Magic_Game/Easy2D/Action/EAction.cpp

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#include "..\eactions.h"
#include "..\Win\winbase.h"
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e2d::EAction::EAction() :
m_bRunning(false),
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m_bEnding(false),
m_bInit(false),
m_pTarget(nullptr),
m_pParentScene(nullptr)
{
// Ĭ<>϶<EFBFBD><CFB6><EFBFBD> 15ms <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>
setInterval(15);
}
e2d::EAction::~EAction()
{
}
bool e2d::EAction::isRunning()
{
return m_bRunning;
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}
bool e2d::EAction::_isEnding()
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{
return m_bEnding;
}
void e2d::EAction::start()
{
this->resume();
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}
void e2d::EAction::resume()
{
m_bRunning = true;
m_tLast = GetNow();
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}
void e2d::EAction::pause()
{
m_bRunning = false;
}
void e2d::EAction::stop()
{
m_bEnding = true;
}
void e2d::EAction::setInterval(LONGLONG milliSeconds)
{
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
m_nAnimationInterval = milliSeconds;
}
void e2d::EAction::setTarget(ENode * node)
{
if (node)
{
m_pTarget = node;
}
}
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e2d::EAction * e2d::EAction::reverse() const
{
assert(0);
return nullptr;
}
e2d::ENode * e2d::EAction::getTarget()
{
return m_pTarget;
}
void e2d::EAction::_init()
{
m_bInit = true;
}
void e2d::EAction::_reset()
{
m_bInit = false;
m_bEnding = false;
}