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Animation Class Reference

A Animation object is used to perform animations on the Sprite objects. More...

Inherits Ref, and Clonable.

Public Member Functions

void addSpriteFrame (SpriteFrame *frame)
 Adds a SpriteFrame to a Animation. More...
 
var addSpriteFrame ( var frame)
 Adds a SpriteFrame to a Animation. More...
 
local addSpriteFrame ( local frame)
 Adds a SpriteFrame to a Animation. More...
 
void addSpriteFrameWithFile (const std::string &filename)
 Adds a frame with an image filename. More...
 
var addSpriteFrameWithFile ( var filename)
 Adds a frame with an image filename. More...
 
local addSpriteFrameWithFile ( local filename)
 Adds a frame with an image filename. More...
 
void addSpriteFrameWithFileName (const std::string &filename)
void addSpriteFrameWithTexture (Texture2D *pobTexture, const Rect &rect)
 Adds a frame with a texture and a rect. More...
 
var addSpriteFrameWithTexture ( var pobTexture, var rect)
 Adds a frame with a texture and a rect. More...
 
local addSpriteFrameWithTexture ( local pobTexture, local rect)
 Adds a frame with a texture and a rect. More...
 
float getTotalDelayUnits () const
 Gets the total Delay units of the Animation. More...
 
var getTotalDelayUnits ()
 Gets the total Delay units of the Animation. More...
 
local getTotalDelayUnits ()
 Gets the total Delay units of the Animation. More...
 
void setDelayPerUnit (float delayPerUnit)
 Sets the delay in seconds of the "delay unit". More...
 
var setDelayPerUnit ( var delayPerUnit)
 Sets the delay in seconds of the "delay unit". More...
 
local setDelayPerUnit ( local delayPerUnit)
 Sets the delay in seconds of the "delay unit". More...
 
float getDelayPerUnit () const
 Gets the delay in seconds of the "delay unit". More...
 
var getDelayPerUnit ()
 Gets the delay in seconds of the "delay unit". More...
 
local getDelayPerUnit ()
 Gets the delay in seconds of the "delay unit". More...
 
float getDuration () const
 Gets the duration in seconds of the whole animation. More...
 
const Vector< AnimationFrame * > & getFrames () const
 Gets the array of AnimationFrames. More...
 
local getFrames ()
 Gets the array of AnimationFrames. More...
 
void setFrames (const Vector< AnimationFrame * > &frames)
 Sets the array of AnimationFrames. More...
 
var setFrames ( var frames)
 Sets the array of AnimationFrames. More...
 
local setFrames ( local frames)
 Sets the array of AnimationFrames. More...
 
bool getRestoreOriginalFrame () const
 Checks whether to restore the original frame when animation finishes. More...
 
void setRestoreOriginalFrame (bool restoreOriginalFrame)
 Sets whether to restore the original frame when animation finishes. More...
 
unsigned int getLoops () const
 Gets the times the animation is going to loop. More...
 
void setLoops (unsigned int loops)
 Sets the times the animation is going to loop. More...
 
var setLoops ( var loops)
 Sets the times the animation is going to loop. More...
 
local setLoops ( local loops)
 Sets the times the animation is going to loop. More...
 
virtual Animationclone () const override
 Returns a copy of the Ref.
 
- 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.
 

Static Public Member Functions

static Animationcreate (void)
 Creates an animation.
 
var create ()
 Creates an animation.
 
local create ()
 Creates an animation.
 

Protected Member Functions

bool init ()
 Initializes a Animation.
 
var init ()
 Initializes a Animation.
 
local init ()
 Initializes a Animation.
 
bool initWithSpriteFrames (const Vector< SpriteFrame * > &arrayOfSpriteFrameNames, float delay=0.0f, unsigned int loops=1)
 Initializes a Animation with frames and a delay between frames.
 
var initWithSpriteFrames ( var arrayOfSpriteFrameNames, var 0f, var 1)
 Initializes a Animation with frames and a delay between frames.
 
local initWithSpriteFrames ( local arrayOfSpriteFrameNames, local 0f, local 1)
 Initializes a Animation with frames and a delay between frames.
 
bool initWithAnimationFrames (const Vector< AnimationFrame * > &arrayOfAnimationFrameNames, float delayPerUnit, unsigned int loops)
 Initializes a Animation with AnimationFrame.
 

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...
 

Detailed Description

A Animation object is used to perform animations on the Sprite objects.

The Animation object contains AnimationFrame objects, and a possible delay between the frames. You can animate a Animation object by using the Animate action. Example:

Member Function Documentation

void addSpriteFrame ( SpriteFrame frame)

Adds a SpriteFrame to a Animation.

The frame will be added with one "delay unit".

var addSpriteFrame ( var  frame)

Adds a SpriteFrame to a Animation.

The frame will be added with one "delay unit".

local addSpriteFrame ( local  frame)

Adds a SpriteFrame to a Animation.

The frame will be added with one "delay unit".

void addSpriteFrameWithFile ( const std::string &  filename)

Adds a frame with an image filename.

Internally it will create a SpriteFrame and it will add it. The frame will be added with one "delay unit". Added to facilitate the migration from v0.8 to v0.9. The path of SpriteFrame.

var addSpriteFrameWithFile ( var  filename)

Adds a frame with an image filename.

Internally it will create a SpriteFrame and it will add it. The frame will be added with one "delay unit". Added to facilitate the migration from v0.8 to v0.9. The path of SpriteFrame.

local addSpriteFrameWithFile ( local  filename)

Adds a frame with an image filename.

Internally it will create a SpriteFrame and it will add it. The frame will be added with one "delay unit". Added to facilitate the migration from v0.8 to v0.9. The path of SpriteFrame.

void addSpriteFrameWithFileName ( const std::string &  filename)
inline
local addSpriteFrameWithFileName ( local  filename)
inline
void addSpriteFrameWithTexture ( Texture2D pobTexture,
const Rect rect 
)

Adds a frame with a texture and a rect.

Internally it will create a SpriteFrame and it will add it. The frame will be added with one "delay unit". Added to facilitate the migration from v0.8 to v0.9. A frame with a texture. The Texture of rect.

var addSpriteFrameWithTexture ( var  pobTexture,
var  rect 
)

Adds a frame with a texture and a rect.

Internally it will create a SpriteFrame and it will add it. The frame will be added with one "delay unit". Added to facilitate the migration from v0.8 to v0.9. A frame with a texture. The Texture of rect.

local addSpriteFrameWithTexture ( local  pobTexture,
local  rect 
)

Adds a frame with a texture and a rect.

Internally it will create a SpriteFrame and it will add it. The frame will be added with one "delay unit". Added to facilitate the migration from v0.8 to v0.9. A frame with a texture. The Texture of rect.

float getTotalDelayUnits ( ) const
inline

Gets the total Delay units of the Animation.

The total Delay units of the Animation.

var getTotalDelayUnits ( )
inline

Gets the total Delay units of the Animation.

The total Delay units of the Animation.

local getTotalDelayUnits ( )
inline

Gets the total Delay units of the Animation.

The total Delay units of the Animation.

void setDelayPerUnit ( float  delayPerUnit)
inline

Sets the delay in seconds of the "delay unit".

The delay in seconds of the "delay unit".

var setDelayPerUnit ( var  delayPerUnit)
inline

Sets the delay in seconds of the "delay unit".

The delay in seconds of the "delay unit".

local setDelayPerUnit ( local  delayPerUnit)
inline

Sets the delay in seconds of the "delay unit".

The delay in seconds of the "delay unit".

float getDelayPerUnit ( ) const
inline

Gets the delay in seconds of the "delay unit".

The delay in seconds of the "delay unit".

var getDelayPerUnit ( )
inline

Gets the delay in seconds of the "delay unit".

The delay in seconds of the "delay unit".

local getDelayPerUnit ( )
inline

Gets the delay in seconds of the "delay unit".

The delay in seconds of the "delay unit".

float getDuration ( ) const

Gets the duration in seconds of the whole animation.

It is the result of totalDelayUnits * delayPerUnit.

Result of totalDelayUnits * delayPerUnit.

var getDuration ( )

Gets the duration in seconds of the whole animation.

It is the result of totalDelayUnits * delayPerUnit.

Result of totalDelayUnits * delayPerUnit.

local getDuration ( )

Gets the duration in seconds of the whole animation.

It is the result of totalDelayUnits * delayPerUnit.

Result of totalDelayUnits * delayPerUnit.

const Vector<AnimationFrame*>
& getFrames
( ) const
inline

Gets the array of AnimationFrames.

The array of AnimationFrames.

var getFrames ( )
inline

Gets the array of AnimationFrames.

The array of AnimationFrames.

local getFrames ( )
inline

Gets the array of AnimationFrames.

The array of AnimationFrames.

void setFrames ( const Vector< AnimationFrame * > &  frames)
inline

Sets the array of AnimationFrames.

The array of AnimationFrames.

var setFrames ( var  frames)
inline

Sets the array of AnimationFrames.

The array of AnimationFrames.

local setFrames ( local  frames)
inline

Sets the array of AnimationFrames.

The array of AnimationFrames.

bool getRestoreOriginalFrame ( ) const
inline

Checks whether to restore the original frame when animation finishes.

Restore the original frame when animation finishes.

var getRestoreOriginalFrame ( )
inline

Checks whether to restore the original frame when animation finishes.

Restore the original frame when animation finishes.

local getRestoreOriginalFrame ( )
inline

Checks whether to restore the original frame when animation finishes.

Restore the original frame when animation finishes.

void setRestoreOriginalFrame ( bool  restoreOriginalFrame)
inline

Sets whether to restore the original frame when animation finishes.

Whether to restore the original frame when animation finishes.

var setRestoreOriginalFrame ( var  restoreOriginalFrame)
inline

Sets whether to restore the original frame when animation finishes.

Whether to restore the original frame when animation finishes.

local setRestoreOriginalFrame ( local  restoreOriginalFrame)
inline

Sets whether to restore the original frame when animation finishes.

Whether to restore the original frame when animation finishes.

unsigned int getLoops ( ) const
inline

Gets the times the animation is going to loop.

0 means animation is not animated. 1, animation is executed one time, ...

The times the animation is going to loop.

var getLoops ( )
inline

Gets the times the animation is going to loop.

0 means animation is not animated. 1, animation is executed one time, ...

The times the animation is going to loop.

local getLoops ( )
inline

Gets the times the animation is going to loop.

0 means animation is not animated. 1, animation is executed one time, ...

The times the animation is going to loop.

void setLoops ( unsigned int  loops)
inline

Sets the times the animation is going to loop.

0 means animation is not animated. 1, animation is executed one time, ...

The times the animation is going to loop.

var setLoops ( var  loops)
inline

Sets the times the animation is going to loop.

0 means animation is not animated. 1, animation is executed one time, ...

The times the animation is going to loop.

local setLoops ( local  loops)
inline

Sets the times the animation is going to loop.

0 means animation is not animated. 1, animation is executed one time, ...

The times the animation is going to loop.


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