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Follow Class Reference

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

Inherits Action.

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 exact reverse of the action. More...
 
var reverse ()
 Returns a new action that performs the exact reverse of the action. More...
 
local reverse ()
 Returns a new action that performs the exact reverse of the action. More...
 
virtual void step (float dt) override
virtual bool isDone () const override
 Return true if the action has finished. More...
 
virtual void stop () override
 Called after the action has finished. More...
 
local stop ()
 Called after the action has finished. More...
 
- Public Member Functions inherited from Action
virtual void startWithTarget (Node *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...
 
var getTarget ()
 Return certain target. More...
 
local getTarget ()
 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...
 
local setOriginalTarget ( local 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...
 
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...
 
unsigned int getFlags () const
 Returns a flag field that is used to group the actions easily. More...
 
var getFlags ()
 Returns a flag field that is used to group the actions easily. More...
 
local getFlags ()
 Returns a flag field that is used to group the actions easily. More...
 
void setFlags (unsigned int flags)
 Changes the flag field that is used to group the actions easily. More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
local 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...
 
local getReferenceCount ()
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor. More...
 
- Public Member Functions inherited from 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...
 
var create ( var followedNode, var ZERO)
 Creates the action with a set boundary or with no boundary. More...
 
local create ( local followedNode, local ZERO)
 Creates the action with a set boundary or with no boundary. More...
 
static FollowcreateWithOffset (Node *followedNode, float xOffset, float yOffset, const Rect &rect=Rect::ZERO)
 Creates the action with a set boundary or with no boundary with offsets. More...
 
var createWithOffset ( var followedNode, var xOffset, var yOffset, var ZERO)
 Creates the action with a set boundary or with no boundary with offsets. More...
 
local createWithOffset ( local followedNode, local xOffset, local yOffset, local ZERO)
 Creates the action with a set boundary or with no boundary with offsets. More...
 

Protected Member Functions

bool initWithTarget (Node *followedNode, const Rect &rect=Rect::ZERO)
 Initializes the action with a set boundary or with no boundary. More...
 
var initWithTarget ( var followedNode, var ZERO)
 Initializes the action with a set boundary or with no boundary. More...
 
local initWithTarget ( local followedNode, local ZERO)
 Initializes the action with a set boundary or with no boundary. More...
 
bool initWithTargetAndOffset (Node *followedNode, float xOffset, float yOffset, const Rect &rect=Rect::ZERO)
 Initializes the action with a set boundary or with no boundary with offsets. More...
 
var initWithTargetAndOffset ( var followedNode, var xOffset, var yOffset, var ZERO)
 Initializes the action with a set boundary or with no boundary with offsets. More...
 
local initWithTargetAndOffset ( local followedNode, local xOffset, local yOffset, local ZERO)
 Initializes the action with a set boundary or with no boundary with offsets. More...
 

Additional Inherited Members

- Public Attributes inherited from Ref
unsigned int _ID
 object id, ScriptSupport need public _ID
 
local _ID
 object id, ScriptSupport need public _ID
 
int _luaID
 Lua reference id.
 
local _luaID
 Lua reference id.
 
void * _scriptObject
 scriptObject, support for swift
 
local _scriptObject
 scriptObject, support for swift
 
bool _rooted
 When true, it means that the object was already rooted.
 
local _rooted
 When true, it means that the object was already rooted.
 
- 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...
 

Detailed Description

Follow is an action that "follows" a node.

Eg:

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

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

Since
v0.99.2

Member Function Documentation

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.
static Follow* createWithOffset ( Node followedNode,
float  xOffset,
float  yOffset,
const Rect rect = Rect::ZERO 
)
static

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

Parameters
followedNodeThe node to be followed.
rectThe boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.
xOffsetThe horizontal offset from the center of the screen from which the node is to be followed.It can be positive,negative or zero.If set to zero the node will be horizontally centered followed.
yOffsetThe vertical offset from the center of the screen from which the node is to be followed.It can be positive,negative or zero. If set to zero the node will be vertically centered followed. If both xOffset and yOffset are set to zero,then the node will be horizontally and vertically centered followed.
var createWithOffset ( var  followedNode,
var  xOffset,
var  yOffset,
var  rect = Rect::ZERO 
)
static

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

Parameters
followedNodeThe node to be followed.
rectThe boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.
xOffsetThe horizontal offset from the center of the screen from which the node is to be followed.It can be positive,negative or zero.If set to zero the node will be horizontally centered followed.
yOffsetThe vertical offset from the center of the screen from which the node is to be followed.It can be positive,negative or zero. If set to zero the node will be vertically centered followed. If both xOffset and yOffset are set to zero,then the node will be horizontally and vertically centered followed.
local createWithOffset ( local  followedNode,
local  xOffset,
local  yOffset,
local  rect = Rect::ZERO 
)
static

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

Parameters
followedNodeThe node to be followed.
rectThe boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.
xOffsetThe horizontal offset from the center of the screen from which the node is to be followed.It can be positive,negative or zero.If set to zero the node will be horizontally centered followed.
yOffsetThe vertical offset from the center of the screen from which the node is to be followed.It can be positive,negative or zero. If set to zero the node will be vertically centered followed. If both xOffset and yOffset are set to zero,then the node will be horizontally and vertically centered followed.
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.
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.
void setBoudarySet ( bool  value)
inline
Parameters
valueTurn on/off boundary.
var setBoudarySet ( var  value)
inline
Parameters
valueTurn on/off boundary.
local setBoudarySet ( local  value)
inline
Parameters
valueTurn on/off boundary.
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.

virtual Follow* reverse ( void  ) const
overridevirtual

Returns a new action that performs the exact reverse of the action.

Returns
A new action that performs the exact reverse of the action.

Reimplemented from Action.

var reverse (   )
overridevirtual

Returns a new action that performs the exact reverse of the action.

Returns
A new action that performs the exact reverse of the action.

Reimplemented from Action.

local reverse (   )
overridevirtual

Returns a new action that performs the exact reverse of the action.

Returns
A new action that performs the exact reverse of the action.

Reimplemented from Action.

virtual void step ( float  dt)
overridevirtual
Parameters
dtin seconds.

Reimplemented from Action.

local step ( local  dt)
overridevirtual
Parameters
dtin seconds.

Reimplemented from Action.

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 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.

bool initWithTarget ( Node followedNode,
const Rect rect = Rect::ZERO 
)
protected

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 
)
protected

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 
)
protected

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 initWithTargetAndOffset ( Node followedNode,
float  xOffset,
float  yOffset,
const Rect rect = Rect::ZERO 
)
protected

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

Parameters
followedNodeThe node to be followed.
rectThe boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.
xOffsetThe horizontal offset from the center of the screen from which the node is to be followed.It can be positive,negative or zero.If set to zero the node will be horizontally centered followed.
yOffsetThe vertical offset from the center of the screen from which the node is to be followed.It can be positive,negative or zero. If set to zero the node will be vertically centered followed. If both xOffset and yOffset are set to zero,then the node will be horizontally and vertically centered followed.
var initWithTargetAndOffset ( var  followedNode,
var  xOffset,
var  yOffset,
var  rect = Rect::ZERO 
)
protected

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

Parameters
followedNodeThe node to be followed.
rectThe boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.
xOffsetThe horizontal offset from the center of the screen from which the node is to be followed.It can be positive,negative or zero.If set to zero the node will be horizontally centered followed.
yOffsetThe vertical offset from the center of the screen from which the node is to be followed.It can be positive,negative or zero. If set to zero the node will be vertically centered followed. If both xOffset and yOffset are set to zero,then the node will be horizontally and vertically centered followed.
local initWithTargetAndOffset ( local  followedNode,
local  xOffset,
local  yOffset,
local  rect = Rect::ZERO 
)
protected

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

Parameters
followedNodeThe node to be followed.
rectThe boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.
xOffsetThe horizontal offset from the center of the screen from which the node is to be followed.It can be positive,negative or zero.If set to zero the node will be horizontally centered followed.
yOffsetThe vertical offset from the center of the screen from which the node is to be followed.It can be positive,negative or zero. If set to zero the node will be vertically centered followed. If both xOffset and yOffset are set to zero,then the node will be horizontally and vertically centered followed.

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