cocos2d-x  3.0-alpha0
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ActionObject Class Reference

#include <CCActionObject.h>

Inheritance diagram for ActionObject:
Object

Public Member Functions

 ActionObject ()
 Default constructor. More...
 
virtual ~ActionObject ()
 Default destructor. More...
 
var ~ActionObject ()
 Default destructor. More...
 
local ~ActionObject ()
 Default destructor. More...
 
void setName (const char *name)
 Sets name for object. More...
 
const char * getName ()
 Sets name for object. More...
 
var getName ()
 Sets name for object. More...
 
local getName ()
 Sets name for object. More...
 
void setLoop (bool bLoop)
 Sets if the action will loop play. More...
 
var setLoop ( var bLoop)
 Sets if the action will loop play. More...
 
local setLoop ( local bLoop)
 Sets if the action will loop play. More...
 
bool getLoop ()
 Gets if the action will loop play. More...
 
var getLoop ()
 Gets if the action will loop play. More...
 
local getLoop ()
 Gets if the action will loop play. More...
 
void setUnitTime (float fTime)
 Sets the time interval of frame. More...
 
float getUnitTime ()
 Gets the time interval of frame. More...
 
var getUnitTime ()
 Gets the time interval of frame. More...
 
local getUnitTime ()
 Gets the time interval of frame. More...
 
void setCurrentTime (float fTime)
 Sets the current time of frame. More...
 
float getCurrentTime ()
 Gets the current time of frame. More...
 
bool isPlaying ()
 Return if the action is playing. More...
 
void play ()
 Play the action. More...
 
void pause ()
 Pause the action. More...
 
var pause ()
 Pause the action. More...
 
local pause ()
 Pause the action. More...
 
void stop ()
 Stop the action. More...
 
var stop ()
 Stop the action. More...
 
local stop ()
 Stop the action. More...
 
void addActionNode (ActionNode *node)
 Adds a ActionNode to play the action. More...
 
void removeActionNode (ActionNode *node)
 Removes a ActionNode which play the action. More...
 
var removeActionNode ( var node)
 Removes a ActionNode which play the action. More...
 
local removeActionNode ( local node)
 Removes a ActionNode which play the action. More...
 
void updateToFrameByTime (float fTime)
void initWithDictionary (cs::JsonDictionary *dic, Object *root)
var initWithDictionary ( var dic, var root)
local initWithDictionary ( local dic, local root)
- Public Member Functions inherited from Object
 Object ()
 Constructor. More...
 
virtual ~Object ()
void release ()
 Release the ownership immediately. More...
 
void retain ()
 Retains the ownership. More...
 
Objectautorelease ()
 Release the ownership sometime soon automatically. More...
 
bool isSingleReference () const
 Returns a boolean value that indicates whether there is only one reference to the object. More...
 
unsigned int retainCount () const
 Returns the object's current reference count. More...
 
virtual bool isEqual (const Object *object)
 Returns a boolean value that indicates whether this object and a given object are equal. More...
 
virtual void acceptVisitor (DataVisitor &visitor)
virtual void update (float dt)

Protected Attributes

Array_actionNodeList
var _actionNodeList
local _actionNodeList
std::string _name
var _name
local _name
bool _loop
bool _bPause
var _bPause
local _bPause
bool _bPlaying
var _bPlaying
local _bPlaying
float _fUnitTime
var _fUnitTime
local _fUnitTime
float _currentTime
var _currentTime
local _currentTime
- Protected Attributes inherited from Object
unsigned int _reference
 count of references More...
 
var _reference
 count of references More...
 
local _reference
 count of references More...
 
unsigned int _autoReleaseCount
 count of autorelease More...
 
var _autoReleaseCount
 count of autorelease More...
 
local _autoReleaseCount
 count of autorelease More...
 

Additional Inherited Members

- Public Attributes inherited from Object
unsigned int _ID
 object id, ScriptSupport need public _ID More...
 
int _luaID
 Lua reference id. More...
 

Constructor & Destructor Documentation

Default constructor.

var ActionObject ( )

Default constructor.

local ActionObject ( )

Default constructor.

virtual ~ActionObject ( )
virtual

Default destructor.

var ~ActionObject ( )
virtual

Default destructor.

local ~ActionObject ( )
virtual

Default destructor.

Member Function Documentation

void addActionNode ( ActionNode node)

Adds a ActionNode to play the action.

the ActionNode which will play the action

var addActionNode ( var  node)

Adds a ActionNode to play the action.

the ActionNode which will play the action

local addActionNode ( local  node)

Adds a ActionNode to play the action.

the ActionNode which will play the action

float getCurrentTime ( )

Gets the current time of frame.

Returns
fTime the current time of frame
var getCurrentTime ( )

Gets the current time of frame.

Returns
fTime the current time of frame
local getCurrentTime ( )

Gets the current time of frame.

Returns
fTime the current time of frame
bool getLoop ( )

Gets if the action will loop play.

Returns
that if the action will loop play
var getLoop ( )

Gets if the action will loop play.

Returns
that if the action will loop play
local getLoop ( )

Gets if the action will loop play.

Returns
that if the action will loop play
const char* getName ( )

Sets name for object.

Returns
name of object
var getName ( )

Sets name for object.

Returns
name of object
local getName ( )

Sets name for object.

Returns
name of object
float getUnitTime ( )

Gets the time interval of frame.

Returns
fTime the time interval of frame
var getUnitTime ( )

Gets the time interval of frame.

Returns
fTime the time interval of frame
local getUnitTime ( )

Gets the time interval of frame.

Returns
fTime the time interval of frame
void initWithDictionary ( cs::JsonDictionary dic,
Object root 
)
var initWithDictionary ( var  dic,
var  root 
)
local initWithDictionary ( local  dic,
local  root 
)
bool isPlaying ( )

Return if the action is playing.

Returns
true if the action is playing, false the otherwise
var isPlaying ( )

Return if the action is playing.

Returns
true if the action is playing, false the otherwise
local isPlaying ( )

Return if the action is playing.

Returns
true if the action is playing, false the otherwise
void pause ( )

Pause the action.

var pause ( )

Pause the action.

local pause ( )

Pause the action.

void play ( )

Play the action.

var play ( )

Play the action.

local play ( )

Play the action.

void removeActionNode ( ActionNode node)

Removes a ActionNode which play the action.

the ActionNode which play the action

var removeActionNode ( var  node)

Removes a ActionNode which play the action.

the ActionNode which play the action

local removeActionNode ( local  node)

Removes a ActionNode which play the action.

the ActionNode which play the action

void setCurrentTime ( float  fTime)

Sets the current time of frame.

Parameters
fTimethe current time of frame
var setCurrentTime ( var  fTime)

Sets the current time of frame.

Parameters
fTimethe current time of frame
local setCurrentTime ( local  fTime)

Sets the current time of frame.

Parameters
fTimethe current time of frame
void setLoop ( bool  bLoop)

Sets if the action will loop play.

Parameters
bLoopthat if the action will loop play
var setLoop ( var  bLoop)

Sets if the action will loop play.

Parameters
bLoopthat if the action will loop play
local setLoop ( local  bLoop)

Sets if the action will loop play.

Parameters
bLoopthat if the action will loop play
void setName ( const char *  name)

Sets name for object.

Parameters
namename of object
var setName ( var  name)

Sets name for object.

Parameters
namename of object
local setName ( local  name)

Sets name for object.

Parameters
namename of object
void setUnitTime ( float  fTime)

Sets the time interval of frame.

Parameters
fTimethe time interval of frame
var setUnitTime ( var  fTime)

Sets the time interval of frame.

Parameters
fTimethe time interval of frame
local setUnitTime ( local  fTime)

Sets the time interval of frame.

Parameters
fTimethe time interval of frame
void stop ( )

Stop the action.

var stop ( )

Stop the action.

local stop ( )

Stop the action.

void updateToFrameByTime ( float  fTime)
var updateToFrameByTime ( var  fTime)
local updateToFrameByTime ( local  fTime)

Member Data Documentation

Array* _actionNodeList
protected
var _actionNodeList
protected
local _actionNodeList
protected
bool _bPause
protected
var _bPause
protected
local _bPause
protected
bool _bPlaying
protected
var _bPlaying
protected
local _bPlaying
protected
float _currentTime
protected
var _currentTime
protected
local _currentTime
protected
float _fUnitTime
protected
var _fUnitTime
protected
local _fUnitTime
protected
bool _loop
protected
var _loop
protected
local _loop
protected
std::string _name
protected
var _name
protected
local _name
protected

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