Magic_Game/Easy2D/Action/EActionScaleBy.cpp

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#include "..\eactions.h"
e2d::EActionScaleBy::EActionScaleBy(float duration, float scaleX, float scaleY) :
EActionGradual(duration)
{
m_nVariationX = scaleX;
m_nVariationY = scaleY;
}
void e2d::EActionScaleBy::_init()
{
EActionGradual::_init();
if (m_pTarget)
{
m_nBeginScaleX = m_pTarget->getScaleX();
m_nBeginScaleY = m_pTarget->getScaleY();
}
}
void e2d::EActionScaleBy::_callOn()
{
if (m_pTarget == nullptr)
{
this->stop();
return;
}
while (EActionGradual::_isDelayEnough())
{
// <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>λ<EFBFBD><CEBB>
float scale = static_cast<float>(m_nDuration) / m_nTotalDuration;
// <20>ƶ<EFBFBD> Sprite
m_pTarget->setScale(m_nBeginScaleX + m_nVariationX * scale, m_nBeginScaleX + m_nVariationX * scale);
// <20>ж϶<D0B6><CFB6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
if (_isEnd())
{
this->stop();
break;
}
}
}
void e2d::EActionScaleBy::_reset()
{
EActionGradual::_reset();
}
e2d::EActionScaleBy * e2d::EActionScaleBy::clone() const
{
return new EActionScaleBy(m_nAnimationInterval / 1000.0f, m_nVariationX, m_nVariationY);
}
e2d::EActionScaleBy * e2d::EActionScaleBy::reverse() const
{
return new EActionScaleBy(m_nTotalDuration / 1000.0f, -m_nVariationX, -m_nVariationY);
}