1 /****************************************************************************
  2  Copyright (c) 2010-2012 cocos2d-x.org
  3  Copyright (c) 2008-2010 Ricardo Quesada
  4  Copyright (c) 2011      Zynga Inc.
  5 
  6  http://www.cocos2d-x.org
  7 
  8  Permission is hereby granted, free of charge, to any person obtaining a copy
  9  of this software and associated documentation files (the "Software"), to deal
 10  in the Software without restriction, including without limitation the rights
 11  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 12  copies of the Software, and to permit persons to whom the Software is
 13  furnished to do so, subject to the following conditions:
 14 
 15  The above copyright notice and this permission notice shall be included in
 16  all copies or substantial portions of the Software.
 17 
 18  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 19  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 20  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 21  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 22  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 23  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 24  THE SOFTWARE.
 25  ****************************************************************************/
 26 
 27 /** Default Action tag
 28  * @constant
 29  * @type {Number}
 30  */
 31 cc.ACTION_TAG_INVALID = -1;
 32 
 33 /**
 34  * Base class for cc.Action objects.
 35  * @class
 36  * @extends cc.Class
 37  */
 38 cc.Action = cc.Class.extend(/** @lends cc.Action# */{
 39     //***********variables*************
 40     _originalTarget:null,
 41 
 42     /** The "target".
 43      The target will be set with the 'startWithTarget' method.
 44      When the 'stop' method is called, target will be set to nil.
 45      The target is 'assigned', it is not 'retained'.
 46      */
 47     _target:null,
 48     _tag:cc.ACTION_TAG_INVALID,
 49 
 50     //**************Public Functions***********
 51     ctor:function () {
 52         this._originalTarget = null;
 53         this._target = null;
 54         this._tag = cc.ACTION_TAG_INVALID;
 55     },
 56     /**
 57      * @return {String}
 58      */
 59     description:function () {
 60         return "<cc.Action | Tag = " + this._tag + ">";
 61     },
 62 
 63     /**
 64      * to copy object with deep copy.
 65      * @deprecated
 66      * @return {object}
 67      */
 68     copy:function () {
 69         return this.clone();
 70     },
 71 
 72     /**
 73      * returns a clone of action
 74      * @return {cc.Action}
 75      */
 76     clone:function () {
 77         var action = new cc.Action();
 78         action._originalTarget = null;
 79         action._target = null;
 80         action._tag = this._tag;
 81         return action;
 82     },
 83 
 84     /**
 85      * return true if the action has finished
 86      * @return {Boolean}
 87      */
 88     isDone:function () {
 89         return true;
 90     },
 91 
 92     /**
 93      * called before the action start. It will also set the target.
 94      * @param {cc.Node} target
 95      */
 96     startWithTarget:function (target) {
 97         this._originalTarget = target;
 98         this._target = target;
 99     },
100 
101     /**
102      * called after the action has finished. It will set the 'target' to nil.
103      * IMPORTANT: You should never call "action stop" manually. Instead, use: "target.stopAction(action);"
104      */
105     stop:function () {
106         this._target = null;
107     },
108     /** called every frame with it's delta time. DON'T override unless you know what you are doing.
109      *
110      * @param {Number} dt
111      */
112 
113     step:function (dt) {
114         cc.log("[Action step]. override me");
115     },
116 
117     /**
118      <p>called once per frame. time a value between 0 and 1  </P>
119 
120      <p>For example:  <br/>
121      - 0 means that the action just started <br/>
122      - 0.5 means that the action is in the middle<br/>
123      - 1 means that the action is over </P>
124      * @param {Number}  time
125      */
126     update:function (time) {
127         cc.log("[Action update]. override me");
128     },
129 
130     /**
131      *
132      * @return {cc.Node}
133      */
134     getTarget:function () {
135         return this._target;
136     },
137 
138     /** The action will modify the target properties.
139      *
140      * @param {cc.Node} target
141      */
142     setTarget:function (target) {
143         this._target = target;
144     },
145 
146     /**
147      *
148      * @return {cc.Node}
149      */
150     getOriginalTarget:function () {
151         return this._originalTarget;
152     },
153 
154     /** Set the original target, since target can be nil. <br/>
155      * Is the target that were used to run the action.  <br/>
156      * Unless you are doing something complex, like cc.ActionManager, you should NOT call this method. <br/>
157      * The target is 'assigned', it is not 'retained'. <br/>
158      * @param {cc.Node} originalTarget
159      */
160     setOriginalTarget:function (originalTarget) {
161         this._originalTarget = originalTarget;
162     },
163 
164     /**
165      *
166      * @return {Number}
167      */
168     getTag:function () {
169         return this._tag;
170     },
171 
172     /**
173      *
174      * @param {Number} tag
175      */
176     setTag:function (tag) {
177         this._tag = tag;
178     },
179     /**
180      * Currently JavaScript Bindigns (JSB), in some cases, needs to use retain and release. This is a bug in JSB,
181      * and the ugly workaround is to use retain/release. So, these 2 methods were added to be compatible with JSB.
182      * This is a hack, and should be removed once JSB fixes the retain/release bug
183      */
184     retain:function () {
185     },
186     release:function () {
187     }
188 });
189 /** Allocates and initializes the action
190  * @returns {cc.Action}
191  * @example
192  * // example
193  * var action = cc.Action.create();
194  */
195 cc.Action.create = function () {
196     return new cc.Action();
197 };
198 
199 
200 /**
201  * <p>Base class actions that do have a finite time duration.<br/>
202  * Possible actions: <br/>
203  * - An action with a duration of 0 seconds<br/>
204  * - An action with a duration of 35.5 seconds  </p>
205 
206  * Infinite time actions are valid
207  * @class
208  * @extends cc.Action
209  */
210 cc.FiniteTimeAction = cc.Action.extend(/** @lends cc.FiniteTimeAction# */{
211     //! duration in seconds
212     _duration:0,
213 
214     ctor:function () {
215         cc.Action.prototype.ctor.call(this);
216         this._duration = 0;
217     },
218 
219     /** get duration in seconds of the action
220      *
221      * @return {Number}
222      */
223     getDuration:function () {
224         return this._duration;
225     },
226 
227     /** set duration in seconds of the action
228      *
229      * @param {Number} duration
230      */
231     setDuration:function (duration) {
232         this._duration = duration;
233     },
234 
235     /** returns a reversed action
236      *
237      * @return {Null}
238      */
239     reverse:function () {
240         cc.log("cocos2d: FiniteTimeAction#reverse: Implement me");
241         return null;
242     },
243 
244     /**
245      *
246      */
247     clone:function () {
248         return new cc.FiniteTimeAction();
249     }
250 });
251 
252 /**
253  * Changes the speed of an action, making it take longer (speed>1)
254  * or less (speed<1) time. <br/>
255  * Useful to simulate 'slow motion' or 'fast forward' effect.
256  * @warning This action can't be Sequenceable because it is not an cc.IntervalAction
257  * @class
258  * @extends cc.Action
259  */
260 cc.Speed = cc.Action.extend(/** @lends cc.Speed# */{
261     _speed:0.0,
262     _innerAction:null,
263 
264     ctor:function () {
265         cc.Action.prototype.ctor.call(this);
266         this._speed = 0;
267         this._innerAction = null;
268     },
269 
270     /**
271      * @return {Number}
272      */
273     getSpeed:function () {
274         return this._speed;
275     },
276 
277     /** alter the speed of the inner function in runtime
278      * @param {Number} speed
279      */
280     setSpeed:function (speed) {
281         this._speed = speed;
282     },
283 
284     /** initializes the action
285      * @param {cc.ActionInterval} action
286      * @param {Number} speed
287      * @return {Boolean}
288      */
289     initWithAction:function (action, speed) {
290         if(!action)
291             throw "cc.Speed.initWithAction(): action must be non nil";
292 
293         this._innerAction = action;
294         this._speed = speed;
295         return true;
296     },
297 
298     /**
299      * returns a clone of action
300      * @returns {cc.Speed}
301      */
302     clone:function () {
303         var action = new cc.Speed();
304         action.initWithAction(this._innerAction.clone(), this._speed);
305         return action;
306     },
307 
308     /**
309      * @param {cc.Node} target
310      */
311     startWithTarget:function (target) {
312         cc.Action.prototype.startWithTarget.call(this, target);
313         this._innerAction.startWithTarget(target);
314     },
315 
316     /**
317      *  Stop the action
318      */
319     stop:function () {
320         this._innerAction.stop();
321         cc.Action.prototype.stop.call(this);
322     },
323 
324     /**
325      * @param {Number} dt
326      */
327     step:function (dt) {
328         this._innerAction.step(dt * this._speed);
329     },
330 
331     /**
332      * @return {Boolean}
333      */
334     isDone:function () {
335         return this._innerAction.isDone();
336     },
337 
338     /**
339      * @return {cc.ActionInterval}
340      */
341     reverse:function () {
342         return (cc.Speed.create(this._innerAction.reverse(), this._speed));
343     },
344 
345     /**
346      *
347      * @param {cc.ActionInterval} action
348      */
349     setInnerAction:function (action) {
350         if (this._innerAction != action) {
351             this._innerAction = action;
352         }
353     },
354 
355     /**
356      *
357      * @return {cc.ActionInterval}
358      */
359     getInnerAction:function () {
360         return this._innerAction;
361     }
362 });
363 /** creates the action
364  *
365  * @param {cc.ActionInterval} action
366  * @param {Number} speed
367  * @return {cc.Speed}
368  */
369 cc.Speed.create = function (action, speed) {
370     var ret = new cc.Speed();
371     if (ret && ret.initWithAction(action, speed))
372         return ret;
373     return null;
374 };
375 
376 /**
377  * cc.Follow is an action that "follows" a node.
378 
379  * @example
380  * //example
381  * //Instead of using cc.Camera as a "follower", use this action instead.
382  * layer.runAction(cc.Follow.actionWithTarget(hero));
383 
384  * @class
385  * @extends cc.Action
386  */
387 cc.Follow = cc.Action.extend(/** @lends cc.Follow# */{
388     // node to follow
389     _followedNode:null,
390     // whether camera should be limited to certain area
391     _boundarySet:false,
392     // if screen size is bigger than the boundary - update not needed
393     _boundaryFullyCovered:false,
394     // fast access to the screen dimensions
395     _halfScreenSize:null,
396     _fullScreenSize:null,
397 
398     /** world leftBoundary
399      * @Type {Number}
400      */
401     leftBoundary:0.0,
402     /** world rightBoundary
403      * @Type Number
404      */
405     rightBoundary:0.0,
406     /** world topBoundary
407      * @Type Number
408      */
409     topBoundary:0.0,
410     /** world bottomBoundary
411      * @Type {Number}
412      */
413     bottomBoundary:0.0,
414     _worldRect:null,
415 
416     ctor:function () {
417         cc.Action.prototype.ctor.call(this);
418         this._followedNode = null;
419         this._boundarySet = false;
420 
421         this._boundaryFullyCovered = false;
422         this._halfScreenSize = null;
423         this._fullScreenSize = null;
424 
425         this.leftBoundary = 0.0;
426         this.rightBoundary = 0.0;
427         this.topBoundary = 0.0;
428         this.bottomBoundary = 0.0;
429         this._worldRect = cc.RectZero();
430     },
431 
432     clone:function () {
433         var action = new cc.Follow();
434         var locRect = this._worldRect;
435         var rect = new cc.Rect(locRect.x, locRect.y, locRect.width, locRect.height);
436         action.initWithTarget(this._followedNode, rect);
437         return action;
438     },
439 
440     /**
441      * @return {Boolean}
442      */
443     isBoundarySet:function () {
444         return this._boundarySet;
445     },
446 
447     /** alter behavior - turn on/off boundary
448      * @param {Boolean} value
449      */
450     setBoudarySet:function (value) {
451         this._boundarySet = value;
452     },
453 
454     /** initializes the action
455      * initializes the action with a set boundary
456      * @param {cc.Node} followedNode
457      * @param {cc.Rect} [rect=]
458      * @return {Boolean}
459      */
460     initWithTarget:function (followedNode, rect) {
461         if(!followedNode)
462             throw "cc.Follow.initWithAction(): followedNode must be non nil";
463 
464         rect = rect || cc.RectZero();
465         this._followedNode = followedNode;
466         this._worldRect = rect;
467 
468         this._boundarySet = !cc._rectEqualToZero(rect);
469 
470         this._boundaryFullyCovered = false;
471 
472         var winSize = cc.Director.getInstance().getWinSize();
473         this._fullScreenSize = cc.p(winSize.width, winSize.height);
474         this._halfScreenSize = cc.pMult(this._fullScreenSize, 0.5);
475 
476         if (this._boundarySet) {
477             this.leftBoundary = -((rect.x + rect.width) - this._fullScreenSize.x);
478             this.rightBoundary = -rect.x;
479             this.topBoundary = -rect.y;
480             this.bottomBoundary = -((rect.y + rect.height) - this._fullScreenSize.y);
481 
482             if (this.rightBoundary < this.leftBoundary) {
483                 // screen width is larger than world's boundary width
484                 //set both in the middle of the world
485                 this.rightBoundary = this.leftBoundary = (this.leftBoundary + this.rightBoundary) / 2;
486             }
487             if (this.topBoundary < this.bottomBoundary) {
488                 // screen width is larger than world's boundary width
489                 //set both in the middle of the world
490                 this.topBoundary = this.bottomBoundary = (this.topBoundary + this.bottomBoundary) / 2;
491             }
492 
493             if ((this.topBoundary == this.bottomBoundary) && (this.leftBoundary == this.rightBoundary))
494                 this._boundaryFullyCovered = true;
495         }
496         return true;
497     },
498 
499     /**
500      * @param {Number} dt
501      */
502     step:function (dt) {
503         var tempPosX = this._followedNode.getPositionX();
504         var tempPosY = this._followedNode.getPositionY();
505         tempPosX = this._halfScreenSize.x - tempPosX;
506         tempPosY = this._halfScreenSize.y - tempPosY;
507 
508         if (this._boundarySet) {
509             // whole map fits inside a single screen, no need to modify the position - unless map boundaries are increased
510             if (this._boundaryFullyCovered)
511                 return;
512 
513             this._target.setPosition(cc.clampf(tempPosX, this.leftBoundary, this.rightBoundary),
514                 cc.clampf(tempPosY, this.bottomBoundary, this.topBoundary));
515         } else {
516             this._target.setPosition(tempPosX, tempPosY);
517         }
518     },
519 
520     /**
521      * @return {Boolean}
522      */
523     isDone:function () {
524         return ( !this._followedNode.isRunning() );
525     },
526 
527     /**
528      * Stop the action.
529      */
530     stop:function () {
531         this._target = null;
532         cc.Action.prototype.stop.call(this);
533     }
534 });
535 /** creates the action with a set boundary <br/>
536  * creates the action with no boundary set
537  * @param {cc.Node} followedNode
538  * @param {cc.Rect} rect
539  * @return {cc.Follow|Null} returns the cc.Follow object on success
540  * @example
541  * // example
542  * // creates the action with a set boundary
543  * var sprite = cc.Sprite.create("spriteFileName");
544  * var followAction = cc.Follow.create(sprite, cc.rect(0, 0, s.width * 2 - 100, s.height));
545  * this.runAction(followAction);
546  *
547  * // creates the action with no boundary set
548  * var sprite = cc.Sprite.create("spriteFileName");
549  * var followAction = cc.Follow.create(sprite);
550  * this.runAction(followAction);
551  */
552 cc.Follow.create = function (followedNode, rect) {
553     rect = rect || new cc.RectZero();
554     var ret = new cc.Follow();
555     if (rect != null && ret && ret.initWithTarget(followedNode, rect))
556         return ret;
557     else if (ret && ret.initWithTarget(followedNode))
558         return ret;
559     return null;
560 };
561