axmol/cocos2dx/include/CCAction.h

223 lines
6.7 KiB
C++

/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __ACTIONS_CCACTION_H__
#define __ACTIONS_CCACTION_H__
#include "ccTypes.h"
#include "NSObject.h"
#include "NSZone.h"
#include "CCNode.h"
namespace cocos2d {
enum {
//! Default tag
kCCActionTagInvalid = -1,
};
/** Base class for CCAction objects.
*/
class CCX_DLL CCAction : public NSObject
{
public:
CCAction(void);
virtual ~CCAction(void);
char * description();
virtual NSObject* copyWithZone(NSZone *pZone);
//! return true if the action has finished
virtual bool isDone(void);
//! called before the action start. It will also set the target.
virtual void startWithTarget(CCNode *pTarget);
//! called after the action has finished. It will set the 'target' to nil.
//! IMPORTANT: You should never call "[action stop]" manually. Instead, use: "[target stopAction:action];"
virtual void stop(void);
//! called every frame with it's delta time. DON'T override unless you know what you are doing.
virtual void step(ccTime dt);
//! called once per frame. time a value between 0 and 1
//! For example:
//! * 0 means that the action just started
//! * 0.5 means that the action is in the middle
//! * 1 means that the action is over
virtual void update(ccTime time);
/** The "target". The action will modify the target properties.
The target will be set with the 'startWithTarget' method.
When the 'stop' method is called, target will be set to nil.
The target is 'assigned', it is not 'retained'.
*/
CCNode* getTarget(void) { return m_pTarget; }
/** The original target, since target can be nil.
Is the target that were used to run the action. Unless you are doing something complex, like ActionManager, you should NOT call this method.
@since v0.8.2
*/
CCNode* getOriginalTarget(void) { return m_pOriginalTarget; }
// The action tag. An identifier of the action
int getTag(void) { return m_nTag; }
void setTag(int nTag) { m_nTag = nTag; }
public:
// Allocates and initializes the action
static CCAction* action();
protected:
CCNode *m_pOriginalTarget;
CCNode *m_pTarget;
int m_nTag;
};
/** Base class actions that do have a finite time duration.
Possible actions:
- An action with a duration of 0 seconds
- An action with a duration of 35.5 seconds
Infitite time actions are valid
*/
class CCX_DLL CCFiniteTimeAction : public CCAction
{
public:
CCFiniteTimeAction(){}
virtual ~CCFiniteTimeAction(){}
//! duration in seconds of the action
ccTime getDuration(void) { return m_fDuration; }
void setDuration(ccTime duration) { m_fDuration = duration; }
// returns a reversed action
virtual CCFiniteTimeAction* reverse(void);
protected:
//! duration in seconds
ccTime m_fDuration;
};
class CCIntervalAction;
class CCRepeatForever;
/** Changes the speed of an action, making it take longer (speed>1)
or less (speed<1) time.
Useful to simulate 'slow motion' or 'fast forward' effect.
@warning This action can't be Sequenceable because it is not an IntervalAction
*/
class CCX_DLL CCSpeed : public CCAction
{
public:
CCSpeed(){}
virtual ~CCSpeed(void);
// alter the speed of the inner function in runtime
float getSpeed(void) { return m_fSpeed; }
void setSpeed(float fSpeed) { m_fSpeed = fSpeed; }
// initializes the action
CCSpeed* initWithAction(CCIntervalAction *pAction, float fRate);
/* CCSpeed* initWithAction(CCRepeatForever *pAction, float fRate);*/
virtual NSObject* copyWithZone(NSZone *pZone);
virtual void startWithTarget(CCNode* pTarget);
virtual void stop();
virtual void step(ccTime dt);
virtual bool isDone(void);
virtual CCIntervalAction* reverse(void);
public:
// creates the action
static CCSpeed* actionWithAction(CCIntervalAction *pAction, float fRate);
/*static CCSpeed* actionWithAction(CCRepeatForever *pAction, float fRate);*/
protected:
float m_fSpeed;
CCIntervalAction *m_pOther;
/*CCRepeatForever *m_pRepeat;*/
};
/** CCFollow is an action that "follows" a node.
Eg:
[layer runAction: [CCFollow actionWithTarget:hero]];
Instead of using CCCamera as a "follower", use this action instead.
@since v0.99.2
*/
class CCNode;
class CGPoint;
class CGRect;
class CCX_DLL CCFollow : public CCAction
{
public:
CCFollow(){}
virtual ~CCFollow(void);
// alter behavior - turn on/off boundary
bool isBoundarySet(void) { return m_bBoundarySet; }
void setBoudarySet(bool bValue) { m_bBoundarySet = bValue; }
// initializes the action
CCFollow* initWithTarget(CCNode *pFollowedNode);
// initializes the action with a set boundary
CCFollow* initWithTarget(CCNode *pFollowedNode, CGRect rect);
virtual NSObject* copyWithZone(NSZone *pZone);
virtual void step(ccTime dt);
virtual bool isDone(void);
virtual void stop(void);
public:
// creates the action with no boundary set
static CCFollow* actionWithTarget(CCNode *pFollowedNode);
// creates the action with a set boundary
static CCFollow* actionWithTarget(CCNode *pFollowedNode, CGRect rect);
protected:
// node to follow
CCNode *m_pobFollowedNode;
// whether camera should be limited to certain area
bool m_bBoundarySet;
// if screensize is bigger than the boundary - update not needed
bool m_bBoundaryFullyCovered;
// fast access to the screen dimensions
CGPoint m_obHalfScreenSize;
CGPoint m_obFullScreenSize;
// world boundaries
float m_fLeftBoundary;
float m_fRightBoundary;
float m_fTopBoundary;
float m_fBottomBoundary;
};
}//namespace cocos2d
#endif // __ACTIONS_CCACTION_H__