mirror of https://github.com/axmolengine/axmol.git
227 lines
4.2 KiB
C++
227 lines
4.2 KiB
C++
/****************************************************************************
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Copyright (c) 2013 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 "CCActionFrame.h"
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using namespace cocos2d;
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namespace cocostudio {
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ActionFrame::ActionFrame()
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: _frameType(0)
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, _easingType(0)
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, _frameIndex(0)
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, _fTime(0.0f)
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{
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}
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ActionFrame::~ActionFrame()
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{
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}
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void ActionFrame::setFrameIndex(int index)
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{
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_frameIndex = index;
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}
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int ActionFrame::getFrameIndex()
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{
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return _frameIndex;
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}
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void ActionFrame::setFrameTime(float fTime)
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{
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_fTime = fTime;
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}
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float ActionFrame::getFrameTime()
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{
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return _fTime;
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}
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void ActionFrame::setFrameType(int frameType)
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{
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_frameType = frameType;
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}
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int ActionFrame::getFrameType()
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{
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return _frameType;
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}
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void ActionFrame::setEasingType(int easingType)
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{
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_easingType = easingType;
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}
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int ActionFrame::getEasingType()
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{
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return _easingType;
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}
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Action* ActionFrame::getAction(float fDuration)
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{
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log("Need a definition of <getAction> for ActionFrame");
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return NULL;
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}
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//////////////////////////////////////////////////////////////////////////
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ActionMoveFrame::ActionMoveFrame()
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: _position(Point(0.0f,0.0f))
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{
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_frameType = (int)kKeyframeMove;
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}
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ActionMoveFrame::~ActionMoveFrame()
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{
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}
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void ActionMoveFrame::setPosition(Point pos)
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{
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_position = pos;
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}
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Point ActionMoveFrame::getPosition()
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{
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return _position;
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}
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Action* ActionMoveFrame::getAction(float fDuration)
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{
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return MoveTo::create(fDuration,_position);
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}
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//////////////////////////////////////////////////////////////////////////
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ActionScaleFrame::ActionScaleFrame()
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: _scaleX(1.0f)
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, _scaleY(1.0f)
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{
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_frameType = (int)kKeyframeScale;
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}
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ActionScaleFrame::~ActionScaleFrame()
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{
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}
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void ActionScaleFrame::setScaleX(float scaleX)
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{
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_scaleX = scaleX;
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}
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float ActionScaleFrame::getScaleX()
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{
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return _scaleX;
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}
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void ActionScaleFrame::setScaleY(float scaleY)
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{
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_scaleY = scaleY;
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}
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float ActionScaleFrame::getScaleY()
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{
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return _scaleY;
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}
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Action* ActionScaleFrame::getAction(float fDuration)
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{
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return ScaleTo::create(fDuration,_scaleX,_scaleY);
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}
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ActionRotationFrame::ActionRotationFrame()
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: _rotation(0.0f)
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{
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_frameType = (int)kKeyframeRotate;
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}
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ActionRotationFrame::~ActionRotationFrame()
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{
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}
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void ActionRotationFrame::setRotation(float rotation)
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{
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_rotation = rotation;
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}
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float ActionRotationFrame::getRotation()
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{
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return _rotation;
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}
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Action* ActionRotationFrame::getAction(float fDuration)
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{
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return RotateTo::create(fDuration,_rotation);
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}
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ActionFadeFrame::ActionFadeFrame()
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: _opacity(255)
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{
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_frameType = (int)kKeyframeFade;
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}
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ActionFadeFrame::~ActionFadeFrame()
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{
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}
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void ActionFadeFrame::setOpacity(int opacity)
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{
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_opacity = opacity;
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}
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int ActionFadeFrame::getOpacity()
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{
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return _opacity;
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}
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Action* ActionFadeFrame::getAction(float fDuration)
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{
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return FadeTo::create(fDuration,_opacity);
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}
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ActionTintFrame::ActionTintFrame()
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: _color(Color3B(255,255,255))
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{
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_frameType = (int)kKeyframeTint;
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}
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ActionTintFrame::~ActionTintFrame()
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{
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}
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void ActionTintFrame::setColor(Color3B ccolor)
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{
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_color = ccolor;
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}
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Color3B ActionTintFrame::getColor()
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{
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return _color;
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}
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Action* ActionTintFrame::getAction(float fDuration)
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{
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return TintTo::create(fDuration,_color.r,_color.g,_color.b);
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}
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} |