/* * cocos2d for iPhone: http://www.cocos2d-iphone.org * * Copyright (c) 2008-2011 Ricardo Quesada * Copyright (c) 2011 Zynga Inc. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ #import "CCNode.h" #import "CCAction.h" #import "CCProtocols.h" #include /** 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 CCActionInterval 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: CCAction * pingPongAction = [CCSequence actions: action, [action reverse], nil]; */ @interface CCActionInterval: CCFiniteTimeAction { ccTime elapsed_; BOOL firstTick_; } /** how many seconds had elapsed since the actions started to run. */ @property (nonatomic,readonly) ccTime elapsed; /** creates the action */ +(id) actionWithDuration: (ccTime) d; /** initializes the action */ -(id) initWithDuration: (ccTime) d; /** returns YES if the action has finished */ -(BOOL) isDone; /** returns a reversed action */ - (CCActionInterval*) reverse; @end /** Runs actions sequentially, one after another */ @interface CCSequence : CCActionInterval { CCFiniteTimeAction *actions_[2]; ccTime split_; int last_; } /** helper contructor to create an array of sequenceable actions */ +(id) actions: (CCFiniteTimeAction*) action1, ... NS_REQUIRES_NIL_TERMINATION; /** helper contructor to create an array of sequenceable actions given an array */ +(id) actionsWithArray: (NSArray*) actions; /** creates the action */ +(id) actionOne:(CCFiniteTimeAction*)actionOne two:(CCFiniteTimeAction*)actionTwo; /** initializes the action */ -(id) initOne:(CCFiniteTimeAction*)actionOne two:(CCFiniteTimeAction*)actionTwo; @end /** Repeats an action a number of times. * To repeat an action forever use the CCRepeatForever action. */ @interface CCRepeat : CCActionInterval { NSUInteger times_; NSUInteger total_; CCFiniteTimeAction *innerAction_; } /** Inner action */ @property (nonatomic,readwrite,retain) CCFiniteTimeAction *innerAction; /** creates a CCRepeat action. Times is an unsigned integer between 1 and MAX_UINT */ +(id) actionWithAction:(CCFiniteTimeAction*)action times: (NSUInteger)times; /** initializes a CCRepeat action. Times is an unsigned integer between 1 and MAX_UINT */ -(id) initWithAction:(CCFiniteTimeAction*)action times: (NSUInteger)times; @end /** Spawn a new action immediately */ @interface CCSpawn : CCActionInterval { CCFiniteTimeAction *one_; CCFiniteTimeAction *two_; } /** helper constructor to create an array of spawned actions */ +(id) actions: (CCFiniteTimeAction*) action1, ... NS_REQUIRES_NIL_TERMINATION; /** helper contructor to create an array of spawned actions given an array */ +(id) actionsWithArray: (NSArray*) actions; /** creates the Spawn action */ +(id) actionOne: (CCFiniteTimeAction*) one two:(CCFiniteTimeAction*) two; /** initializes the Spawn action with the 2 actions to spawn */ -(id) initOne: (CCFiniteTimeAction*) one two:(CCFiniteTimeAction*) two; @end /** Rotates a CCNode object to a certain angle by modifying it's rotation attribute. The direction will be decided by the shortest angle. */ @interface CCRotateTo : CCActionInterval { float dstAngle_; float startAngle_; float diffAngle_; } /** creates the action */ +(id) actionWithDuration:(ccTime)duration angle:(float)angle; /** initializes the action */ -(id) initWithDuration:(ccTime)duration angle:(float)angle; @end /** Rotates a CCNode object clockwise a number of degrees by modiying it's rotation attribute. */ @interface CCRotateBy : CCActionInterval { float angle_; float startAngle_; } /** creates the action */ +(id) actionWithDuration:(ccTime)duration angle:(float)deltaAngle; /** initializes the action */ -(id) initWithDuration:(ccTime)duration angle:(float)deltaAngle; @end /** Moves a CCNode object to the position x,y. x and y are absolute coordinates by modifying it's position attribute. */ @interface CCMoveTo : CCActionInterval { CGPoint endPosition_; CGPoint startPosition_; CGPoint delta_; } /** creates the action */ +(id) actionWithDuration:(ccTime)duration position:(CGPoint)position; /** initializes the action */ -(id) initWithDuration:(ccTime)duration position:(CGPoint)position; @end /** Moves a CCNode object x,y pixels by modifying it's position attribute. x and y are relative to the position of the object. Duration is is seconds. */ @interface CCMoveBy : CCMoveTo { } /** creates the action */ +(id) actionWithDuration: (ccTime)duration position:(CGPoint)deltaPosition; /** initializes the action */ -(id) initWithDuration: (ccTime)duration position:(CGPoint)deltaPosition; @end /** Skews a CCNode object to given angles by modifying it's skewX and skewY attributes @since v1.0 */ @interface CCSkewTo : CCActionInterval { float skewX_; float skewY_; float startSkewX_; float startSkewY_; float endSkewX_; float endSkewY_; float deltaX_; float deltaY_; } /** creates the action */ +(id) actionWithDuration:(ccTime)t skewX:(float)sx skewY:(float)sy; /** initializes the action */ -(id) initWithDuration:(ccTime)t skewX:(float)sx skewY:(float)sy; @end /** Skews a CCNode object by skewX and skewY degrees @since v1.0 */ @interface CCSkewBy : CCSkewTo { } @end /** Moves a CCNode object simulating a parabolic jump movement by modifying it's position attribute. */ @interface CCJumpBy : CCActionInterval { CGPoint startPosition_; CGPoint delta_; ccTime height_; NSUInteger jumps_; } /** creates the action */ +(id) actionWithDuration: (ccTime)duration position:(CGPoint)position height:(ccTime)height jumps:(NSUInteger)jumps; /** initializes the action */ -(id) initWithDuration: (ccTime)duration position:(CGPoint)position height:(ccTime)height jumps:(NSUInteger)jumps; @end /** Moves a CCNode object to a parabolic position simulating a jump movement by modifying it's position attribute. */ @interface CCJumpTo : CCJumpBy { } @end /** bezier configuration structure */ typedef struct _ccBezierConfig { //! end position of the bezier CGPoint endPosition; //! Bezier control point 1 CGPoint controlPoint_1; //! Bezier control point 2 CGPoint controlPoint_2; } ccBezierConfig; /** An action that moves the target with a cubic Bezier curve by a certain distance. */ @interface CCBezierBy : CCActionInterval { ccBezierConfig config_; CGPoint startPosition_; } /** creates the action with a duration and a bezier configuration */ +(id) actionWithDuration: (ccTime) t bezier:(ccBezierConfig) c; /** initializes the action with a duration and a bezier configuration */ -(id) initWithDuration: (ccTime) t bezier:(ccBezierConfig) c; @end /** An action that moves the target with a cubic Bezier curve to a destination point. @since v0.8.2 */ @interface CCBezierTo : CCBezierBy { } @end /** Scales a CCNode object to a zoom factor by modifying it's scale attribute. @warning This action doesn't support "reverse" */ @interface CCScaleTo : CCActionInterval { float scaleX_; float scaleY_; float startScaleX_; float startScaleY_; float endScaleX_; float endScaleY_; float deltaX_; float deltaY_; } /** creates the action with the same scale factor for X and Y */ +(id) actionWithDuration: (ccTime)duration scale:(float) s; /** initializes the action with the same scale factor for X and Y */ -(id) initWithDuration: (ccTime)duration scale:(float) s; /** creates the action with and X factor and a Y factor */ +(id) actionWithDuration: (ccTime)duration scaleX:(float) sx scaleY:(float)sy; /** initializes the action with and X factor and a Y factor */ -(id) initWithDuration: (ccTime)duration scaleX:(float) sx scaleY:(float)sy; @end /** Scales a CCNode object a zoom factor by modifying it's scale attribute. */ @interface CCScaleBy : CCScaleTo { } @end /** Blinks a CCNode object by modifying it's visible attribute */ @interface CCBlink : CCActionInterval { NSUInteger times_; } /** creates the action */ +(id) actionWithDuration: (ccTime)duration blinks:(NSUInteger)blinks; /** initilizes the action */ -(id) initWithDuration: (ccTime)duration blinks:(NSUInteger)blinks; @end /** Fades In an object that implements the CCRGBAProtocol protocol. It modifies the opacity from 0 to 255. The "reverse" of this action is FadeOut */ @interface CCFadeIn : CCActionInterval { } @end /** Fades Out an object that implements the CCRGBAProtocol protocol. It modifies the opacity from 255 to 0. The "reverse" of this action is FadeIn */ @interface CCFadeOut : CCActionInterval { } @end /** Fades an object that implements the CCRGBAProtocol protocol. It modifies the opacity from the current value to a custom one. @warning This action doesn't support "reverse" */ @interface CCFadeTo : CCActionInterval { GLubyte toOpacity_; GLubyte fromOpacity_; } /** creates an action with duration and opactiy */ +(id) actionWithDuration:(ccTime)duration opacity:(GLubyte)opactiy; /** initializes the action with duration and opacity */ -(id) initWithDuration:(ccTime)duration opacity:(GLubyte)opacity; @end /** Tints a CCNode that implements the CCNodeRGB protocol from current tint to a custom one. @warning This action doesn't support "reverse" @since v0.7.2 */ @interface CCTintTo : CCActionInterval { ccColor3B to_; ccColor3B from_; } /** creates an action with duration and color */ +(id) actionWithDuration:(ccTime)duration red:(GLubyte)red green:(GLubyte)green blue:(GLubyte)blue; /** initializes the action with duration and color */ -(id) initWithDuration:(ccTime)duration red:(GLubyte)red green:(GLubyte)green blue:(GLubyte)blue; @end /** Tints a CCNode that implements the CCNodeRGB protocol from current tint to a custom one. @since v0.7.2 */ @interface CCTintBy : CCActionInterval { GLshort deltaR_, deltaG_, deltaB_; GLshort fromR_, fromG_, fromB_; } /** creates an action with duration and color */ +(id) actionWithDuration:(ccTime)duration red:(GLshort)deltaRed green:(GLshort)deltaGreen blue:(GLshort)deltaBlue; /** initializes the action with duration and color */ -(id) initWithDuration:(ccTime)duration red:(GLshort)deltaRed green:(GLshort)deltaGreen blue:(GLshort)deltaBlue; @end /** Delays the action a certain amount of seconds */ @interface CCDelayTime : CCActionInterval { } @end /** Executes an action in reverse order, from time=duration to time=0 @warning Use this action carefully. This action is not sequenceable. Use it as the default "reversed" method of your own actions, but using it outside the "reversed" scope is not recommended. */ @interface CCReverseTime : CCActionInterval { CCFiniteTimeAction * other_; } /** creates the action */ +(id) actionWithAction: (CCFiniteTimeAction*) action; /** initializes the action */ -(id) initWithAction: (CCFiniteTimeAction*) action; @end @class CCAnimation; @class CCTexture2D; /** Animates a sprite given the name of an Animation */ @interface CCAnimate : CCActionInterval { CCAnimation *animation_; id origFrame_; BOOL restoreOriginalFrame_; } /** animation used for the animage */ @property (readwrite,nonatomic,retain) CCAnimation * animation; /** creates the action with an Animation and will restore the original frame when the animation is over */ +(id) actionWithAnimation:(CCAnimation*) a; /** initializes the action with an Animation and will restore the original frame when the animtion is over */ -(id) initWithAnimation:(CCAnimation*) a; /** creates the action with an Animation */ +(id) actionWithAnimation:(CCAnimation*) a restoreOriginalFrame:(BOOL)b; /** initializes the action with an Animation */ -(id) initWithAnimation:(CCAnimation*) a restoreOriginalFrame:(BOOL)b; /** creates an action with a duration, animation and depending of the restoreOriginalFrame, it will restore the original frame or not. The 'delay' parameter of the animation will be overrided by the duration parameter. @since v0.99.0 */ +(id) actionWithDuration:(ccTime)duration animation:(CCAnimation*)animation restoreOriginalFrame:(BOOL)b; /** initializes an action with a duration, animation and depending of the restoreOriginalFrame, it will restore the original frame or not. The 'delay' parameter of the animation will be overrided by the duration parameter. @since v0.99.0 */ -(id) initWithDuration:(ccTime)duration animation:(CCAnimation*)animation restoreOriginalFrame:(BOOL)b; @end