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 Follow * | clone () const override |
Returns a clone of action. More... | |
virtual Follow * | reverse () 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... | |
Node * | getTarget () 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... | |
Node * | getOriginalTarget () 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... | |
Ref * | autorelease () |
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 | |
Ref * | copy () const |
Returns a copy of the Ref. | |
Static Public Member Functions | |
static Follow * | create (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. | |
Follow is an action that "follows" a node.
Instead of using Camera as a "follower", use this action instead. Eg:
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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.
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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.
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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.
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inline |
Return whether the boundarySet is opened.
Return boundary activated or not.
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inline |
Return whether the boundarySet is opened.
Return boundary activated or not.
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inline |
Return whether the boundarySet is opened.
Return boundary activated or not.
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inline |
Ater behavior - turn on/off the boundary.
Turn on/off the boundary.
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inline |
Ater behavior - turn on/off the boundary.
Turn on/off the boundary.
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inline |
Ater behavior - turn on/off the boundary.
Turn on/off the boundary.
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inline |
Turn on/off the boundary.
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inline |
Turn on/off the boundary.
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inline |
Turn on/off the boundary.
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overridevirtual |
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overridevirtual |
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overridevirtual |
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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.
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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.
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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.
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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.
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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.
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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.
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overridevirtual |
Return true if the action has finished.
Is true if the action has finished.
Reimplemented from Action.
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overridevirtual |
Return true if the action has finished.
Is true if the action has finished.
Reimplemented from Action.
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overridevirtual |
Return true if the action has finished.
Is true if the action has finished.
Reimplemented from Action.
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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.
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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.
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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.
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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.
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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.
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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.