cocos2d-x  3.3rc0
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ActionInterval Class Reference

An interval action is an action that takes place within a certain period of time. More...

#include <CCActionInterval.h>

Inheritance diagram for ActionInterval:
FiniteTimeAction Action Ref Clonable 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

float getElapsed (void)
 how many seconds had elapsed since the actions started to run. More...
 
var getElapsed ()
 how many seconds had elapsed since the actions started to run. More...
 
local getElapsed ()
 how many seconds had elapsed since the actions started to run. More...
 
void setAmplitudeRate (float amp)
local setAmplitudeRate ( local amp)
float getAmplitudeRate (void)
local getAmplitudeRate ()
virtual bool isDone (void) 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 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...
 
virtual void startWithTarget (Node *target) override
 called before the action start. It will also set the target. More...
 
var startWithTarget ( var target)
 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 ActionIntervalreverse () const override
 returns a new action that performs the exactly the reverse action More...
 
virtual ActionIntervalclone () const override
 returns a clone of action More...
 
var clone ()
 returns a clone of action More...
 
local clone ()
 returns a clone of action More...
 
- Public Member Functions inherited from FiniteTimeAction
float getDuration () const
 get duration in seconds of the action More...
 
var getDuration ()
 get duration in seconds of the action More...
 
local getDuration ()
 get duration in seconds of the action More...
 
void setDuration (float duration)
 set duration in seconds of the action More...
 
var setDuration ( var duration)
 set duration in seconds of the action More...
 
local setDuration ( local duration)
 set duration in seconds of the action More...
 
- Public Member Functions inherited from Action
virtual std::string description () const
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 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__: bool initWithDuration(float d)
local __pad0__: bool initWithDuration(float d)
- Public Attributes inherited from FiniteTimeAction
CC_CONSTRUCTOR_ACCESS __pad0__: FiniteTimeAction() : _duration(0) {} virtual ~FiniteTimeAction(){}protected: float _duration
var __pad0__: FiniteTimeAction() : _duration(0) {} virtual ~FiniteTimeAction(){}protected: float _duration
local __pad0__: FiniteTimeAction() : _duration(0) {} virtual ~FiniteTimeAction(){}protected: float _duration
- Public Attributes inherited from Action
CC_CONSTRUCTOR_ACCESS __pad0__: Action()

Protected Attributes

float _elapsed
var _elapsed
local _elapsed
bool _firstTick
var _firstTick
local _firstTick
- Protected Attributes inherited from Action
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

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

Detailed Description

An interval action is an action that takes place within a certain period of time.

It has an start time, and a finish time. The finish time is the parameter duration plus the start time.

These ActionInterval actions have some interesting properties, like:

  • They can run normally (default)
  • They can run reversed with the reverse method
  • They can run with the time altered with the Accelerate, AccelDeccel and Speed actions.

For example, you can simulate a Ping Pong effect running the action normally and then running it again in Reverse mode.

Example:

Action *pingPongAction = Sequence::actions(action, action->reverse(), nullptr);

Member Function Documentation

virtual ActionInterval* clone ( ) const
inlineoverridevirtual

returns a clone of action

Reimplemented from FiniteTimeAction.

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, EaseElasticInOut, MoveBy, EaseElasticOut, RotateBy, EaseElasticIn, SplitCols, RotateTo, EaseElastic, SplitRows, EaseSineInOut, Twirl, Spawn, JumpTiles3D, EaseSineOut, Waves, CatmullRomBy, CCBEaseInstant, EaseSineIn, WavesTiles3D, DeccelAmplitude, CCBRotateYTo, CatmullRomTo, RepeatForever, EaseExponentialInOut, Liquid, CCBRotateXTo, TurnOffTiles, EaseExponentialOut, AccelAmplitude, CardinalSplineBy, CCBRotateTo, Shaky3D, FadeOutDownTiles, EaseExponentialIn, Repeat, AccelDeccelAmplitude, FadeOutUpTiles, CardinalSplineTo, Ripple3D, EaseInOut, TiledGrid3DAction, FadeOutBLTiles, EaseOut, Sequence, FadeOutTRTiles, Lens3D, EaseIn, Grid3DAction, FlipY3D, ShuffleTiles, OrbitCamera, EaseRateAction, FlipX3D, ProgressFromTo, ActionTween, Animate3D, ShatteredTiles3D, ActionCamera, Waves3D, PageTurn3D, ActionEase, GridAction, ProgressTo, and ShakyTiles3D.

var clone ( )
inlineoverridevirtual

returns a clone of action

Reimplemented from FiniteTimeAction.

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, EaseElasticInOut, MoveBy, EaseElasticOut, RotateBy, EaseElasticIn, SplitCols, RotateTo, EaseElastic, SplitRows, EaseSineInOut, Twirl, Spawn, JumpTiles3D, EaseSineOut, Waves, CatmullRomBy, CCBEaseInstant, EaseSineIn, WavesTiles3D, DeccelAmplitude, CCBRotateYTo, CatmullRomTo, RepeatForever, EaseExponentialInOut, Liquid, CCBRotateXTo, TurnOffTiles, EaseExponentialOut, AccelAmplitude, CardinalSplineBy, CCBRotateTo, Shaky3D, FadeOutDownTiles, EaseExponentialIn, Repeat, AccelDeccelAmplitude, FadeOutUpTiles, CardinalSplineTo, Ripple3D, EaseInOut, TiledGrid3DAction, FadeOutBLTiles, EaseOut, Sequence, FadeOutTRTiles, Lens3D, EaseIn, Grid3DAction, FlipY3D, ShuffleTiles, OrbitCamera, EaseRateAction, FlipX3D, ProgressFromTo, ActionTween, Animate3D, ShatteredTiles3D, ActionCamera, Waves3D, PageTurn3D, ActionEase, GridAction, ProgressTo, and ShakyTiles3D.

local clone ( )
inlineoverridevirtual

returns a clone of action

Reimplemented from FiniteTimeAction.

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, EaseElasticInOut, MoveBy, EaseElasticOut, RotateBy, EaseElasticIn, SplitCols, RotateTo, EaseElastic, SplitRows, EaseSineInOut, Twirl, Spawn, JumpTiles3D, EaseSineOut, Waves, CatmullRomBy, CCBEaseInstant, EaseSineIn, WavesTiles3D, DeccelAmplitude, CCBRotateYTo, CatmullRomTo, RepeatForever, EaseExponentialInOut, Liquid, CCBRotateXTo, TurnOffTiles, EaseExponentialOut, AccelAmplitude, CardinalSplineBy, CCBRotateTo, Shaky3D, FadeOutDownTiles, EaseExponentialIn, Repeat, AccelDeccelAmplitude, FadeOutUpTiles, CardinalSplineTo, Ripple3D, EaseInOut, TiledGrid3DAction, FadeOutBLTiles, EaseOut, Sequence, FadeOutTRTiles, Lens3D, EaseIn, Grid3DAction, FlipY3D, ShuffleTiles, OrbitCamera, EaseRateAction, FlipX3D, ProgressFromTo, ActionTween, Animate3D, ShatteredTiles3D, ActionCamera, Waves3D, PageTurn3D, ActionEase, GridAction, ProgressTo, and ShakyTiles3D.

float getAmplitudeRate ( void  )
var getAmplitudeRate (   )
local getAmplitudeRate (   )
float getElapsed ( void  )
inline

how many seconds had elapsed since the actions started to run.

var getElapsed (   )
inline

how many seconds had elapsed since the actions started to run.

local getElapsed (   )
inline

how many seconds had elapsed since the actions started to run.

virtual bool isDone ( void  ) const
overridevirtual

return true if the action has finished

Reimplemented from Action.

Reimplemented in RepeatForever, and Repeat.

var isDone (   )
overridevirtual

return true if the action has finished

Reimplemented from Action.

Reimplemented in RepeatForever, and Repeat.

local isDone (   )
overridevirtual

return true if the action has finished

Reimplemented from Action.

Reimplemented in RepeatForever, and Repeat.

void setAmplitudeRate ( float  amp)
var setAmplitudeRate ( var  amp)
local setAmplitudeRate ( local  amp)
virtual void step ( float  dt)
overridevirtual

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

Reimplemented from Action.

Reimplemented in RepeatForever, and Animate3D.

var step ( var  dt)
overridevirtual

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

Reimplemented from Action.

Reimplemented in RepeatForever, and Animate3D.

local step ( local  dt)
overridevirtual

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

Reimplemented from Action.

Reimplemented in RepeatForever, and Animate3D.

Member Data Documentation

var __pad0__
local __pad0__
float _elapsed
protected
var _elapsed
protected
local _elapsed
protected
bool _firstTick
protected
var _firstTick
protected
local _firstTick
protected

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