Magic_Game/Easy2D/Action/EActionMoveBy.cpp

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#include "..\eactions.h"
e2d::EActionMoveBy::EActionMoveBy(float duration, EVec vector) :
EAnimation(duration)
{
m_MoveVector = vector;
}
e2d::EActionMoveBy::~EActionMoveBy()
{
}
void e2d::EActionMoveBy::_init()
{
EAnimation::_init();
m_BeginPos = m_pTarget->getPos();
}
void e2d::EActionMoveBy::_exec()
{
while (EAnimation::_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->setPos(
m_BeginPos.x + m_MoveVector.x * scale,
m_BeginPos.y + m_MoveVector.y * scale
);
// <20>ж϶<D0B6><CFB6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
if (_isEnd())
{
this->stop();
break;
}
}
}
void e2d::EActionMoveBy::_reset()
{
EAnimation::_reset();
}
e2d::EActionMoveBy * e2d::EActionMoveBy::copy() const
{
return new EActionMoveBy(m_nAnimationInterval / 1000.0f, m_MoveVector);
}
e2d::EActionMoveBy * e2d::EActionMoveBy::reverse() const
{
return new EActionMoveBy(m_nTotalDuration / 1000.0f, EVec(-m_MoveVector.x, -m_MoveVector.y));
}