Magic_Game/Easy2D/Action/Action.cpp

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2017-09-27 17:56:28 +08:00
#include "..\easy2d.h"
#include <assert.h>
Action::Action() :
m_bRunning(true),
m_bStop(false),
m_pTargetSprite(nullptr),
m_pParentScene(nullptr)
2017-09-27 17:56:28 +08:00
{
// Ĭ<>϶<EFBFBD><CFB6><EFBFBD> 15ms <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>
setInterval(15);
}
Action::~Action()
{
}
bool Action::isRunning()
{
return m_bRunning;
}
void Action::start()
{
m_bRunning = true;
}
void Action::resume()
{
m_bRunning = true;
}
void Action::pause()
{
m_bRunning = false;
}
void Action::stop()
{
m_bStop = true;
}
void Action::setInterval(UINT ms)
{
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
LARGE_INTEGER nFreq;
QueryPerformanceFrequency(&nFreq);
m_nAnimationInterval.QuadPart = (LONGLONG)(ms / 1000.0 * nFreq.QuadPart);
// <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>
this->m_nMilliSeconds = ms;
}
Action * Action::reverse() const
{
assert(0);
return nullptr;
}