cocos2d-x  2.2.1
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CCTransitionSplitRows Class Reference

CCTransitionSplitRows: The odd rows goes to the left while the even rows goes to the right. More...

#include <CCTransition.h>

Inheritance diagram for CCTransitionSplitRows:
CCTransitionSplitCols CCTransitionScene CCTransitionEaseScene CCScene CCNode CCObject CCCopying

Public Member Functions

 CCTransitionSplitRows ()
virtual ~CCTransitionSplitRows ()
virtual CCActionIntervalaction (void)
local action ()
- Public Member Functions inherited from CCTransitionSplitCols
 CCTransitionSplitCols ()
virtual ~CCTransitionSplitCols ()
virtual void onEnter ()
 Event callback that is invoked every time when CCNode enters the 'stage'. More...
 
virtual CCActionIntervaleaseActionWithAction (CCActionInterval *action)
 returns the Ease action that will be performed on a linear action. More...
 
- Public Member Functions inherited from CCTransitionScene
 CCTransitionScene ()
virtual ~CCTransitionScene ()
virtual void draw ()
 Override this method to draw your own node. More...
 
virtual void onExit ()
 Event callback that is invoked every time the CCNode leaves the 'stage'. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers. More...
 
virtual bool initWithDuration (float t, CCScene *scene)
 initializes a transition with duration and incoming scene More...
 
local initWithDuration ( local t, local scene)
 initializes a transition with duration and incoming scene More...
 
void finish (void)
 called after the transition finishes More...
 
void hideOutShowIn (void)
 used by some transitions to hide the outer scene More...
 
- Public Member Functions inherited from CCScene
 CCScene ()
virtual ~CCScene ()
bool init ()
 Initializes the instance of CCNode. More...
 
- Public Member Functions inherited from CCNode
virtual CCCameragetCamera ()
 Returns a camera object that lets you move the node using a gluLookAt. More...
 
local getCamera ()
 Returns a camera object that lets you move the node using a gluLookAt. More...
 
virtual bool isRunning ()
 Returns whether or not the node accepts event callbacks. More...
 
var isRunning ()
 Returns whether or not the node accepts event callbacks. More...
 
local isRunning ()
 Returns whether or not the node accepts event callbacks. More...
 
virtual void visit (void)
 Visits this node's children and draw them recursively. More...
 
CCRect boundingBox (void)
 Returns a "local" axis aligned bounding box of the node. More...
 
var getBoundingBox ()
 Returns a "local" axis aligned bounding box of the node. More...
 
local boundingBox ()
 Returns a "local" axis aligned bounding box of the node. More...
 
virtual void setZOrder (int zOrder)
 Sets the Z order which stands for the drawing order, and reorder this node in its parent's children array. More...
 
virtual void _setZOrder (int z)
 Sets the z order which stands for the drawing order. More...
 
var _setZOrder ( var z)
 Sets the z order which stands for the drawing order. More...
 
local _setZOrder ( local z)
 Sets the z order which stands for the drawing order. More...
 
virtual int getZOrder ()
 Gets the Z order of this node. More...
 
var getZOrder ()
 Gets the Z order of this node. More...
 
local getZOrder ()
 Gets the Z order of this node. More...
 
virtual void setVertexZ (float vertexZ)
 Sets the real OpenGL Z vertex. More...
 
var setVertexZ ( var vertexZ)
 Sets the real OpenGL Z vertex. More...
 
local setVertexZ ( local vertexZ)
 Sets the real OpenGL Z vertex. More...
 
virtual float getVertexZ ()
 Gets OpenGL Z vertex of this node. More...
 
var getVertexZ ()
 Gets OpenGL Z vertex of this node. More...
 
local getVertexZ ()
 Gets OpenGL Z vertex of this node. More...
 
virtual void setScaleX (float fScaleX)
 Changes the scale factor on X axis of this node. More...
 
virtual float getScaleX ()
 Returns the scale factor on X axis of this node. More...
 
var getScaleX ()
 Returns the scale factor on X axis of this node. More...
 
local getScaleX ()
 Returns the scale factor on X axis of this node. More...
 
virtual void setScaleY (float fScaleY)
 Changes the scale factor on Y axis of this node. More...
 
local setScaleY ( local fScaleY)
 Changes the scale factor on Y axis of this node. More...
 
virtual float getScaleY ()
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScale (float scale)
 Changes both X and Y scale factor of the node. More...
 
local setScale ( local scale)
 Changes both X and Y scale factor of the node. More...
 
virtual float getScale ()
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float fScaleX, float fScaleY)
 Changes both X and Y scale factor of the node. More...
 
local setScale ( local fScaleX, local fScaleY)
 Changes both X and Y scale factor of the node. More...
 
virtual void setPosition (const CCPoint &position)
 Changes the position (x,y) of the node in OpenGL coordinates. More...
 
virtual const CCPointgetPosition ()
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
local getPosition ()
 Gets the position (x,y) of the node in OpenGL coordinates. More...
 
virtual void setPosition (float x, float y)
 Sets position in a more efficient way. More...
 
local setPosition ( local x, local y)
 Sets position in a more efficient way. More...
 
virtual void getPosition (float *x, float *y)
 Gets position in a more efficient way, returns two number instead of a CCPoint object. More...
 
local getPosition ( local x, local y)
 Gets position in a more efficient way, returns two number instead of a CCPoint object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
var setPositionX ( var x)
 Gets/Sets x or y coordinate individually for position. More...
 
local setPositionX ( local x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void)
var getPositionX ()
local getPositionX ()
virtual void setPositionY (float y)
virtual float getPositionY (void)
virtual void setSkewX (float fSkewX)
 Changes the X skew angle of the node in degrees. More...
 
local setSkewX ( local fSkewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX ()
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float fSkewY)
 Changes the Y skew angle of the node in degrees. More...
 
local setSkewY ( local fSkewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY ()
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const CCPoint &anchorPoint)
 Sets the anchor point in percent. More...
 
local setAnchorPoint ( local anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const CCPointgetAnchorPoint ()
 Returns the anchor point in percent. More...
 
local getAnchorPoint ()
 Returns the anchor point in percent. More...
 
virtual const CCPointgetAnchorPointInPoints ()
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const CCSize &contentSize)
 Sets the untransformed size of the node. More...
 
local setContentSize ( local contentSize)
 Sets the untransformed size of the node. More...
 
virtual const CCSizegetContentSize () const
 Returns the untransformed size of the node. More...
 
local getContentSize ()
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
local setVisible ( local visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible ()
 Determines if the node is visible. More...
 
virtual void setRotation (float fRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
local setRotation ( local fRotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation ()
 Returns the rotation of the node in degrees. More...
 
virtual void setRotationX (float fRotaionX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
local setRotationX ( local fRotaionX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual float getRotationX ()
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual void setRotationY (float fRotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
local setRotationY ( local fRotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual float getRotationY ()
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual void setOrderOfArrival (unsigned int uOrderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
local setOrderOfArrival ( local uOrderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
virtual unsigned int getOrderOfArrival ()
 Returns the arrival order, indecates which children is added previously. More...
 
virtual void setGLServerState (ccGLServerState glServerState)
 Sets the state of OpenGL server side. More...
 
local setGLServerState ( local glServerState)
 Sets the state of OpenGL server side. More...
 
virtual ccGLServerState getGLServerState ()
 Returns the state of OpenGL server side. More...
 
local getGLServerState ()
 Returns the state of OpenGL server side. More...
 
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
local ignoreAnchorPointForPosition ( local ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition ()
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (CCNode *child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (CCNode *child, int zOrder)
 Adds a child to the container with a z-order. More...
 
local addChild ( local child, local zOrder)
 Adds a child to the container with a z-order. More...
 
virtual void addChild (CCNode *child, int zOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
var addChild ( var child, var zOrder, var tag)
 Adds a child to the container with z order and tag. More...
 
local addChild ( local child, local zOrder, local tag)
 Adds a child to the container with z order and tag. More...
 
CCNodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual CCArraygetChildren ()
 Return an array of children. More...
 
var getChildren ()
 Return an array of children. More...
 
local getChildren ()
 Return an array of children. More...
 
unsigned int getChildrenCount (void) const
 Get the amount of children. More...
 
local getChildrenCount ()
 Get the amount of children. More...
 
virtual void setParent (CCNode *parent)
 Sets the parent node. More...
 
var setParent ( var parent)
 Sets the parent node. More...
 
local setParent ( local parent)
 Sets the parent node. More...
 
virtual CCNodegetParent ()
 Returns a pointer to the parent node. More...
 
var getParent ()
 Returns a pointer to the parent node. More...
 
local getParent ()
 Returns a pointer to the parent node. More...
 
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
var removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
local removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
local removeFromParentAndCleanup ( local cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (CCNode *child)
 Removes a child from the container with a cleanup. More...
 
virtual void removeChild (CCNode *child, bool cleanup)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag)
 Removes a child from the container by tag value with a cleanup. More...
 
virtual void removeChildByTag (int tag, bool cleanup)
 Removes a child from the container by tag value. More...
 
local removeChildByTag ( local tag, local cleanup)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
var removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
local removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (CCNode *child, int zOrder)
 Reorders a child according to a new z value. More...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
local sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual CCGridBasegetGrid ()
 Returns a grid object that is used when applying effects. More...
 
local getGrid ()
 Returns a grid object that is used when applying effects. More...
 
virtual void setGrid (CCGridBase *pGrid)
 Changes a grid object that is used when applying effects. More...
 
var setGrid ( var pGrid)
 Changes a grid object that is used when applying effects. More...
 
local setGrid ( local pGrid)
 Changes a grid object that is used when applying effects. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
local getTag ()
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int nTag)
 Changes the tag that is used to identify the node easily. More...
 
var setTag ( var nTag)
 Changes the tag that is used to identify the node easily. More...
 
local setTag ( local nTag)
 Changes the tag that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
local getUserData ()
 Returns a custom user data pointer. More...
 
virtual void setUserData (void *pUserData)
 Sets a custom user data pointer. More...
 
virtual CCObjectgetUserObject ()
 Returns a user assigned CCObject. More...
 
local getUserObject ()
 Returns a user assigned CCObject. More...
 
virtual void setUserObject (CCObject *pUserObject)
 Returns a user assigned CCObject. More...
 
local setUserObject ( local pUserObject)
 Returns a user assigned CCObject. More...
 
virtual CCGLProgramgetShaderProgram ()
 Return the shader program currently used for this node. More...
 
local getShaderProgram ()
 Return the shader program currently used for this node. More...
 
virtual void setShaderProgram (CCGLProgram *pShaderProgram)
 Sets the shader program for this node. More...
 
local setShaderProgram ( local pShaderProgram)
 Sets the shader program for this node. More...
 
virtual void registerScriptHandler (int handler)
 Registers a script function that will be called in onEnter() & onExit() seires functions. More...
 
local registerScriptHandler ( local handler)
 Registers a script function that will be called in onEnter() & onExit() seires functions. More...
 
virtual void unregisterScriptHandler (void)
 Unregisters a script function that will be called in onEnter() & onExit() series functions. More...
 
int getScriptHandler ()
 Gets script handler for onEnter/onExit event. More...
 
var getScriptHandler ()
 Gets script handler for onEnter/onExit event. More...
 
local getScriptHandler ()
 Gets script handler for onEnter/onExit event. More...
 
void scheduleUpdateWithPriorityLua (int nHandler, int priority)
 Schedules for lua script. More...
 
local scheduleUpdateWithPriorityLua ( local nHandler, local priority)
 Schedules for lua script. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the CCNode enters in the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the CCNode leaves the 'stage'. More...
 
virtual void setActionManager (CCActionManager *actionManager)
 Sets the CCActionManager object that is used by all actions. More...
 
local setActionManager ( local actionManager)
 Sets the CCActionManager object that is used by all actions. More...
 
virtual CCActionManagergetActionManager ()
 Gets the CCActionManager object that is used by all actions. More...
 
local getActionManager ()
 Gets the CCActionManager object that is used by all actions. More...
 
CCActionrunAction (CCAction *action)
 Executes an action, and returns the action that is executed. More...
 
local runAction ( local action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions (void)
 Stops and removes all actions from the running action list . More...
 
var stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
local stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
void stopAction (CCAction *action)
 Stops and removes an action from the running action list. More...
 
var stopAction ( var action)
 Stops and removes an action from the running action list. More...
 
local stopAction ( local action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
var stopActionByTag ( var tag)
 Removes an action from the running action list by its tag. More...
 
local stopActionByTag ( local tag)
 Removes an action from the running action list by its tag. More...
 
CCActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
unsigned int numberOfRunningActions (void)
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
local numberOfRunningActions ()
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
virtual void setScheduler (CCScheduler *scheduler)
 Sets a CCScheduler object that is used to schedule all "updates" and timers. More...
 
virtual CCSchedulergetScheduler ()
 Gets a CCSheduler object. More...
 
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
var scheduleOnce ( var selector, var delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
var unschedule ( var selector)
 Unschedules a custom selector. More...
 
void unscheduleAllSelectors (void)
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
local unscheduleAllSelectors ()
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
void resumeSchedulerAndActions (void)
 Resumes all scheduled selectors and actions. More...
 
void pauseSchedulerAndActions (void)
 Pauses all scheduled selectors and actions. More...
 
virtual void update (float delta)
void transform (void)
 Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes. More...
 
void transformAncestors (void)
 Performs OpenGL view-matrix transformation of it's ancestors. More...
 
local transformAncestors ()
 Performs OpenGL view-matrix transformation of it's ancestors. More...
 
virtual void updateTransform (void)
 Calls children's updateTransform() method recursively. More...
 
local updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual CCAffineTransform nodeToParentTransform (void)
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
local nodeToParentTransform ()
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual CCAffineTransform parentToNodeTransform (void)
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
local parentToNodeTransform ()
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual CCAffineTransform nodeToWorldTransform (void)
 Returns the world affine transform matrix. More...
 
local nodeToWorldTransform ()
 Returns the world affine transform matrix. More...
 
virtual CCAffineTransform worldToNodeTransform (void)
 Returns the inverse world affine transform matrix. More...
 
CCPoint convertToNodeSpace (const CCPoint &worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
var convertToNodeSpace ( var worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
local convertToNodeSpace ( local worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
CCPoint convertToWorldSpace (const CCPoint &nodePoint)
 Converts a Point to world space coordinates. More...
 
var convertToWorldSpace ( var nodePoint)
 Converts a Point to world space coordinates. More...
 
local convertToWorldSpace ( local nodePoint)
 Converts a Point to world space coordinates. More...
 
CCPoint convertToNodeSpaceAR (const CCPoint &worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
var convertToNodeSpaceAR ( var worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
local convertToNodeSpaceAR ( local worldPoint)
 Converts a Point to node (local) space coordinates. More...
 
CCPoint convertToWorldSpaceAR (const CCPoint &nodePoint)
 Converts a local Point to world space coordinates.The result is in Points. More...
 
var convertToWorldSpaceAR ( var nodePoint)
 Converts a local Point to world space coordinates.The result is in Points. More...
 
local convertToWorldSpaceAR ( local nodePoint)
 Converts a local Point to world space coordinates.The result is in Points. More...
 
CCPoint convertTouchToNodeSpace (CCTouch *touch)
 convenience methods which take a CCTouch instead of CCPoint More...
 
CCPoint convertTouchToNodeSpaceAR (CCTouch *touch)
 converts a CCTouch (world coordinates) into a local coordinate. More...
 
var convertTouchToNodeSpaceAR ( var touch)
 converts a CCTouch (world coordinates) into a local coordinate. More...
 
local convertTouchToNodeSpaceAR ( local touch)
 converts a CCTouch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (const CCAffineTransform &additionalTransform)
 Sets the additional transform. More...
 
local setAdditionalTransform ( local additionalTransform)
 Sets the additional transform. More...
 
CCComponentgetComponent (const char *pName) const
 gets a component by its name More...
 
virtual bool addComponent (CCComponent *pComponent)
 adds a component More...
 
virtual bool removeComponent (const char *pName)
 removes a component by its name More...
 
var removeComponent ( var pName)
 removes a component by its name More...
 
local removeComponent ( local pName)
 removes a component by its name More...
 
virtual void removeAllComponents ()
 removes all components More...
 
 CCNode (void)
 Default constructor. More...
 
virtual ~CCNode (void)
 Default destructor. More...
 
const char * description (void)
 Gets the description string. More...
 
local description ()
 Gets the description string. More...
 
- Public Member Functions inherited from CCObject
 CCObject (void)
virtual ~CCObject (void)
void release (void)
void retain (void)
CCObjectautorelease (void)
CCObjectcopy (void)
bool isSingleReference (void) const
unsigned int retainCount (void) const
virtual bool isEqual (const CCObject *pObject)
virtual void acceptVisitor (CCDataVisitor &visitor)
- Public Member Functions inherited from CCCopying
virtual CCObjectcopyWithZone (CCZone *pZone)

Static Public Member Functions

static CCTransitionSplitRowscreate (float t, CCScene *scene)
local create ( local t, local scene)
- Static Public Member Functions inherited from CCTransitionSplitCols
static CCTransitionSplitColscreate (float t, CCScene *scene)
- Static Public Member Functions inherited from CCTransitionScene
static CCTransitionScenecreate (float t, CCScene *scene)
 creates a base transition with duration and incoming scene More...
 
- Static Public Member Functions inherited from CCScene
static CCScenecreate (void)
local create ()
- Static Public Member Functions inherited from CCNode
static CCNodecreate (void)
 Allocates and initializes a node. More...
 

Additional Inherited Members

- Public Attributes inherited from CCObject
unsigned int m_uID
int m_nLuaID
- Protected Member Functions inherited from CCTransitionScene
virtual void sceneOrder ()
- Protected Attributes inherited from CCTransitionScene
CCScenem_pInScene
CCScenem_pOutScene
var m_pOutScene
local m_pOutScene
float m_fDuration
var m_fDuration
local m_fDuration
bool m_bIsInSceneOnTop
var m_bIsInSceneOnTop
local m_bIsInSceneOnTop
bool m_bIsSendCleanupToScene
var m_bIsSendCleanupToScene
local m_bIsSendCleanupToScene

Detailed Description

CCTransitionSplitRows: The odd rows goes to the left while the even rows goes to the right.

Constructor & Destructor Documentation

virtual ~CCTransitionSplitRows ( )
virtual

Member Function Documentation

virtual CCActionInterval* action ( void  )
virtual

Reimplemented from CCTransitionSplitCols.

local action (   )
virtual

Reimplemented from CCTransitionSplitCols.

static CCTransitionSplitRows*
create
( float  t,
CCScene scene 
)
static
local create ( local  t,
local  scene 
)
static

The documentation for this class was generated from the following file: