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IntervalAction.m
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IntervalAction.m
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/* cocos2d for iPhone
*
* http://www.cocos2d-iphone.org
*
* Copyright (C) 2008,2009 Ricardo Quesada
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the 'cocos2d for iPhone' license.
*
* You will find a copy of this license within the cocos2d for iPhone
* distribution inside the "LICENSE" file.
*
*/
#import "IntervalAction.h"
#import "Sprite.h"
#import "CocosNode.h"
#import "Support/CGPointExtension.h"
//
// IntervalAction
//
#pragma mark -
#pragma mark IntervalAction
@implementation IntervalAction
@synthesize elapsed;
-(id) init
{
NSException* myException = [NSException
exceptionWithName:@"IntervalActionInit"
reason:@"Init not supported. Use InitWithDuration"
userInfo:nil];
@throw myException;
}
+(id) actionWithDuration: (ccTime) d
{
return [[[self alloc] initWithDuration:d ] autorelease];
}
-(id) initWithDuration: (ccTime) d
{
if( !(self=[super init]) )
return nil;
duration = d;
elapsed = 0.0f;
return self;
}
-(id) copyWithZone: (NSZone*) zone
{
Action *copy = [[[self class] allocWithZone: zone] initWithDuration: [self duration] ];
return copy;
}
- (BOOL) isDone
{
return (elapsed >= duration);
}
-(void) step: (ccTime) dt
{
elapsed += dt;
[self update: MIN(1, elapsed/duration)];
}
-(void) start
{
if( gettimeofday( &lastUpdate, NULL) != 0 ) {
NSException* myException = [NSException
exceptionWithName:@"GetTimeOfDay"
reason:@"GetTimeOfDay abnormal error"
userInfo:nil];
@throw myException;
}
elapsed = 0.0f;
}
- (IntervalAction*) reverse
{
NSException* myException = [NSException
exceptionWithName:@"ReverseActionNotImplemented"
reason:@"Reverse Action not implemented"
userInfo:nil];
@throw myException;
}
@end
//
// Sequence
//
#pragma mark -
#pragma mark Sequence
@implementation Sequence
+(id) actionOne: (FiniteTimeAction*) one two: (FiniteTimeAction*) two
{
return [[[self alloc] initOne:one two:two ] autorelease];
}
+(id) actions: (FiniteTimeAction*) action1, ...
{
va_list params;
va_start(params,action1);
FiniteTimeAction *now;
FiniteTimeAction *prev = action1;
while( action1 ) {
now = va_arg(params,FiniteTimeAction*);
if ( now )
prev = [Sequence actionOne: prev two: now];
else
break;
}
va_end(params);
return prev;
}
-(id) initOne: (FiniteTimeAction*) one_ two: (FiniteTimeAction*) two_
{
NSAssert( one_!=nil, @"Sequence: argument one must be non-nil");
NSAssert( two_!=nil, @"Sequence: argument two must be non-nil");
FiniteTimeAction *one = one_;
FiniteTimeAction *two = two_;
ccTime d = [one duration] + [two duration];
[super initWithDuration: d];
actions = [[NSArray arrayWithObjects: one, two, nil] retain];
return self;
}
-(id) copyWithZone: (NSZone*) zone
{
Action *copy = [[[self class] allocWithZone:zone] initOne:[[[actions objectAtIndex:0] copy] autorelease] two:[[[actions objectAtIndex:1] copy] autorelease] ];
return copy;
}
-(void) dealloc
{
[actions release];
[super dealloc];
}
-(void) start
{
[super start];
for( Action * action in actions )
action.target = target;
split = [[actions objectAtIndex:0] duration] / duration;
last = -1;
}
-(void) update: (ccTime) t
{
int found = 0;
ccTime new_t = 0.0f;
if( t >= split ) {
found = 1;
if ( split == 1 )
new_t = 1;
else
new_t = (t-split) / (1 - split );
} else {
found = 0;
if( split != 0 )
new_t = t / split;
else
new_t = 1;
}
if (last == -1 && found==1) {
[[actions objectAtIndex:0] start];
[[actions objectAtIndex:0] update:1.0f];
[[actions objectAtIndex:0] stop];
}
if (last != found ) {
if( last != -1 ) {
[[actions objectAtIndex: last] update: 1.0f];
[[actions objectAtIndex: last] stop];
}
[[actions objectAtIndex: found] start];
}
[[actions objectAtIndex:found] update: new_t];
last = found;
}
- (IntervalAction *) reverse
{
return [Sequence actionOne: [[actions objectAtIndex:1] reverse] two: [[actions objectAtIndex:0] reverse ] ];
}
@end
//
// Repeat
//
#pragma mark -
#pragma mark Repeat
@implementation Repeat
+(id) actionWithAction: (FiniteTimeAction*) action times: (unsigned int) t
{
return [[[self alloc] initWithAction: action times: t] autorelease];
}
-(id) initWithAction: (FiniteTimeAction*) action times: (unsigned int) t
{
ccTime d = [action duration] * t;
if( !(self=[super initWithDuration: d ]) )
return nil;
times = t;
other = [action retain];
total = 0;
return self;
}
-(id) copyWithZone: (NSZone*) zone
{
Action *copy = [[[self class] allocWithZone:zone] initWithAction:[[other copy] autorelease] times:times];
return copy;
}
-(void) dealloc
{
[other release];
[super dealloc];
}
-(void) start
{
total = 0;
[super start];
other.target = target;
[other start];
}
//-(void) step:(ccTime) dt
//{
// [other step: dt];
// if( [other isDone] ) {
// total++;
// [other start];
// }
//}
// issue #80. Instead of hooking step:, hook update: since it can be called by any
// container action like Repeat, Sequence, AccelDeccel, etc..
-(void) update:(ccTime) dt
{
ccTime t = dt * times;
float r = fmodf(t, 1.0f);
if( t > total+1 ) {
[other update:1.0f];
total++;
[other stop];
[other start];
[other update:0.0f];
} else {
// fix last repeat position
// else it could be 0.
if( dt== 1.0f)
r=1.0f;
[other update: MIN(r,1)];
}
}
-(BOOL) isDone
{
return ( total == times );
}
- (IntervalAction *) reverse
{
return [Repeat actionWithAction:[other reverse] times: times];
}
@end
//
// Spawn
//
#pragma mark -
#pragma mark Spawn
@implementation Spawn
+(id) actions: (FiniteTimeAction*) action1, ...
{
va_list params;
va_start(params,action1);
FiniteTimeAction *now;
FiniteTimeAction *prev = action1;
while( action1 ) {
now = va_arg(params,FiniteTimeAction*);
if ( now )
prev = [Spawn actionOne: prev two: now];
else
break;
}
va_end(params);
return prev;
}
+(id) actionOne: (FiniteTimeAction*) one two: (FiniteTimeAction*) two
{
return [[[self alloc] initOne:one two:two ] autorelease];
}
-(id) initOne: (FiniteTimeAction*) one_ two: (FiniteTimeAction*) two_
{
NSAssert( one_!=nil, @"Spawn: argument one must be non-nil");
NSAssert( two_!=nil, @"Spawn: argument two must be non-nil");
ccTime d1 = [one_ duration];
ccTime d2 = [two_ duration];
[super initWithDuration: fmaxf(d1,d2)];
one = one_;
two = two_;
if( d1 > d2 )
two = [Sequence actionOne: two_ two:[DelayTime actionWithDuration: (d1-d2)] ];
else if( d1 < d2)
one = [Sequence actionOne: one_ two: [DelayTime actionWithDuration: (d2-d1)] ];
[one retain];
[two retain];
return self;
}
-(id) copyWithZone: (NSZone*) zone
{
Action *copy = [[[self class] allocWithZone: zone] initOne: [[one copy] autorelease] two: [[two copy] autorelease] ];
return copy;
}
-(void) dealloc
{
[one release];
[two release];
[super dealloc];
}
-(void) start
{
[super start];
one.target = target;
two.target = target;
[one start];
[two start];
}
-(void) update: (ccTime) t
{
[one update:t];
[two update:t];
}
- (IntervalAction *) reverse
{
return [Spawn actionOne: [one reverse] two: [two reverse ] ];
}
@end
//
// RotateTo
//
#pragma mark -
#pragma mark RotateTo
@implementation RotateTo
+(id) actionWithDuration: (ccTime) t angle:(float) a
{
return [[[self alloc] initWithDuration:t angle:a ] autorelease];
}
-(id) initWithDuration: (ccTime) t angle:(float) a
{
if( !(self=[super initWithDuration: t]) )
return nil;
angle = a;
return self;
}
-(id) copyWithZone: (NSZone*) zone
{
Action *copy = [[[self class] allocWithZone: zone] initWithDuration:[self duration] angle: angle];
return copy;
}
-(void) start
{
[super start];
startAngle = target.rotation;
angle -= startAngle;
if (angle > 180)
angle = -360 + angle;
if (angle < -180)
angle = 360 + angle;
}
-(void) update: (ccTime) t
{
target.rotation = startAngle + angle * t;
}
@end
//
// RotateBy
//
#pragma mark -
#pragma mark RotateBy
@implementation RotateBy
+(id) actionWithDuration: (ccTime) t angle:(float) a
{
return [[[self alloc] initWithDuration:t angle:a ] autorelease];
}
-(id) initWithDuration: (ccTime) t angle:(float) a
{
if( !(self=[super initWithDuration: t]) )
return nil;
angle = a;
return self;
}
-(id) copyWithZone: (NSZone*) zone
{
Action *copy = [[[self class] allocWithZone: zone] initWithDuration: [self duration] angle: angle];
return copy;
}
-(void) start
{
[super start];
startAngle = [target rotation];
}
-(void) update: (ccTime) t
{
// XXX: shall I add % 360
target.rotation = (startAngle + angle * t );
}
-(IntervalAction*) reverse
{
return [RotateBy actionWithDuration: duration angle: -angle];
}
@end
//
// MoveTo
//
#pragma mark -
#pragma mark MoveTo
@implementation MoveTo
+(id) actionWithDuration: (ccTime) t position: (CGPoint) p
{
return [[[self alloc] initWithDuration:t position:p ] autorelease];
}
-(id) initWithDuration: (ccTime) t position: (CGPoint) p
{
if( !(self=[super initWithDuration: t]) )
return nil;
endPosition = p;
return self;
}
-(id) copyWithZone: (NSZone*) zone
{
Action *copy = [[[self class] allocWithZone: zone] initWithDuration: [self duration] position: endPosition];
return copy;
}
-(void) start
{
[super start];
startPosition = [target position];
delta = ccpSub( endPosition, startPosition );
}
-(void) update: (ccTime) t
{
target.position = ccp( (startPosition.x + delta.x * t ), (startPosition.y + delta.y * t ) );
}
@end
//
// MoveBy
//
#pragma mark -
#pragma mark MoveBy
@implementation MoveBy
+(id) actionWithDuration: (ccTime) t position: (CGPoint) p
{
return [[[self alloc] initWithDuration:t position:p ] autorelease];
}
-(id) initWithDuration: (ccTime) t position: (CGPoint) p
{
if( !(self=[super initWithDuration: t]) )
return nil;
delta = p;
return self;
}
-(id) copyWithZone: (NSZone*) zone
{
Action *copy = [[[self class] allocWithZone: zone] initWithDuration: [self duration] position: delta];
return copy;
}
-(void) start
{
CGPoint dTmp = delta;
[super start];
delta = dTmp;
}
-(IntervalAction*) reverse
{
return [MoveBy actionWithDuration: duration position: ccp( -delta.x, -delta.y)];
}
@end
//
// JumpBy
//
#pragma mark -
#pragma mark JumpBy
@implementation JumpBy
+(id) actionWithDuration: (ccTime) t position: (CGPoint) pos height: (ccTime) h jumps:(int)j
{
return [[[self alloc] initWithDuration: t position: pos height: h jumps:j] autorelease];
}
-(id) initWithDuration: (ccTime) t position: (CGPoint) pos height: (ccTime) h jumps:(int)j
{
if( !(self=[super initWithDuration:t]) )
return nil;
delta = pos;
height = h;
jumps = j;
return self;
}
-(id) copyWithZone: (NSZone*) zone
{
Action *copy = [[[self class] allocWithZone: zone] initWithDuration: [self duration] position: delta height:height jumps:jumps];
return copy;
}
-(void) start
{
[super start];
startPosition = target.position;
}
-(void) update: (ccTime) t
{
ccTime y = height * fabsf( sinf(t * (CGFloat)M_PI * jumps ) );
y += delta.y * t;
ccTime x = delta.x * t;
target.position = ccp( startPosition.x + x, startPosition.y + y );
}
-(IntervalAction*) reverse
{
return [JumpBy actionWithDuration: duration position: ccp(-delta.x,-delta.y) height: height jumps:jumps];
}
@end
//
// JumpTo
//
#pragma mark -
#pragma mark JumpTo
@implementation JumpTo
-(void) start
{
[super start];
delta = ccp( delta.x - startPosition.x, delta.y - startPosition.y );
}
@end
#pragma mark -
#pragma mark BezierBy
// Bezier cubic formula:
// ((1 - t) + t)3 = 1
// Expands to…
// (1 - t)3 + 3t(1-t)2 + 3t2(1 - t) + t3 = 1
static inline float bezierat( float a, float b, float c, float d, ccTime t )
{
return (powf(1-t,3) * a +
3*t*(powf(1-t,2))*b +
3*powf(t,2)*(1-t)*c +
powf(t,3)*d );
}
//
// BezierBy
//
@implementation BezierBy
+(id) actionWithDuration: (ccTime) t bezier:(ccBezierConfig) c
{
return [[[self alloc] initWithDuration:t bezier:c ] autorelease];
}
-(id) initWithDuration: (ccTime) t bezier:(ccBezierConfig) c
{
if( (self=[super initWithDuration: t]) ) {
config = c;
}
return self;
}
-(id) copyWithZone: (NSZone*) zone
{
Action *copy = [[[self class] allocWithZone: zone] initWithDuration: [self duration] bezier: config];
return copy;
}
-(void) start
{
[super start];
startPosition = target.position;
}
-(void) update: (ccTime) t
{
float xa = config.startPosition.x;
float xb = config.controlPoint_1.x;
float xc = config.controlPoint_2.x;
float xd = config.endPosition.x;
float ya = config.startPosition.y;
float yb = config.controlPoint_1.y;
float yc = config.controlPoint_2.y;
float yd = config.endPosition.y;
float x = bezierat(xa, xb, xc, xd, t);
float y = bezierat(ya, yb, yc, yd, t);
target.position = ccpAdd( startPosition, ccp(x,y));
}
- (IntervalAction*) reverse
{
// XXX: reverse it's not working as expected
ccBezierConfig r;
r.startPosition = ccpNeg( config.startPosition);
r.endPosition = ccpNeg(config.endPosition);
r.controlPoint_1 = ccpNeg(config.controlPoint_1);
r.controlPoint_2 = ccpNeg(config.controlPoint_2);
BezierBy *action = [BezierBy actionWithDuration:[self duration] bezier:r];
return action;
}
@end
//
// ScaleTo
//
#pragma mark -
#pragma mark ScaleTo
@implementation ScaleTo
+(id) actionWithDuration: (ccTime) t scale:(float) s
{
return [[[self alloc] initWithDuration: t scale:s] autorelease];
}
-(id) initWithDuration: (ccTime) t scale:(float) s
{
if( !(self=[super initWithDuration: t]) )
return nil;
endScaleX = s;
endScaleY = s;
return self;
}
+(id) actionWithDuration: (ccTime) t scaleX:(float)sx scaleY:(float)sy
{
return [[[self alloc] initWithDuration: t scaleX:sx scaleY:sy] autorelease];
}
-(id) initWithDuration: (ccTime) t scaleX:(float)sx scaleY:(float)sy
{
if( !(self=[super initWithDuration: t]) )
return nil;
endScaleX = sx;
endScaleY = sy;
return self;
}
-(id) copyWithZone: (NSZone*) zone
{
Action *copy = [[[self class] allocWithZone: zone] initWithDuration: [self duration] scaleX:endScaleX scaleY:endScaleY];
return copy;
}
-(void) start
{
[super start];
startScaleX = [target scaleX];
startScaleY = [target scaleY];
deltaX = endScaleX - startScaleX;
deltaY = endScaleY - startScaleY;
}
-(void) update: (ccTime) t
{
[target setScaleX: (startScaleX + deltaX * t ) ];
[target setScaleY: (startScaleY + deltaY * t ) ];
}
@end
//
// ScaleBy
//
#pragma mark -
#pragma mark ScaleBy
@implementation ScaleBy
-(void) start
{
[super start];
deltaX = startScaleX * endScaleX - startScaleX;
deltaY = startScaleY * endScaleY - startScaleY;
}
-(IntervalAction*) reverse
{
return [ScaleBy actionWithDuration: duration scaleX: 1/endScaleX scaleY:1/endScaleY];
}
@end
//
// Blink
//
#pragma mark -
#pragma mark Blink
@implementation Blink
+(id) actionWithDuration: (ccTime) t blinks: (unsigned int) b
{
return [[[ self alloc] initWithDuration: t blinks: b] autorelease];
}
-(id) initWithDuration: (ccTime) t blinks: (unsigned int) b
{
if( ! (self=[super initWithDuration: t] ) )
return nil;
times = b;
return self;
}
-(id) copyWithZone: (NSZone*) zone
{
Action *copy = [[[self class] allocWithZone: zone] initWithDuration: [self duration] blinks: times];
return copy;
}
-(void) update: (ccTime) t
{
ccTime slice = 1.0f / times;
ccTime m = fmodf(t, slice);
target.visible = (m > slice/2) ? YES : NO;
}
-(IntervalAction*) reverse
{
// return 'self'
return [Blink actionWithDuration: duration blinks: times];
}
@end
//
// FadeIn
//
#pragma mark -
#pragma mark FadeIn
@implementation FadeIn
-(void) update: (ccTime) t
{
[(id<CocosNodeRGBA>) target setOpacity: 255 *t];
}
-(IntervalAction*) reverse
{
return [FadeOut actionWithDuration: duration];
}
@end
//
// FadeOut
//
#pragma mark -
#pragma mark FadeOut
@implementation FadeOut
-(void) update: (ccTime) t
{
[(id<CocosNodeRGBA>) target setOpacity: 255 *(1-t)];
}
-(IntervalAction*) reverse
{
return [FadeIn actionWithDuration: duration];
}
@end
//
// FadeTo
//
#pragma mark -
#pragma mark FadeTo
@implementation FadeTo
+(id) actionWithDuration: (ccTime) t opacity: (GLubyte) o
{
return [[[ self alloc] initWithDuration: t opacity: o] autorelease];
}
-(id) initWithDuration: (ccTime) t opacity: (GLubyte) o
{
if( (self=[super initWithDuration: t] ) )
toOpacity = o;
return self;
}
-(id) copyWithZone: (NSZone*) zone
{
Action *copy = [[[self class] allocWithZone: zone] initWithDuration: [self duration] opacity: toOpacity];
return copy;
}
-(void) start
{
[super start];
fromOpacity = [(id<CocosNodeRGBA>)target opacity];
}
-(void) update: (ccTime) t
{
[(id<CocosNodeRGBA>)target setOpacity: fromOpacity + ( toOpacity - fromOpacity ) * t];
}
@end
//
// TintTo
//
#pragma mark -
#pragma mark TintTo
@implementation TintTo
+(id) actionWithDuration:(ccTime)t red:(GLubyte)r green:(GLubyte)g blue:(GLubyte)b
{
return [[(TintTo*)[ self alloc] initWithDuration:t red:r green:g blue:b] autorelease];
}
-(id) initWithDuration: (ccTime) t red:(GLubyte)r green:(GLubyte)g blue:(GLubyte)b
{
if( (self=[super initWithDuration: t] ) ) {
to = ccc3(r,g,b);
}
return self;
}
-(id) copyWithZone: (NSZone*) zone
{
Action *copy = [(TintTo*)[[self class] allocWithZone: zone] initWithDuration: [self duration] red:to.r green:to.g blue:to.b];
return copy;
}
-(void) start
{
[super start];
id<CocosNodeRGBA> tn = (id<CocosNodeRGBA>) target;
from = [tn color];
}
-(void) update: (ccTime) t
{
id<CocosNodeRGBA> tn = (id<CocosNodeRGBA>) target;
[tn setColor:ccc3(from.r + (to.r - from.r) * t, from.g + (to.g - from.g) * t, from.b + (to.b - from.b) * t)];
}
@end
//
// TintBy
//
#pragma mark -
#pragma mark TintBy
@implementation TintBy
+(id) actionWithDuration:(ccTime)t red:(GLshort)r green:(GLshort)g blue:(GLshort)b
{
return [[(TintBy*)[ self alloc] initWithDuration:t red:r green:g blue:b] autorelease];
}
-(id) initWithDuration:(ccTime)t red:(GLshort)r green:(GLshort)g blue:(GLshort)b
{
if( (self=[super initWithDuration: t] ) ) {
deltaR = r;
deltaG = g;
deltaB = b;
}
return self;
}
-(id) copyWithZone: (NSZone*) zone
{
return[(TintBy*)[[self class] allocWithZone: zone] initWithDuration: [self duration] red:deltaR green:deltaG blue:deltaB];
}
-(void) start
{
[super start];
id<CocosNodeRGBA> tn = (id<CocosNodeRGBA>) target;
ccColor3B color = [tn color];
fromR = color.r;
fromG = color.g;
fromB = color.b;
}
-(void) update: (ccTime) t
{
id<CocosNodeRGBA> tn = (id<CocosNodeRGBA>) target;
[tn setColor:ccc3( fromR + deltaR * t, fromG + deltaG * t, fromB + deltaB * t)];
}
- (IntervalAction*) reverse
{
return [TintBy actionWithDuration:duration red:-deltaR green:-deltaG blue:-deltaB];
}
@end
//
// DelayTime
//
#pragma mark -
#pragma mark DelayTime
@implementation DelayTime
-(void) update: (ccTime) t
{
return;
}
-(id)reverse
{
return [DelayTime actionWithDuration:duration];
}
@end
//
// ReverseTime
//
#pragma mark -
#pragma mark ReverseTime
@implementation ReverseTime
+(id) actionWithAction: (FiniteTimeAction*) action
{
// casting to prevent warnings
ReverseTime *a = [super alloc];
return [[a initWithAction:action] autorelease];
}
-(id) initWithAction: (FiniteTimeAction*) action
{
if( !(self=[super initWithDuration: [action duration]]) )
return nil;
other = [action retain];
return self;
}
-(id) copyWithZone: (NSZone*) zone