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Animate Class Reference

Animates a sprite given the name of an Animation. More...

Inherits ActionInterval.

Public Member Functions

void setAnimation (Animation *animation)
 Sets the Animation object to be animated. More...
 
AnimationgetAnimation ()
 returns the Animation object that is being animated More...
 
local getAnimation ()
 returns the Animation object that is being animated More...
 
int getCurrentFrameIndex ()
 Gets the index of sprite frame currently displayed. More...
 
var getCurrentFrameIndex ()
 Gets the index of sprite frame currently displayed. More...
 
local getCurrentFrameIndex ()
 Gets the index of sprite frame currently displayed. More...
 
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 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 startWithTarget (Node *target) override
 Called before the action start. More...
 
local startWithTarget ( local target)
 Called before the action start. 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...
 
virtual void update (float t) override
- Public Member Functions inherited from ActionInterval
float getElapsed ()
 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 amplitude rate, extension in GridAction. More...
 
float getAmplitudeRate ()
 Gets the amplitude rate, extension in GridAction. More...
 
var getAmplitudeRate ()
 Gets the amplitude rate, extension in GridAction. More...
 
local getAmplitudeRate ()
 Gets the amplitude rate, extension in GridAction. More...
 
virtual bool isDone () const override
 Return true if the action has finished. More...
 
var 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...
 
local setDuration ( local duration)
 Set duration in seconds of the action. More...
 
- Public Member Functions inherited from Action
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 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...
 

Protected Member Functions

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
 
- Protected Member Functions inherited from ActionInterval
bool initWithDuration (float d)
 initializes the action
 
var initWithDuration ( var d)
 initializes the action
 
local initWithDuration ( local d)
 initializes the action
 

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

Animates a sprite given the name of an Animation.

Member Function Documentation

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.
void setAnimation ( Animation animation)

Sets the Animation object to be animated.

Parameters
animationcertain animation.
var setAnimation ( var  animation)

Sets the Animation object to be animated.

Parameters
animationcertain animation.
local setAnimation ( local  animation)

Sets the Animation object to be animated.

Parameters
animationcertain animation.
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.
int getCurrentFrameIndex ( )
inline

Gets the index of sprite frame currently displayed.

Returns
int the index of sprite frame currently displayed.
var getCurrentFrameIndex ( )
inline

Gets the index of sprite frame currently displayed.

Returns
int the index of sprite frame currently displayed.
local getCurrentFrameIndex ( )
inline

Gets the index of sprite frame currently displayed.

Returns
int the index of sprite frame currently displayed.
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.

virtual Animate* 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 ActionInterval.

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 ActionInterval.

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 ActionInterval.

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 ( )
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.


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