Magic_Game/Easy2D/Action/ActionMoveBy.cpp

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