mirror of https://github.com/axmolengine/axmol.git
177 lines
4.2 KiB
C++
177 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 "cocostudio/CCActionObject.h"
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#include "cocostudio/DictionaryHelper.h"
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using namespace cocos2d;
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namespace cocostudio {
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ActionObject::ActionObject()
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: _actionNodeList(NULL)
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, _name("")
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, _loop(false)
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, _bPause(false)
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, _bPlaying(false)
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, _fUnitTime(0.1f)
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, _currentTime(0.0f)
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{
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_actionNodeList = Array::create();
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_actionNodeList->retain();
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}
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ActionObject::~ActionObject()
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{
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_actionNodeList->removeAllObjects();
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_actionNodeList->release();
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}
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void ActionObject::setName(const char* name)
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{
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_name.assign(name);
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}
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const char* ActionObject::getName()
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{
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return _name.c_str();
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}
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void ActionObject::setLoop(bool bLoop)
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{
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_loop = bLoop;
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}
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bool ActionObject::getLoop()
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{
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return _loop;
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}
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void ActionObject::setUnitTime(float fTime)
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{
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_fUnitTime = fTime;
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int nodeNum = _actionNodeList->count();
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for ( int i = 0; i < nodeNum; i++ )
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{
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ActionNode* actionNode = (ActionNode*)_actionNodeList->getObjectAtIndex(i);
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actionNode->setUnitTime(_fUnitTime);
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}
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}
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float ActionObject::getUnitTime()
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{
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return _fUnitTime;
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}
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float ActionObject::getCurrentTime()
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{
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return _currentTime;
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}
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void ActionObject::setCurrentTime(float fTime)
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{
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_currentTime = fTime;
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}
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bool ActionObject::isPlaying()
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{
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return _bPlaying;
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}
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void ActionObject::initWithDictionary(JsonDictionary *dic,Object* root)
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{
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setName(DICTOOL->getStringValue_json(dic, "name"));
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setLoop(DICTOOL->getBooleanValue_json(dic, "loop"));
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setUnitTime(DICTOOL->getFloatValue_json(dic, "unittime"));
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int actionNodeCount = DICTOOL->getArrayCount_json(dic, "actionnodelist");
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for (int i=0; i<actionNodeCount; i++) {
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ActionNode* actionNode = new ActionNode();
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actionNode->autorelease();
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JsonDictionary* actionNodeDic = DICTOOL->getDictionaryFromArray_json(dic, "actionnodelist", i);
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actionNode->initWithDictionary(actionNodeDic,root);
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actionNode->setUnitTime(getUnitTime());
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_actionNodeList->addObject(actionNode);
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CC_SAFE_DELETE(actionNodeDic);
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}
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}
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void ActionObject::addActionNode(ActionNode* node)
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{
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if (node == NULL)
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{
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return;
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}
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_actionNodeList->addObject(node);
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node->setUnitTime(_fUnitTime);
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}
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void ActionObject::removeActionNode(ActionNode* node)
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{
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if (node == NULL)
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{
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return;
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}
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_actionNodeList->removeObject(node);
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}
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void ActionObject::play()
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{
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stop();
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int frameNum = _actionNodeList->count();
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for ( int i = 0; i < frameNum; i++ )
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{
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ActionNode* actionNode = (ActionNode*)_actionNodeList->getObjectAtIndex(i);
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actionNode->playAction( getLoop());
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}
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}
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void ActionObject::pause()
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{
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_bPause = true;
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}
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void ActionObject::stop()
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{
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int frameNum = _actionNodeList->count();
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for ( int i = 0; i < frameNum; i++ )
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{
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ActionNode* actionNode = (ActionNode*)_actionNodeList->getObjectAtIndex(i);
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actionNode->stopAction();
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}
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_bPause = false;
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}
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void ActionObject::updateToFrameByTime(float fTime)
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{
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_currentTime = fTime;
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int nodeNum = _actionNodeList->count();
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for ( int i = 0; i < nodeNum; i++ )
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{
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ActionNode* actionNode = (ActionNode*)_actionNodeList->getObjectAtIndex(i);
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actionNode->updateActionToTimeLine(fTime);
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}
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}
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} |