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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...
 
local setAnimation ( local animation)
 Sets the Animation object to be animated. More...
 
AnimationgetAnimation ()
 returns the Animation object that is being animated More...
 
const AnimationgetAnimation () const
local getAnimation ()
virtual Animateclone () const override
 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...
 
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. More...
 
local startWithTarget ( local target)
 Called before the action start. 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
virtual ~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)
 Sets the ampliture rate, extension in GridAction. More...
 
local setAmplitudeRate ( local amp)
 Sets the ampliture rate, extension in GridAction. More...
 
float getAmplitudeRate (void)
 Gets the ampliture rate, extension in GridAction. More...
 
local getAmplitudeRate ()
 Gets the ampliture rate, extension in GridAction. More...
 
virtual bool isDone (void) const override
 Return true if the action has finished. More...
 
local isDone ()
 Return true if the action has finished. More...
 
virtual void step (float dt) override
- Public Member Functions inherited from FiniteTimeAction
float getDuration () const
 Get duration in seconds of the action. More...
 
var getDuration ()
 Get duration in seconds of the action. More...
 
local getDuration ()
 Get duration in seconds of the action. More...
 
void setDuration (float duration)
 Set duration in seconds of the action. More...
 
var setDuration ( var duration)
 Set duration in seconds of the action. More...
 
local setDuration ( local duration)
 Set duration in seconds of the action. More...
 
- Public Member Functions inherited from Action
virtual std::string description () const
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 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)
- Public Attributes inherited from FiniteTimeAction
CC_CONSTRUCTOR_ACCESS __pad0__: FiniteTimeAction() : _duration(0) {} virtual ~FiniteTimeAction(){}protected: float _duration
var __pad0__: FiniteTimeAction() : _duration(0) {} virtual ~FiniteTimeAction(){}protected: float _duration
local __pad0__: FiniteTimeAction() : _duration(0) {} virtual ~FiniteTimeAction(){}protected: float _duration
- Public Attributes inherited from Action
CC_CONSTRUCTOR_ACCESS __pad0__: Action()

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
var _elapsed
local _elapsed
bool _firstTick
var _firstTick
local _firstTick
- 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

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.

Returns
A clone action.

Reimplemented from ActionInterval.

var clone ( )
overridevirtual

Returns a clone of action.

Returns
A clone action.

Reimplemented from ActionInterval.

local clone ( )
overridevirtual

Returns a clone of action.

Returns
A clone action.

Reimplemented from ActionInterval.

static Animate* create ( Animation animation)
static

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

Parameters
animationA certain animation.
Returns
An autoreleased Animate object.
var create ( var  animation)
static

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

Parameters
animationA certain animation.
Returns
An autoreleased Animate object.
local create ( local  animation)
static

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

Parameters
animationA certain animation.
Returns
An autoreleased Animate object.
Animation* getAnimation ( )
inline

returns the Animation object that is being animated

Returns
Gets the animation object that is being animated.
var getAnimation ( )
inline

returns the Animation object that is being animated

Returns
Gets the animation object that is being animated.
local getAnimation ( )
inline

returns the Animation object that is being animated

Returns
Gets 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 ( 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 ActionInterval.

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 ActionInterval.

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 ActionInterval.

void setAnimation ( Animation animation)

Sets the Animation object to be animated.

Parameters
Acertain animation.
var setAnimation ( var  animation)

Sets the Animation object to be animated.

Parameters
Acertain animation.
local setAnimation ( local  animation)

Sets the Animation object to be animated.

Parameters
Acertain animation.
virtual void startWithTarget ( Node target)
overridevirtual

Called before the action start.

It will also set the target.

Parameters
targetA certain target.

Reimplemented from ActionInterval.

var startWithTarget ( var  target)
overridevirtual

Called before the action start.

It will also set the target.

Parameters
targetA certain target.

Reimplemented from ActionInterval.

local startWithTarget ( local  target)
overridevirtual

Called before the action start.

It will also set the target.

Parameters
targetA certain 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  t)
overridevirtual
Parameters
tIn seconds.

Reimplemented from Action.

var update ( var  t)
overridevirtual
Parameters
tIn seconds.

Reimplemented from Action.

local update ( local  t)
overridevirtual
Parameters
tIn seconds.

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: