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cocos2d-iphone
2.1
Improved Cocos2D API Reference (iOS version) for www.kobold2d.com developers
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#import <CCAnimation.h>
Public Member Functions | |
(id) | - initWithSpriteFrames: |
(id) | - initWithSpriteFrames:delay: |
(id) | - initWithAnimationFrames:delayPerUnit:loops: |
(void) | - addSpriteFrame: |
(void) | - addSpriteFrameWithFilename: |
(void) | - addSpriteFrameWithTexture:rect: |
(id) | - initWithFrames: |
(id) | - initWithFrames:delay: |
(void) | - addFrame: |
(void) | - addFrameWithFilename: |
(void) | - addFrameWithTexture:rect: |
Static Public Member Functions | |
(id) | + animation |
(id) | + animationWithSpriteFrames: |
(id) | + animationWithSpriteFrames:delay: |
(id) | + animationWithAnimationFrames:delayPerUnit:loops: |
(id) | + animationWithFrames: |
(id) | + animationWithFrames:delay: |
Protected Attributes | |
NSMutableArray * | _frames |
float | _totalDelayUnits |
float | _delayPerUnit |
BOOL | _restoreOriginalFrame |
NSUInteger | _loops |
Properties | |
float | totalDelayUnits |
float | delayPerUnit |
float | duration |
NSMutableArray * | frames |
BOOL | restoreOriginalFrame |
NSUInteger | loops |
A CCAnimation object is used to perform animations on the CCSprite objects.
The CCAnimation object contains CCAnimationFrame objects, and a possible delay between the frames. You can animate a CCAnimation object by using the CCAnimate action. Example:
[sprite runAction:[CCAnimate actionWithAnimation:animation]];
- (void) addSpriteFrame: | (CCSpriteFrame *) | frame |
Adds a CCSpriteFrame to a CCAnimation. The frame will be added with one "delay unit".
- (void) addSpriteFrameWithFilename: | (NSString *) | filename |
Adds a frame with an image filename. Internally it will create a CCSpriteFrame and it will add it. The frame will be added with one "delay unit". Added to facilitate the migration from v0.8 to v0.9.
- (void) addSpriteFrameWithTexture: | (CCTexture2D *) | texture | |
rect: | (CGRect) | rect | |
Adds a frame with a texture and a rect. Internally it will create a CCSpriteFrame and it will add it. The frame will be added with one "delay unit". Added to facilitate the migration from v0.8 to v0.9.
+ (id) animation |
Creates an animation
+ (id) animationWithSpriteFrames: | (NSArray *) | arrayOfSpriteFrameNames |
Creates an animation with an array of CCSpriteFrame. The frames will be created with one "delay unit".
- (id) initWithSpriteFrames: | (NSArray *) | arrayOfSpriteFrameNames |
Initializes a CCAnimation with an array of CCSpriteFrame. The frames will be added with one "delay unit".
- (id) initWithSpriteFrames: | (NSArray *) | arrayOfSpriteFrameNames | |
delay: | (float) | delay | |
Initializes a CCAnimation with an array of CCSpriteFrames and a delay between frames in seconds. The frames will be added with one "delay unit".
- (float) delayPerUnit [read, write, assign] |
Delay in seconds of the "delay unit"
- (float) duration [read, assign] |
duration in seconds of the whole animation. It is the result of totalDelayUnits * delayPerUnit
- (NSMutableArray*) frames [read, write, retain] |
array of CCAnimationFrames
- (NSUInteger) loops [read, write, assign] |
how many times the animation is going to loop. 0 means animation is not animated. 1, animation is executed one time, ...
- (BOOL) restoreOriginalFrame [read, write, assign] |
whether or not it shall restore the original frame when the animation finishes
- (float) totalDelayUnits [read, assign] |
total Delay units of the CCAnimation.