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Animation Class Reference

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

#include <CCAnimation.h>

Inheritance diagram for Animation:
Ref Clonable

Public Member Functions

void addSpriteFrame (SpriteFrame *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)
local addSpriteFrameWithFileName ( local filename)
void addSpriteFrameWithTexture (Texture2D *pobTexture, const Rect &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...
 
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...
 
local setRestoreOriginalFrame ( local 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. More...
 
var clone ()
 Returns a copy of the Ref. More...
 
local clone ()
 Returns a copy of the Ref. More...
 
virtual ~Animation (void)
var ~Animation ()
local ~Animation ()
bool init ()
 Initializes a Animation. More...
 
var init ()
 Initializes a Animation. More...
 
local init ()
 Initializes a Animation. More...
 
bool initWithSpriteFrames (const Vector< SpriteFrame * > &arrayOfSpriteFrameNames, float delay=0.0f, unsigned int loops=1)
 Initializes a Animation with frames and a delay between frames. More...
 
var initWithSpriteFrames ( var arrayOfSpriteFrameNames, var 0f, var 1)
 Initializes a Animation with frames and a delay between frames. More...
 
local initWithSpriteFrames ( local arrayOfSpriteFrameNames, local 0f, local 1)
 Initializes a Animation with frames and a delay between frames. More...
 
bool initWithAnimationFrames (const Vector< AnimationFrame * > &arrayOfAnimationFrameNames, float delayPerUnit, unsigned int loops)
 Initializes a Animation with AnimationFrame. More...
 
local initWithAnimationFrames ( local arrayOfAnimationFrameNames, local delayPerUnit, local loops)
 Initializes a Animation with AnimationFrame. More...
 
- 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 ()
 Destructor. More...
 
- Public Member Functions inherited from Clonable
virtual ~Clonable ()
Refcopy () const
 Returns a copy of the Ref. More...
 

Static Public Member Functions

static Animationcreate (void)
 Creates an animation. More...
 
var create ()
 Creates an animation. More...
 
local create ()
 Creates an animation. More...
 
static AnimationcreateWithSpriteFrames (const Vector< SpriteFrame * > &arrayOfSpriteFrameNames, float delay=0.0f, unsigned int loops=1)
static Animationcreate (const Vector< AnimationFrame * > &arrayOfAnimationFrameNames, float delayPerUnit, unsigned int loops=1)
local create ( local arrayOfAnimationFrameNames, local delayPerUnit, local 1)

Public Attributes

CC_CONSTRUCTOR_ACCESS __pad0__: Animation()

Protected Attributes

float _totalDelayUnits
 total Delay units of the Animation. More...
 
float _delayPerUnit
 Delay in seconds of the "delay unit". More...
 
float _duration
 duration in seconds of the whole animation. More...
 
var _duration
 duration in seconds of the whole animation. More...
 
local _duration
 duration in seconds of the whole animation. More...
 
Vector< AnimationFrame * > _frames
 array of AnimationFrames. More...
 
var _frames
 array of AnimationFrames. More...
 
local _frames
 array of AnimationFrames. More...
 
bool _restoreOriginalFrame
 whether or not it shall restore the original frame when the animation finishes. More...
 
var _restoreOriginalFrame
 whether or not it shall restore the original frame when the animation finishes. More...
 
local _restoreOriginalFrame
 whether or not it shall restore the original frame when the animation finishes. More...
 
unsigned int _loops
 how many times the animation is going to loop. More...
 
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 
local _referenceCount
 count of references More...
 

Additional Inherited Members

- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 
 Ref ()
 Constructor. 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:

sprite->runAction(Animate::create(animation));

Constructor & Destructor Documentation

virtual ~Animation ( void  )
virtual
var ~Animation (   )
virtual
local ~Animation (   )
virtual

Member Function Documentation

void addSpriteFrame ( SpriteFrame frame)

Adds a SpriteFrame to a Animation.

Parameters
frameThe frame will be added with one "delay unit".
var addSpriteFrame ( var  frame)

Adds a SpriteFrame to a Animation.

Parameters
frameThe frame will be added with one "delay unit".
local addSpriteFrame ( local  frame)

Adds a SpriteFrame to a Animation.

Parameters
frameThe 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.

Parameters
filenameThe 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.

Parameters
filenameThe 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.

Parameters
filenameThe 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.

Parameters
pobTextureA frame with a texture.
rectThe 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.

Parameters
pobTextureA frame with a texture.
rectThe 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.

Parameters
pobTextureA frame with a texture.
rectThe Texture of rect.
virtual Animation* clone ( ) const
overridevirtual

Returns a copy of the Ref.

Implements Clonable.

var clone ( )
overridevirtual

Returns a copy of the Ref.

Implements Clonable.

local clone ( )
overridevirtual

Returns a copy of the Ref.

Implements Clonable.

static Animation* create ( void  )
static

Creates an animation.

Since
v0.99.5
var create (   )
static

Creates an animation.

Since
v0.99.5
local create (   )
static

Creates an animation.

Since
v0.99.5
static Animation* create ( const Vector< AnimationFrame * > &  arrayOfAnimationFrameNames,
float  delayPerUnit,
unsigned int  loops = 1 
)
static
var create ( var  arrayOfAnimationFrameNames,
var  delayPerUnit,
var  loops = 1 
)
static
local create ( local  arrayOfAnimationFrameNames,
local  delayPerUnit,
local  loops = 1 
)
static
static Animation*
createWithSpriteFrames
( const Vector< SpriteFrame * > &  arrayOfSpriteFrameNames,
float  delay = 0.0f,
unsigned int  loops = 1 
)
static
var createWithSpriteFrames ( var  arrayOfSpriteFrameNames,
var  delay = 0.0f,
var  loops = 1 
)
static
local createWithSpriteFrames ( local  arrayOfSpriteFrameNames,
local  delay = 0.0f,
local  loops = 1 
)
static
float getDelayPerUnit ( ) const
inline

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

Returns
The delay in seconds of the "delay unit".
var getDelayPerUnit ( )
inline

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

Returns
The delay in seconds of the "delay unit".
local getDelayPerUnit ( )
inline

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

Returns
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.

Returns
Result of totalDelayUnits * delayPerUnit.
var getDuration ( )

Gets the duration in seconds of the whole animation.

It is the result of totalDelayUnits * delayPerUnit.

Returns
Result of totalDelayUnits * delayPerUnit.
local getDuration ( )

Gets the duration in seconds of the whole animation.

It is the result of totalDelayUnits * delayPerUnit.

Returns
Result of totalDelayUnits * delayPerUnit.
const Vector<AnimationFrame*>
& getFrames
( ) const
inline

Gets the array of AnimationFrames.

Returns
The array of AnimationFrames.
var getFrames ( )
inline

Gets the array of AnimationFrames.

Returns
The array of AnimationFrames.
local getFrames ( )
inline

Gets the array of AnimationFrames.

Returns
The array of AnimationFrames.
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, ...

Returns
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, ...

Returns
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, ...

Returns
The times the animation is going to loop.
bool getRestoreOriginalFrame ( ) const
inline

Checks whether to restore the original frame when animation finishes.

Returns
Restore the original frame when animation finishes.
var getRestoreOriginalFrame ( )
inline

Checks whether to restore the original frame when animation finishes.

Returns
Restore the original frame when animation finishes.
local getRestoreOriginalFrame ( )
inline

Checks whether to restore the original frame when animation finishes.

Returns
Restore the original frame when animation finishes.
float getTotalDelayUnits ( ) const
inline

Gets the total Delay units of the Animation.

Returns
The total Delay units of the Animation.
var getTotalDelayUnits ( )
inline

Gets the total Delay units of the Animation.

Returns
The total Delay units of the Animation.
local getTotalDelayUnits ( )
inline

Gets the total Delay units of the Animation.

Returns
The total Delay units of the Animation.
bool init ( )

Initializes a Animation.

var init ( )

Initializes a Animation.

local init ( )

Initializes a Animation.

bool initWithAnimationFrames ( const Vector< AnimationFrame * > &  arrayOfAnimationFrameNames,
float  delayPerUnit,
unsigned int  loops 
)

Initializes a Animation with AnimationFrame.

Since
v2.0
var initWithAnimationFrames ( var  arrayOfAnimationFrameNames,
var  delayPerUnit,
var  loops 
)

Initializes a Animation with AnimationFrame.

Since
v2.0
local initWithAnimationFrames ( local  arrayOfAnimationFrameNames,
local  delayPerUnit,
local  loops 
)

Initializes a Animation with AnimationFrame.

Since
v2.0
bool initWithSpriteFrames ( const Vector< SpriteFrame * > &  arrayOfSpriteFrameNames,
float  delay = 0.0f,
unsigned int  loops = 1 
)

Initializes a Animation with frames and a delay between frames.

Since
v0.99.5
var initWithSpriteFrames ( var  arrayOfSpriteFrameNames,
var  delay = 0.0f,
var  loops = 1 
)

Initializes a Animation with frames and a delay between frames.

Since
v0.99.5
local initWithSpriteFrames ( local  arrayOfSpriteFrameNames,
local  delay = 0.0f,
local  loops = 1 
)

Initializes a Animation with frames and a delay between frames.

Since
v0.99.5
void setDelayPerUnit ( float  delayPerUnit)
inline

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

Parameters
setDelayPerUnitThe delay in seconds of the "delay unit".
var setDelayPerUnit ( var  delayPerUnit)
inline

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

Parameters
setDelayPerUnitThe delay in seconds of the "delay unit".
local setDelayPerUnit ( local  delayPerUnit)
inline

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

Parameters
setDelayPerUnitThe delay in seconds of the "delay unit".
void setFrames ( const Vector< AnimationFrame * > &  frames)
inline

Sets the array of AnimationFrames.

Parameters
framesThe array of AnimationFrames.
var setFrames ( var  frames)
inline

Sets the array of AnimationFrames.

Parameters
framesThe array of AnimationFrames.
local setFrames ( local  frames)
inline

Sets the array of AnimationFrames.

Parameters
framesThe array of AnimationFrames.
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, ...

Parameters
loopsThe 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, ...

Parameters
loopsThe 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, ...

Parameters
loopsThe times the animation is going to loop.
void setRestoreOriginalFrame ( bool  restoreOriginalFrame)
inline

Sets whether to restore the original frame when animation finishes.

Parameters
restoreOriginalFrameWhether to restore the original frame when animation finishes.
var setRestoreOriginalFrame ( var  restoreOriginalFrame)
inline

Sets whether to restore the original frame when animation finishes.

Parameters
restoreOriginalFrameWhether to restore the original frame when animation finishes.
local setRestoreOriginalFrame ( local  restoreOriginalFrame)
inline

Sets whether to restore the original frame when animation finishes.

Parameters
restoreOriginalFrameWhether to restore the original frame when animation finishes.

Member Data Documentation

var __pad0__
local __pad0__
float _delayPerUnit
protected

Delay in seconds of the "delay unit".

var _delayPerUnit
protected

Delay in seconds of the "delay unit".

local _delayPerUnit
protected

Delay in seconds of the "delay unit".

float _duration
protected

duration in seconds of the whole animation.

It is the result of totalDelayUnits * delayPerUnit.

var _duration
protected

duration in seconds of the whole animation.

It is the result of totalDelayUnits * delayPerUnit.

local _duration
protected

duration in seconds of the whole animation.

It is the result of totalDelayUnits * delayPerUnit.

Vector<AnimationFrame*> _frames
protected

array of AnimationFrames.

var _frames
protected

array of AnimationFrames.

local _frames
protected

array of AnimationFrames.

unsigned int _loops
protected

how many times the animation is going to loop.

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

var _loops
protected

how many times the animation is going to loop.

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

local _loops
protected

how many times the animation is going to loop.

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

bool _restoreOriginalFrame
protected

whether or not it shall restore the original frame when the animation finishes.

var _restoreOriginalFrame
protected

whether or not it shall restore the original frame when the animation finishes.

local _restoreOriginalFrame
protected

whether or not it shall restore the original frame when the animation finishes.

float _totalDelayUnits
protected

total Delay units of the Animation.

var _totalDelayUnits
protected

total Delay units of the Animation.

local _totalDelayUnits
protected

total Delay units of the Animation.


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