cocos2d-x
3.3
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#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... | |
virtual void | gotoFrameAndPlay (int startIndex, bool 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... | |
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... | |
virtual int | getDuration () const |
virtual int | getStartFrame () const |
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... | |
virtual int | getCurrentFrame () const |
Get current frame. More... | |
virtual void | addTimeline (Timeline *timeline) |
add Timeline to ActionTimeline More... | |
virtual void | removeTimeline (Timeline *timeline) |
virtual const cocos2d::Vector < Timeline * > & | getTimelines () const |
void | setFrameEventCallFunc (std::function< void(Frame *)> listener) |
Set ActionTimeline's frame event callback function. More... | |
void | clearFrameEventCallFunc () |
void | setLastFrameCallFunc (std::function< void()> listener) |
Last frame callback will call when arriving last frame. More... | |
void | clearLastFrameCallFunc () |
virtual ActionTimeline * | clone () const override |
Inherit from Action. More... | |
virtual ActionTimeline * | reverse () const override |
Returns a reverse of ActionTimeline. More... | |
virtual void | step (float delta) override |
called every frame with it's delta time. DON'T override unless you know what you are doing. More... | |
virtual void | startWithTarget (cocos2d::Node *target) override |
called before the action start. It will also set the target. More... | |
virtual bool | isDone () const override |
return true if the action has finished More... | |
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virtual std::string | description () const |
NA NA More... | |
virtual void | stop () |
called after the action has finished. More... | |
virtual void | update (float time) |
called once per frame. More... | |
Node * | getTarget () const |
void | setTarget (Node *target) |
The action will modify the target properties. More... | |
Node * | getOriginalTarget () const |
void | setOriginalTarget (Node *originalTarget) |
Set the original target, since target can be nil. More... | |
int | getTag () const |
void | setTag (int tag) |
virtual | ~Action () |
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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 () |
NA NA More... | |
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virtual | ~Clonable () |
NA NA More... | |
Ref * | copy () const |
returns a copy of the Ref. More... | |
Static Public Member Functions | |
static ActionTimeline * | create () |
Protected Member Functions | |
virtual void | gotoFrame (int frameIndex) |
virtual void | stepToFrame (int frameIndex) |
virtual void | emitFrameEvent (Frame *frame) |
emit frame event, call it when enter a frame More... | |
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Ref () | |
Constructor. More... | |
Protected Attributes | |
std::map< int, cocos2d::Vector < Timeline * > > | _timelineMap |
cocos2d::Vector< Timeline * > | _timelineList |
int | _duration |
double | _time |
float | _timeSpeed |
float | _frameInternal |
bool | _playing |
int | _currentFrame |
int | _startFrame |
int | _endFrame |
bool | _loop |
std::function< void(Frame *)> | _frameEventListener |
std::function< void()> | _lastFrameListener |
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Node * | _originalTarget |
Node * | _target |
The "target". More... | |
int | _tag |
The action tag. More... | |
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unsigned int | _referenceCount |
count of references More... | |
Friends | |
class | Frame |
Additional Inherited Members | |
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CC_CONSTRUCTOR_ACCESS | __pad0__: Action() |
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static const int | INVALID_TAG = -1 |
Default tag used for all the actions. More... | |
ActionTimeline | ( | ) |
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add Timeline to ActionTimeline
void clearFrameEventCallFunc | ( | ) |
void clearLastFrameCallFunc | ( | ) |
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protectedvirtual |
emit frame event, call it when enter a frame
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inlinevirtual |
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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Start frame index of this action.
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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 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 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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return true if the action has finished
Reimplemented from Action.
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Whether or not Action is playing.
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Pause the animation.
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Resume the animation.
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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
void setFrameEventCallFunc | ( | std::function< void(Frame *)> | listener | ) |
Set ActionTimeline's frame event callback function.
void setLastFrameCallFunc | ( | std::function< void()> | listener | ) |
Last frame callback will call when arriving last frame.
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Set the animation speed, this will speed up or slow down the speed.
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overridevirtual |
called before the action start. It will also set the target.
Reimplemented from Action.
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overridevirtual |
called every frame with it's delta time. DON'T override unless you know what you are doing.
Reimplemented from Action.
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