void SplitBomb::fadeout(){ stopAnim(); getPhysicsBody()->setEnable(false); const std::function<void()> callback = [&](void){ m_armature->setOpacity(255); getPhysicsBody()->setEnable(true); this->hide(); }; m_armature->runAction( CCSequence::create(CCFadeOut::create(0.3f),CallFunc::create(callback), NULL) ); }
void luAnimDlg::OnPlayClick( wxCommandEvent& WXUNUSED(event) ) { wxString name = m_animList->GetStringSelection(); if (name.IsEmpty()) return; m_playAnim = !m_playAnim; if (m_playAnim) playAnim(name); else stopAnim(); }
void Bullet::fadeout(){ if (!getPhysicsBody()->isEnabled()) { return; } stopAnim(); getPhysicsBody()->setVelocity(Point::ZERO); getPhysicsBody()->setEnable(false); const std::function<void()> callback = [&](void){ m_armature->setOpacity(255); getPhysicsBody()->setEnable(true); this->hide(); }; m_armature->runAction( CCSequence::create(CCFadeOut::create(0.3f),CallFunc::create(callback), NULL) ); }
void Bullet::hide(){ stopAnim(); removeFromParentAndCleanup(false); }
void CGO_Player::setAniDirState (Uint8 state, Uint8 direction) { bool directionChanged = false; // direction is different if (this->direction != direction) { // set the new direction if (direction < ANONE) { this->direction = direction; directionChanged = true; } // if direction is NONE, set the previous direction if (direction == ANONE) { direction = this->direction; } } if (this->ani != NULL && this->stateAni == state && !directionChanged) { // nothing } else { setAnimLoop(true); switch (state) { case SSTAND: stopAnim(); this->stateAni = SSTAND; ani = &(a_stand[direction]); /////////////// render.PushRedrawEvent(); break; case SWALK: this->stateAni = SWALK; stopAnim(); ani = &(a_walk[direction]); startAnim(); break; case SCORNERHEAD: this->stateAni = SCORNERHEAD; srand(SDL_GetTicks() + state + direction + getX() + getY() ); stopAnim(); ani = &(a_cornerhead[rand() % CCORNERHEAD]); startAnim(); break; case SDIE: this->stateAni = SDIE; setAnimLoop(false); // die and freeze srand(SDL_GetTicks() + state + direction + getX() + getY() ); stopAnim(); ani = &(a_die[rand() % CDIES]); startAnim(); break; case SPUNCH: this->stateAni = SPUNCH; stopAnim(); ani = &(a_punch[direction]); startAnim(); break; case SKICK: this->stateAni = SKICK; stopAnim(); ani = &(a_kick[direction]); startAnim(); break; case SPICKUP: this->stateAni = SPICKUP; stopAnim(); ani = &(a_pickup[direction]); startAnim(); break; case SSPIN: this->stateAni = SSPIN; stopAnim(); ani = &(a_spin); startAnim(); break; } // cout << "direction: " << (int)direction << ", stateAni: " << (int)state << endl; } }
void SplitBomb::hide(){ stopAnim(); removeFromParentAndCleanup(false); }