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Action Class Reference

Base class for Action objects. More...

#include <CCAction.h>

Inheritance diagram for Action:
Ref Clonable ActionTimeline FiniteTimeAction Follow Speed ActionInstant ActionInterval CallFunc FlipX FlipY Hide Place RemoveSelf ReuseGrid Show StopGrid ToggleVisibility CCBSetSpriteFrame CCBSoundEffect AccelAmplitude AccelDeccelAmplitude ActionCamera ActionEase ActionTween Animate Animate3D BezierBy Blink CardinalSplineTo DeccelAmplitude DelayTime FadeTo GridAction JumpBy MoveBy ProgressFromTo ProgressTo Repeat RepeatForever ReverseTime RotateBy RotateTo ScaleTo Sequence SkewTo Spawn TargetedAction TintBy TintTo CCBRotateTo CCBRotateXTo CCBRotateYTo

Public Member Functions

virtual std::string description () const
virtual Actionclone () const
 returns a clone of action More...
 
var clone ()
 returns a clone of action More...
 
local clone ()
 returns a clone of action More...
 
virtual Actionreverse () const
 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 bool isDone () const
 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 startWithTarget (Node *target)
 called before the action start. It will also set the target. More...
 
virtual void stop ()
 called after the action has finished. More...
 
var stop ()
 called after the action has finished. More...
 
local stop ()
 called after the action has finished. More...
 
virtual void step (float dt)
 called every frame with it's delta time. DON'T override unless you know what you are doing. More...
 
var step ( var dt)
 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...
 
virtual void update (float time)
 called once per frame. More...
 
local update ( local time)
 called once per frame. More...
 
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
var getOriginalTarget ()
local getOriginalTarget ()
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
var getTag ()
local getTag ()
void setTag (int tag)
var setTag ( var tag)
local setTag ( local tag)
virtual ~Action ()
var ~Action ()
local ~Action ()
- Public Member Functions inherited from Ref
void 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 ()
- 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...
 

Public Attributes

CC_CONSTRUCTOR_ACCESS __pad0__: Action()

Static Public Attributes

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...
 

Protected Attributes

Node_originalTarget
Node_target
 The "target". More...
 
int _tag
 The action tag. More...
 
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 
local _referenceCount
 count of references More...
 

Additional Inherited Members

- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 
 Ref ()
 Constructor. More...
 

Detailed Description

Base class for Action objects.

Constructor & Destructor Documentation

virtual ~Action ( )
virtual
var ~Action ( )
virtual
local ~Action ( )
virtual

Member Function Documentation

virtual Action* clone ( ) const
inlinevirtual

returns a clone of action

Implements Clonable.

Reimplemented in TargetedAction, Animate, ReverseTime, EaseCubicActionInOut, DelayTime, EaseCubicActionOut, EaseCubicActionIn, TintBy, EaseCircleActionInOut, TintTo, EaseCircleActionOut, FadeOut, EaseCircleActionIn, FadeIn, EaseQuinticActionInOut, EaseQuinticActionOut, FadeTo, EaseQuinticActionIn, Blink, EaseQuarticActionInOut, ScaleBy, EaseQuarticActionOut, EaseQuarticActionIn, EaseQuadraticActionInOut, ScaleTo, EaseQuadraticActionOut, BezierTo, EaseQuadraticActionIn, EaseBezierAction, BezierBy, EaseBackInOut, JumpTo, EaseBackOut, EaseBackIn, JumpBy, EaseBounceInOut, SkewBy, EaseBounceOut, SkewTo, EaseBounceIn, MoveTo, EaseBounce, __CCCallFuncO, EaseElasticInOut, MoveBy, EaseElasticOut, __CCCallFuncND, RotateBy, EaseElasticIn, CallFuncN, SplitCols, RotateTo, EaseElastic, SplitRows, EaseSineInOut, Twirl, Spawn, ReuseGrid, CallFunc, JumpTiles3D, EaseSineOut, StopGrid, Waves, CatmullRomBy, CCBEaseInstant, EaseSineIn, WavesTiles3D, DeccelAmplitude, CCBRotateYTo, Follow, CatmullRomTo, RepeatForever, EaseExponentialInOut, Place, Liquid, CCBRotateXTo, TurnOffTiles, EaseExponentialOut, AccelAmplitude, CardinalSplineBy, CCBRotateTo, FlipY, Shaky3D, FadeOutDownTiles, Speed, EaseExponentialIn, CCBSoundEffect, Repeat, AccelDeccelAmplitude, FadeOutUpTiles, FlipX, CardinalSplineTo, Ripple3D, CCBSetSpriteFrame, EaseInOut, TiledGrid3DAction, FadeOutBLTiles, EaseOut, FiniteTimeAction, RemoveSelf, Sequence, FadeOutTRTiles, Lens3D, ActionTimeline, EaseIn, ToggleVisibility, Grid3DAction, FlipY3D, ShuffleTiles, Hide, OrbitCamera, EaseRateAction, ActionInterval, FlipX3D, ProgressFromTo, Show, ActionTween, LuaCallFunc, Animate3D, ShatteredTiles3D, ActionCamera, Waves3D, PageTurn3D, ActionEase, GridAction, ActionInstant, ProgressTo, and ShakyTiles3D.

var clone ( )
inlinevirtual

returns a clone of action

Implements Clonable.

Reimplemented in TargetedAction, Animate, ReverseTime, EaseCubicActionInOut, DelayTime, EaseCubicActionOut, EaseCubicActionIn, TintBy, EaseCircleActionInOut, TintTo, EaseCircleActionOut, FadeOut, EaseCircleActionIn, FadeIn, EaseQuinticActionInOut, EaseQuinticActionOut, FadeTo, EaseQuinticActionIn, Blink, EaseQuarticActionInOut, ScaleBy, EaseQuarticActionOut, EaseQuarticActionIn, EaseQuadraticActionInOut, ScaleTo, EaseQuadraticActionOut, BezierTo, EaseQuadraticActionIn, EaseBezierAction, BezierBy, EaseBackInOut, JumpTo, EaseBackOut, EaseBackIn, JumpBy, EaseBounceInOut, SkewBy, EaseBounceOut, SkewTo, EaseBounceIn, MoveTo, EaseBounce, __CCCallFuncO, EaseElasticInOut, MoveBy, EaseElasticOut, __CCCallFuncND, RotateBy, EaseElasticIn, CallFuncN, SplitCols, RotateTo, EaseElastic, SplitRows, EaseSineInOut, Twirl, Spawn, ReuseGrid, CallFunc, JumpTiles3D, EaseSineOut, StopGrid, Waves, CatmullRomBy, CCBEaseInstant, EaseSineIn, WavesTiles3D, DeccelAmplitude, CCBRotateYTo, Follow, CatmullRomTo, RepeatForever, EaseExponentialInOut, Place, Liquid, CCBRotateXTo, TurnOffTiles, EaseExponentialOut, AccelAmplitude, CardinalSplineBy, CCBRotateTo, FlipY, Shaky3D, FadeOutDownTiles, Speed, EaseExponentialIn, CCBSoundEffect, Repeat, AccelDeccelAmplitude, FadeOutUpTiles, FlipX, CardinalSplineTo, Ripple3D, CCBSetSpriteFrame, EaseInOut, TiledGrid3DAction, FadeOutBLTiles, EaseOut, FiniteTimeAction, RemoveSelf, Sequence, FadeOutTRTiles, Lens3D, ActionTimeline, EaseIn, ToggleVisibility, Grid3DAction, FlipY3D, ShuffleTiles, Hide, OrbitCamera, EaseRateAction, ActionInterval, FlipX3D, ProgressFromTo, Show, ActionTween, LuaCallFunc, Animate3D, ShatteredTiles3D, ActionCamera, Waves3D, PageTurn3D, ActionEase, GridAction, ActionInstant, ProgressTo, and ShakyTiles3D.

local clone ( )
inlinevirtual

returns a clone of action

Implements Clonable.

Reimplemented in TargetedAction, Animate, ReverseTime, EaseCubicActionInOut, DelayTime, EaseCubicActionOut, EaseCubicActionIn, TintBy, EaseCircleActionInOut, TintTo, EaseCircleActionOut, FadeOut, EaseCircleActionIn, FadeIn, EaseQuinticActionInOut, EaseQuinticActionOut, FadeTo, EaseQuinticActionIn, Blink, EaseQuarticActionInOut, ScaleBy, EaseQuarticActionOut, EaseQuarticActionIn, EaseQuadraticActionInOut, ScaleTo, EaseQuadraticActionOut, BezierTo, EaseQuadraticActionIn, EaseBezierAction, BezierBy, EaseBackInOut, JumpTo, EaseBackOut, EaseBackIn, JumpBy, EaseBounceInOut, SkewBy, EaseBounceOut, SkewTo, EaseBounceIn, MoveTo, EaseBounce, __CCCallFuncO, EaseElasticInOut, MoveBy, EaseElasticOut, __CCCallFuncND, RotateBy, EaseElasticIn, CallFuncN, SplitCols, RotateTo, EaseElastic, SplitRows, EaseSineInOut, Twirl, Spawn, ReuseGrid, CallFunc, JumpTiles3D, EaseSineOut, StopGrid, Waves, CatmullRomBy, CCBEaseInstant, EaseSineIn, WavesTiles3D, DeccelAmplitude, CCBRotateYTo, Follow, CatmullRomTo, RepeatForever, EaseExponentialInOut, Place, Liquid, CCBRotateXTo, TurnOffTiles, EaseExponentialOut, AccelAmplitude, CardinalSplineBy, CCBRotateTo, FlipY, Shaky3D, FadeOutDownTiles, Speed, EaseExponentialIn, CCBSoundEffect, Repeat, AccelDeccelAmplitude, FadeOutUpTiles, FlipX, CardinalSplineTo, Ripple3D, CCBSetSpriteFrame, EaseInOut, TiledGrid3DAction, FadeOutBLTiles, EaseOut, FiniteTimeAction, RemoveSelf, Sequence, FadeOutTRTiles, Lens3D, ActionTimeline, EaseIn, ToggleVisibility, Grid3DAction, FlipY3D, ShuffleTiles, Hide, OrbitCamera, EaseRateAction, ActionInterval, FlipX3D, ProgressFromTo, Show, ActionTween, LuaCallFunc, Animate3D, ShatteredTiles3D, ActionCamera, Waves3D, PageTurn3D, ActionEase, GridAction, ActionInstant, ProgressTo, and ShakyTiles3D.

virtual std::string description ( ) const
virtual
Node* getOriginalTarget ( ) const
inline
var getOriginalTarget ( )
inline
local getOriginalTarget ( )
inline
int getTag ( ) const
inline
var getTag ( )
inline
local getTag ( )
inline
Node* getTarget ( ) const
inline
var getTarget ( )
inline
local getTarget ( )
inline
virtual bool isDone ( ) const
virtual

return true if the action has finished

Reimplemented in Follow, RepeatForever, Speed, Repeat, ActionTimeline, ActionInterval, and ActionInstant.

var isDone ( )
virtual

return true if the action has finished

Reimplemented in Follow, RepeatForever, Speed, Repeat, ActionTimeline, ActionInterval, and ActionInstant.

local isDone ( )
virtual

return true if the action has finished

Reimplemented in Follow, RepeatForever, Speed, Repeat, ActionTimeline, ActionInterval, and ActionInstant.

virtual Action* reverse ( void  ) const
inlinevirtual
void setOriginalTarget ( Node originalTarget)
inline

Set the original target, since target can be nil.

Is the target that were used to run the action. Unless you are doing something complex, like ActionManager, you should NOT call this method. The target is 'assigned', it is not 'retained'.

Since
v0.8.2
var setOriginalTarget ( var  originalTarget)
inline

Set the original target, since target can be nil.

Is the target that were used to run the action. Unless you are doing something complex, like ActionManager, you should NOT call this method. The target is 'assigned', it is not 'retained'.

Since
v0.8.2
local setOriginalTarget ( local  originalTarget)
inline

Set the original target, since target can be nil.

Is the target that were used to run the action. Unless you are doing something complex, like ActionManager, you should NOT call this method. The target is 'assigned', it is not 'retained'.

Since
v0.8.2
void setTag ( int  tag)
inline
var setTag ( var  tag)
inline
local setTag ( local  tag)
inline
void setTarget ( Node target)
inline

The action will modify the target properties.

var setTarget ( var  target)
inline

The action will modify the target properties.

local setTarget ( local  target)
inline

The action will modify the target properties.

virtual void step ( float  dt)
virtual

called every frame with it's delta time. DON'T override unless you know what you are doing.

Reimplemented in Follow, RepeatForever, Speed, ActionTimeline, ActionInterval, Animate3D, and ActionInstant.

var step ( var  dt)
virtual

called every frame with it's delta time. DON'T override unless you know what you are doing.

Reimplemented in Follow, RepeatForever, Speed, ActionTimeline, ActionInterval, Animate3D, and ActionInstant.

local step ( local  dt)
virtual

called every frame with it's delta time. DON'T override unless you know what you are doing.

Reimplemented in Follow, RepeatForever, Speed, ActionTimeline, ActionInterval, Animate3D, and ActionInstant.

virtual void stop ( )
virtual

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 in TargetedAction, Animate, ReverseTime, Blink, Spawn, Follow, Speed, Repeat, Sequence, Animate3D, and ActionEase.

var stop ( )
virtual

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 in TargetedAction, Animate, ReverseTime, Blink, Spawn, Follow, Speed, Repeat, Sequence, Animate3D, and ActionEase.

local stop ( )
virtual

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 in TargetedAction, Animate, ReverseTime, Blink, Spawn, Follow, Speed, Repeat, Sequence, Animate3D, and ActionEase.

virtual void update ( float  time)
virtual

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 in TargetedAction, Animate, ReverseTime, EaseCubicActionInOut, DelayTime, EaseCubicActionOut, TintBy, EaseCubicActionIn, EaseCircleActionInOut, TintTo, EaseCircleActionOut, EaseCircleActionIn, EaseQuinticActionInOut, EaseQuinticActionOut, FadeTo, EaseQuinticActionIn, Blink, EaseQuarticActionInOut, EaseQuarticActionOut, EaseQuarticActionIn, EaseQuadraticActionInOut, ScaleTo, EaseQuadraticActionOut, EaseQuadraticActionIn, EaseBezierAction, BezierBy, EaseBackInOut, EaseBackOut, EaseBackIn, JumpBy, EaseBounceInOut, EaseBounceOut, SkewTo, EaseBounceIn, MoveBy, EaseElasticInOut, EaseElasticOut, RotateBy, EaseElasticIn, SplitCols, RotateTo, SplitRows, Spawn, Twirl, EaseSineInOut, JumpTiles3D, CallFunc, EaseSineOut, Waves, CCBEaseInstant, WavesTiles3D, EaseSineIn, CCBRotateYTo, DeccelAmplitude, EaseExponentialInOut, Liquid, Place, CCBRotateXTo, TurnOffTiles, EaseExponentialOut, AccelAmplitude, CCBRotateTo, FlipY, Shaky3D, EaseExponentialIn, CCBSoundEffect, Repeat, AccelDeccelAmplitude, CardinalSplineTo, FlipX, Ripple3D, CCBSetSpriteFrame, EaseInOut, EaseOut, RemoveSelf, Sequence, FadeOutTRTiles, Lens3D, EaseIn, ToggleVisibility, FlipY3D, ShuffleTiles, OrbitCamera, Hide, ProgressFromTo, FlipX3D, Show, Animate3D, ActionTween, ShatteredTiles3D, ActionEase, ActionInstant, Waves3D, PageTurn3D, ProgressTo, and ShakyTiles3D.

var update ( var  time)
virtual

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 in TargetedAction, Animate, ReverseTime, EaseCubicActionInOut, DelayTime, EaseCubicActionOut, TintBy, EaseCubicActionIn, EaseCircleActionInOut, TintTo, EaseCircleActionOut, EaseCircleActionIn, EaseQuinticActionInOut, EaseQuinticActionOut, FadeTo, EaseQuinticActionIn, Blink, EaseQuarticActionInOut, EaseQuarticActionOut, EaseQuarticActionIn, EaseQuadraticActionInOut, ScaleTo, EaseQuadraticActionOut, EaseQuadraticActionIn, EaseBezierAction, BezierBy, EaseBackInOut, EaseBackOut, EaseBackIn, JumpBy, EaseBounceInOut, EaseBounceOut, SkewTo, EaseBounceIn, MoveBy, EaseElasticInOut, EaseElasticOut, RotateBy, EaseElasticIn, SplitCols, RotateTo, SplitRows, Spawn, Twirl, EaseSineInOut, JumpTiles3D, CallFunc, EaseSineOut, Waves, CCBEaseInstant, WavesTiles3D, EaseSineIn, CCBRotateYTo, DeccelAmplitude, EaseExponentialInOut, Liquid, Place, CCBRotateXTo, TurnOffTiles, EaseExponentialOut, AccelAmplitude, CCBRotateTo, FlipY, Shaky3D, EaseExponentialIn, CCBSoundEffect, Repeat, AccelDeccelAmplitude, CardinalSplineTo, FlipX, Ripple3D, CCBSetSpriteFrame, EaseInOut, EaseOut, RemoveSelf, Sequence, FadeOutTRTiles, Lens3D, EaseIn, ToggleVisibility, FlipY3D, ShuffleTiles, OrbitCamera, Hide, ProgressFromTo, FlipX3D, Show, Animate3D, ActionTween, ShatteredTiles3D, ActionEase, ActionInstant, Waves3D, PageTurn3D, ProgressTo, and ShakyTiles3D.

local update ( local  time)
virtual

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 in TargetedAction, Animate, ReverseTime, EaseCubicActionInOut, DelayTime, EaseCubicActionOut, TintBy, EaseCubicActionIn, EaseCircleActionInOut, TintTo, EaseCircleActionOut, EaseCircleActionIn, EaseQuinticActionInOut, EaseQuinticActionOut, FadeTo, EaseQuinticActionIn, Blink, EaseQuarticActionInOut, EaseQuarticActionOut, EaseQuarticActionIn, EaseQuadraticActionInOut, ScaleTo, EaseQuadraticActionOut, EaseQuadraticActionIn, EaseBezierAction, BezierBy, EaseBackInOut, EaseBackOut, EaseBackIn, JumpBy, EaseBounceInOut, EaseBounceOut, SkewTo, EaseBounceIn, MoveBy, EaseElasticInOut, EaseElasticOut, RotateBy, EaseElasticIn, SplitCols, RotateTo, SplitRows, Spawn, Twirl, EaseSineInOut, JumpTiles3D, CallFunc, EaseSineOut, Waves, CCBEaseInstant, WavesTiles3D, EaseSineIn, CCBRotateYTo, DeccelAmplitude, EaseExponentialInOut, Liquid, Place, CCBRotateXTo, TurnOffTiles, EaseExponentialOut, AccelAmplitude, CCBRotateTo, FlipY, Shaky3D, EaseExponentialIn, CCBSoundEffect, Repeat, AccelDeccelAmplitude, CardinalSplineTo, FlipX, Ripple3D, CCBSetSpriteFrame, EaseInOut, EaseOut, RemoveSelf, Sequence, FadeOutTRTiles, Lens3D, EaseIn, ToggleVisibility, FlipY3D, ShuffleTiles, OrbitCamera, Hide, ProgressFromTo, FlipX3D, Show, Animate3D, ActionTween, ShatteredTiles3D, ActionEase, ActionInstant, Waves3D, PageTurn3D, ProgressTo, and ShakyTiles3D.

Member Data Documentation

var __pad0__
local __pad0__
Node* _originalTarget
protected
var _originalTarget
protected
local _originalTarget
protected
int _tag
protected

The action tag.

An identifier of the action

var _tag
protected

The action tag.

An identifier of the action

local _tag
protected

The action tag.

An identifier of the action

Node* _target
protected

The "target".

The target will be set with the 'startWithTarget' method. When the 'stop' method is called, target will be set to nil. The target is 'assigned', it is not 'retained'.

var _target
protected

The "target".

The target will be set with the 'startWithTarget' method. When the 'stop' method is called, target will be set to nil. The target is 'assigned', it is not 'retained'.

local _target
protected

The "target".

The target will be set with the 'startWithTarget' method. When the 'stop' method is called, target will be set to nil. The target is 'assigned', it is not 'retained'.

const int INVALID_TAG = -1
static

Default tag used for all the actions.

var INVALID_TAG = -1
static

Default tag used for all the actions.

local INVALID_TAG = -1
static

Default tag used for all the actions.


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