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Follow Class Reference

Follow is an action that "follows" a node. More...

#include <CCAction.h>

Inheritance diagram for Follow:
Action Ref Clonable

Public Member Functions

bool isBoundarySet () const
 
void setBoundarySet (bool value)
 alter behavior - turn on/off boundary More...
 
void setBoudarySet (bool value)
 
virtual Followclone () const override
 returns a clone of action More...
 
virtual Followreverse () const override
 returns a new action that performs the exactly the reverse action 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...
 
virtual bool isDone () const override
 return true if the action has finished More...
 
virtual void stop () override
 called after the action has finished. More...
 
CC_CONSTRUCTOR_ACCESS _boundarySet (false)
 
CC_CONSTRUCTOR_ACCESS _boundaryFullyCovered (false)
 
CC_CONSTRUCTOR_ACCESS _leftBoundary (0.0)
 
CC_CONSTRUCTOR_ACCESS _rightBoundary (0.0)
 
CC_CONSTRUCTOR_ACCESS _topBoundary (0.0)
 
CC_CONSTRUCTOR_ACCESS _bottomBoundary (0.0)
 
CC_CONSTRUCTOR_ACCESS _worldRect (Rect::ZERO)
 
virtual ~Follow ()
 NA NA More...
 
bool initWithTarget (Node *followedNode, const Rect &rect=Rect::ZERO)
 Initializes the action with a set boundary or with no boundary. More...
 
- Public Member Functions inherited from Action
virtual std::string description () const
 NA NA More...
 
virtual void startWithTarget (Node *target)
 called before the action start. It will also set the target. More...
 
virtual void update (float time)
 called once per frame. More...
 
NodegetTarget () const
 
void setTarget (Node *target)
 The action will modify the target properties. More...
 
NodegetOriginalTarget () const
 
void setOriginalTarget (Node *originalTarget)
 Set the original target, since target can be nil. More...
 
int getTag () const
 
void setTag (int tag)
 
virtual ~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...
 
virtual ~Ref ()
 NA NA More...
 
- Public Member Functions inherited from Clonable
virtual ~Clonable ()
 NA NA More...
 
Refcopy () const
 returns a copy of the Ref. More...
 

Static Public Member Functions

static Followcreate (Node *followedNode, const Rect &rect=Rect::ZERO)
 Creates the action with a set boundary or with no boundary. More...
 

Public Attributes

CC_CONSTRUCTOR_ACCESS __pad0__: Follow() : _followedNode(nullptr)
 
- Public Attributes inherited from Action
CC_CONSTRUCTOR_ACCESS __pad0__: Action()
 

Protected Attributes

Node_followedNode
 
bool _boundarySet
 
bool _boundaryFullyCovered
 
Vec2 _halfScreenSize
 
Vec2 _fullScreenSize
 
float _leftBoundary
 
float _rightBoundary
 
float _topBoundary
 
float _bottomBoundary
 
Rect _worldRect
 
- 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...
 

Additional Inherited Members

- Static Public Attributes inherited from Action
static const int INVALID_TAG = -1
 Default tag used for all the actions. More...
 
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 

Detailed Description

Follow is an action that "follows" a node.

Eg:

layer->runAction(Follow::actionWithTarget(hero));

Instead of using Camera as a "follower", use this action instead.

Since
v0.99.2

Constructor & Destructor Documentation

virtual ~Follow ( )
virtual

NA NA

Member Function Documentation

CC_CONSTRUCTOR_ACCESS _bottomBoundary ( 0.  0)
CC_CONSTRUCTOR_ACCESS _boundaryFullyCovered ( false  )
CC_CONSTRUCTOR_ACCESS _boundarySet ( false  )
CC_CONSTRUCTOR_ACCESS _leftBoundary ( 0.  0)
CC_CONSTRUCTOR_ACCESS _rightBoundary ( 0.  0)
CC_CONSTRUCTOR_ACCESS _topBoundary ( 0.  0)
CC_CONSTRUCTOR_ACCESS _worldRect ( Rect::ZERO  )
inline
virtual Follow* clone ( ) const
overridevirtual

returns a clone of action

Reimplemented from Action.

static Follow* create ( Node followedNode,
const Rect rect = Rect::ZERO 
)
static

Creates the action with a set boundary or with no boundary.

Parameters
followedNodeThe node to be followed.
rectThe boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.
bool initWithTarget ( Node followedNode,
const Rect rect = Rect::ZERO 
)

Initializes the action with a set boundary or with no boundary.

Parameters
followedNodeThe node to be followed.
rectThe boundary. If rect is equal to Rect::ZERO, it'll work with no boundary.
bool isBoundarySet ( ) const
inline
virtual bool isDone ( ) const
overridevirtual

return true if the action has finished

Reimplemented from Action.

virtual Follow* reverse ( void  ) const
overridevirtual

returns a new action that performs the exactly the reverse action

Reimplemented from Action.

void setBoudarySet ( bool  value)
inline
void setBoundarySet ( bool  value)
inline

alter behavior - turn on/off boundary

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.

virtual void stop ( )
overridevirtual

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 from Action.

Member Data Documentation

float _bottomBoundary
protected
bool _boundaryFullyCovered
protected
bool _boundarySet
protected
Node* _followedNode
protected
Vec2 _fullScreenSize
protected
Vec2 _halfScreenSize
protected
float _leftBoundary
protected
float _rightBoundary
protected
float _topBoundary
protected
Rect _worldRect
protected

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