mirror of https://github.com/axmolengine/axmol.git
403 lines
7.0 KiB
C++
403 lines
7.0 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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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 "2d/ActionInstant.h"
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#include "2d/Node.h"
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#include "2d/Sprite.h"
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NS_AX_BEGIN
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//
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// InstantAction
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//
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void ActionInstant::startWithTarget(Node* target)
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{
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FiniteTimeAction::startWithTarget(target);
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_done = false;
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}
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bool ActionInstant::isDone() const
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{
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return _done;
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}
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void ActionInstant::step(float /*dt*/)
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{
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float updateDt = 1;
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update(updateDt);
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}
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void ActionInstant::update(float /*time*/)
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{
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_done = true;
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}
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//
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// Show
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//
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Show* Show::create()
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{
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Show* ret = new Show();
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ret->autorelease();
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return ret;
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}
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void Show::update(float time)
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{
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ActionInstant::update(time);
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_target->setVisible(true);
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}
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ActionInstant* Show::reverse() const
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{
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return Hide::create();
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}
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Show* Show::clone() const
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{
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// no copy constructor
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return Show::create();
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}
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//
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// Hide
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//
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Hide* Hide::create()
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{
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Hide* ret = new Hide();
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ret->autorelease();
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return ret;
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}
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void Hide::update(float time)
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{
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ActionInstant::update(time);
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_target->setVisible(false);
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}
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ActionInstant* Hide::reverse() const
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{
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return Show::create();
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}
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Hide* Hide::clone() const
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{
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// no copy constructor
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return Hide::create();
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}
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//
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// ToggleVisibility
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//
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ToggleVisibility* ToggleVisibility::create()
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{
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ToggleVisibility* ret = new ToggleVisibility();
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ret->autorelease();
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return ret;
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}
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void ToggleVisibility::update(float time)
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{
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ActionInstant::update(time);
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_target->setVisible(!_target->isVisible());
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}
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ToggleVisibility* ToggleVisibility::reverse() const
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{
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return ToggleVisibility::create();
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}
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ToggleVisibility* ToggleVisibility::clone() const
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{
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// no copy constructor
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return ToggleVisibility::create();
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}
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//
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// Remove Self
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//
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RemoveSelf* RemoveSelf::create(bool isNeedCleanUp /*= true*/)
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{
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RemoveSelf* ret = new RemoveSelf();
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if (ret->init(isNeedCleanUp))
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ret->autorelease();
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else
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AX_SAFE_DELETE(ret);
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return ret;
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}
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bool RemoveSelf::init(bool isNeedCleanUp)
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{
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_isNeedCleanUp = isNeedCleanUp;
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return true;
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}
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void RemoveSelf::update(float time)
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{
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ActionInstant::update(time);
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_target->removeFromParentAndCleanup(_isNeedCleanUp);
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}
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RemoveSelf* RemoveSelf::reverse() const
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{
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return RemoveSelf::create(_isNeedCleanUp);
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}
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RemoveSelf* RemoveSelf::clone() const
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{
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// no copy constructor
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return RemoveSelf::create(_isNeedCleanUp);
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}
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//
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// FlipX
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//
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FlipX* FlipX::create(bool x)
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{
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FlipX* ret = new FlipX();
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if (ret->initWithFlipX(x))
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{
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ret->autorelease();
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return ret;
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}
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AX_SAFE_DELETE(ret);
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return nullptr;
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}
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bool FlipX::initWithFlipX(bool x)
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{
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_flipX = x;
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return true;
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}
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void FlipX::update(float time)
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{
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ActionInstant::update(time);
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static_cast<Sprite*>(_target)->setFlippedX(_flipX);
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}
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FlipX* FlipX::reverse() const
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{
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return FlipX::create(!_flipX);
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}
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FlipX* FlipX::clone() const
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{
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// no copy constructor
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return FlipX::create(_flipX);
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}
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//
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// FlipY
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//
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FlipY* FlipY::create(bool y)
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{
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FlipY* ret = new FlipY();
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if (ret->initWithFlipY(y))
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{
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ret->autorelease();
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return ret;
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}
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AX_SAFE_DELETE(ret);
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return nullptr;
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}
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bool FlipY::initWithFlipY(bool y)
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{
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_flipY = y;
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return true;
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}
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void FlipY::update(float time)
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{
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ActionInstant::update(time);
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static_cast<Sprite*>(_target)->setFlippedY(_flipY);
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}
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FlipY* FlipY::reverse() const
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{
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return FlipY::create(!_flipY);
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}
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FlipY* FlipY::clone() const
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{
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// no copy constructor
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return FlipY::create(_flipY);
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}
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//
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// Place
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//
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Place* Place::create(const Vec2& pos)
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{
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Place* ret = new Place();
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if (ret->initWithPosition(pos))
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{
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ret->autorelease();
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return ret;
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}
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delete ret;
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return nullptr;
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}
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bool Place::initWithPosition(const Vec2& pos)
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{
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_position = pos;
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return true;
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}
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Place* Place::clone() const
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{
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// no copy constructor
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return Place::create(_position);
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}
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Place* Place::reverse() const
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{
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// no reverse, just clone
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return this->clone();
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}
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void Place::update(float time)
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{
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ActionInstant::update(time);
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_target->setPosition(_position);
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}
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//
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// CallFunc
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//
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CallFunc* CallFunc::create(const std::function<void()>& func)
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{
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CallFunc* ret = new CallFunc();
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if (ret->initWithFunction(func))
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{
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ret->autorelease();
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return ret;
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}
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AX_SAFE_DELETE(ret);
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return nullptr;
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}
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bool CallFunc::initWithFunction(const std::function<void()>& func)
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{
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_function = func;
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return true;
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}
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CallFunc* CallFunc::clone() const
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{
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// no copy constructor
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auto a = new CallFunc();
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if (_function)
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a->initWithFunction(_function);
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a->autorelease();
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return a;
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}
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CallFunc* CallFunc::reverse() const
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{
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// no reverse here, just return a clone
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return this->clone();
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}
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void CallFunc::update(float time)
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{
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ActionInstant::update(time);
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this->execute();
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}
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void CallFunc::execute()
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{
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if (_function)
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{
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_function();
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}
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}
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//
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// CallFuncN
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//
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CallFuncN* CallFuncN::create(const std::function<void(Node*)>& func)
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{
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auto ret = new CallFuncN();
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if (ret->initWithFunction(func))
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{
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ret->autorelease();
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return ret;
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}
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AX_SAFE_DELETE(ret);
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return nullptr;
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}
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void CallFuncN::execute()
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{
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if (_functionN)
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{
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_functionN(_target);
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}
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}
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bool CallFuncN::initWithFunction(const std::function<void(Node*)>& func)
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{
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_functionN = func;
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return true;
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}
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CallFuncN* CallFuncN::clone() const
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{
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// no copy constructor
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auto a = new CallFuncN();
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if (_functionN)
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a->initWithFunction(_functionN);
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a->autorelease();
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return a;
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}
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NS_AX_END
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