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Follow Class Reference

Follow is an action that "follows" a node. More...

#include <CCAction.h>

Inheritance diagram for Follow:
Action Ref Clonable

Public Member Functions

bool isBoundarySet () const
 Return boundarySet. More...
 
var isBoundarySet ()
 Return boundarySet. More...
 
local isBoundarySet ()
 Return boundarySet. More...
 
void setBoundarySet (bool value)
 Alter behavior - turn on/off boundary. More...
 
var setBoundarySet ( var value)
 Alter behavior - turn on/off boundary. More...
 
local setBoundarySet ( local value)
 Alter behavior - turn on/off boundary. More...
 
void setBoudarySet (bool value)
var setBoudarySet ( var value)
local setBoudarySet ( local value)
virtual Followclone () 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 Followreverse () 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 step (float dt) override
local step ( local dt)
virtual bool isDone () 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 stop () override
 Called after the action has finished. More...
 
var stop ()
 Called after the action has finished. More...
 
local stop ()
 Called after the action has finished. More...
 
CC_CONSTRUCTOR_ACCESS _boundarySet (false)
CC_CONSTRUCTOR_ACCESS _boundaryFullyCovered (false)
CC_CONSTRUCTOR_ACCESS _leftBoundary (0.0)
local _leftBoundary ( local 0)
CC_CONSTRUCTOR_ACCESS _rightBoundary (0.0)
local _rightBoundary ( local 0)
CC_CONSTRUCTOR_ACCESS _topBoundary (0.0)
CC_CONSTRUCTOR_ACCESS _bottomBoundary (0.0)
CC_CONSTRUCTOR_ACCESS _worldRect (Rect::ZERO)
virtual ~Follow ()
bool initWithTarget (Node *followedNode, const Rect &rect=Rect::ZERO)
 Initializes the action with a set boundary or with no boundary. More...
 
- Public Member Functions inherited from Action
virtual std::string description () const
virtual void startWithTarget (Node *target)
 Called before the action start. More...
 
var startWithTarget ( var target)
 Called before the action start. More...
 
local startWithTarget ( local target)
 Called before the action start. More...
 
virtual void update (float time)
 Called once per frame. More...
 
var update ( var time)
 Called once per frame. More...
 
local update ( local time)
 Called once per frame. More...
 
NodegetTarget () const
 Return certain target. More...
 
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
 Return a original Target. More...
 
var getOriginalTarget ()
 Return a original Target. More...
 
local getOriginalTarget ()
 Return a original Target. More...
 
void setOriginalTarget (Node *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...
 
virtual ~Action ()
var ~Action ()
local ~Action ()
- 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 Followcreate (Node *followedNode, const Rect &rect=Rect::ZERO)
 Creates the action with a set boundary or with no boundary. More...
 

Public Attributes

CC_CONSTRUCTOR_ACCESS __pad0__: Follow() : _followedNode(nullptr)
local __pad0__: Follow() : _followedNode(nullptr)
- Public Attributes inherited from Action
CC_CONSTRUCTOR_ACCESS __pad0__: Action()

Protected Attributes

Node_followedNode
 Node to follow. More...
 
bool _boundarySet
 Whether camera should be limited to certain area. More...
 
var _boundarySet
 Whether camera should be limited to certain area. More...
 
local _boundarySet
 Whether camera should be limited to certain area. More...
 
bool _boundaryFullyCovered
 If screen size is bigger than the boundary - update not needed. More...
 
var _boundaryFullyCovered
 If screen size is bigger than the boundary - update not needed. More...
 
local _boundaryFullyCovered
 If screen size is bigger than the boundary - update not needed. More...
 
Vec2 _halfScreenSize
 Fast access to the screen dimensions. More...
 
Vec2 _fullScreenSize
var _fullScreenSize
local _fullScreenSize
float _leftBoundary
 World boundaries. More...
 
var _leftBoundary
 World boundaries. More...
 
local _leftBoundary
 World boundaries. More...
 
float _rightBoundary
local _rightBoundary
float _topBoundary
var _topBoundary
local _topBoundary
float _bottomBoundary
var _bottomBoundary
local _bottomBoundary
Rect _worldRect
var _worldRect
local _worldRect
- Protected Attributes inherited from Action
Node_originalTarget
Node_target
 The "target". More...
 
int _tag
 The action tag. More...
 
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 
local _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 Ref
 Ref ()
 Constructor. More...
 
 Ref ()
 Constructor. More...
 

Detailed Description

Follow is an action that "follows" a node.

Eg:

layer->runAction(Follow::actionWithTarget(hero));

Instead of using Camera as a "follower", use this action instead.

Since
v0.99.2

Constructor & Destructor Documentation

virtual ~Follow ( )
virtual

Member Function Documentation

CC_CONSTRUCTOR_ACCESS
_bottomBoundary
( 0.  0)
var _bottomBoundary ( var  0)
local _bottomBoundary ( local  0)
CC_CONSTRUCTOR_ACCESS
_boundaryFullyCovered
( false  )
var _boundaryFullyCovered ( var  )
local _boundaryFullyCovered ( local  )
CC_CONSTRUCTOR_ACCESS _boundarySet ( false  )
var _boundarySet ( var  )
local _boundarySet ( local  )
CC_CONSTRUCTOR_ACCESS _leftBoundary ( 0.  0)
var _leftBoundary ( var  0)
local _leftBoundary ( local  0)
CC_CONSTRUCTOR_ACCESS
_rightBoundary
( 0.  0)
var _rightBoundary ( var  0)
local _rightBoundary ( local  0)
CC_CONSTRUCTOR_ACCESS _topBoundary ( 0.  0)
var _topBoundary ( var  0)
local _topBoundary ( local  0)
CC_CONSTRUCTOR_ACCESS _worldRect ( Rect::ZERO  )
inline
var _worldRect ( var  )
inline
local _worldRect ( local  )
inline
virtual Follow* clone ( ) const
overridevirtual

Returns a clone of action.

Returns
A clone action.

Reimplemented from Action.

var clone ( )
overridevirtual

Returns a clone of action.

Returns
A clone action.

Reimplemented from Action.

local clone ( )
overridevirtual

Returns a clone of action.

Returns
A clone action.

Reimplemented from Action.

static Follow* create ( Node followedNode,
const Rect rect = Rect::ZERO 
)
static

Creates the action with a set boundary or with no boundary.

Parameters
followedNodeThe node to be followed.
rectThe boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.
var create ( var  followedNode,
var  rect = Rect::ZERO 
)
static

Creates the action with a set boundary or with no boundary.

Parameters
followedNodeThe node to be followed.
rectThe boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.
local create ( local  followedNode,
local  rect = Rect::ZERO 
)
static

Creates the action with a set boundary or with no boundary.

Parameters
followedNodeThe node to be followed.
rectThe boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.
bool initWithTarget ( Node followedNode,
const Rect rect = Rect::ZERO 
)

Initializes the action with a set boundary or with no boundary.

Parameters
followedNodeThe node to be followed.
rectThe boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.
var initWithTarget ( var  followedNode,
var  rect = Rect::ZERO 
)

Initializes the action with a set boundary or with no boundary.

Parameters
followedNodeThe node to be followed.
rectThe boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.
local initWithTarget ( local  followedNode,
local  rect = Rect::ZERO 
)

Initializes the action with a set boundary or with no boundary.

Parameters
followedNodeThe node to be followed.
rectThe boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.
bool isBoundarySet ( ) const
inline

Return boundarySet.

Returns
Return boundarySet.
var isBoundarySet ( )
inline

Return boundarySet.

Returns
Return boundarySet.
local isBoundarySet ( )
inline

Return boundarySet.

Returns
Return boundarySet.
virtual bool isDone ( ) const
overridevirtual

Return true if the action has finished.

Returns
Is true if the action has finished.

Reimplemented from Action.

var isDone ( )
overridevirtual

Return true if the action has finished.

Returns
Is true if the action has finished.

Reimplemented from Action.

local isDone ( )
overridevirtual

Return true if the action has finished.

Returns
Is true if the action has finished.

Reimplemented from Action.

virtual Follow* reverse ( void  ) const
overridevirtual

Returns a new action that performs the exactly the reverse action.

Returns
A new action that performs the exactly the reverse action.

Reimplemented from Action.

var reverse (   )
overridevirtual

Returns a new action that performs the exactly the reverse action.

Returns
A new action that performs the exactly the reverse action.

Reimplemented from Action.

local reverse (   )
overridevirtual

Returns a new action that performs the exactly the reverse action.

Returns
A new action that performs the exactly the reverse action.

Reimplemented from Action.

void setBoudarySet ( bool  value)
inline
Deprecated:
Alter behavior - turn on/off boundary.
Parameters
valueTurn on/off boundary.
var setBoudarySet ( var  value)
inline
Deprecated:
Alter behavior - turn on/off boundary.
Parameters
valueTurn on/off boundary.
local setBoudarySet ( local  value)
inline
Deprecated:
Alter behavior - turn on/off boundary.
Parameters
valueTurn on/off boundary.
void setBoundarySet ( bool  value)
inline

Alter behavior - turn on/off boundary.

Parameters
valueTurn on/off boundary.
var setBoundarySet ( var  value)
inline

Alter behavior - turn on/off boundary.

Parameters
valueTurn on/off boundary.
local setBoundarySet ( local  value)
inline

Alter behavior - turn on/off boundary.

Parameters
valueTurn on/off boundary.
virtual void step ( float  dt)
overridevirtual
Parameters
dtin seconds.

Reimplemented from Action.

local step ( local  dt)
overridevirtual
Parameters
dtin seconds.

Reimplemented from Action.

virtual void 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.

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.

Member Data Documentation

var __pad0__
local __pad0__
float _bottomBoundary
protected
var _bottomBoundary
protected
local _bottomBoundary
protected
bool _boundaryFullyCovered
protected

If screen size is bigger than the boundary - update not needed.

var _boundaryFullyCovered
protected

If screen size is bigger than the boundary - update not needed.

local _boundaryFullyCovered
protected

If screen size is bigger than the boundary - update not needed.

bool _boundarySet
protected

Whether camera should be limited to certain area.

var _boundarySet
protected

Whether camera should be limited to certain area.

local _boundarySet
protected

Whether camera should be limited to certain area.

Node* _followedNode
protected

Node to follow.

var _followedNode
protected

Node to follow.

local _followedNode
protected

Node to follow.

Vec2 _fullScreenSize
protected
var _fullScreenSize
protected
local _fullScreenSize
protected
Vec2 _halfScreenSize
protected

Fast access to the screen dimensions.

var _halfScreenSize
protected

Fast access to the screen dimensions.

local _halfScreenSize
protected

Fast access to the screen dimensions.

float _leftBoundary
protected

World boundaries.

var _leftBoundary
protected

World boundaries.

local _leftBoundary
protected

World boundaries.

float _rightBoundary
protected
var _rightBoundary
protected
local _rightBoundary
protected
float _topBoundary
protected
var _topBoundary
protected
local _topBoundary
protected
Rect _worldRect
protected
var _worldRect
protected
local _worldRect
protected

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