axmol/tools/tolua++/CCActionTiledGrid.pkg

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#include "CCActionGrid.h"
namespace cocos2d
{
class CCShakyTiles3D : public CCTiledGrid3DAction
{
bool initWithRange(int nRange, bool bShakeZ, ccGridSize gridSize,ccTime duration);
CCObject* copyWithZone(CCZone* pZone);
void update(ccTime time);
static CCShakyTiles3D* actionWithRange(int nRange, bool bShakeZ, ccGridSize gridSize,
ccTime duration);
};
class CCShatteredTiles3D : public CCTiledGrid3DAction
{
bool initWithRange(int nRange, bool bShatterZ, ccGridSize gridSize, ccTime duration);
CCObject* copyWithZone(CCZone* pZone);
void update(ccTime time);
static CCShatteredTiles3D* actionWithRange(int nRange, bool bShatterZ, ccGridSize gridSize,
ccTime duration);
};
struct Tile;
class CCShuffleTiles : public CCTiledGrid3DAction
{
bool initWithSeed(int s, ccGridSize gridSize, ccTime duration);
void shuffle(int *pArray, int nLen);
ccGridSize getDelta(ccGridSize pos);
void placeTile(ccGridSize pos, Tile *t);
virtual void startWithTarget(CCNode *pTarget);
virtual void update(ccTime time);
virtual CCObject* copyWithZone(CCZone* pZone);
static CCShuffleTiles* actionWithSeed(int s, ccGridSize gridSize, ccTime duration);
};
class CCFadeOutTRTiles : public CCTiledGrid3DAction
{
float testFunc(ccGridSize pos, ccTime time);
void turnOnTile(ccGridSize pos);
void turnOffTile(ccGridSize pos);
virtual void transformTile(ccGridSize pos, float distance);
virtual void update(ccTime time);
static CCFadeOutTRTiles* actionWithSize(ccGridSize gridSize, ccTime time);
};
class CCFadeOutBLTiles : public CCFadeOutTRTiles
{
float testFunc(ccGridSize pos, ccTime time);
static CCFadeOutBLTiles* actionWithSize(ccGridSize gridSize, ccTime time);
};
class CCFadeOutUpTiles : public CCFadeOutTRTiles
{
float testFunc(ccGridSize pos, ccTime time);
virtual void transformTile(ccGridSize pos, float distance);
static CCFadeOutUpTiles* actionWithSize(ccGridSize gridSize, ccTime time);
};
class CCFadeOutDownTiles : public CCFadeOutUpTiles
{
virtual float testFunc(ccGridSize pos, ccTime time);
static CCFadeOutDownTiles* actionWithSize(ccGridSize gridSize, ccTime time);
};
class CCTurnOffTiles : public CCTiledGrid3DAction
{
bool initWithSeed(int s, ccGridSize gridSize, ccTime duration);
void shuffle(int *pArray, int nLen);
void turnOnTile(ccGridSize pos);
void turnOffTile(ccGridSize pos);
CCObject* copyWithZone(CCZone* pZone);
void startWithTarget(CCNode *pTarget);
void update(ccTime time);
static CCTurnOffTiles* actionWithSize(ccGridSize size, ccTime d);
static CCTurnOffTiles* actionWithSeed(int s, ccGridSize gridSize, ccTime duration);
};
/** @brief CCWavesTiles3D action. */
class CCWavesTiles3D : public CCTiledGrid3DAction
{
float getAmplitude(void);
void setAmplitude(float fAmplitude);
float getAmplitudeRate(void);
void setAmplitudeRate(float fAmplitudeRate);
bool initWithWaves(int wav, float amp, ccGridSize gridSize, ccTime duration);
CCObject* copyWithZone(CCZone* pZone);
void update(ccTime time);
static CCWavesTiles3D* actionWithWaves(int wav, float amp, ccGridSize gridSize, ccTime duration);
};
/** @brief CCJumpTiles3D action.
A sin function is executed to move the tiles across the Z axis
*/
class CCJumpTiles3D : public CCTiledGrid3DAction
{
float getAmplitude(void);
void setAmplitude(float fAmplitude);
float getAmplitudeRate(void);
void setAmplitudeRate(float fAmplitudeRate);
bool initWithJumps(int j, float amp, ccGridSize gridSize, ccTime duration);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void update(ccTime time);
static CCJumpTiles3D* actionWithJumps(int j, float amp, ccGridSize gridSize, ccTime duration);
};
/** @brief CCSplitRows action */
class CCSplitRows : public CCTiledGrid3DAction
{
bool initWithRows(int nRows, ccTime duration);
CCObject* copyWithZone(CCZone* pZone);
void update(ccTime time);
void startWithTarget(CCNode *pTarget);
static CCSplitRows* actionWithRows(int nRows, ccTime duration);
};
/** @brief CCSplitCols action */
class CCSplitCols : public CCTiledGrid3DAction
{
bool initWithCols(int nCols, ccTime duration);
virtual CCObject* copyWithZone(CCZone* pZone);
virtual void update(ccTime time);
virtual void startWithTarget(CCNode *pTarget);
static CCSplitCols* actionWithCols(int nCols, ccTime duration);
};
} // end of namespace cocos2d