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111 lines
3.3 KiB
JavaScript
Vendored
111 lines
3.3 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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* <p>NodeGrid class is a class serves as a decorator of cc.Node,<br/>
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* Grid node can run grid actions over all its children (WebGL only)
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* </p>
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* @type {Class}
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*
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* @property {cc.GridBase} grid - Grid object that is used when applying effects
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* @property {cc.Node} target - <@writeonly>Target
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*/
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cc.NodeGrid = cc.Node.extend(/** @lends cc.NodeGrid# */{
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grid: null,
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_target: null,
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_gridRect:null,
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ctor: function (rect) {
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cc.Node.prototype.ctor.call(this);
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if(rect === undefined) rect = cc.rect();
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this._gridRect = rect;
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},
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/**
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* Gets the grid object.
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* @returns {cc.GridBase}
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*/
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getGrid: function () {
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return this.grid;
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},
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/**
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* Set the grid object.
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* @param {cc.GridBase} grid
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*/
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setGrid: function (grid) {
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this.grid = grid;
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},
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/**
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* @brief Set the effect grid rect.
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* @param {cc.Rect} rect
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*/
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setGridRect: function (rect) {
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this._gridRect = rect;
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},
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/**
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* @brief Get the effect grid rect.
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* @return {cc.Rect} rect.
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*/
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getGridRect: function () {
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return this._gridRect;
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},
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/**
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* Set the target
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* @param {cc.Node} target
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*/
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setTarget: function (target) {
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this._target = target;
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},
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_createRenderCmd: function(){
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if (cc._renderType === cc.game.RENDER_TYPE_WEBGL)
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return new cc.NodeGrid.WebGLRenderCmd(this);
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else
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return new cc.Node.CanvasRenderCmd(this); // cc.NodeGrid doesn't support Canvas mode.
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}
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});
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var _p = cc.NodeGrid.prototype;
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// Extended property
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/** @expose */
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_p.grid;
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/** @expose */
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_p.target;
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cc.defineGetterSetter(_p, "target", null, _p.setTarget);
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/**
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* Creates a NodeGrid. <br />
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* Implementation cc.NodeGrid
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* @deprecated since v3.0 please new cc.NodeGrid instead.
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* @return {cc.NodeGrid}
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*/
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cc.NodeGrid.create = function () {
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return new cc.NodeGrid();
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};
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