Cocos2D JavaScript (v0.1) API Documentation

Class: ActionInterval

Module
cocos.actions
Defined In
libs/cocos2d/actions/ActionInterval.js
Subclasses
Animate
RotateTo
ScaleTo
Sequence
Extends
FiniteTimeAction
Base class actions that do have a finite time duration. Possible actions: - An action with a duration of 0 seconds - An action with a duration of 35.5 seconds Infinite time actions are valid

Public Properties

Property Defined By
Expand duration duration : Float
Number of seconds to run the Action for
FiniteTimeAction
Expand elapsed elapsed : Float
Number of seconds that have elapsed
ActionInterval
Expand id id : Integer <read-only>
Unique ID for this object
BObject
Expand isDone isDone : * <read-only> Action
Expand target target : cocos.nodes.Node
The Node the action is being performed on
Action

Public Methods

Method Defined By
Expand ActionInterval new ActionInterval ({duration:Float}) : cocos.actions.ActionInterval <constructor>
Base class actions that do have a finite time duration. Possible actions: - An action with a duration of 0 seconds - An action with a duration of 35.5 seconds Infinite time actions are valid

Named Arguments

  • duration : Float
    Number of seconds to run action for

Returns

ActionInterval
Expand bindTo bindTo (key:String,target:BOject,[targetKey:String],[noNotify:Boolean]) : void
Bind the value of a property on this object to that of another object so they always have the same value. Setting the value on either object will update the other too.

Arguments

  1. key : String
    Name of the property on this object that should be bound
  2. target : BOject
    Object to bind to
  3. targetKey : String (Optional)
    Key on the target object to bind to
  4. noNotify : Boolean (Optional)
    Set to true to prevent this object's property triggering a 'changed' event when adding the binding

Returns

  • void
BObject
Expand changed changed (key:*) : void

Arguments

  1. key :

Returns

  • void
BObject
Expand get get (key:String) : *
Get a property from the object. Always use this instead of trying to access the property directly. This will ensure all bindings, setters and getters work correctly.

Arguments

  1. key : String
    Name of property to get

Returns

  • *
    Value of the property
BObject
Expand get_isDone get_isDone () : void

Returns

  • void
ActionInterval
Expand reverse reverse () : void

Returns

  • void
ActionInterval
Expand set set (key:String,value:*) : void
Set a property on the object. Always use this instead of trying to access the property directly. This will ensure all bindings, setters and getters work correctly.

Arguments

  1. key : String
    Name of property to get
  2. value : *
    New value for the property

Returns

  • void
BObject
Expand setValues setValues (kvp:Object) : void
Set multiple propertys in one go

Arguments

  1. kvp : Object
    An Object where the key is a property name and the value is the value to assign to the property

Returns

  • void
BObject
Expand startWithTarget startWithTarget (target:*) : void

Arguments

  1. target :

Returns

  • void
ActionInterval
Expand step step (dt:*) : void

Arguments

  1. dt :

Returns

  • void
ActionInterval
Expand stop stop () : void
Called after the action has finished. It will set the 'target' to nil. Important: You should never call cocos.actions.Action#stop manually. Instead, use cocos.nodes.Node#stopAction(action)

Returns

  • void
Action
Expand unbind unbind (key:String) : void
Remove binding from a property which set setup using BObject#bindTo.

Arguments

  1. key : String
    Name of the property on this object to unbind

Returns

  • void
BObject
Expand unbindAll unbindAll () : void
Remove all bindings on this object

Returns

  • void
BObject
Expand update update (time:Float) : void
Called once per frame.

Arguments

  1. time : Float
    How much of the animation has played. 0.0 = just started, 1.0 just finished.

Returns

  • void
Action

Private Members

This class has no private members.