cocos2d-x  3.0
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TargetedAction Class Reference

Overrides the target of an action so that it always runs on the target specified at action creation rather than the one specified by runAction. More...

#include <CCActionInterval.h>

Inheritance diagram for TargetedAction:
ActionInterval FiniteTimeAction Action Ref Clonable

Public Member Functions

void setForcedTarget (Node *forcedTarget)
 Sets the target that the action will be forced to run with. More...
 
NodegetForcedTarget ()
 returns the target that the action is forced to run with More...
 
const NodegetForcedTarget () const
virtual TargetedActionclone () const override
 returns a clone of action More...
 
var clone ()
 returns a clone of action More...
 
local clone ()
 returns a clone of action More...
 
virtual TargetedActionreverse () const override
 returns a new action that performs the exactly the reverse action More...
 
var reverse ()
 returns a new action that performs the exactly the reverse action More...
 
local reverse ()
 returns a new action that performs the exactly the reverse action More...
 
virtual void startWithTarget (Node *target) override
 called before the action start. It will also set the target. More...
 
local startWithTarget ( local target)
 called before the action start. It will also set the target. More...
 
virtual void stop (void) override
 called after the action has finished. More...
 
virtual void update (float time) override
 called once per frame. More...
 
local update ( local time)
 called once per frame. More...
 
- Public Member Functions inherited from ActionInterval
float getElapsed (void)
 how many seconds had elapsed since the actions started to run. More...
 
void setAmplitudeRate (float amp)
float getAmplitudeRate (void)
virtual bool isDone (void) const override
 return true if the action has finished More...
 
virtual void step (float dt) override
 called every frame with it's delta time. DON'T override unless you know what you are doing. More...
 
local step ( local dt)
 called every frame with it's delta time. DON'T override unless you know what you are doing. More...
 
- Public Member Functions inherited from FiniteTimeAction
float getDuration () const
 get duration in seconds of the action More...
 
void setDuration (float duration)
 set duration in seconds of the action More...
 
- Public Member Functions inherited from Action
virtual std::string description () const
NodegetTarget () const
var getTarget ()
local getTarget ()
void setTarget (Node *target)
 The action will modify the target properties. More...
 
var setTarget ( var target)
 The action will modify the target properties. More...
 
local setTarget ( local target)
 The action will modify the target properties. More...
 
NodegetOriginalTarget () const
var getOriginalTarget ()
void setOriginalTarget (Node *originalTarget)
 Set the original target, since target can be nil. More...
 
local setOriginalTarget ( local originalTarget)
 Set the original target, since target can be nil. More...
 
int getTag () const
var getTag ()
local getTag ()
void setTag (int tag)
var setTag ( var tag)
local setTag ( local tag)
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Release the ownership immediately. More...
 
Refautorelease ()
 Release the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
- Public Member Functions inherited from Clonable
virtual ~Clonable ()
Refcopy () const
 returns a copy of the Ref. More...
 
var copy ()
 returns a copy of the Ref. More...
 
local copy ()
 returns a copy of the Ref. More...
 

Static Public Member Functions

static TargetedActioncreate (Node *target, FiniteTimeAction *action)
 Create an action with the specified action and forced target. More...
 
var create ( var target, var action)
 Create an action with the specified action and forced target. More...
 
local create ( local target, local action)
 Create an action with the specified action and forced target. More...
 

Protected Member Functions

 TargetedAction ()
virtual ~TargetedAction ()
bool initWithTarget (Node *target, FiniteTimeAction *action)
 Init an action with the specified action and forced target. More...
 
local initWithTarget ( local target, local action)
 Init an action with the specified action and forced target. More...
 
- Protected Member Functions inherited from ActionInterval
bool initWithDuration (float d)
 initializes the action More...
 
var initWithDuration ( var d)
 initializes the action More...
 
local initWithDuration ( local d)
 initializes the action More...
 
- Protected Member Functions inherited from FiniteTimeAction
 FiniteTimeAction ()
virtual ~FiniteTimeAction ()
- Protected Member Functions inherited from Action
 Action ()
 Action ()
 Action ()
virtual ~Action ()
var ~Action ()
local ~Action ()
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 

Protected Attributes

FiniteTimeAction_action
local _action
Node_forcedTarget
var _forcedTarget
local _forcedTarget
- Protected Attributes inherited from ActionInterval
float _elapsed
bool _firstTick
- Protected Attributes inherited from FiniteTimeAction
float _duration
 duration in seconds More...
 
- Protected Attributes inherited from Action
Node_originalTarget
local _originalTarget
Node_target
 The "target". More...
 
int _tag
 The action tag. More...
 
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 

Additional Inherited Members

- Static Public Attributes inherited from Action
static const int INVALID_TAG = -1
 Default tag used for all the actions. More...
 
var INVALID_TAG = -1
 Default tag used for all the actions. More...
 
local INVALID_TAG = -1
 Default tag used for all the actions. More...
 

Detailed Description

Overrides the target of an action so that it always runs on the target specified at action creation rather than the one specified by runAction.

Constructor & Destructor Documentation

TargetedAction ( )
protected
var TargetedAction ( )
protected
local TargetedAction ( )
protected
virtual ~TargetedAction ( )
protectedvirtual
var ~TargetedAction ( )
protectedvirtual
local ~TargetedAction ( )
protectedvirtual

Member Function Documentation

virtual TargetedAction* clone ( ) const
overridevirtual

returns a clone of action

Implements ActionInterval.

var clone ( )
overridevirtual

returns a clone of action

Implements ActionInterval.

local clone ( )
overridevirtual

returns a clone of action

Implements ActionInterval.

static TargetedAction* create ( Node target,
FiniteTimeAction action 
)
static

Create an action with the specified action and forced target.

var create ( var  target,
var  action 
)
static

Create an action with the specified action and forced target.

local create ( local  target,
local  action 
)
static

Create an action with the specified action and forced target.

Node* getForcedTarget ( )
inline

returns the target that the action is forced to run with

var getForcedTarget ( )
inline

returns the target that the action is forced to run with

local getForcedTarget ( )
inline

returns the target that the action is forced to run with

const Node* getForcedTarget ( ) const
inline
var getForcedTarget ( )
inline
local getForcedTarget ( )
inline
bool initWithTarget ( Node target,
FiniteTimeAction action 
)
protected

Init an action with the specified action and forced target.

var initWithTarget ( var  target,
var  action 
)
protected

Init an action with the specified action and forced target.

local initWithTarget ( local  target,
local  action 
)
protected

Init an action with the specified action and forced target.

virtual TargetedAction* reverse ( ) const
overridevirtual

returns a new action that performs the exactly the reverse action

Implements ActionInterval.

var reverse ( )
overridevirtual

returns a new action that performs the exactly the reverse action

Implements ActionInterval.

local reverse ( )
overridevirtual

returns a new action that performs the exactly the reverse action

Implements ActionInterval.

void setForcedTarget ( Node forcedTarget)

Sets the target that the action will be forced to run with.

var setForcedTarget ( var  forcedTarget)

Sets the target that the action will be forced to run with.

local setForcedTarget ( local  forcedTarget)

Sets the target that the action will be forced to run with.

virtual void startWithTarget ( Node target)
overridevirtual

called before the action start. It will also set the target.

Reimplemented from ActionInterval.

var startWithTarget ( var  target)
overridevirtual

called before the action start. It will also set the target.

Reimplemented from ActionInterval.

local startWithTarget ( local  target)
overridevirtual

called before the action start. It will also set the target.

Reimplemented from ActionInterval.

virtual void stop ( void  )
overridevirtual

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);"

Reimplemented from Action.

var stop (   )
overridevirtual

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);"

Reimplemented from Action.

local stop (   )
overridevirtual

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);"

Reimplemented from Action.

virtual void update ( float  time)
overridevirtual

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

Reimplemented from Action.

var update ( var  time)
overridevirtual

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

Reimplemented from Action.

local update ( local  time)
overridevirtual

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

Reimplemented from Action.

Member Data Documentation

FiniteTimeAction* _action
protected
var _action
protected
local _action
protected
Node* _forcedTarget
protected
var _forcedTarget
protected
local _forcedTarget
protected

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