction::step(ccTime dt)
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{
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}
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void CCIntervalAction::startWithTarget(NSObject *pTarget)
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{
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}
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CCIntervalAction* CCIntervalAction::reverse(void)
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{
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return NULL;
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}
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//
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// Sequence
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//
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CCSequence* CCSequence::actionOneTwo(cocos2d::CCFiniteTimeAction *pActionOne, cocos2d::CCFiniteTimeAction *pActionTwo)
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{
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return NULL;
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}
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CCSequence* CCSequence::actions(cocos2d::CCFiniteTimeAction *pAction1, ...)
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{
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return NULL;
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}
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CCSequence* CCSequence::initOneTwo(cocos2d::CCFiniteTimeAction *pActionOne, cocos2d::CCFiniteTimeAction *pActionTwo)
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{
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return NULL;
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}
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NSObject* CCSequence::copyWithZone(NSZone *pZone)
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{
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return NULL;
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}
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CCSequence::~CCSequence(void)
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{
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}
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void CCSequence::startWithTarget(cocos2d::NSObject *pTarget)
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{
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}
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void CCSequence::stop(void)
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{
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}
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void CCSequence::update(cocos2d::ccTime time)
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{
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}
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CCIntervalAction* CCSequence::reverse(void)
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{
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return NULL;
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}
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//
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// Repeat
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//
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CCRepeat* CCRepeat::actionWithAction(cocos2d::CCFiniteTimeAction *pAction, unsigned int times)
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{
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return NULL;
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}
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CCRepeat* CCRepeat::initWithAction(cocos2d::CCFiniteTimeAction *pAction, unsigned int times)
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{
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return NULL;
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}
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NSObject* CCRepeat::copyWithZone(cocos2d::NSZone *pZone)
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{
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return NULL;
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}
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CCRepeat::~CCRepeat(void)
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{
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}
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void CCRepeat::startWithTarget(cocos2d::NSObject *pTarget)
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{
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}
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void CCRepeat::stop(void)
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{
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}
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// issue #80. Instead of hooking step:, hook update: since it can be called by any
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// container action like Repeat, Sequence, AccelDeccel, etc..
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void CCRepeat::update(cocos2d::ccTime time)
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{
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}
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bool CCRepeat::isDone(void)
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{
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return false;
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}
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CCIntervalAction* CCRepeat::reverse(void)
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{
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return NULL;
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}
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//
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// Spawn
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//
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CCSpawn* CCSpawn::actions(cocos2d::CCFiniteTimeAction *pAction1, ...)
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{
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return NULL;
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}
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CCSpawn* CCSpawn::initOneTwo(cocos2d::CCFiniteTimeAction *pAction1, cocos2d::CCFiniteTimeAction *pAction2)
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{
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return NULL;
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}
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NSObject* CCSpawn::copyWithZone(cocos2d::NSZone *pZone)
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{
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return NULL;
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}
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CCSpawn::~CCSpawn(void)
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{
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}
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void CCSpawn::startWithTarget(cocos2d::NSObject *pTarget)
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{
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}
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void CCSpawn::stop(void)
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{
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}
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void CCSpawn::update(cocos2d::ccTime time)
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{
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}
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CCIntervalAction* CCSpawn::reverse(void)
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{
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return NULL;
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}
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//
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// RotateTo
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//
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CCRotateTo* CCRotateTo::actionWithDuration(cocos2d::ccTime duration, float fDeltaAngle)
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{
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return NULL;
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}
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CCRotateTo* CCRotateTo::initWithDuration(cocos2d::ccTime duration, float fDeltaAngle)
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{
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return NULL;
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}
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NSObject* CCRotateTo::copyWithZone(cocos2d::NSZone *pZone)
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{
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return NULL;
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}
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void CCRotateTo::startWithTarget(cocos2d::NSObject *pTarget)
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{
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}
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void CCRotateTo::update(cocos2d::ccTime time)
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{
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}
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//
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// RotateBy
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//
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CCRotateBy* CCRotateBy::actionWithDuration(cocos2d::ccTime duration, float fDeltaAngle)
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{
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return NULL;
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}
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CCRotateBy* CCRotateBy::initWithDuration(cocos2d::ccTime duration, float fDeltaAngle)
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{
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return NULL;
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}
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NSObject* CCRotateBy::copyWithZone(cocos2d::NSZone *pZone)
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{
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return NULL;
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}
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void CCRotateBy::startWithTarget(cocos2d::NSObject *pTarget)
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{
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}
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void CCRotateBy::update(cocos2d::ccTime time)
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{
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}
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CCIntervalAction* CCRotateBy::reverse(void)
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{
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return NULL;
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}
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//
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// MoveTo
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//
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CCMoveTo* CCMoveTo::actionWithDuration(cocos2d::ccTime duration, cocos2d::CGPoint position)
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{
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return NULL;
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}
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CCMoveTo* CCMoveTo::initWithDuration(cocos2d::ccTime duration, cocos2d::CGPoint position)
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{
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return NULL;
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}
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NSObject* CCMoveTo::copyWithZone(cocos2d::NSZone *pZone)
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{
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return NULL;
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}
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void CCMoveTo::update(cocos2d::ccTime time)
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{
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}
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//
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// MoveBy
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//
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CCMoveBy* CCMoveBy::actionWithDuration(cocos2d::ccTime duration, cocos2d::CGPoint position)
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{
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return NULL;
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}
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CCMoveBy* CCMoveBy::initWithDuration(cocos2d::ccTime duration, cocos2d::CGPoint position)
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{
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return NULL;
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}
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NSObject* CCMoveBy::copyWithZone(cocos2d::NSZone *pZone)
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{
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return NULL;
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}
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void CCMoveBy::startWithTarget(cocos2d::NSObject *pTarget)
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{
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}
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CCIntervalAction* CCMoveBy::reverse(void)
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{
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return NULL;
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}
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//
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// JumpBy
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//
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CCJumpBy* CCJumpBy::actionWithDuration(cocos2d::ccTime duration, cocos2d::CGPoint position, cocos2d::ccTime height, int jumps)
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{
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return NULL;
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}
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CCJumpBy* CCJumpBy::initWithDuration(cocos2d::ccTime duration, cocos2d::CGPoint position, cocos2d::ccTime height, int jumps)
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{
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return NULL;
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}
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NSObject* CCJumpBy::copyWithZone(cocos2d::NSZone *pZone)
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{
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return NULL;
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}
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void CCJumpBy::startWithTarget(cocos2d::NSObject *pTarget)
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{
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}
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void CCJumpBy::update(cocos2d::ccTime time)
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{
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}
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CCIntervalAction* CCJumpBy::reverse(void)
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{
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return NULL;
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}
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//
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// JumpTo
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//
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void CCJumpTo::startWithTarget(cocos2d::NSObject *pTarget)
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{
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}
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// Bezier cubic formula:
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// ((1 - t) + t)3 = 1
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// Expands to<74><6F>
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// (1 - t)3 + 3t(1-t)2 + 3t2(1 - t) + t3 = 1
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static inline float bezierat( float a, float b, float c, float d, ccTime t )
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{
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return (powf(1-t,3) * a +
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3*t*(powf(1-t,2))*b +
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3*powf(t,2)*(1-t)*c +
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powf(t,3)*d );
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}
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//
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// BezierBy
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//
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CCBezierBy* CCBezierBy::actionWithDuration(cocos2d::ccTime t, cocos2d::ccBezierConfig c)
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{
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return NULL;
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}
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CCBezierBy* CCBezierBy::initWithDuration(cocos2d::ccTime t, cocos2d::ccBezierConfig c)
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{
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return NULL;
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}
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void CCBezierBy::startWithTarget(cocos2d::NSObject *pTarget)
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{
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}
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void CCBezierBy::update(cocos2d::ccTime time)
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{
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}
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CCIntervalAction* CCBezierBy::reverse(void)
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{
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return NULL;
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}
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//
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// BezierTo
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//
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void CCBezierTo::startWithTarget(cocos2d::NSObject *pTarget)
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{
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}
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//
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// ScaleTo
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//
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CCScaleTo* CCScaleTo::actionWithDuration(cocos2d::ccTime duration, float s)
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{
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return NULL;
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}
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CCScaleTo* CCScaleTo::initWithDuration(cocos2d::ccTime duration, float s)
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{
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return NULL;
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}
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CCScaleTo* CCScaleTo::actionWithDuration(cocos2d::ccTime duration, float sx, float sy)
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{
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return NULL;
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}
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CCScaleTo* CCScaleTo::initWithDuration(cocos2d::ccTime duration, float sx, float sy)
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{
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return NULL;
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}
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NSObject* CCScaleTo::copyWithZone(cocos2d::NSZone *pZone)
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{
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return NULL;
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}
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void CCScaleTo::startWithTarget(cocos2d::NSObject *pTarget)
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{
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}
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void CCScaleTo::update(cocos2d::ccTime time)
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{
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}
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//
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// ScaleBy
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//
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void CCScaleBy::startWithTarget(cocos2d::NSObject *pTarget)
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{
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}
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CCIntervalAction* CCScaleBy::reverse(void)
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{
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return NULL;
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}
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//
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// Blink
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//
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CCBlink* CCBlink::actionWithDuration(cocos2d::ccTime duration, unsigned int uBlinks)
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{
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return NULL;
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}
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CCBlink* CCBlink::initWithDuration(cocos2d::ccTime duration, unsigned int uBlinks)
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{
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return NULL;
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}
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NSObject* CCBlink::copyWithZone(cocos2d::NSZone *pZone)
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{
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return NULL;
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}
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void CCBlink::update(cocos2d::ccTime time)
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{
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}
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CCIntervalAction* CCBlink::reverse(void)
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{
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return NULL;
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}
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//
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// FadeIn
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//
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void CCFadeIn::update(cocos2d::ccTime time)
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{
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}
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CCIntervalAction* CCFadeIn::reverse(void)
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{
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return NULL;
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}
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//
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// FadeOut
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//
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void CCFadeOut::update(cocos2d::ccTime time)
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{
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}
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CCIntervalAction* CCFadeOut::reverse(void)
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{
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return NULL;
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}
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//
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// FadeTo
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//
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CCFadeTo* CCFadeTo::actionWithDuration(cocos2d::ccTime duration, GLubyte opacity)
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{
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return NULL;
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}
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CCFadeTo* CCFadeTo::initWithDuration(cocos2d::ccTime duration, GLubyte opacity)
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{
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return NULL;
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}
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NSObject* CCFadeTo::copyWithZone(cocos2d::NSZone *pZone)
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{
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return NULL;
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}
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void CCFadeTo::startWithTarget(cocos2d::NSObject *pTarget)
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{
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}
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void CCFadeTo::update(cocos2d::ccTime time)
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{
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}
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//
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// TintTo
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//
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CCTintTo* CCTintTo::actionWithDuration(cocos2d::ccTime duration, GLubyte red, GLubyte green, GLubyte blue)
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{
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return NULL;
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}
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CCTintTo* CCTintTo::initWithDuration(cocos2d::ccTime duration, GLubyte red, GLubyte green, GLubyte blue)
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{
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return NULL;
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}
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NSObject* CCTintTo::copyWithZone(cocos2d::NSZone *pZone)
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{
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return NULL;
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}
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void CCTintTo::startWithTarget(cocos2d::NSObject *pTarget)
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{
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}
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void CCTintTo::update(cocos2d::ccTime time)
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{
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}
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//
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// TintBy
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//
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CCTintBy* CCTintBy::actionWithDuration(cocos2d::ccTime duration, GLshort deltaRed, GLshort deltaGreen, GLshort deltaBlue)
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{
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return NULL;
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}
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CCTintBy* CCTintBy::initWithDuration(cocos2d::ccTime duration, GLshort deltaRed, GLshort deltaGreen, GLshort deltaBlue)
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{
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return NULL;
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}
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NSObject* CCTintBy::copyWithZone(cocos2d::NSZone *pZone)
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{
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return NULL;
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}
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void CCTintBy::startWithTarget(cocos2d::NSObject *pTarget)
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{
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}
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void CCTintBy::update(cocos2d::ccTime time)
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{
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}
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CCIntervalAction* CCTintBy::reverse(void)
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{
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return NULL;
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}
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//
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// DelayTime
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//
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void CCDelayTime::update(cocos2d::ccTime time)
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{
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}
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CCIntervalAction* CCDelayTime::reverse(void)
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{
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return NULL;
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}
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//
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// ReverseTime
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//
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CCReverseTime* CCReverseTime::actionWithAction(cocos2d::CCFiniteTimeAction *pAction)
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{
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return NULL;
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}
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CCReverseTime* CCReverseTime::initWithAction(cocos2d::CCFiniteTimeAction *pAction)
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{
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return NULL;
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}
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NSObject* CCReverseTime::copyWithZone(cocos2d::NSZone *pZone)
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{
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return NULL;
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}
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CCReverseTime::~CCReverseTime(void)
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{
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}
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void CCReverseTime::startWithTarget(cocos2d::NSObject *pTarget)
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{
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}
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void CCReverseTime::stop(void)
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{
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}
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void CCReverseTime::update(cocos2d::ccTime time)
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{
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}
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CCIntervalAction* CCReverseTime::reverse(void)
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{
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return NULL;
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}
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//
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// Animate
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//
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CCAnimate* CCAnimate::actionWithAnimation(cocos2d::CCAnimation *pAnimation)
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{
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return NULL;
|
||
}
|
||
|
||
CCAnimate* CCAnimate::initWithAnimation(cocos2d::CCAnimation *pAnimation)
|
||
{
|
||
return NULL;
|
||
}
|
||
|
||
CCAnimate* CCAnimate::actionWithAnimation(cocos2d::CCAnimation *pAnimation, bool bRestoreOriginalFrame)
|
||
{
|
||
return NULL;
|
||
}
|
||
|
||
CCAnimate* CCAnimate::initWithAnimation(cocos2d::CCAnimation *pAnimation, bool bRestoreOriginalFrame)
|
||
{
|
||
return NULL;
|
||
}
|
||
|
||
CCAnimate* CCAnimate::actionWithDuration(cocos2d::ccTime duration, cocos2d::CCAnimation *pAnimation, bool bRestoreOriginalFrame)
|
||
{
|
||
return NULL;
|
||
}
|
||
|
||
CCAnimate* CCAnimate::initWithDuration(cocos2d::ccTime duration, cocos2d::CCAnimation *pAnimation, bool bRestoreOriginalFrame)
|
||
{
|
||
return NULL;
|
||
}
|
||
|
||
NSObject* CCAnimate::copyWithZone(cocos2d::NSZone *pZone)
|
||
{
|
||
return NULL;
|
||
}
|
||
|
||
CCAnimate::~CCAnimate(void)
|
||
{
|
||
}
|
||
|
||
void CCAnimate::startWithTarget(cocos2d::NSObject *pTarget)
|
||
{
|
||
}
|
||
|
||
void CCAnimate::stop(void)
|
||
{
|
||
}
|
||
|
||
void CCAnimate::update(cocos2d::ccTime time)
|
||
{
|
||
}
|
||
|
||
CCIntervalAction* CCAnimate::reverse(void)
|
||
{
|
||
return NULL;
|
||
}
|
||
|
||
}
|