Follow is an action that "follows" a node. More...
#include <CCAction.h>
Public Member Functions | |
bool | isBoundarySet () const |
void | setBoudarySet (bool value) |
alter behavior - turn on/off boundary More... | |
virtual Follow * | clone () const override |
returns a clone of action More... | |
virtual Follow * | reverse () const override |
returns a new action that performs the exactly the reverse action More... | |
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... | |
virtual bool | isDone () const override |
return true if the action has finished More... | |
virtual void | stop () override |
called after the action has finished. More... | |
CC_CONSTRUCTOR_ACCESS | _boundarySet (false) |
CC_CONSTRUCTOR_ACCESS | _boundaryFullyCovered (false) |
CC_CONSTRUCTOR_ACCESS | _leftBoundary (0.0) |
CC_CONSTRUCTOR_ACCESS | _rightBoundary (0.0) |
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. It will also set the target. More... | |
virtual void | update (float time) |
called once per frame. More... | |
local | update ( local time) |
called once per frame. More... | |
Node * | getTarget () 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... | |
Node * | getOriginalTarget () const |
var | getOriginalTarget () |
void | setOriginalTarget (Node *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 () |
Release the ownership immediately. More... | |
Ref * | autorelease () |
Release 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 () |
Ref * | copy () 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 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) |
Protected Attributes | |
Node * | _followedNode |
bool | _boundarySet |
bool | _boundaryFullyCovered |
Point | _halfScreenSize |
Point | _fullScreenSize |
float | _leftBoundary |
float | _rightBoundary |
float | _topBoundary |
float | _bottomBoundary |
Rect | _worldRect |
Protected Attributes inherited from Action | |
Node * | _originalTarget |
local | _originalTarget |
Node * | _target |
The "target". More... | |
int | _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 Action | |
Action () | |
Action () | |
Action () | |
virtual | ~Action () |
var | ~Action () |
local | ~Action () |
Follow is an action that "follows" a node.
Eg:
Instead of using Camera as a "follower", use this action instead.
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virtual |
CC_CONSTRUCTOR_ACCESS _bottomBoundary |
( | 0. | 0) |
CC_CONSTRUCTOR_ACCESS _boundaryFullyCovered |
( | false | ) |
CC_CONSTRUCTOR_ACCESS _boundarySet | ( | false | ) |
CC_CONSTRUCTOR_ACCESS _leftBoundary | ( | 0. | 0) |
CC_CONSTRUCTOR_ACCESS _rightBoundary |
( | 0. | 0) |
CC_CONSTRUCTOR_ACCESS _topBoundary | ( | 0. | 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. |
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. |
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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
Implements Action.
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inline |
alter behavior - turn on/off boundary
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overridevirtual |
called every frame with it's delta time. DON'T override unless you know what you are doing.
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__ |
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