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