2017-09-27 17:56:28 +08:00
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#include "..\easy2d.h"
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ActionMoveBy::ActionMoveBy(float duration, CVector vec) :
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Animation(duration)
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{
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m_MoveVector = vec;
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}
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ActionMoveBy::~ActionMoveBy()
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{
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}
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void ActionMoveBy::_init()
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{
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Animation::_init();
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m_BeginPos = m_pParent->getPos();
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}
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bool ActionMoveBy::_exec(LARGE_INTEGER nNow)
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{
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if (m_bStop) return true;
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if (!m_bRunning) return false;
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while (Animation::_exec(nNow))
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{
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// <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>λ<EFBFBD><CEBB>
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float scale = float(m_nDuration) / m_nTotalDuration;
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// <20>ƶ<EFBFBD> Sprite
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m_pParent->setPos(int(m_BeginPos.x + m_MoveVector.x * scale),
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int(m_BeginPos.y + m_MoveVector.y * scale));
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// <20>ж϶<D0B6><CFB6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
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2017-09-30 16:18:45 +08:00
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if (_isEnd())
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2017-09-27 17:56:28 +08:00
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{
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return true;
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}
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}
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return false;
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}
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void ActionMoveBy::_reset()
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{
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Animation::_reset();
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}
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2017-09-30 16:18:45 +08:00
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ActionMoveBy * ActionMoveBy::copy() const
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2017-09-27 17:56:28 +08:00
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{
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2017-09-30 16:18:45 +08:00
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return new ActionMoveBy(m_nMilliSeconds / 1000.0f, m_MoveVector);
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2017-09-27 17:56:28 +08:00
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}
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ActionMoveBy * ActionMoveBy::reverse() const
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{
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return new ActionMoveBy(m_nTotalDuration / 1000.0f, CVector(-m_MoveVector.x, -m_MoveVector.y));
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}
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