Cocos2d-x  v3.10
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Spawn Class Reference

Spawn a group of actions. More...

Inherits ActionInterval.

Public Member Functions

virtual Spawnclone () const override
 override ActionInterval.
 
virtual Spawnreverse (void) const override
 override Action.
 
local reverse ()
 override Action.
 
virtual void startWithTarget (Node *target) override
 Called before the action start. More...
 
local startWithTarget ( local target)
 Called before the action start. More...
 
virtual void stop (void) override
 Called after the action that has finished. More...
 
var stop ()
 Called after the action that has finished. More...
 
local stop ()
 Called after the action that 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...
 
var getElapsed ()
 How many seconds had elapsed since the actions started to run. More...
 
local getElapsed ()
 How many seconds had elapsed since the actions started to run. More...
 
void setAmplitudeRate (float amp)
 Sets the amplitude rate, extension in GridAction. More...
 
float getAmplitudeRate (void)
 Gets the ampliture rate, extension in GridAction. More...
 
virtual bool isDone (void) const override
 override Action.
 
local isDone ()
 override Action.
 
virtual void step (float dt) override
 Called every frame with its delta time, dt in seconds. More...
 
var step ( var dt)
 Called every frame with its delta time, dt in seconds. More...
 
local step ( local dt)
 Called every frame with its delta time, dt in seconds. More...
 
- Public Member Functions inherited from FiniteTimeAction
float getDuration () const
 Get duration in seconds of the action. More...
 
var getDuration ()
 Get duration in seconds of the action. More...
 
local getDuration ()
 Get duration in seconds of the action. More...
 
void setDuration (float duration)
 Set duration in seconds of the action. More...
 
var setDuration ( var duration)
 Set duration in seconds of the action. More...
 
local setDuration ( local duration)
 Set duration in seconds of the action. More...
 
- Public Member Functions inherited from Action
NodegetTarget () const
 Return the current target. More...
 
void setTarget (Node *target)
 The setter function for the target property. More...
 
var setTarget ( var target)
 The setter function for the target property. More...
 
local setTarget ( local target)
 The setter function for the target property. More...
 
NodegetOriginalTarget () const
 Return the original Target. More...
 
var getOriginalTarget ()
 Return the original Target. More...
 
local getOriginalTarget ()
 Return the original Target. More...
 
void setOriginalTarget (Node *originalTarget)
 Set the original target, since target can be nil. More...
 
var setOriginalTarget ( var 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
 Returns a tag that is used to identify the action easily. More...
 
var getTag ()
 Returns a tag that is used to identify the action easily. More...
 
local getTag ()
 Returns a tag that is used to identify the action easily. More...
 
void setTag (int tag)
 Changes the tag that is used to identify the action easily. More...
 
var setTag ( var tag)
 Changes the tag that is used to identify the action easily. More...
 
local setTag ( local tag)
 Changes the tag that is used to identify the action easily. More...
 
unsigned int getFlags () const
 Returns a flag field that is used to group the actions easily. More...
 
void setFlags (unsigned int flags)
 Returns a flag field that is used to group the actions easily. More...
 
var setFlags ( var flags)
 Returns a flag field that is used to group the actions easily. More...
 
local setFlags ( local flags)
 Returns a flag field that is used to group the actions easily. More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
local retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
local getReferenceCount ()
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor.
 
- Public Member Functions inherited from Clonable
Refcopy () const
 Returns a copy of the Ref.
 

Protected Member Functions

bool initWithTwoActions (FiniteTimeAction *action1, FiniteTimeAction *action2)
 initializes the Spawn action with the 2 actions to spawn The first spawned action. More...
 
var initWithTwoActions ( var action1, var action2)
 initializes the Spawn action with the 2 actions to spawn The first spawned action. More...
 
local initWithTwoActions ( local action1, local action2)
 initializes the Spawn action with the 2 actions to spawn The first spawned action. More...
 
- Protected Member Functions inherited from ActionInterval
bool initWithDuration (float d)
 initializes the action with the duration. More...
 
var initWithDuration ( var d)
 initializes the action with the duration. More...
 
local initWithDuration ( local d)
 initializes the action with the duration. More...
 
typedef FiniteTimeActionM
 Helper constructor to create an array of spawned actions. More...
 
static SpawncreateWithVariableList (FiniteTimeAction *action1, va_list args)
 Helper constructor to create an array of spawned actions. More...
 
static Spawncreate (const Vector< FiniteTimeAction * > &arrayOfActions)
 Helper constructor to create an array of spawned actions given an array. More...
 
static SpawncreateWithTwoActions (FiniteTimeAction *action1, FiniteTimeAction *action2)
 Creates the Spawn action with two spawned actions. More...
 
local createWithTwoActions ( local action1, local action2)
 Creates the Spawn action with two spawned actions. More...
 

Additional Inherited Members

- Public Attributes inherited from Ref
unsigned int _ID
 object id, ScriptSupport need public _ID
 
local _ID
 object id, ScriptSupport need public _ID
 
int _luaID
 Lua reference id.
 
local _luaID
 Lua reference id.
 
void * _scriptObject
 scriptObject, support for swift
 
local _scriptObject
 scriptObject, support for swift
 
bool _rooted
 When true, it means that the object was already rooted.
 
local _rooted
 When true, it means that the object was already rooted.
 
bool _scriptOwned
 The life of the object is scrolled by the scripting engine. More...
 
local _scriptOwned
 The life of the object is scrolled by the scripting engine. More...
 
- Static Public Attributes inherited from Action
static const int INVALID_TAG = -1
 Default tag used for all the actions.
 
var INVALID_TAG = -1
 Default tag used for all the actions.
 
local INVALID_TAG = -1
 Default tag used for all the actions.
 

Detailed Description

Spawn a group of actions.

Member Typedef Documentation

typedef FiniteTimeAction* M

Helper constructor to create an array of spawned actions.

Constructor functions When this funtion bound to the js or lua, the input params changed. An autoreleased Spawn object.

var M

Helper constructor to create an array of spawned actions.

Constructor functions When this funtion bound to the js or lua, the input params changed. An autoreleased Spawn object.

local M

Helper constructor to create an array of spawned actions.

Constructor functions When this funtion bound to the js or lua, the input params changed. An autoreleased Spawn object.

Member Function Documentation

static Spawn*
createWithVariableList
( FiniteTimeAction action1,
va_list  args 
)
static

Helper constructor to create an array of spawned actions.

The first inner action. The va_list variable. An autoreleased Spawn object.

local createWithVariableList ( local  action1,
local  args 
)
static

Helper constructor to create an array of spawned actions.

The first inner action. The va_list variable. An autoreleased Spawn object.

static Spawn* create ( const Vector< FiniteTimeAction * > &  arrayOfActions)
static

Helper constructor to create an array of spawned actions given an array.

An array of spawned actions. An autoreleased Spawn object.

var create ( var  arrayOfActions)
static

Helper constructor to create an array of spawned actions given an array.

An array of spawned actions. An autoreleased Spawn object.

local create ( local  arrayOfActions)
static

Helper constructor to create an array of spawned actions given an array.

An array of spawned actions. An autoreleased Spawn object.

static Spawn* createWithTwoActions ( FiniteTimeAction action1,
FiniteTimeAction action2 
)
static

Creates the Spawn action with two spawned actions.

The first spawned action. THe second spawned action. An autoreleased Spawn object.

local createWithTwoActions ( local  action1,
local  action2 
)
static

Creates the Spawn action with two spawned actions.

The first spawned action. THe second spawned action. An autoreleased Spawn object.

virtual void startWithTarget ( Node target)
overridevirtual

Called before the action start.

It will also set the target.

A certain target.

Reimplemented from ActionInterval.

var startWithTarget ( var  target)
overridevirtual

Called before the action start.

It will also set the target.

A certain target.

Reimplemented from ActionInterval.

local startWithTarget ( local  target)
overridevirtual

Called before the action start.

It will also set the target.

A certain target.

Reimplemented from ActionInterval.

virtual void stop ( void  )
overridevirtual

Called after the action that 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 that 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 that 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 is 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.

    A value between 0 and 1.

Reimplemented from Action.

var update ( var  time)
overridevirtual

Called once per frame.

time is 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.

    A value between 0 and 1.

Reimplemented from Action.

local update ( local  time)
overridevirtual

Called once per frame.

time is 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.

    A value between 0 and 1.

Reimplemented from Action.

bool initWithTwoActions ( FiniteTimeAction action1,
FiniteTimeAction action2 
)
protected

initializes the Spawn action with the 2 actions to spawn The first spawned action.

THe second spawned action. Return true if initialized successfully, otherwise return false.

var initWithTwoActions ( var  action1,
var  action2 
)
protected

initializes the Spawn action with the 2 actions to spawn The first spawned action.

THe second spawned action. Return true if initialized successfully, otherwise return false.

local initWithTwoActions ( local  action1,
local  action2 
)
protected

initializes the Spawn action with the 2 actions to spawn The first spawned action.

THe second spawned action. Return true if initialized successfully, otherwise return false.


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