Follow is an action that "follows" a node. More...
#include <CCAction.h>
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 Follow * | clone () 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 Follow * | reverse () 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... | |
Node * | getTarget () 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... | |
Node * | getOriginalTarget () 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... | |
Ref * | autorelease () |
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 () |
Ref * | copy () const |
Returns a copy of the Ref. More... | |
Static Public Member Functions | |
static Follow * | create (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... | |
Follow is an action that "follows" a node.
Eg:
Instead of using Camera as a "follower", use this action instead.
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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 | ) |
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Creates the action with a set boundary or with no boundary.
followedNode | The node to be followed. |
rect | The boundary. If rect is equal to Rect::ZERO, it'll work with no boundary. |
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Creates the action with a set boundary or with no boundary.
followedNode | The node to be followed. |
rect | The boundary. If rect is equal to Rect::ZERO, it'll work with no boundary. |
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Creates the action with a set boundary or with no boundary.
followedNode | The node to be followed. |
rect | The boundary. If rect is equal to Rect::ZERO, it'll work with no boundary. |
bool initWithTarget | ( | Node * | followedNode, |
const Rect & | rect = Rect::ZERO |
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Initializes the action with a set boundary or with no boundary.
followedNode | The node to be followed. |
rect | The boundary. If rect is equal to Rect::ZERO, it'll work with no boundary. |
var initWithTarget | ( | var | followedNode, |
var | rect = Rect::ZERO |
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Initializes the action with a set boundary or with no boundary.
followedNode | The node to be followed. |
rect | The boundary. If rect is equal to Rect::ZERO, it'll work with no boundary. |
local initWithTarget | ( | local | followedNode, |
local | rect = Rect::ZERO |
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Initializes the action with a set boundary or with no boundary.
followedNode | The node to be followed. |
rect | The boundary. If rect is equal to Rect::ZERO, it'll work with no boundary. |
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Return boundarySet.
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Return boundarySet.
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Return boundarySet.
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overridevirtual |
Return true if the action has finished.
Reimplemented from Action.
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overridevirtual |
Return true if the action has finished.
Reimplemented from Action.
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overridevirtual |
Return true if the action has finished.
Reimplemented from Action.
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overridevirtual |
Returns a new action that performs the exactly the reverse action.
Reimplemented from Action.
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overridevirtual |
Returns a new action that performs the exactly the reverse action.
Reimplemented from Action.
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overridevirtual |
Returns a new action that performs the exactly the reverse action.
Reimplemented from Action.
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value | Turn on/off boundary. |
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value | Turn on/off boundary. |
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value | Turn on/off boundary. |
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Alter behavior - turn on/off boundary.
value | Turn on/off boundary. |
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inline |
Alter behavior - turn on/off boundary.
value | Turn on/off boundary. |
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Alter behavior - turn on/off boundary.
value | Turn on/off boundary. |
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dt | in seconds. |
Reimplemented from Action.
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overridevirtual |
dt | in seconds. |
Reimplemented from Action.
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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.
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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.
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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.
CC_CONSTRUCTOR_ACCESS __pad0__ |
var __pad0__ |
local __pad0__ |
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If screen size is bigger than the boundary - update not needed.
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If screen size is bigger than the boundary - update not needed.
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If screen size is bigger than the boundary - update not needed.
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Whether camera should be limited to certain area.
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Whether camera should be limited to certain area.
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Whether camera should be limited to certain area.
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Node to follow.
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Node to follow.
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Fast access to the screen dimensions.
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Fast access to the screen dimensions.
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Fast access to the screen dimensions.
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World boundaries.
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World boundaries.
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World boundaries.
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