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Animate Class Reference

Animates a sprite given the name of an Animation. More...

#include <CCActionInterval.h>

Inheritance diagram for Animate:
ActionInterval FiniteTimeAction Action Ref Clonable

Public Member Functions

void setAnimation (Animation *animation)
 sets the Animation object to be animated More...
 
AnimationgetAnimation ()
 returns the Animation object that is being animated More...
 
local getAnimation ()
 returns the Animation object that is being animated More...
 
const AnimationgetAnimation () const
var getAnimation ()
local getAnimation ()
virtual Animateclone () 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 Animatereverse () 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...
 
local stop ()
 called after the action has finished. More...
 
virtual void update (float t) override
 called once per frame. More...
 
local update ( local t)
 called once per frame. More...
 
virtual ~Animate ()
local ~Animate ()
bool initWithAnimation (Animation *animation)
 initializes the action with an Animation and will restore the original frame when the animation is over More...
 
var initWithAnimation ( var animation)
 initializes the action with an Animation and will restore the original frame when the animation is over More...
 
local initWithAnimation ( local animation)
 initializes the action with an Animation and will restore the original frame when the animation is over 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)
float getAmplitudeRate (void)
local getAmplitudeRate ()
virtual bool isDone (void) const override
 return true if the action has finished More...
 
var isDone ()
 return true if the action has finished More...
 
local isDone ()
 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 ()
local getOriginalTarget ()
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
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 ()
 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...
 
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 Animatecreate (Animation *animation)
 creates the action with an Animation and will restore the original frame when the animation is over More...
 
var create ( var animation)
 creates the action with an Animation and will restore the original frame when the animation is over More...
 
local create ( local animation)
 creates the action with an Animation and will restore the original frame when the animation is over More...
 

Public Attributes

CC_CONSTRUCTOR_ACCESS __pad0__: Animate()
- Public Attributes inherited from ActionInterval
CC_CONSTRUCTOR_ACCESS __pad0__: bool initWithDuration(float d)
local __pad0__: bool initWithDuration(float d)

Protected Attributes

std::vector< float > * _splitTimes
int _nextFrame
var _nextFrame
local _nextFrame
SpriteFrame_origFrame
var _origFrame
local _origFrame
unsigned int _executedLoops
var _executedLoops
local _executedLoops
Animation_animation
var _animation
local _animation
EventCustom_frameDisplayedEvent
var _frameDisplayedEvent
local _frameDisplayedEvent
AnimationFrame::DisplayedEventInfo _frameDisplayedEventInfo
- Protected Attributes inherited from ActionInterval
float _elapsed
bool _firstTick
var _firstTick
local _firstTick
- Protected Attributes inherited from FiniteTimeAction
float _duration
 duration in seconds More...
 
- Protected Attributes inherited from Action
Node_originalTarget
var _originalTarget
Node_target
 The "target". More...
 
int _tag
 The action tag. More...
 
var _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...
 
- Protected Member Functions inherited from FiniteTimeAction
 FiniteTimeAction ()
virtual ~FiniteTimeAction ()
- Protected Member Functions inherited from Action
 Action ()
 Action ()
 Action ()
virtual ~Action ()
local ~Action ()
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 

Detailed Description

Animates a sprite given the name of an Animation.

Constructor & Destructor Documentation

virtual ~Animate ( )
virtual
var ~Animate ( )
virtual
local ~Animate ( )
virtual

Member Function Documentation

virtual Animate* 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 Animate* create ( Animation animation)
static

creates the action with an Animation and will restore the original frame when the animation is over

var create ( var  animation)
static

creates the action with an Animation and will restore the original frame when the animation is over

local create ( local  animation)
static

creates the action with an Animation and will restore the original frame when the animation is over

Animation* getAnimation ( )
inline

returns the Animation object that is being animated

var getAnimation ( )
inline

returns the Animation object that is being animated

local getAnimation ( )
inline

returns the Animation object that is being animated

const Animation* getAnimation ( ) const
inline
var getAnimation ( )
inline
local getAnimation ( )
inline
bool initWithAnimation ( Animation animation)

initializes the action with an Animation and will restore the original frame when the animation is over

var initWithAnimation ( var  animation)

initializes the action with an Animation and will restore the original frame when the animation is over

local initWithAnimation ( local  animation)

initializes the action with an Animation and will restore the original frame when the animation is over

virtual Animate* 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 setAnimation ( Animation animation)

sets the Animation object to be animated

var setAnimation ( var  animation)

sets the Animation object to be animated

local setAnimation ( local  animation)

sets the Animation object to be animated

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

var __pad0__
local __pad0__
Animation* _animation
protected
var _animation
protected
local _animation
protected
unsigned int _executedLoops
protected
var _executedLoops
protected
local _executedLoops
protected
EventCustom* _frameDisplayedEvent
protected
var _frameDisplayedEvent
protected
local _frameDisplayedEvent
protected
AnimationFrame::DisplayedEventInfo
_frameDisplayedEventInfo
protected
var _frameDisplayedEventInfo
protected
local _frameDisplayedEventInfo
protected
int _nextFrame
protected
var _nextFrame
protected
local _nextFrame
protected
SpriteFrame* _origFrame
protected
var _origFrame
protected
local _origFrame
protected
std::vector<float>* _splitTimes
protected
var _splitTimes
protected
local _splitTimes
protected

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