mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2024-12-26 11:48:29 +00:00
570 lines
13 KiB
JavaScript
570 lines
13 KiB
JavaScript
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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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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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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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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****************************************************************************/
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/**
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* @module cc
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*/
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/**
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* !#en Instant actions are immediate actions. They don't have a duration like the ActionInterval actions.
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* !#zh 即时动作,这种动作立即就会执行,继承自 FiniteTimeAction。
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* @class ActionInstant
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* @extends FiniteTimeAction
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*/
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cc.ActionInstant = cc.Class({
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name: 'cc.ActionInstant',
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extends: cc.FiniteTimeAction,
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isDone:function () {
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return true;
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},
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step:function (dt) {
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this.update(1);
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},
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update:function (dt) {
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//nothing
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},
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/**
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* returns a reversed action. <br />
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* For example: <br />
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* - The action is x coordinates of 0 move to 100. <br />
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* - The reversed action will be x of 100 move to 0.
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* @returns {Action}
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*/
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reverse:function(){
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return this.clone();
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},
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clone:function(){
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return new cc.ActionInstant();
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}
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});
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/**
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* @module cc
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*/
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/*
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* Show the node.
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* @class Show
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* @extends ActionInstant
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*/
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cc.Show = cc.Class({
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name: 'cc.Show',
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extends: cc.ActionInstant,
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update:function (dt) {
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var _renderComps = this.target.getComponentsInChildren(cc.RenderComponent);
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for (var i = 0; i < _renderComps.length; ++i) {
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var render = _renderComps[i];
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render.enabled = true;
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}
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},
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reverse:function () {
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return new cc.Hide();
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},
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clone:function(){
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return new cc.Show();
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}
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});
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/**
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* !#en Show the Node.
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* !#zh 立即显示。
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* @method show
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* @return {ActionInstant}
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* @example
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* // example
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* var showAction = cc.show();
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*/
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cc.show = function () {
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return new cc.Show();
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};
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/*
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* Hide the node.
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* @class Hide
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* @extends ActionInstant
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*/
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cc.Hide = cc.Class({
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name: 'cc.Hide',
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extends: cc.ActionInstant,
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update:function (dt) {
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var _renderComps = this.target.getComponentsInChildren(cc.RenderComponent);
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for (var i = 0; i < _renderComps.length; ++i) {
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var render = _renderComps[i];
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render.enabled = false;
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}
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},
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reverse:function () {
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return new cc.Show();
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},
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clone:function(){
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return new cc.Hide();
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}
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});
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/**
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* !#en Hide the node.
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* !#zh 立即隐藏。
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* @method hide
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* @return {ActionInstant}
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* @example
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* // example
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* var hideAction = cc.hide();
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*/
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cc.hide = function () {
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return new cc.Hide();
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};
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/*
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* Toggles the visibility of a node.
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* @class ToggleVisibility
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* @extends ActionInstant
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*/
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cc.ToggleVisibility = cc.Class({
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name: 'cc.ToggleVisibility',
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extends: cc.ActionInstant,
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update:function (dt) {
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var _renderComps = this.target.getComponentsInChildren(cc.RenderComponent);
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for (var i = 0; i < _renderComps.length; ++i) {
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var render = _renderComps[i];
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render.enabled = !render.enabled;
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}
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},
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reverse:function () {
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return new cc.ToggleVisibility();
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},
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clone:function(){
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return new cc.ToggleVisibility();
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}
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});
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/**
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* !#en Toggles the visibility of a node.
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* !#zh 显隐状态切换。
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* @method toggleVisibility
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* @return {ActionInstant}
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* @example
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* // example
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* var toggleVisibilityAction = cc.toggleVisibility();
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*/
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cc.toggleVisibility = function () {
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return new cc.ToggleVisibility();
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};
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/*
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* Delete self in the next frame.
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* @class RemoveSelf
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* @extends ActionInstant
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* @param {Boolean} [isNeedCleanUp=true]
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*
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* @example
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* // example
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* var removeSelfAction = new cc.RemoveSelf(false);
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*/
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cc.RemoveSelf = cc.Class({
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name: 'cc.RemoveSelf',
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extends: cc.ActionInstant,
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ctor:function(isNeedCleanUp){
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this._isNeedCleanUp = true;
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isNeedCleanUp !== undefined && this.init(isNeedCleanUp);
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},
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update:function(dt){
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this.target.removeFromParent(this._isNeedCleanUp);
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},
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init:function(isNeedCleanUp){
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this._isNeedCleanUp = isNeedCleanUp;
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return true;
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},
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reverse:function(){
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return new cc.RemoveSelf(this._isNeedCleanUp);
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},
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clone:function(){
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return new cc.RemoveSelf(this._isNeedCleanUp);
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}
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});
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/**
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* !#en Create a RemoveSelf object with a flag indicate whether the target should be cleaned up while removing.
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* !#zh 从父节点移除自身。
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* @method removeSelf
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* @param {Boolean} [isNeedCleanUp = true]
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* @return {ActionInstant}
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*
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* @example
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* // example
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* var removeSelfAction = cc.removeSelf();
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*/
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cc.removeSelf = function(isNeedCleanUp){
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return new cc.RemoveSelf(isNeedCleanUp);
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};
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/*
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* Create an action to destroy self.
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* @class DestroySelf
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* @extends ActionInstant
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*
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* @example
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* var destroySelfAction = new cc.DestroySelf();
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*/
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cc.DestroySelf = cc.Class({
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name: 'cc.DestroySelf',
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extends: cc.ActionInstant,
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update () {
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this.target.destroy();
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},
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reverse () {
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return new cc.DestroySelf();
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},
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clone () {
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return new cc.DestroySelf();
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}
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});
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/**
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* !#en Destroy self
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* !#zh 创建一个销毁自身的动作。
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* @method destroySelf
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* @return {ActionInstant}
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*
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* @example
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* var destroySelfAction = cc.destroySelf();
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*/
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cc.destroySelf = function () {
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return new cc.DestroySelf();
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};
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/*
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* Flips the sprite horizontally.
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* @class FlipX
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* @extends ActionInstant
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* @param {Boolean} flip Indicate whether the target should be flipped or not
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*
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* @example
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* var flipXAction = new cc.FlipX(true);
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*/
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cc.FlipX = cc.Class({
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name: 'cc.FlipX',
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extends: cc.ActionInstant,
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ctor:function(flip){
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this._flippedX = false;
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flip !== undefined && this.initWithFlipX(flip);
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},
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/*
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* initializes the action with a set flipX.
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* @param {Boolean} flip
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* @return {Boolean}
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*/
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initWithFlipX:function (flip) {
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this._flippedX = flip;
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return true;
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},
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update:function (dt) {
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this.target.scaleX = Math.abs(this.target.scaleX) * (this._flippedX ? -1 : 1);
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},
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reverse:function () {
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return new cc.FlipX(!this._flippedX);
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},
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clone:function(){
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var action = new cc.FlipX();
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action.initWithFlipX(this._flippedX);
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return action;
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}
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});
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/**
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* !#en Create a FlipX action to flip or unflip the target.
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* !#zh X轴翻转。
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* @method flipX
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* @param {Boolean} flip Indicate whether the target should be flipped or not
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* @return {ActionInstant}
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* @example
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* var flipXAction = cc.flipX(true);
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*/
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cc.flipX = function (flip) {
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return new cc.FlipX(flip);
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};
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/*
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* Flips the sprite vertically
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* @class FlipY
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* @extends ActionInstant
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* @param {Boolean} flip
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* @example
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* var flipYAction = new cc.FlipY(true);
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*/
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cc.FlipY = cc.Class({
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name: 'cc.FlipY',
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extends: cc.ActionInstant,
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ctor: function(flip){
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this._flippedY = false;
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flip !== undefined && this.initWithFlipY(flip);
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},
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/*
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* initializes the action with a set flipY.
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* @param {Boolean} flip
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* @return {Boolean}
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*/
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initWithFlipY:function (flip) {
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this._flippedY = flip;
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return true;
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},
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update:function (dt) {
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this.target.scaleY = Math.abs(this.target.scaleY) * (this._flippedY ? -1 : 1);
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},
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reverse:function () {
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return new cc.FlipY(!this._flippedY);
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},
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clone:function(){
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var action = new cc.FlipY();
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action.initWithFlipY(this._flippedY);
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return action;
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}
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});
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/**
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* !#en Create a FlipY action to flip or unflip the target.
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* !#zh Y轴翻转。
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* @method flipY
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* @param {Boolean} flip
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* @return {ActionInstant}
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* @example
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* var flipYAction = cc.flipY(true);
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*/
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cc.flipY = function (flip) {
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return new cc.FlipY(flip);
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};
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/*
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* Places the node in a certain position
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* @class Place
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* @extends ActionInstant
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* @param {Vec2|Number} pos
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* @param {Number} [y]
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* @example
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* var placeAction = new cc.Place(cc.v2(200, 200));
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* var placeAction = new cc.Place(200, 200);
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*/
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cc.Place = cc.Class({
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name: 'cc.Place',
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extends: cc.ActionInstant,
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ctor:function(pos, y){
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this._x = 0;
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this._y = 0;
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if (pos !== undefined) {
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if (pos.x !== undefined) {
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y = pos.y;
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pos = pos.x;
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}
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this.initWithPosition(pos, y);
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}
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},
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/*
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* Initializes a Place action with a position
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* @param {number} x
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* @param {number} y
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* @return {Boolean}
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*/
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initWithPosition: function (x, y) {
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this._x = x;
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this._y = y;
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return true;
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},
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update:function (dt) {
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this.target.setPosition(this._x, this._y);
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},
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clone:function(){
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var action = new cc.Place();
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action.initWithPosition(this._x, this._y);
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return action;
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}
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});
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/**
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* !#en Creates a Place action with a position.
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* !#zh 放置在目标位置。
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* @method place
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* @param {Vec2|Number} pos
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* @param {Number} [y]
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* @return {ActionInstant}
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* @example
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* // example
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* var placeAction = cc.place(cc.v2(200, 200));
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* var placeAction = cc.place(200, 200);
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*/
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cc.place = function (pos, y) {
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return new cc.Place(pos, y);
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};
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/*
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* Calls a 'callback'.
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* @class CallFunc
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* @extends ActionInstant
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* @param {function} selector
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* @param {object} [selectorTarget=null]
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* @param {*} [data=null] data for function, it accepts all data types.
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* @example
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* // example
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* // CallFunc without data
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* var finish = new cc.CallFunc(this.removeSprite, this);
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*
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* // CallFunc with data
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* var finish = new cc.CallFunc(this.removeFromParentAndCleanup, this, true);
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*/
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cc.CallFunc = cc.Class({
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name: 'cc.CallFunc',
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extends: cc.ActionInstant,
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/*
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* Constructor function, override it to extend the construction behavior, remember to call "this._super()" in the extended "ctor" function. <br />
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* Creates a CallFunc action with the callback.
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* @param {function} selector
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* @param {object} [selectorTarget=null]
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* @param {*} [data=null] data for function, it accepts all data types.
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*/
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ctor:function(selector, selectorTarget, data){
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this._selectorTarget = null;
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this._function = null;
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this._data = null;
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this.initWithFunction(selector, selectorTarget, data);
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},
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/*
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* Initializes the action with a function or function and its target
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* @param {function} selector
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* @param {object|Null} selectorTarget
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* @param {*|Null} [data] data for function, it accepts all data types.
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* @return {Boolean}
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*/
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initWithFunction:function (selector, selectorTarget, data) {
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if (selector) {
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this._function = selector;
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}
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if (selectorTarget) {
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this._selectorTarget = selectorTarget;
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}
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if (data !== undefined) {
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this._data = data;
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}
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return true;
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},
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/*
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* execute the function.
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*/
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execute:function () {
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if (this._function) {
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this._function.call(this._selectorTarget, this.target, this._data);
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}
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},
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update:function (dt) {
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this.execute();
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},
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/*
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* Get selectorTarget.
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* @return {object}
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*/
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getTargetCallback:function () {
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return this._selectorTarget;
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},
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/*
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* Set selectorTarget.
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* @param {object} sel
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*/
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setTargetCallback:function (sel) {
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if (sel !== this._selectorTarget) {
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if (this._selectorTarget)
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this._selectorTarget = null;
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this._selectorTarget = sel;
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}
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},
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clone:function(){
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var action = new cc.CallFunc();
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action.initWithFunction(this._function, this._selectorTarget, this._data);
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return action;
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}
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});
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/**
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* !#en Creates the action with the callback.
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* !#zh 执行回调函数。
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* @method callFunc
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* @param {function} selector
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* @param {object} [selectorTarget=null]
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* @param {*} [data=null] - data for function, it accepts all data types.
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* @return {ActionInstant}
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* @example
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* // example
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* // CallFunc without data
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* var finish = cc.callFunc(this.removeSprite, this);
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*
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* // CallFunc with data
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* var finish = cc.callFunc(this.removeFromParentAndCleanup, this._grossini, true);
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*/
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cc.callFunc = function (selector, selectorTarget, data) {
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return new cc.CallFunc(selector, selectorTarget, data);
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};
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