mirror of https://github.com/axmolengine/axmol.git
299 lines
6.5 KiB
Plaintext
299 lines
6.5 KiB
Plaintext
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enum {
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kCCActionTagInvalid = -1,
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};
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class CCAction : public CCObject
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{
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bool isDone(void);
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CCNode* getTarget(void);
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// void setTarget(CCNode *pTarget);
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CCNode* getOriginalTarget(void);
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// void setOriginalTarget(CCNode *pOriginalTarget);
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int getTag(void);
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void setTag(int nTag);
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CCAction* clone();
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CCObject* copy();
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};
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class CCFiniteTimeAction : public CCAction
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{
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float getDuration(void);
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void setDuration(float duration);
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CCFiniteTimeAction* reverse(void);
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};
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class CCActionInterval : public CCFiniteTimeAction
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{
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float getElapsed(void);
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bool isDone(void);
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void setAmplitudeRate(float amp);
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float getAmplitudeRate(void);
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CCActionInterval* reverse(void);
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};
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// CCActionInterval
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class CCSpeed : public CCAction
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{
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float getSpeed(void);
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void setSpeed(float fSpeed);
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CCActionInterval* reverse(void);
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bool isDone(void);
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static CCSpeed* create(CCActionInterval *pAction, float fRate);
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};
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class CCFollow : public CCAction
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{
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bool isBoundarySet(void);
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void setBoudarySet(bool bValue);
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bool isDone(void);
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static CCFollow* create(CCNode *pFollowedNode, CCRect rect);
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static CCFollow* create(CCNode *pFollowedNode);
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};
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class CCSequence : public CCActionInterval
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{
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CCActionInterval* reverse(void);
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static CCSequence* createWithTwoActions(CCFiniteTimeAction *pActionOne, CCFiniteTimeAction *pActionTwo);
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static CCSequence* create(CCArray *actions);
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};
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class CCRepeat : public CCActionInterval
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{
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bool isDone(void);
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CCActionInterval* reverse(void);
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static CCRepeat* create(CCFiniteTimeAction *pAction, unsigned int times);
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};
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class CCRepeatForever : public CCActionInterval
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{
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bool isDone(void);
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CCActionInterval* reverse(void);
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static CCRepeatForever* create(CCActionInterval *pAction);
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};
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class CCSpawn : public CCActionInterval
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{
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CCActionInterval* reverse(void);
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static CCSpawn* createWithTwoActions(CCFiniteTimeAction *pAction1, CCFiniteTimeAction *pAction2);
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static CCSpawn* create(CCArray *actions);
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};
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class CCRotateTo : public CCActionInterval
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{
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static CCRotateTo* create(float duration, float fDeltaAngle);
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};
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class CCRotateBy : public CCActionInterval
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{
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CCActionInterval* reverse(void);
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static CCRotateBy* create(float duration, float fDeltaAngle);
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static CCRotateBy* create(float duration, float fDeltaAngleX, float DeltaAngleY);
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};
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class CCMoveTo : public CCActionInterval
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{
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static CCMoveTo* create(float duration, CCPoint position);
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};
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class CCMoveBy : public CCActionInterval
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{
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CCActionInterval* reverse(void);
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static CCMoveBy* create(float duration, CCPoint deltaPosition);
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};
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class CCSkewTo : public CCActionInterval
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{
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static CCSkewTo* create(float t, float sx, float sy);
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};
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class CCSkewBy : public CCActionInterval
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{
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CCActionInterval* reverse(void);
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static CCSkewBy* create(float t, float deltaSkewX, float deltaSkewY);
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};
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class CCJumpBy : public CCActionInterval
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{
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CCActionInterval* reverse(void);
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static CCJumpBy* create(float duration, CCPoint position, float height, int jumps);
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};
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class CCJumpTo : public CCActionInterval
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{
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static CCJumpTo* create(float duration, CCPoint position, float height, int jumps);
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};
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/*
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There's a bug in tolua++
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Can't use struct in lua after binding struct
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So use class instead.
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*/
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class ccBezierConfig {
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ccBezierConfig(void);
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CCPoint endPosition;
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CCPoint controlPoint_1;
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CCPoint controlPoint_2;
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};
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class CCBezierBy : public CCActionInterval
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{
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CCActionInterval* reverse(void);
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static CCBezierBy* create(float t, ccBezierConfig c);
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};
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class CCBezierTo : public CCActionInterval
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{
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static CCBezierTo* create(float t, ccBezierConfig c);
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};
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class CCScaleTo : public CCActionInterval
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{
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static CCScaleTo* create(float duration, float sx, float sy);
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static CCScaleTo* create(float duration, float s);
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};
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class CCScaleBy : public CCActionInterval
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{
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CCActionInterval* reverse(void);
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static CCScaleBy* create(float duration, float s);
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static CCScaleBy* create(float duration, float sx, float sy);
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};
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class CCBlink : public CCActionInterval
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{
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CCActionInterval* reverse(void);
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static CCBlink* create(float duration, unsigned int uBlinks);
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};
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class CCFadeIn : public CCActionInterval
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{
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CCActionInterval* reverse(void);
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static CCFadeIn* create(float d);
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};
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class CCFadeOut : public CCActionInterval
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{
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CCActionInterval* reverse(void);
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static CCFadeOut* create(float d);
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};
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class CCFadeTo : public CCActionInterval
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{
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static CCFadeTo* create(float duration, GLubyte opacity);
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};
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class CCTintTo : public CCActionInterval
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{
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static CCTintTo* create(float duration, GLubyte red, GLubyte green, GLubyte blue);
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};
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class CCTintBy : public CCActionInterval
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{
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CCActionInterval* reverse(void);
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static CCTintBy* create(float duration, GLshort deltaRed, GLshort deltaGreen, GLshort deltaBlue);
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};
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class CCDelayTime : public CCActionInterval
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{
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CCActionInterval* reverse(void);
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static CCDelayTime* create(float d);
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};
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class CCReverseTime : public CCActionInterval
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{
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CCActionInterval* reverse(void);
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static CCReverseTime* create(CCFiniteTimeAction *pAction);
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};
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class CCAnimate : public CCActionInterval
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{
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CCActionInterval* reverse(void);
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CCAnimation* getAnimation(void);
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void setAnimation(CCAnimation *pAnimation);
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static CCAnimate* create(CCAnimation *pAnimation);
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};
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class CCTargetedAction : public CCActionInterval
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{
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CCNode* getForcedTarget(void);
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void setForcedTarget(CCNode* target);
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static CCTargetedAction* create(CCNode* pTarget, CCFiniteTimeAction* pAction);
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};
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// CCActionInstant
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class CCActionInstant : public CCFiniteTimeAction
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{
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CCFiniteTimeAction* reverse(void);
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bool isDone(void);
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};
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class CCShow : public CCActionInstant
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{
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CCFiniteTimeAction* reverse(void);
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static CCShow* create();
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};
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class CCHide : public CCActionInstant
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{
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CCFiniteTimeAction* reverse(void);
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static CCHide* create();
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};
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class CCToggleVisibility : public CCActionInstant
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{
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static CCToggleVisibility* create();
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};
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class CCFlipX : public CCActionInstant
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{
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CCFiniteTimeAction* reverse(void);
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static CCFlipX* create(bool x);
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};
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class CCFlipY : public CCActionInstant
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{
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CCFiniteTimeAction* reverse(void);
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static CCFlipY* create(bool y);
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};
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class CCPlace : public CCActionInstant //<NSCopying>
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{
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static CCPlace* create(CCPoint pos);
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};
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