cocos2d-x  3.2
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Repeat Class Reference

Repeats an action a number of times. More...

#include <CCActionInterval.h>

Inheritance diagram for Repeat:
ActionInterval FiniteTimeAction Action Ref Clonable

Public Member Functions

void setInnerAction (FiniteTimeAction *action)
FiniteTimeActiongetInnerAction ()
virtual Repeatclone () const override
 returns a clone of action More...
 
virtual Repeatreverse () const override
 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...
 
virtual void stop (void) override
 called after the action has finished. More...
 
virtual void update (float dt) override
 called once per frame. More...
 
virtual bool isDone (void) const override
 return true if the action has finished More...
 
bool initWithAction (FiniteTimeAction *pAction, unsigned int times)
 initializes a Repeat action. 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 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 Repeatcreate (FiniteTimeAction *action, unsigned int times)
 creates a Repeat action. More...
 

Public Attributes

CC_CONSTRUCTOR_ACCESS __pad0__: Repeat() {} virtual ~Repeat()
- Public Attributes inherited from ActionInterval
CC_CONSTRUCTOR_ACCESS __pad0__: bool initWithDuration(float d)
local __pad0__: bool initWithDuration(float d)

Protected Attributes

unsigned int _times
unsigned int _total
float _nextDt
bool _actionInstant
FiniteTimeAction_innerAction
 Inner action. More...
 
- 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

Repeats an action a number of times.

To repeat an action forever use the RepeatForever action.

Member Function Documentation

virtual Repeat* clone ( ) const
overridevirtual

returns a clone of action

Implements ActionInterval.

static Repeat* create ( FiniteTimeAction action,
unsigned int  times 
)
static

creates a Repeat action.

Times is an unsigned integer between 1 and pow(2,30)

FiniteTimeAction* getInnerAction ( )
inline
bool initWithAction ( FiniteTimeAction pAction,
unsigned int  times 
)

initializes a Repeat action.

Times is an unsigned integer between 1 and pow(2,30)

virtual bool isDone ( void  ) const
overridevirtual

return true if the action has finished

Reimplemented from ActionInterval.

virtual Repeat* reverse ( ) const
overridevirtual

returns a new action that performs the exactly the reverse action

Implements ActionInterval.

void setInnerAction ( FiniteTimeAction action)
inline
virtual void startWithTarget ( Node 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.

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.

Member Data Documentation

bool _actionInstant
protected
FiniteTimeAction* _innerAction
protected

Inner action.

float _nextDt
protected
unsigned int _times
protected
unsigned int _total
protected

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