Magic_Game/core/base/ActionFiniteTime.h

420 lines
8.0 KiB
C++

// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include "Action.hpp"
#include "logs.h"
namespace easy2d
{
// 持续动作
class FiniteTimeAction
: public Action
{
public:
// 创建特定时长的持续动作
explicit FiniteTimeAction(
Duration const& duration
);
// 重置动作
virtual void Reset() override;
protected:
// 初始化动作
virtual void Init(Node* target) override;
// 更新动作
virtual void Update(Node* target, Duration const& dt) override;
protected:
Duration duration_;
float process_;
};
// 相对位移动作
class MoveBy
: public FiniteTimeAction
{
public:
explicit MoveBy(
Duration const& duration, /* 持续时长 */
Point const& vector /* 移动距离 */
);
// 获取该动作的拷贝对象
virtual spAction Clone() const override;
// 获取该动作的倒转
virtual spAction Reverse() const override;
protected:
// 初始化动作
virtual void Init(Node* target) override;
// 更新动作
virtual void Update(Node* target, Duration const& dt) override;
protected:
Point start_pos_;
Point prev_pos_;
Point delta_pos_;
};
// 位移动作
class MoveTo
: public MoveBy
{
public:
explicit MoveTo(
Duration const& duration, /* 持续时长 */
Point const& pos /* 目的坐标 */
);
// 获取该动作的拷贝对象
virtual spAction Clone() const override;
// 获取该动作的倒转
virtual spAction Reverse() const override
{
logs::Errorln("Reverse() not supported in MoveTo");
return nullptr;
}
protected:
// 初始化动作
virtual void Init(Node* target) override;
protected:
Point end_pos_;
};
// 相对跳跃动作
class JumpBy
: public FiniteTimeAction
{
public:
explicit JumpBy(
Duration const& duration, /* 持续时长 */
Point const& vec, /* 跳跃距离 */
float height, /* 跳跃高度 */
int jumps = 1 /* 跳跃次数 */
);
// 获取该动作的拷贝对象
virtual spAction Clone() const override;
// 获取该动作的倒转
virtual spAction Reverse() const override;
protected:
// 初始化动作
virtual void Init(Node* target) override;
// 更新动作
virtual void Update(Node* target, Duration const& dt) override;
protected:
Point start_pos_;
Point delta_pos_;
float height_;
int jumps_;
Point prev_pos_;
};
// 跳跃动作
class JumpTo
: public JumpBy
{
public:
explicit JumpTo(
Duration const& duration, /* 持续时长 */
Point const& pos, /* 目的坐标 */
float height, /* 跳跃高度 */
int jumps = 1 /* 跳跃次数 */
);
// 获取该动作的拷贝对象
virtual spAction Clone() const override;
// 获取该动作的倒转
virtual spAction Reverse() const override
{
logs::Errorln("Reverse() not supported in JumpTo");
return nullptr;
}
protected:
// 初始化动作
virtual void Init(Node* target) override;
protected:
Point end_pos_;
};
// 相对缩放动作
class ScaleBy
: public FiniteTimeAction
{
public:
explicit ScaleBy(
Duration const& duration, /* 持续时长 */
float scale /* 相对变化值 */
);
explicit ScaleBy(
Duration const& duration, /* 持续时长 */
float scale_x, /* 横向缩放相对变化值 */
float scale_y /* 纵向缩放相对变化值 */
);
// 获取该动作的拷贝对象
virtual spAction Clone() const override;
// 获取该动作的倒转
virtual spAction Reverse() const override;
protected:
// 初始化动作
virtual void Init(Node* target) override;
// 更新动作
virtual void Update(Node* target, Duration const& dt) override;
protected:
float start_scale_x_;
float start_scale_y_;
float delta_x_;
float delta_y_;
};
// 缩放动作
class ScaleTo
: public ScaleBy
{
public:
explicit ScaleTo(
Duration const& duration, /* 持续时长 */
float scale /* 目标值 */
);
explicit ScaleTo(
Duration const& duration, /* 持续时长 */
float scale_x, /* 横向缩放目标值 */
float scale_y /* 纵向缩放目标值 */
);
// 获取该动作的拷贝对象
virtual spAction Clone() const override;
// 获取该动作的倒转
virtual spAction Reverse() const override
{
logs::Errorln("Reverse() not supported in ScaleTo");
return nullptr;
}
protected:
// 初始化动作
virtual void Init(Node* target) override;
protected:
float end_scale_x_;
float end_scale_y_;
};
// 透明度相对渐变动作
class OpacityBy
: public FiniteTimeAction
{
public:
explicit OpacityBy(
Duration const& duration, /* 持续时长 */
float opacity /* 相对变化值 */
);
// 获取该动作的拷贝对象
virtual spAction Clone() const override;
// 获取该动作的倒转
virtual spAction Reverse() const override;
protected:
// 初始化动作
virtual void Init(Node* target) override;
// 更新动作
virtual void Update(Node* target, Duration const& dt) override;
protected:
float start_val_;
float delta_val_;
};
// 透明度渐变动作
class OpacityTo
: public OpacityBy
{
public:
explicit OpacityTo(
Duration const& duration, /* 持续时长 */
float opacity /* 目标值 */
);
// 获取该动作的拷贝对象
virtual spAction Clone() const override;
// 获取该动作的倒转
virtual spAction Reverse() const override
{
logs::Errorln("Reverse() not supported in OpacityTo");
return nullptr;
}
protected:
// 初始化动作
virtual void Init(Node* target) override;
protected:
float end_val_;
};
// 淡入动作
class FadeIn
: public OpacityTo
{
public:
// 创建淡入动作
explicit FadeIn(
Duration const& duration /* 持续时长 */
);
};
// 淡出动作
class FadeOut
: public OpacityTo
{
public:
// 创建淡出动作
explicit FadeOut(
Duration const& duration /* 持续时长 */
);
};
// 相对旋转动作
class RotateBy
: public FiniteTimeAction
{
public:
explicit RotateBy(
Duration const& duration, /* 持续时长 */
float rotation /* 相对变化值 */
);
// 获取该动作的拷贝对象
virtual spAction Clone() const override;
// 获取该动作的倒转
virtual spAction Reverse() const override;
protected:
// 初始化动作
virtual void Init(Node* target) override;
// 更新动作
virtual void Update(Node* target, Duration const& dt) override;
protected:
float start_val_;
float delta_val_;
};
// 旋转动作
class RotateTo
: public RotateBy
{
public:
explicit RotateTo(
Duration const& duration, /* 持续时长 */
float rotation /* 目标值 */
);
// 获取该动作的拷贝对象
virtual spAction Clone() const override;
// 获取该动作的倒转
virtual spAction Reverse() const override
{
logs::Errorln("Reverse() not supported in RotateTo");
return nullptr;
}
protected:
// 初始化动作
virtual void Init(Node* target) override;
protected:
float end_val_;
};
// 延时动作
class Delay
: public Action
{
public:
explicit Delay(
Duration const& duration /* 延迟时长(秒) */
);
// 获取该动作的拷贝对象
virtual spAction Clone() const override;
// 获取该动作的倒转
virtual spAction Reverse() const override;
// 重置动作
virtual void Reset() override;
protected:
// 初始化动作
virtual void Init(Node* target) override;
// 更新动作
virtual void Update(Node* target, Duration const& dt) override;
protected:
Duration delay_;
Duration delta_;
};
}