#include <CCActionTimeline.h>
Public Member Functions | |
ActionTimeline () | |
virtual | ~ActionTimeline () |
virtual bool | init () |
virtual void | gotoFrameAndPlay (int startIndex) |
Goto the specified frame index, and start playing from this index. More... | |
var | gotoFrameAndPlay ( var startIndex) |
Goto the specified frame index, and start playing from this index. More... | |
local | gotoFrameAndPlay ( local startIndex) |
Goto the specified frame index, and start playing from this index. More... | |
virtual void | gotoFrameAndPlay (int startIndex, bool loop) |
Goto the specified frame index, and start playing from this index. More... | |
var | gotoFrameAndPlay ( var startIndex, var loop) |
Goto the specified frame index, and start playing from this index. More... | |
local | gotoFrameAndPlay ( local startIndex, local loop) |
Goto the specified frame index, and start playing from this index. More... | |
virtual void | gotoFrameAndPlay (int startIndex, int endIndex, bool loop) |
Goto the specified frame index, and start playing from start index, end at end index. More... | |
virtual void | gotoFrameAndPlay (int startIndex, int endIndex, int currentFrameIndex, bool loop) |
Goto the specified frame index, and start playing from start index, end at end index. More... | |
virtual void | gotoFrameAndPause (int startIndex) |
Goto the specified frame index, and pause at this index. More... | |
var | gotoFrameAndPause ( var startIndex) |
Goto the specified frame index, and pause at this index. More... | |
local | gotoFrameAndPause ( local startIndex) |
Goto the specified frame index, and pause at this index. More... | |
virtual void | pause () |
Pause the animation. More... | |
virtual void | resume () |
Resume the animation. More... | |
virtual bool | isPlaying () const |
Whether or not Action is playing. More... | |
virtual void | setTimeSpeed (float speed) |
Set the animation speed, this will speed up or slow down the speed. More... | |
virtual float | getTimeSpeed () const |
Get current animation speed. More... | |
virtual void | setDuration (int duration) |
duration of the whole action More... | |
local | setDuration ( local duration) |
duration of the whole action More... | |
virtual int | getDuration () const |
var | getDuration () |
local | getDuration () |
virtual int | getStartFrame () const |
Start frame index of this action. More... | |
local | getStartFrame () |
Start frame index of this action. More... | |
virtual int | getEndFrame () const |
End frame of this action. More... | |
virtual void | setCurrentFrame (int frameIndex) |
Set current frame index, this will cause action plays to this frame. More... | |
var | setCurrentFrame ( var frameIndex) |
Set current frame index, this will cause action plays to this frame. More... | |
local | setCurrentFrame ( local frameIndex) |
Set current frame index, this will cause action plays to this frame. More... | |
virtual int | getCurrentFrame () const |
Get current frame. More... | |
virtual void | addTimeline (Timeline *timeline) |
add Timeline to ActionTimeline More... | |
local | addTimeline ( local timeline) |
add Timeline to ActionTimeline More... | |
virtual void | removeTimeline (Timeline *timeline) |
var | removeTimeline ( var timeline) |
local | removeTimeline ( local timeline) |
void | setFrameEventCallFunc (CCObject *target, SEL_TimelineFrameEventCallFunc callFunc) |
Set action's frame event callback function. More... | |
local | setFrameEventCallFunc ( local target, local callFunc) |
Set action's frame event callback function. More... | |
void | clearFrameEventCallFunc () |
virtual ActionTimeline * | clone () const |
Inherit from cocos2d::Action. More... | |
local | clone () |
Inherit from cocos2d::Action. More... | |
virtual ActionTimeline * | reverse () const |
Returns a reverse of ActionTimeline. More... | |
local | reverse () |
Returns a reverse of ActionTimeline. More... | |
virtual void | step (float delta) |
called every frame with it's delta time. DON'T override unless you know what you are doing. More... | |
local | step ( local delta) |
called every frame with it's delta time. DON'T override unless you know what you are doing. More... | |
virtual void | startWithTarget (cocos2d::CCNode *target) |
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 bool | isDone () |
return true if the action has finished More... | |
virtual cocos2d::CCDictionary * | getScriptObjectDict () const |
Returns a user assigned CCDictionary. More... | |
local | getScriptObjectDict () |
Returns a user assigned CCDictionary. More... | |
virtual void | setScriptObjectDict (cocos2d::CCDictionary *scriptObjectDict) |
Returns a user assigned CCDictionary. More... | |
local | setScriptObjectDict ( local scriptObjectDict) |
Returns a user assigned CCDictionary. More... | |
Public Member Functions inherited from CCAction | |
CCAction (void) | |
ctor () | |
CCAction () | |
virtual | ~CCAction (void) |
const char * | description () |
virtual CCObject * | copyWithZone (CCZone *pZone) |
virtual void | stop (void) |
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... | |
CCNode * | getTarget (void) |
var | getTarget () |
local | getTarget () |
void | setTarget (CCNode *pTarget) |
The action will modify the target properties. More... | |
local | setTarget ( local pTarget) |
The action will modify the target properties. More... | |
CCNode * | getOriginalTarget (void) |
local | getOriginalTarget () |
void | setOriginalTarget (CCNode *pOriginalTarget) |
Set the original target, since target can be nil. More... | |
int | getTag (void) |
var | getTag () |
local | getTag () |
void | setTag (int nTag) |
var | setTag ( var nTag) |
local | setTag ( local nTag) |
Public Member Functions inherited from CCObject | |
CCObject (void) | |
virtual | ~CCObject (void) |
void | release (void) |
void | retain (void) |
CCObject * | autorelease (void) |
CCObject * | copy (void) |
bool | isSingleReference (void) const |
unsigned int | retainCount (void) const |
virtual bool | isEqual (const CCObject *pObject) |
virtual void | acceptVisitor (CCDataVisitor &visitor) |
Static Public Member Functions | |
static ActionTimeline * | create () |
Static Public Member Functions inherited from CCAction | |
static CCAction * | create () |
Create an action. More... | |
var | create () |
Create an action. More... | |
local | create () |
Create an action. More... | |
Protected Member Functions | |
void | foreachNodeDescendant (cocos2d::CCNode *parent) |
virtual void | gotoFrame (int frameIndex) |
virtual void | stepToFrame (int frameIndex) |
var | stepToFrame ( var frameIndex) |
local | stepToFrame ( local frameIndex) |
void | emitFrameEvent (Frame *frame) |
emit frame event, call it when enter a frame More... | |
Protected Attributes | |
std::map< int, cocos2d::CCArray * > | _timelineMap |
local | _timelineMap |
cocos2d::CCArray * | _timelineList |
int | _duration |
double | _time |
float | _timeSpeed |
float | _frameInternal |
bool | _playing |
int | _currentFrame |
int | _startFrame |
int | _endFrame |
bool | _loop |
SEL_TimelineFrameEventCallFunc | _frameEventCallFunc |
cocos2d::CCObject * | _frameEventTarget |
var | _frameEventTarget |
local | _frameEventTarget |
cocos2d::CCDictionary * | _scriptObjectDict |
Protected Attributes inherited from CCAction | |
CCNode * | m_pOriginalTarget |
CCNode * | m_pTarget |
The "target". More... | |
local | m_pTarget |
The "target". More... | |
int | m_nTag |
The action tag. More... | |
Protected Attributes inherited from CCObject | |
unsigned int | m_uReference |
unsigned int | m_uAutoReleaseCount |
Friends | |
class | Frame |
Additional Inherited Members | |
Public Attributes inherited from CCObject | |
unsigned int | m_uID |
int | m_nLuaID |
ActionTimeline | ( | ) |
var ActionTimeline | ( | ) |
local ActionTimeline | ( | ) |
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add Timeline to ActionTimeline
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add Timeline to ActionTimeline
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add Timeline to ActionTimeline
void clearFrameEventCallFunc | ( | ) |
var clearFrameEventCallFunc | ( | ) |
local clearFrameEventCallFunc | ( | ) |
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Inherit from cocos2d::Action.
Returns a clone of ActionTimeline
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Inherit from cocos2d::Action.
Returns a clone of ActionTimeline
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Inherit from cocos2d::Action.
Returns a clone of ActionTimeline
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emit frame event, call it when enter a frame
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emit frame event, call it when enter a frame
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emit frame event, call it when enter a frame
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Get current frame.
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Get current frame.
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Get current frame.
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End frame of this action.
When action play to this frame, if action is not loop, then it will stop, or it will play from start frame again.
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End frame of this action.
When action play to this frame, if action is not loop, then it will stop, or it will play from start frame again.
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End frame of this action.
When action play to this frame, if action is not loop, then it will stop, or it will play from start frame again.
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Returns a user assigned CCDictionary.
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Returns a user assigned CCDictionary.
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Returns a user assigned CCDictionary.
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Start frame index of this action.
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Start frame index of this action.
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Start frame index of this action.
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Get current animation speed.
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Get current animation speed.
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Get current animation speed.
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Goto the specified frame index, and pause at this index.
startIndex | The animation will pause at this index. |
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Goto the specified frame index, and pause at this index.
startIndex | The animation will pause at this index. |
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Goto the specified frame index, and pause at this index.
startIndex | The animation will pause at this index. |
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Goto the specified frame index, and start playing from this index.
startIndex | The animation will play from this index. |
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Goto the specified frame index, and start playing from this index.
startIndex | The animation will play from this index. |
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Goto the specified frame index, and start playing from this index.
startIndex | The animation will play from this index. |
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Goto the specified frame index, and start playing from this index.
startIndex | The animation will play from this index. |
loop | Whether or not the animation need loop. |
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Goto the specified frame index, and start playing from this index.
startIndex | The animation will play from this index. |
loop | Whether or not the animation need loop. |
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Goto the specified frame index, and start playing from this index.
startIndex | The animation will play from this index. |
loop | Whether or not the animation need loop. |
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Goto the specified frame index, and start playing from start index, end at end index.
startIndex | The animation will play from this index. |
endIndex | The animation will end at this index. |
loop | Whether or not the animation need loop. |
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Goto the specified frame index, and start playing from start index, end at end index.
startIndex | The animation will play from this index. |
endIndex | The animation will end at this index. |
loop | Whether or not the animation need loop. |
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Goto the specified frame index, and start playing from start index, end at end index.
startIndex | The animation will play from this index. |
endIndex | The animation will end at this index. |
loop | Whether or not the animation need loop. |
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Goto the specified frame index, and start playing from start index, end at end index.
startIndex | The animation will play from this index. |
endIndex | The animation will end at this index. |
currentFrameIndex | set current frame index. |
loop | Whether or not the animation need loop. |
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Goto the specified frame index, and start playing from start index, end at end index.
startIndex | The animation will play from this index. |
endIndex | The animation will end at this index. |
currentFrameIndex | set current frame index. |
loop | Whether or not the animation need loop. |
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Goto the specified frame index, and start playing from start index, end at end index.
startIndex | The animation will play from this index. |
endIndex | The animation will end at this index. |
currentFrameIndex | set current frame index. |
loop | Whether or not the animation need loop. |
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return true if the action has finished
Reimplemented from CCAction.
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return true if the action has finished
Reimplemented from CCAction.
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return true if the action has finished
Reimplemented from CCAction.
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Whether or not Action is playing.
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Whether or not Action is playing.
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Whether or not Action is playing.
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Pause the animation.
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Pause the animation.
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Pause the animation.
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Resume the animation.
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Resume the animation.
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Resume the animation.
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Returns a reverse of ActionTimeline.
Not implement yet.
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Returns a reverse of ActionTimeline.
Not implement yet.
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Returns a reverse of ActionTimeline.
Not implement yet.
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Set current frame index, this will cause action plays to this frame.
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Set current frame index, this will cause action plays to this frame.
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Set current frame index, this will cause action plays to this frame.
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duration of the whole action
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duration of the whole action
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duration of the whole action
void setFrameEventCallFunc | ( | CCObject * | target, |
SEL_TimelineFrameEventCallFunc | callFunc | ||
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Set action's frame event callback function.
var setFrameEventCallFunc | ( | var | target, |
var | callFunc | ||
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Set action's frame event callback function.
local setFrameEventCallFunc | ( | local | target, |
local | callFunc | ||
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Set action's frame event callback function.
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Returns a user assigned CCDictionary.
The scriptObjectDict will be retained once in this method, and the previous scriptObjectDict (if existed) will be relese. The scriptObjectDict will be released in destructure.
A | user assigned CCObject |
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Returns a user assigned CCDictionary.
The scriptObjectDict will be retained once in this method, and the previous scriptObjectDict (if existed) will be relese. The scriptObjectDict will be released in destructure.
A | user assigned CCObject |
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Returns a user assigned CCDictionary.
The scriptObjectDict will be retained once in this method, and the previous scriptObjectDict (if existed) will be relese. The scriptObjectDict will be released in destructure.
A | user assigned CCObject |
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Set the animation speed, this will speed up or slow down the speed.
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Set the animation speed, this will speed up or slow down the speed.
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Set the animation speed, this will speed up or slow down the speed.
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called before the action start. It will also set the target.
Reimplemented from CCAction.
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called before the action start. It will also set the target.
Reimplemented from CCAction.
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called before the action start. It will also set the target.
Reimplemented from CCAction.
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called every frame with it's delta time. DON'T override unless you know what you are doing.
Reimplemented from CCAction.
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called every frame with it's delta time. DON'T override unless you know what you are doing.
Reimplemented from CCAction.
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called every frame with it's delta time. DON'T override unless you know what you are doing.
Reimplemented from CCAction.
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