cocos2d-x  3.0-rc0
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Spawn Class Reference

Spawn a new action immediately. More...

#include <CCActionInterval.h>

Inheritance diagram for Spawn:
ActionInterval FiniteTimeAction Action Ref Clonable

Public Member Functions

virtual Spawnclone () const override
 returns a clone of action More...
 
virtual Spawnreverse (void) const override
 returns a new action that performs the exactly the reverse action More...
 
local reverse ()
 returns a new action that performs the exactly the reverse action More...
 
virtual void startWithTarget (Node *target) override
 called before the action start. It will also set the target. More...
 
local startWithTarget ( local target)
 called before the action start. It will also set the target. More...
 
virtual void stop (void) override
 called after the action has finished. More...
 
virtual void update (float time) override
 called once per frame. More...
 
local update ( local time)
 called once per frame. More...
 
- Public Member Functions inherited from ActionInterval
float getElapsed (void)
 how many seconds had elapsed since the actions started to run. More...
 
void setAmplitudeRate (float amp)
float getAmplitudeRate (void)
virtual bool isDone (void) const override
 return true if the action has finished 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...
 
local step ( local dt)
 called every frame with it's delta time. DON'T override unless you know what you are doing. More...
 
- Public Member Functions inherited from FiniteTimeAction
float getDuration () const
 get duration in seconds of the action More...
 
void setDuration (float duration)
 set duration in seconds of the action More...
 
- Public Member Functions inherited from Action
virtual std::string description () const
NodegetTarget () 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...
 
NodegetOriginalTarget () const
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...
 
Refautorelease ()
 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 ()
Refcopy () 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 Spawncreate (FiniteTimeAction *action1,...) CC_REQUIRES_NULL_TERMINATION
 helper constructor to create an array of spawned actions More...
 
var create ( var action1)
 helper constructor to create an array of spawned actions More...
 
local create ( local action1)
 helper constructor to create an array of spawned actions More...
 
static SpawncreateWithVariableList (FiniteTimeAction *action1, va_list args)
 helper constructor to create an array of spawned actions More...
 
local createWithVariableList ( local action1, local args)
 helper constructor to create an array of spawned actions More...
 
static Spawncreate (const Vector< FiniteTimeAction * > &arrayOfActions)
 helper constructor to create an array of spawned actions given an array More...
 
static SpawncreateWithTwoActions (FiniteTimeAction *action1, FiniteTimeAction *action2)
 creates the Spawn action More...
 
local createWithTwoActions ( local action1, local action2)
 creates the Spawn action More...
 

Protected Member Functions

 Spawn ()
virtual ~Spawn ()
local ~Spawn ()
bool initWithTwoActions (FiniteTimeAction *action1, FiniteTimeAction *action2)
 initializes the Spawn action with the 2 actions to spawn More...
 
var initWithTwoActions ( var action1, var action2)
 initializes the Spawn action with the 2 actions to spawn More...
 
local initWithTwoActions ( local action1, local action2)
 initializes the Spawn action with the 2 actions to spawn More...
 
- Protected Member Functions inherited from ActionInterval
bool initWithDuration (float d)
 initializes the action More...
 
var initWithDuration ( var d)
 initializes the action More...
 
local initWithDuration ( local d)
 initializes the action More...
 
- Protected Member Functions inherited from FiniteTimeAction
 FiniteTimeAction ()
virtual ~FiniteTimeAction ()
- Protected Member Functions inherited from Action
 Action ()
 Action ()
 Action ()
virtual ~Action ()
var ~Action ()
local ~Action ()
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 

Protected Attributes

FiniteTimeAction_one
FiniteTimeAction_two
var _two
local _two
- Protected Attributes inherited from ActionInterval
float _elapsed
bool _firstTick
- Protected Attributes inherited from FiniteTimeAction
float _duration
 duration in seconds More...
 
- 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...
 

Detailed Description

Spawn a new action immediately.

Constructor & Destructor Documentation

Spawn ( )
inlineprotected
var Spawn ( )
inlineprotected
local Spawn ( )
inlineprotected
virtual ~Spawn ( )
protectedvirtual
var ~Spawn ( )
protectedvirtual
local ~Spawn ( )
protectedvirtual

Member Function Documentation

virtual Spawn* clone ( ) const
overridevirtual

returns a clone of action

Implements ActionInterval.

var clone ( )
overridevirtual

returns a clone of action

Implements ActionInterval.

local clone ( )
overridevirtual

returns a clone of action

Implements ActionInterval.

static Spawn* create ( FiniteTimeAction action1,
  ... 
)
static

helper constructor to create an array of spawned actions

When this funtion bound to the js or lua,the input params changed
in js :var create(var object1,var object2, ...)
in lua :local create(local object1,local object2, ...)
var create ( var  action1,
  ... 
)
static

helper constructor to create an array of spawned actions

When this funtion bound to the js or lua,the input params changed
in js :var create(var object1,var object2, ...)
in lua :local create(local object1,local object2, ...)
local create ( local  action1,
  ... 
)
static

helper constructor to create an array of spawned actions

When this funtion bound to the js or lua,the input params changed
in js :var create(var object1,var object2, ...)
in lua :local create(local object1,local object2, ...)
static Spawn* create ( const Vector< FiniteTimeAction * > &  arrayOfActions)
static

helper constructor to create an array of spawned actions given an array

var create ( var  arrayOfActions)
static

helper constructor to create an array of spawned actions given an array

local create ( local  arrayOfActions)
static

helper constructor to create an array of spawned actions given an array

static Spawn* createWithTwoActions ( FiniteTimeAction action1,
FiniteTimeAction action2 
)
static

creates the Spawn action

var createWithTwoActions ( var  action1,
var  action2 
)
static

creates the Spawn action

local createWithTwoActions ( local  action1,
local  action2 
)
static

creates the Spawn action

static Spawn*
createWithVariableList
( FiniteTimeAction action1,
va_list  args 
)
static

helper constructor to create an array of spawned actions

var createWithVariableList ( var  action1,
var  args 
)
static

helper constructor to create an array of spawned actions

local createWithVariableList ( local  action1,
local  args 
)
static

helper constructor to create an array of spawned actions

bool initWithTwoActions ( FiniteTimeAction action1,
FiniteTimeAction action2 
)
protected

initializes the Spawn action with the 2 actions to spawn

var initWithTwoActions ( var  action1,
var  action2 
)
protected

initializes the Spawn action with the 2 actions to spawn

local initWithTwoActions ( local  action1,
local  action2 
)
protected

initializes the Spawn action with the 2 actions to spawn

virtual Spawn* reverse ( void  ) const
overridevirtual

returns a new action that performs the exactly the reverse action

Implements ActionInterval.

var reverse (   )
overridevirtual

returns a new action that performs the exactly the reverse action

Implements ActionInterval.

local reverse (   )
overridevirtual

returns a new action that performs the exactly the reverse action

Implements ActionInterval.

virtual void startWithTarget ( Node target)
overridevirtual

called before the action start. It will also set the target.

Reimplemented from ActionInterval.

var startWithTarget ( var  target)
overridevirtual

called before the action start. It will also set the target.

Reimplemented from ActionInterval.

local startWithTarget ( local  target)
overridevirtual

called before the action start. It will also set the target.

Reimplemented from ActionInterval.

virtual void stop ( void  )
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  time)
overridevirtual

called once per frame.

time a value between 0 and 1

For example:

  • 0 means that the action just started
  • 0.5 means that the action is in the middle
  • 1 means that the action is over

Reimplemented from Action.

var update ( var  time)
overridevirtual

called once per frame.

time a value between 0 and 1

For example:

  • 0 means that the action just started
  • 0.5 means that the action is in the middle
  • 1 means that the action is over

Reimplemented from Action.

local update ( local  time)
overridevirtual

called once per frame.

time a value between 0 and 1

For example:

  • 0 means that the action just started
  • 0.5 means that the action is in the middle
  • 1 means that the action is over

Reimplemented from Action.

Member Data Documentation

FiniteTimeAction* _one
protected
var _one
protected
local _one
protected
FiniteTimeAction* _two
protected
var _two
protected
local _two
protected

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