A Animation object is used to perform animations on the Sprite objects. More...
#include <CCAnimation.h>
Public Member Functions | |
void | addSpriteFrame (SpriteFrame *frame) |
Adds a SpriteFrame to a Animation. More... | |
void | addSpriteFrameWithFile (const std::string &filename) |
Adds a frame with an image filename. More... | |
void | addSpriteFrameWithFileName (const std::string &filename) |
void | addSpriteFrameWithTexture (Texture2D *pobTexture, const Rect &rect) |
Adds a frame with a texture and a rect. More... | |
float | getTotalDelayUnits () const |
Gets the total Delay units of the Animation. More... | |
void | setDelayPerUnit (float delayPerUnit) |
Sets the delay in seconds of the "delay unit". More... | |
float | getDelayPerUnit () const |
Gets the delay in seconds of the "delay unit". More... | |
float | getDuration () const |
Gets the duration in seconds of the whole animation. More... | |
const Vector< AnimationFrame * > & | getFrames () const |
Gets the array of AnimationFrames. More... | |
void | setFrames (const Vector< AnimationFrame * > &frames) |
Sets the array of AnimationFrames. More... | |
bool | getRestoreOriginalFrame () const |
Checks whether to restore the original frame when animation finishes. More... | |
void | setRestoreOriginalFrame (bool restoreOriginalFrame) |
Sets whether to restore the original frame when animation finishes. More... | |
unsigned int | getLoops () const |
Gets the times the animation is going to loop. More... | |
void | setLoops (unsigned int loops) |
Sets the times the animation is going to loop. More... | |
virtual Animation * | clone () const override |
returns a copy of the Ref More... | |
virtual | ~Animation (void) |
bool | init () |
Initializes a Animation. More... | |
bool | initWithSpriteFrames (const Vector< SpriteFrame * > &arrayOfSpriteFrameNames, float delay=0.0f, unsigned int loops=1) |
Initializes a Animation with frames and a delay between frames. More... | |
bool | initWithAnimationFrames (const Vector< AnimationFrame * > &arrayOfAnimationFrameNames, float delayPerUnit, unsigned int loops) |
Initializes a Animation with AnimationFrame. More... | |
Public Member Functions inherited from Ref | |
void | 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... | |
virtual | ~Ref () |
Public Member Functions inherited from Clonable | |
virtual | ~Clonable () |
Ref * | copy () 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 Animation * | create (void) |
Creates an animation. More... | |
static Animation * | createWithSpriteFrames (const Vector< SpriteFrame * > &arrayOfSpriteFrameNames, float delay=0.0f, unsigned int loops=1) |
static Animation * | create (const Vector< AnimationFrame * > &arrayOfAnimationFrameNames, float delayPerUnit, unsigned int loops=1) |
Public Attributes | |
CC_CONSTRUCTOR_ACCESS | __pad0__: Animation() |
Protected Attributes | |
float | _totalDelayUnits |
total Delay units of the Animation. More... | |
float | _delayPerUnit |
Delay in seconds of the "delay unit". More... | |
float | _duration |
duration in seconds of the whole animation. More... | |
Vector< AnimationFrame * > | _frames |
array of AnimationFrames More... | |
bool | _restoreOriginalFrame |
whether or not it shall restore the original frame when the animation finishes More... | |
unsigned int | _loops |
how many times the animation is going to loop. More... | |
Protected Attributes inherited from Ref | |
unsigned int | _referenceCount |
count of references More... | |
Additional Inherited Members | |
Protected Member Functions inherited from Ref | |
Ref () | |
Constructor. More... | |
A Animation object is used to perform animations on the Sprite objects.
The Animation object contains AnimationFrame objects, and a possible delay between the frames. You can animate a Animation object by using the Animate action. Example:
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virtual |
void addSpriteFrame | ( | SpriteFrame * | frame | ) |
Adds a SpriteFrame to a Animation.
The frame will be added with one "delay unit".
void addSpriteFrameWithFile | ( | const std::string & | filename | ) |
Adds a frame with an image filename.
Internally it will create a SpriteFrame and it will add it. The frame will be added with one "delay unit". Added to facilitate the migration from v0.8 to v0.9.
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inline |
Adds a frame with a texture and a rect.
Internally it will create a SpriteFrame and it will add it. The frame will be added with one "delay unit". Added to facilitate the migration from v0.8 to v0.9.
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static |
Creates an animation.
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Gets the delay in seconds of the "delay unit".
float getDuration | ( | ) | const |
Gets the duration in seconds of the whole animation.
It is the result of totalDelayUnits * delayPerUnit
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Gets the array of AnimationFrames.
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Gets the times the animation is going to loop.
0 means animation is not animated. 1, animation is executed one time, ...
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Checks whether to restore the original frame when animation finishes.
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Gets the total Delay units of the Animation.
bool init | ( | ) |
Initializes a Animation.
bool initWithAnimationFrames | ( | const Vector< AnimationFrame * > & | arrayOfAnimationFrameNames, |
float | delayPerUnit, | ||
unsigned int | loops | ||
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Initializes a Animation with AnimationFrame.
bool initWithSpriteFrames | ( | const Vector< SpriteFrame * > & | arrayOfSpriteFrameNames, |
float | delay = 0.0f , |
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unsigned int | loops = 1 |
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Initializes a Animation with frames and a delay between frames.
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Sets the delay in seconds of the "delay unit".
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Sets the array of AnimationFrames.
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Sets the times the animation is going to loop.
0 means animation is not animated. 1, animation is executed one time, ...
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Sets whether to restore the original frame when animation finishes.
CC_CONSTRUCTOR_ACCESS __pad0__ |
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Delay in seconds of the "delay unit".
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duration in seconds of the whole animation.
It is the result of totalDelayUnits * delayPerUnit
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array of AnimationFrames
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how many times the animation is going to loop.
0 means animation is not animated. 1, animation is executed one time, ...
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whether or not it shall restore the original frame when the animation finishes
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total Delay units of the Animation.