RioEngine
0.1
My first attempt to create a 3D WYSIWYG Game Engine
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#include <caction.h>
Public Member Functions | |
CFiniteTimeAction () | |
float | getDuration () const |
virtual CFiniteTimeAction * | reverse () |
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CAction () | |
CGameObject * | getOriginalTarget () const |
virtual bool | isDone () |
virtual void | startWithTarget (CGameObject *target) |
virtual void | stop () |
virtual void | step (float dt) |
virtual void | update (float t) |
virtual | ~CAction () |
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CObject () | |
CObject (const CObject &object) | |
CObject & | operator= (const CObject &object) |
CObject * | retain () |
unsigned int | release () const |
CObject * | autorelease () |
unsigned int | retainCount () const |
bool | isValidCObject () const |
virtual | ~CObject () |
Protected Attributes | |
float | m_duration |
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CGameObject * | m_originalTarget |
CGameObject * | m_target |
Additional Inherited Members | |
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void | onActionStart (CAction *action) |
void | onActionDone (CAction *action) |
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static void | safeRetain (void *pointer) |
template<class T > | |
static void | safeRelease (T *pointer) |
template<class T > | |
static void | safeReleaseArray (T *array) |
static void | safeRelease (const char *pointer) |
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unsigned int | tag |
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virtual void | copyValuesFromObject (const CObject &object) |
Base class actions that do have a finite time duration. Possible actions:
CFiniteTimeAction::CFiniteTimeAction | ( | ) |
Definition at line 73 of file caction.cpp.
float CFiniteTimeAction::getDuration | ( | ) | const |
Definition at line 78 of file caction.cpp.
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virtual |
returns a reversed action
Reimplemented in CSequence, CScaleBy, CMoveBy, and CActionInterval.
Definition at line 84 of file caction.cpp.