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Classes


Class cc.Animation


Extends cc.Class.

Defined in: CCAnimation.js.

Class Summary
Constructor Attributes Constructor Name and Description
 

A cc.Animation object is used to perform animations on the cc.Sprite objects.

Method Summary
Method Attributes Method Name and Description
 
adds a frame to a cc.Animation The frame will be added with one "delay unit".
 
Adds a frame with an image filename.
 
Adds a frame with a texture and a rect.
 
copy(pZone)
 
copyWithZone(pZone)
<static>  
cc.Animation.create(frames, delay, loops)
Creates an animation.
<static>  
cc.Animation.createWithAnimationFrames(arrayOfAnimationFrameNames, delayPerUnit, loops)
Creates an animation with an array of cc.AnimationFrame, the delay per units in seconds and and how many times it should be executed.
 
ctor()
Constructor
 
return Delay in seconds of the "delay unit"
 
return duration in seconds of the whole animation.
 
return array of CCAnimationFrames
 
return how many times the animation is going to loop.
 
return whether or not it shall restore the original frame when the animation finishes
 
return total Delay units of the cc.Animation.
 
initWithAnimationFrames(arrayOfAnimationFrames, delayPerUnit, loops)
Initializes a cc.Animation with cc.AnimationFrame
 
initWithSpriteFrames(frames, delay)
Initializes a cc.Animation with frames and a delay between frames
 
setDelayPerUnit(delayPerUnit)
set Delay in seconds of the "delay unit"
 
setFrames(frames)
array of CCAnimationFrames setter
 
setLoops(value)
set how many times the animation is going to loop.
 
setRestoreOriginalFrame(restOrigFrame)
whether or not it shall restore the original frame when the animation finishes
Class Detail
cc.Animation()

A cc.Animation object is used to perform animations on the cc.Sprite objects.

The cc.Animation object contains cc.SpriteFrame objects, and a possible delay between the frames.
You can animate a cc.Animation object by using the cc.Animate action. Example:

//create an animation object
var animation = cc.Animation.create();

//add a sprite frame to this animation
animation.addFrameWithFile("grossini_dance_01.png");

//create an animate with this animation
var action = cc.Animate.create(animation);

//run animate
this._grossini.runAction(action);
Method Detail
addSpriteFrame(frame)
adds a frame to a cc.Animation The frame will be added with one "delay unit".
Parameters:
{cc.SpriteFrame} frame

addSpriteFrameWithFile(fileName)
Adds a frame with an image filename. Internally it will create a cc.SpriteFrame and it will add it. The frame will be added with one "delay unit".
Parameters:
{String} fileName

addSpriteFrameWithTexture(texture, rect)
Adds a frame with a texture and a rect. Internally it will create a cc.SpriteFrame and it will add it. The frame will be added with one "delay unit".
Parameters:
{cc.Texture2D} texture
{cc.Rect} rect

copy(pZone)
Parameters:
pZone

copyWithZone(pZone)
Parameters:
{cc.Animation} pZone

<static> {cc.Animation} cc.Animation.create(frames, delay, loops)
Creates an animation.
//Creates an animation
var animation1 = cc.Animation.create();

//Create an animation with sprite frames
var animFrames = [];
var frame = cache.getSpriteFrame("grossini_dance_01.png");
animFrames.push(frame);
var animation2 = cc.Animation.create(animFrames);

//Create an animation with sprite frames and delay
var animation3 = cc.Animation.create(animFrames, 0.2);
Parameters:
{Array} frames
{Number} delay
{Number} loops
Returns:
{cc.Animation}

<static> {cc.Animation} cc.Animation.createWithAnimationFrames(arrayOfAnimationFrameNames, delayPerUnit, loops)
Creates an animation with an array of cc.AnimationFrame, the delay per units in seconds and and how many times it should be executed.
Parameters:
{Array} arrayOfAnimationFrameNames
{Number} delayPerUnit
{Number} loops
Returns:
{cc.Animation}

ctor()
Constructor

{Number} getDelayPerUnit()
return Delay in seconds of the "delay unit"
Returns:
{Number}

{Number} getDuration()
return duration in seconds of the whole animation. It is the result of totalDelayUnits * delayPerUnit
Returns:
{Number}

{Array} getFrames()
return array of CCAnimationFrames
Returns:
{Array}

{Number} getLoops()
return how many times the animation is going to loop. 0 means animation is not animated. 1, animation is executed one time, ...
Returns:
{Number}

{Boolean} getRestoreOriginalFrame()
return whether or not it shall restore the original frame when the animation finishes
Returns:
{Boolean}

{Number} getTotalDelayUnits()
return total Delay units of the cc.Animation.
Returns:
{Number}

initWithAnimationFrames(arrayOfAnimationFrames, delayPerUnit, loops)
Initializes a cc.Animation with cc.AnimationFrame
Parameters:
{Array} arrayOfAnimationFrames
{Number} delayPerUnit
{Number} loops

initWithSpriteFrames(frames, delay)
Initializes a cc.Animation with frames and a delay between frames
Parameters:
{Array} frames
{Number} delay

setDelayPerUnit(delayPerUnit)
set Delay in seconds of the "delay unit"
Parameters:
{Number} delayPerUnit

setFrames(frames)
array of CCAnimationFrames setter
Parameters:
{Array} frames

setLoops(value)
set how many times the animation is going to loop. 0 means animation is not animated. 1, animation is executed one time, ...
Parameters:
{Number} value

setRestoreOriginalFrame(restOrigFrame)
whether or not it shall restore the original frame when the animation finishes
Parameters:
{Boolean} restOrigFrame

Documentation generated by JsDoc Toolkit 2.4.0 on Wed Jan 09 2013 07:51:50 GMT-0800 (PST)