Cocos2d-x  v3.10
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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 whether the boundarySet is opened. More...
 
var isBoundarySet ()
 Return whether the boundarySet is opened. More...
 
local isBoundarySet ()
 Return whether the boundarySet is opened. More...
 
void setBoundarySet (bool value)
 Ater behavior - turn on/off the boundary. More...
 
var setBoundarySet ( var value)
 Ater behavior - turn on/off the boundary. More...
 
local setBoundarySet ( local value)
 Ater behavior - turn on/off the boundary. More...
 
void setBoudarySet (bool value)
var setBoudarySet ( var value)
local setBoudarySet ( local value)
virtual Followclone () const override
 Returns a clone of action. More...
 
virtual Followreverse () const override
 Returns a new action that performs the exactly the reverse action. More...
 
var reverse ()
 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 step (float dt) override
 Called every frame with its delta time, dt in seconds. More...
 
local step ( local dt)
 Called every frame with its delta time, dt in seconds. More...
 
virtual bool isDone () const override
 Return true if the action has finished. More...
 
var isDone ()
 Return true if the action has finished. More...
 
local isDone ()
 Return true if the action has finished. More...
 
virtual void stop () override
 Called after the action that has finished. More...
 
var stop ()
 Called after the action that has finished. More...
 
local stop ()
 Called after the action that 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 the current target. More...
 
void setTarget (Node *target)
 The setter function for the target property. More...
 
var setTarget ( var target)
 The setter function for the target property. More...
 
local setTarget ( local target)
 The setter function for the target property. More...
 
NodegetOriginalTarget () const
 Return the original Target. More...
 
var getOriginalTarget ()
 Return the original Target. More...
 
local getOriginalTarget ()
 Return the original Target. More...
 
void setOriginalTarget (Node *originalTarget)
 Set the original target, since target can be nil. More...
 
var setOriginalTarget ( var 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...
 
local 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...
 
void setFlags (unsigned int flags)
 Returns a flag field that is used to group the actions easily. More...
 
var setFlags ( var flags)
 Returns a flag field that is used to group the actions easily. More...
 
local setFlags ( local flags)
 Returns a flag field that is used to group the actions easily. More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
local retain ()
 Retains the ownership. More...
 
void 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.
 
- Public Member Functions inherited from Clonable
Refcopy () const
 Returns a copy of the Ref.
 

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...
 

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...
 

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.
 
bool _scriptOwned
 The life of the object is scrolled by the scripting engine. More...
 
local _scriptOwned
 The life of the object is scrolled by the scripting engine. More...
 
- Static Public Attributes inherited from Action
static const int INVALID_TAG = -1
 Default tag used for all the actions.
 
var INVALID_TAG = -1
 Default tag used for all the actions.
 
local INVALID_TAG = -1
 Default tag used for all the actions.
 

Detailed Description

Follow is an action that "follows" a node.

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

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.

The node to be followed. The 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.

The node to be followed. The 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.

The node to be followed. The boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.

bool isBoundarySet ( ) const
inline

Return whether the boundarySet is opened.

Return boundary activated or not.

var isBoundarySet ( )
inline

Return whether the boundarySet is opened.

Return boundary activated or not.

local isBoundarySet ( )
inline

Return whether the boundarySet is opened.

Return boundary activated or not.

void setBoundarySet ( bool  value)
inline

Ater behavior - turn on/off the boundary.

Turn on/off the boundary.

var setBoundarySet ( var  value)
inline

Ater behavior - turn on/off the boundary.

Turn on/off the boundary.

local setBoundarySet ( local  value)
inline

Ater behavior - turn on/off the boundary.

Turn on/off the boundary.

void setBoudarySet ( bool  value)
inline

Turn on/off the boundary.

var setBoudarySet ( var  value)
inline

Turn on/off the boundary.

local setBoudarySet ( local  value)
inline

Turn on/off the boundary.

virtual Follow* clone ( ) const
overridevirtual

Returns a clone of action.

A clone action.

Reimplemented from Action.

var clone ( )
overridevirtual

Returns a clone of action.

A clone action.

Reimplemented from Action.

local clone ( )
overridevirtual

Returns a clone of action.

A clone action.

Reimplemented from Action.

virtual Follow* reverse ( void  ) const
overridevirtual

Returns a new action that performs the exactly the reverse action.

A new action that performs the exactly the reverse action.

Reimplemented from Action.

var reverse (   )
overridevirtual

Returns a new action that performs the exactly the reverse action.

A new action that performs the exactly the reverse action.

Reimplemented from Action.

local reverse (   )
overridevirtual

Returns a new action that performs the exactly the reverse action.

A new action that performs the exactly the reverse action.

Reimplemented from Action.

virtual void step ( float  dt)
overridevirtual

Called every frame with its delta time, dt in seconds.

DON'T override unless you know what you are doing.

In seconds.

Reimplemented from Action.

var step ( var  dt)
overridevirtual

Called every frame with its delta time, dt in seconds.

DON'T override unless you know what you are doing.

In seconds.

Reimplemented from Action.

local step ( local  dt)
overridevirtual

Called every frame with its delta time, dt in seconds.

DON'T override unless you know what you are doing.

In seconds.

Reimplemented from Action.

virtual bool isDone ( ) const
overridevirtual

Return true if the action has finished.

Is true if the action has finished.

Reimplemented from Action.

var isDone ( )
overridevirtual

Return true if the action has finished.

Is true if the action has finished.

Reimplemented from Action.

local isDone ( )
overridevirtual

Return true if the action has finished.

Is true if the action has finished.

Reimplemented from Action.

virtual void stop ( )
overridevirtual

Called after the action that 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 that 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 that 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.

The node to be followed. The 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.

The node to be followed. The 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.

The node to be followed. The boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.


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