Magic_Game/core/eactions.h

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#pragma once
#include "enodes.h"
namespace e2d
{
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class ActionManager;
class ActionTwo;
class ActionLoop;
class ActionSequence;
class EActionTwoAtSameTime;
class TransitionFade;
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class Action :
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public Object
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{
friend ActionManager;
friend ActionTwo;
friend ActionLoop;
friend ActionSequence;
friend EActionTwoAtSameTime;
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public:
Action();
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virtual ~Action();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
virtual bool isRunning();
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>
virtual void startWith(
Node* pTarget /* ִ<>иö<D0B8><C3B6><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF> */
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void resume();
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// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
virtual void pause();
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
virtual void stop();
// <20><>ȡһ<C8A1><D2BB><EFBFBD>µĿ<C2B5><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Action * clone() const = 0;
// <20><>ȡһ<C8A1><D2BB><EFBFBD>µ<EFBFBD><C2B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Action * reverse() const;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset();
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4>Ŀ<EFBFBD><C4BF>
virtual Node * getTarget();
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init();
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
virtual bool _isEnding();
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime();
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protected:
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bool m_bRunning;
bool m_bEnding;
bool m_bInit;
Node * m_pTarget;
Scene *m_pParentScene;
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double m_fLast;
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};
class ActionGradual :
public Action
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{
public:
// <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionGradual(
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double duration
);
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
protected:
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double m_fDuration;
double m_fRateOfProgress;
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};
class ActionMoveBy :
public ActionGradual
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{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>
ActionMoveBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Vector vector /* λ<><CEBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionMoveBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E6B6AF>
virtual ActionMoveBy * reverse() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
protected:
Point m_BeginPos;
Vector m_MoveVec;
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};
class ActionMoveTo :
public ActionMoveBy
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{
public:
// <20><><EFBFBD><EFBFBD>λ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>
ActionMoveTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Point pos /* λ<><CEBB><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionMoveTo * clone() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
protected:
Point m_EndPos;
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};
class ActionScaleBy :
public ActionGradual
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{
public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
ActionScaleBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double scale /* <20><><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD>仯 */
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
ActionScaleBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double scaleX, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD>仯 */
double scaleY /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD>仯 */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionScaleBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E6B6AF>
virtual ActionScaleBy * reverse() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
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protected:
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double m_nBeginScaleX;
double m_nBeginScaleY;
double m_nVariationX;
double m_nVariationY;
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};
class ActionScaleTo :
public ActionScaleBy
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{
public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
ActionScaleTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double scale /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
ActionScaleTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double scaleX, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
double scaleY /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionScaleTo * clone() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
protected:
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double m_nEndScaleX;
double m_nEndScaleY;
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};
class ActionOpacityBy :
public ActionGradual
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{
public:
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Խ<EFBFBD><D4BD><EFBFBD><E4B6AF>
ActionOpacityBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double opacity /* ͸<><CDB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա仯ֵ */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionOpacityBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E6B6AF>
virtual ActionOpacityBy * reverse() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
protected:
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double m_nBeginVal;
double m_nVariation;
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};
class ActionOpacityTo :
public ActionOpacityBy
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{
public:
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD>Ƚ<EFBFBD><C8BD><EFBFBD><E4B6AF>
ActionOpacityTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double opacity /* ͸<><CDB8><EFBFBD>Ƚ<EFBFBD><C8BD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>ֵ */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionOpacityTo * clone() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
protected:
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double m_nEndVal;
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};
class ActionFadeIn :
public ActionOpacityTo
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{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBB6AF>
ActionFadeIn(
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double duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
) : ActionOpacityTo(duration, 1) {}
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};
class ActionFadeOut :
public ActionOpacityTo
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{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionFadeOut(
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double duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
) : ActionOpacityTo(duration, 0) {}
};
class ActionRotateBy :
public ActionGradual
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
ActionRotateBy(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double rotation /* <20><>ת<EFBFBD>Ƕȱ仯ֵ */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionRotateBy * clone() const override;
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E6B6AF>
virtual ActionRotateBy * reverse() const override;
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
protected:
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double m_nBeginVal;
double m_nVariation;
};
class ActionRotateTo :
public ActionRotateBy
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
ActionRotateTo(
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double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double rotation /* <20><>ת<EFBFBD>Ƕ<EFBFBD><C7B6><EFBFBD>Ŀ<EFBFBD><C4BF>ֵ */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionRotateTo * clone() const override;
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
protected:
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double m_nEndVal;
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};
class ActionTwo :
public Action
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{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionTwo(
Action * pActionFirst, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
Action * pActionSecond, /* <20>ڶ<EFBFBD><DAB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
bool bAtSameTime = false /* ͬʱ<CDAC><CAB1>ʼ */
);
virtual ~ActionTwo();
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionTwo * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E6B6AF>
virtual ActionTwo * reverse(
bool actionReverse = true /* <20>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>Ƿ<EFBFBD>ִ<EFBFBD><D6B4><EFBFBD><EFBFBD><E6B6AF> */
) const;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
protected:
Action* m_pFirstAction;
Action* m_pSecondAction;
bool m_bAtSameTime;
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};
class ActionSequence :
public Action
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{
public:
// <20><><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionSequence();
// <20><><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionSequence(
int number, /* ˳<><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
Action * action1, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
...
);
virtual ~ActionSequence();
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// <20><>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
void _add(
Action * action /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>β<EFBFBD><CEB2> */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionSequence * clone() const override;
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E6B6AF>
virtual ActionSequence * reverse(
bool actionReverse = true /* <20>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>Ƿ<EFBFBD>ִ<EFBFBD><D6B4><EFBFBD><EFBFBD><E6B6AF> */
) const;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
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protected:
UINT m_nActionIndex;
std::vector<Action*> m_vActions;
};
class ActionDelay :
public Action
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
ActionDelay(
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double duration /* <20>ӳ<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>룩 */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionDelay * clone() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
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protected:
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double m_fDelayTime;
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};
class ActionLoop :
public Action
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{
public:
// <20><><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionLoop(
Action * action, /* ִ<><D6B4>ѭ<EFBFBD><D1AD><EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD> */
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int times = -1 /* ѭ<><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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virtual ~ActionLoop();
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionLoop * clone() const override;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
protected:
Action * m_pAction;
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int m_nTimes;
int m_nTotalTimes;
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};
class Animation :
public Action
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{
public:
// <20><><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation();
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// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation(
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double interval /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
);
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virtual ~Animation();
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// <20><><EFBFBD>ӹؼ<D3B9>֡
void addKeyframe(
Image * frame /* <20><><EFBFBD>ӹؼ<D3B9>֡ */
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);
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// <20><><EFBFBD><EFBFBD>ÿһ֡<D2BB><D6A1>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void setInterval(
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double interval /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Animation * clone() const override;
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E6B6AF>
virtual Animation * reverse() const override;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
protected:
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double m_fInterval;
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UINT m_nFrameIndex;
std::vector<Image*> m_vFrames;
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};
class ActionCallback :
public Action
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{
public:
// <20><><EFBFBD><EFBFBD>ִ<EFBFBD>лص<D0BB><D8B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD>
ActionCallback(
const VoidFunction & callback /* <20>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ActionCallback * clone() const override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void _update() override;
protected:
VoidFunction m_Callback;
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};
}