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750 lines
18 KiB
JavaScript
Vendored
750 lines
18 KiB
JavaScript
Vendored
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011-2012 cocos2d-x.org
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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/**
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* Instant actions are immediate actions. They don't have a duration like.
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* the CCIntervalAction actions.
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* @class
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* @extends cc.FiniteTimeAction
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*/
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cc.ActionInstant = cc.FiniteTimeAction.extend(/** @lends cc.ActionInstant# */{
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/**
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* return true if the action has finished.
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* @return {Boolean}
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*/
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isDone:function () {
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return true;
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},
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/**
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* called every frame with it's delta time. <br />
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* DON'T override unless you know what you are doing.
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* @param {Number} dt
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*/
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step:function (dt) {
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this.update(1);
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},
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/**
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* Called once per frame. Time is the number of seconds of a frame interval.
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*
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* @param {Number} dt
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*/
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update:function (dt) {
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//nothing
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},
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/**
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* returns a reversed action. <br />
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* For example: <br />
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* - The action will be x coordinates of 0 move to 100. <br />
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* - The reversed action will be x of 100 move to 0.
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* - Will be rewritten
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* @returns {cc.Action}
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*/
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reverse:function(){
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return this.clone();
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},
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/**
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* to copy object with deep copy.
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* returns a clone of action.
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*
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* @return {cc.FiniteTimeAction}
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*/
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clone:function(){
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return new cc.ActionInstant();
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}
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});
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/**
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* Show the node.
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* @class
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* @extends cc.ActionInstant
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*/
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cc.Show = cc.ActionInstant.extend(/** @lends cc.Show# */{
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/**
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* Called once per frame. Time is the number of seconds of a frame interval.
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*
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* @param {Number} dt
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*/
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update:function (dt) {
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this.target.visible = true;
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},
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/**
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* returns a reversed action. <br />
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* For example: <br />
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* - The action will be x coordinates of 0 move to 100. <br />
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* - The reversed action will be x of 100 move to 0.
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* - Will be rewritten
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* @returns {cc.Hide}
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*/
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reverse:function () {
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return new cc.Hide();
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},
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/**
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* to copy object with deep copy.
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* returns a clone of action.
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*
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* @return {cc.FiniteTimeAction}
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*/
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clone:function(){
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return new cc.Show();
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}
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});
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/**
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* Show the Node.
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* @function
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* @return {cc.Show}
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* @example
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* // example
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* var showAction = cc.show();
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*/
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cc.show = function () {
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return new cc.Show();
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};
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/**
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* Show the Node. Please use cc.show instead.
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* @static
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* @deprecated since v3.0 <br /> Please use cc.show instead.
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* @return {cc.Show}
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*/
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cc.Show.create = cc.show;
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/**
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* Hide the node.
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* @class
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* @extends cc.ActionInstant
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*/
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cc.Hide = cc.ActionInstant.extend(/** @lends cc.Hide# */{
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/**
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* Called once per frame. Time is the number of seconds of a frame interval.
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*
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* @param {Number} dt
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*/
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update:function (dt) {
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this.target.visible = false;
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},
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/**
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* returns a reversed action. <br />
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* For example: <br />
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* - The action will be x coordinates of 0 move to 100. <br />
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* - The reversed action will be x of 100 move to 0.
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* - Will be rewritten
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* @returns {cc.Show}
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*/
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reverse:function () {
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return new cc.Show();
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},
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/**
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* to copy object with deep copy.
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* returns a clone of action.
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*
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* @return {cc.Hide}
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*/
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clone:function(){
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return new cc.Hide();
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}
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});
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/**
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* Hide the node.
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* @function
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* @return {cc.Hide}
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* @example
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* // example
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* var hideAction = cc.hide();
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*/
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cc.hide = function () {
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return new cc.Hide();
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};
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/**
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* Hide the node. Please use cc.hide instead.
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* @static
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* @deprecated since v3.0 <br /> Please use cc.hide instead.
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* @return {cc.Hide}
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* @example
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* // example
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* var hideAction = cc.hide();
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*/
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cc.Hide.create = cc.hide;
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/**
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* Toggles the visibility of a node.
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* @class
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* @extends cc.ActionInstant
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*/
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cc.ToggleVisibility = cc.ActionInstant.extend(/** @lends cc.ToggleVisibility# */{
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/**
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* Called once per frame. Time is the number of seconds of a frame interval.
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*
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* @param {Number} dt
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*/
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update:function (dt) {
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this.target.visible = !this.target.visible;
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},
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/**
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* returns a reversed action.
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* @returns {cc.ToggleVisibility}
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*/
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reverse:function () {
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return new cc.ToggleVisibility();
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},
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/**
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* to copy object with deep copy.
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* returns a clone of action.
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*
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* @return {cc.ToggleVisibility}
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*/
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clone:function(){
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return new cc.ToggleVisibility();
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}
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});
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/**
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* Toggles the visibility of a node.
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* @function
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* @return {cc.ToggleVisibility}
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* @example
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* // example
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* var toggleVisibilityAction = cc.toggleVisibility();
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*/
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cc.toggleVisibility = function () {
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return new cc.ToggleVisibility();
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};
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/**
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* Toggles the visibility of a node. Please use cc.toggleVisibility instead.
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* @static
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* @deprecated since v3.0 <br /> Please use cc.toggleVisibility instead.
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* @return {cc.ToggleVisibility}
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*/
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cc.ToggleVisibility.create = cc.toggleVisibility;
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/**
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* Delete self in the next frame.
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* @class
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* @extends cc.ActionInstant
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* @param {Boolean} [isNeedCleanUp=true]
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*
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* @example
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* // example
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* var removeSelfAction = new cc.RemoveSelf(false);
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*/
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cc.RemoveSelf = cc.ActionInstant.extend({
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_isNeedCleanUp: true,
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/**
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* Constructor function, override it to extend the construction behavior, remember to call "this._super()" in the extended "ctor" function. <br />
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* Create a RemoveSelf object with a flag indicate whether the target should be cleaned up while removing.
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* @param {Boolean} [isNeedCleanUp=true]
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*/
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ctor:function(isNeedCleanUp){
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cc.FiniteTimeAction.prototype.ctor.call(this);
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isNeedCleanUp !== undefined && this.init(isNeedCleanUp);
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},
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/**
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* Called once per frame. Time is the number of seconds of a frame interval.
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*
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* @param {Number} dt
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*/
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update:function(dt){
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this.target.removeFromParent(this._isNeedCleanUp);
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},
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/**
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* Initialization of the node, please do not call this function by yourself, you should pass the parameters to constructor to initialize it
.
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* @param isNeedCleanUp
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* @returns {boolean}
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*/
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init:function(isNeedCleanUp){
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this._isNeedCleanUp = isNeedCleanUp;
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return true;
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},
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/**
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* returns a reversed action.
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*/
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reverse:function(){
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return new cc.RemoveSelf(this._isNeedCleanUp);
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},
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/**
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* to copy object with deep copy.
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* returns a clone of action.
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*
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* @return {cc.RemoveSelf}
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*/
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clone:function(){
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return new cc.RemoveSelf(this._isNeedCleanUp);
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}
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});
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/**
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* Create a RemoveSelf object with a flag indicate whether the target should be cleaned up while removing.
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*
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* @function
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* @param {Boolean} [isNeedCleanUp=true]
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* @return {cc.RemoveSelf}
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*
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* @example
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* // example
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* var removeSelfAction = cc.removeSelf();
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*/
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cc.removeSelf = function(isNeedCleanUp){
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return new cc.RemoveSelf(isNeedCleanUp);
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};
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/**
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* Please use cc.removeSelf instead.
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* Create a RemoveSelf object with a flag indicate whether the target should be cleaned up while removing.
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*
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* @static
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* @deprecated since v3.0 <br /> Please use cc.removeSelf instead.
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* @param {Boolean} [isNeedCleanUp=true]
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* @return {cc.RemoveSelf}
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*/
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cc.RemoveSelf.create = cc.removeSelf;
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/**
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* Flips the sprite horizontally.
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* @class
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* @extends cc.ActionInstant
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* @param {Boolean} flip Indicate whether the target should be flipped or not
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*
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* @example
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* var flipXAction = new cc.FlipX(true);
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*/
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cc.FlipX = cc.ActionInstant.extend(/** @lends cc.FlipX# */{
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_flippedX:false,
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/**
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* Constructor function, override it to extend the construction behavior, remember to call "this._super()" in the extended "ctor" function. <br />
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* Create a FlipX action to flip or unflip the target.
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* @param {Boolean} flip Indicate whether the target should be flipped or not
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*/
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ctor:function(flip){
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cc.FiniteTimeAction.prototype.ctor.call(this);
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this._flippedX = false;
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flip !== undefined && this.initWithFlipX(flip);
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},
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/**
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* initializes the action with a set flipX.
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* @param {Boolean} flip
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* @return {Boolean}
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*/
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initWithFlipX:function (flip) {
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this._flippedX = flip;
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return true;
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},
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/**
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* Called once per frame. Time is the number of seconds of a frame interval.
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*
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* @param {Number} dt
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*/
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update:function (dt) {
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this.target.flippedX = this._flippedX;
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},
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/**
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* returns a reversed action.
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* @return {cc.FlipX}
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*/
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reverse:function () {
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return new cc.FlipX(!this._flippedX);
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},
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/**
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* to copy object with deep copy.
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* returns a clone of action.
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*
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* @return {cc.FiniteTimeAction}
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*/
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clone:function(){
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var action = new cc.FlipX();
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action.initWithFlipX(this._flippedX);
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return action;
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}
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});
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/**
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* Create a FlipX action to flip or unflip the target.
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*
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* @function
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* @param {Boolean} flip Indicate whether the target should be flipped or not
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* @return {cc.FlipX}
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* @example
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* var flipXAction = cc.flipX(true);
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*/
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cc.flipX = function (flip) {
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return new cc.FlipX(flip);
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};
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/**
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* Plese use cc.flipX instead.
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* Create a FlipX action to flip or unflip the target
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*
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* @static
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* @deprecated since v3.0 <br /> Plese use cc.flipX instead.
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* @param {Boolean} flip Indicate whether the target should be flipped or not
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* @return {cc.FlipX}
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*/
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cc.FlipX.create = cc.flipX;
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/**
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* Flips the sprite vertically
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* @class
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* @extends cc.ActionInstant
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* @param {Boolean} flip
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* @example
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* var flipYAction = new cc.FlipY(true);
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*/
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cc.FlipY = cc.ActionInstant.extend(/** @lends cc.FlipY# */{
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_flippedY:false,
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/**
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* Constructor function, override it to extend the construction behavior, remember to call "this._super()" in the extended "ctor" function. <br />
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* Create a FlipY action to flip or unflip the target.
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*
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* @param {Boolean} flip
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*/
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ctor: function(flip){
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cc.FiniteTimeAction.prototype.ctor.call(this);
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this._flippedY = false;
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flip !== undefined && this.initWithFlipY(flip);
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},
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/**
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* initializes the action with a set flipY.
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* @param {Boolean} flip
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* @return {Boolean}
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*/
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initWithFlipY:function (flip) {
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this._flippedY = flip;
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return true;
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},
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/**
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* Called once per frame. Time is the number of seconds of a frame interval.
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*
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* @param {Number} dt
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*/
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update:function (dt) {
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this.target.flippedY = this._flippedY;
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},
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/**
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* returns a reversed action.
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* @return {cc.FlipY}
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*/
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reverse:function () {
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return new cc.FlipY(!this._flippedY);
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},
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/**
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* to copy object with deep copy.
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* returns a clone of action.
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*
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* @return {cc.FlipY}
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*/
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clone:function(){
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var action = new cc.FlipY();
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action.initWithFlipY(this._flippedY);
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return action;
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}
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});
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/**
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* Create a FlipY action to flip or unflip the target.
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*
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* @function
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* @param {Boolean} flip
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* @return {cc.FlipY}
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* @example
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* var flipYAction = cc.flipY(true);
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*/
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cc.flipY = function (flip) {
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return new cc.FlipY(flip);
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};
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/**
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* Please use cc.flipY instead
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* Create a FlipY action to flip or unflip the target
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*
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* @static
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* @deprecated since v3.0 <br /> Please use cc.flipY instead.
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* @param {Boolean} flip
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* @return {cc.FlipY}
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*/
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cc.FlipY.create = cc.flipY;
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/**
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* Places the node in a certain position
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* @class
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* @extends cc.ActionInstant
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* @param {cc.Point|Number} pos
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* @param {Number} [y]
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* @example
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* var placeAction = new cc.Place(cc.p(200, 200));
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* var placeAction = new cc.Place(200, 200);
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*/
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cc.Place = cc.ActionInstant.extend(/** @lends cc.Place# */{
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_x: 0,
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_y: 0,
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/**
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* Constructor function, override it to extend the construction behavior, remember to call "this._super()" in the extended "ctor" function. <br />
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* Creates a Place action with a position.
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* @param {cc.Point|Number} pos
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* @param {Number} [y]
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*/
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ctor:function(pos, y){
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cc.FiniteTimeAction.prototype.ctor.call(this);
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this._x = 0;
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this._y = 0;
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if (pos !== undefined) {
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if (pos.x !== undefined) {
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y = pos.y;
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pos = pos.x;
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}
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this.initWithPosition(pos, y);
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}
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},
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/**
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* Initializes a Place action with a position
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* @param {number} x
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* @param {number} y
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* @return {Boolean}
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*/
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initWithPosition: function (x, y) {
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this._x = x;
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this._y = y;
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return true;
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},
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/**
|
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* Called once per frame. Time is the number of seconds of a frame interval.
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*
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* @param {Number} dt
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*/
|
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update:function (dt) {
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this.target.setPosition(this._x, this._y);
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},
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/**
|
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* to copy object with deep copy.
|
||
* returns a clone of action.
|
||
*
|
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* @return {cc.Place}
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*/
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clone:function(){
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var action = new cc.Place();
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action.initWithPosition(this._x, this._y);
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return action;
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}
|
||
});
|
||
|
||
/**
|
||
* Creates a Place action with a position.
|
||
* @function
|
||
* @param {cc.Point|Number} pos
|
||
* @param {Number} [y]
|
||
* @return {cc.Place}
|
||
* @example
|
||
* // example
|
||
* var placeAction = cc.place(cc.p(200, 200));
|
||
* var placeAction = cc.place(200, 200);
|
||
*/
|
||
cc.place = function (pos, y) {
|
||
return new cc.Place(pos, y);
|
||
};
|
||
|
||
/**
|
||
* Please use cc.place instead.
|
||
* Creates a Place action with a position.
|
||
* @static
|
||
* @deprecated since v3.0 <br /> Please use cc.place instead.
|
||
* @param {cc.Point|Number} pos
|
||
* @param {Number} [y]
|
||
* @return {cc.Place}
|
||
*/
|
||
cc.Place.create = cc.place;
|
||
|
||
|
||
/**
|
||
* Calls a 'callback'.
|
||
* @class
|
||
* @extends cc.ActionInstant
|
||
* @param {function} selector
|
||
* @param {object|null} [selectorTarget]
|
||
* @param {*|null} [data] data for function, it accepts all data types.
|
||
* @example
|
||
* // example
|
||
* // CallFunc without data
|
||
* var finish = new cc.CallFunc(this.removeSprite, this);
|
||
*
|
||
* // CallFunc with data
|
||
* var finish = new cc.CallFunc(this.removeFromParentAndCleanup, this, true);
|
||
*/
|
||
cc.CallFunc = cc.ActionInstant.extend(/** @lends cc.CallFunc# */{
|
||
_selectorTarget:null,
|
||
_function:null,
|
||
_data:null,
|
||
|
||
/**
|
||
* Constructor function, override it to extend the construction behavior, remember to call "this._super()" in the extended "ctor" function. <br />
|
||
* Creates a CallFunc action with the callback.
|
||
* @param {function} selector
|
||
* @param {object|null} [selectorTarget]
|
||
* @param {*|null} [data] data for function, it accepts all data types.
|
||
*/
|
||
ctor:function(selector, selectorTarget, data){
|
||
cc.FiniteTimeAction.prototype.ctor.call(this);
|
||
|
||
this.initWithFunction(selector, selectorTarget, data);
|
||
},
|
||
|
||
/**
|
||
* Initializes the action with a function or function and its target
|
||
* @param {function} selector
|
||
* @param {object|Null} selectorTarget
|
||
* @param {*|Null} [data] data for function, it accepts all data types.
|
||
* @return {Boolean}
|
||
*/
|
||
initWithFunction:function (selector, selectorTarget, data) {
|
||
if (selector) {
|
||
this._function = selector;
|
||
}
|
||
if (selectorTarget) {
|
||
this._selectorTarget = selectorTarget;
|
||
}
|
||
if (data !== undefined) {
|
||
this._data = data;
|
||
}
|
||
return true;
|
||
},
|
||
|
||
/**
|
||
* execute the function.
|
||
*/
|
||
execute:function () {
|
||
if (this._function) {
|
||
this._function.call(this._selectorTarget, this.target, this._data);
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Called once per frame. Time is the number of seconds of a frame interval.
|
||
*
|
||
* @param {Number} dt
|
||
*/
|
||
update:function (dt) {
|
||
this.execute();
|
||
},
|
||
|
||
/**
|
||
* Get selectorTarget.
|
||
* @return {object}
|
||
*/
|
||
getTargetCallback:function () {
|
||
return this._selectorTarget;
|
||
},
|
||
|
||
/**
|
||
* Set selectorTarget.
|
||
* @param {object} sel
|
||
*/
|
||
setTargetCallback:function (sel) {
|
||
if (sel !== this._selectorTarget) {
|
||
if (this._selectorTarget)
|
||
this._selectorTarget = null;
|
||
this._selectorTarget = sel;
|
||
}
|
||
},
|
||
|
||
/**
|
||
* to copy object with deep copy.
|
||
* returns a clone of action.
|
||
*
|
||
* @return {cc.CallFunc}
|
||
*/
|
||
clone:function(){
|
||
var action = new cc.CallFunc();
|
||
action.initWithFunction(this._function, this._selectorTarget, this._data);
|
||
return action;
|
||
}
|
||
});
|
||
|
||
/**
|
||
* Creates the action with the callback
|
||
* @function
|
||
* @param {function} selector
|
||
* @param {object|null} [selectorTarget]
|
||
* @param {*|null} [data] data for function, it accepts all data types.
|
||
* @return {cc.CallFunc}
|
||
* @example
|
||
* // example
|
||
* // CallFunc without data
|
||
* var finish = cc.callFunc(this.removeSprite, this);
|
||
*
|
||
* // CallFunc with data
|
||
* var finish = cc.callFunc(this.removeFromParentAndCleanup, this._grossini, true);
|
||
*/
|
||
cc.callFunc = function (selector, selectorTarget, data) {
|
||
return new cc.CallFunc(selector, selectorTarget, data);
|
||
};
|
||
|
||
/**
|
||
* Please use cc.callFunc instead.
|
||
* Creates the action with the callback.
|
||
* @static
|
||
* @deprecated since v3.0 <br /> Please use cc.callFunc instead.
|
||
* @param {function} selector
|
||
* @param {object|null} [selectorTarget]
|
||
* @param {*|null} [data] data for function, it accepts all data types.
|
||
* @return {cc.CallFunc}
|
||
*/
|
||
cc.CallFunc.create = cc.callFunc;
|