1 /**************************************************************************** 2 Copyright (c) 2011-2012 cocos2d-x.org 3 Copyright (c) 2013-2014 Chukong Technologies Inc. 4 5 http://www.cocos2d-x.org 6 7 Permission is hereby granted, free of charge, to any person obtaining a copy 8 of this software and associated documentation files (the "Software"), to deal 9 in the Software without restriction, including without limitation the rights 10 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 11 copies of the Software, and to permit persons to whom the Software is 12 furnished to do so, subject to the following conditions: 13 14 The above copyright notice and this permission notice shall be included in 15 all copies or substantial portions of the Software. 16 17 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 18 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 20 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 21 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 22 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 23 THE SOFTWARE. 24 ****************************************************************************/ 25 26 /** 27 * Base class for ccs.ActionObject 28 * @class 29 * @extends ccs.Class 30 */ 31 ccs.ActionObject = ccs.Class.extend(/** @lends ccs.ActionObject# */{ 32 _actionNodeList: null, 33 _name: "", 34 _loop: false, 35 _pause: false, 36 _playing: false, 37 _unitTime: 0, 38 _currentTime: 0, 39 _scheduler:null, 40 ctor: function () { 41 this._actionNodeList = []; 42 this._name = ""; 43 this._loop = false; 44 this._pause = false; 45 this._playing = false; 46 this._unitTime = 0.1; 47 this._currentTime = 0; 48 this._scheduler = new cc.Scheduler(); 49 cc.director.getScheduler().scheduleUpdateForTarget(this._scheduler, 0, false); 50 }, 51 52 /** 53 * Sets name for object 54 * @param {string} name 55 */ 56 setName: function (name) { 57 this._name = name; 58 }, 59 60 /** 61 * Gets name for object 62 * @returns {string} 63 */ 64 getName: function () { 65 return this._name; 66 }, 67 68 /** 69 * Sets if the action will loop play. 70 * @param {boolean} loop 71 */ 72 setLoop: function (loop) { 73 this._loop = loop; 74 }, 75 76 /** 77 * Gets if the action will loop play. 78 * @returns {boolean} 79 */ 80 getLoop: function () { 81 return this._loop; 82 }, 83 84 /** 85 * Sets the time interval of frame. 86 * @param {number} time 87 */ 88 setUnitTime: function (time) { 89 this._unitTime = time; 90 var frameNum = this._actionNodeList.length; 91 for (var i = 0; i < frameNum; i++) { 92 var locActionNode = this._actionNodeList[i]; 93 locActionNode.setUnitTime(this._unitTime); 94 } 95 }, 96 97 /** 98 * Gets the time interval of frame. 99 * @returns {number} 100 */ 101 getUnitTime: function () { 102 return this._unitTime; 103 }, 104 105 /** 106 * Gets the current time of frame. 107 * @returns {number} 108 */ 109 getCurrentTime: function () { 110 return this._currentTime; 111 }, 112 113 /** 114 * Sets the current time of frame. 115 * @param time 116 */ 117 setCurrentTime: function (time) { 118 this._currentTime = time; 119 }, 120 121 /** 122 * Return if the action is playing. 123 * @returns {boolean} 124 */ 125 isPlaying: function () { 126 return this._playing; 127 }, 128 129 /** 130 * Init properties with a json dictionary 131 * @param {Object} dic 132 * @param {Object} root 133 */ 134 initWithDictionary: function (dic, root) { 135 this.setName(dic["name"]); 136 this.setLoop(dic["loop"]); 137 this.setUnitTime(dic["unittime"]); 138 var actionNodeList = dic["actionnodelist"]; 139 for (var i = 0; i < actionNodeList.length; i++) { 140 var locActionNode = new ccs.ActionNode(); 141 var locActionNodeDic = actionNodeList[i]; 142 locActionNode.initWithDictionary(locActionNodeDic, root); 143 locActionNode.setUnitTime(this.getUnitTime()); 144 this._actionNodeList.push(locActionNode); 145 locActionNodeDic = null; 146 } 147 }, 148 149 /** 150 * Adds a ActionNode to play the action. 151 * @param {ccs.ActionNode} node 152 */ 153 addActionNode: function (node) { 154 if (!node) { 155 return; 156 } 157 this._actionNodeList.push(node); 158 node.setUnitTime(this._unitTime); 159 }, 160 161 /** 162 * Removes a ActionNode which play the action. 163 * @param {ccs.ActionNode} node 164 */ 165 removeActionNode: function (node) { 166 if (node == null) { 167 return; 168 } 169 cc.arrayRemoveObject(this._actionNodeList, node); 170 }, 171 172 /** 173 * Play the action. 174 * @param {cc.CallFunc} fun 175 */ 176 play: function (fun) { 177 this.stop(); 178 this.updateToFrameByTime(0); 179 var frameNum = this._actionNodeList.length; 180 for (var i = 0; i < frameNum; i++) { 181 var locActionNode = this._actionNodeList[i]; 182 locActionNode.playAction(fun); 183 } 184 if (this._loop) { 185 this._scheduler.scheduleCallbackForTarget(this, this.simulationActionUpdate, 0, cc.REPEAT_FOREVER, 0, false); 186 } 187 }, 188 189 /** 190 * pause the action. 191 */ 192 pause: function () { 193 this._pause = true; 194 }, 195 196 /** 197 * stop the action. 198 */ 199 stop: function () { 200 for (var i = 0; i < this._actionNodeList.length; i++) { 201 var locActionNode = this._actionNodeList[i]; 202 locActionNode.stopAction(); 203 } 204 this._scheduler.unscheduleCallbackForTarget(this, this.simulationActionUpdate); 205 this._pause = false; 206 }, 207 208 /** 209 * Method of update frame . 210 */ 211 updateToFrameByTime: function (time) { 212 this._currentTime = time; 213 for (var i = 0; i < this._actionNodeList.length; i++) { 214 var locActionNode = this._actionNodeList[i]; 215 locActionNode.updateActionToTimeLine(time); 216 } 217 }, 218 simulationActionUpdate: function (dt) { 219 if (this._loop) { 220 var isEnd = true; 221 var actionNodeList = this._actionNodeList; 222 for (var i = 0; i < actionNodeList.length; i++) { 223 var actionNode = actionNodeList[i]; 224 if (actionNode.isActionDoneOnce() == false) { 225 isEnd = false; 226 break; 227 } 228 } 229 if (isEnd) { 230 this.play(); 231 } 232 } 233 } 234 });