CCAnimation* CCAnimation::animationWithAnimationFrames(CCArray* arrayOfSpriteFrameNames, float delayPerUnit, unsigned int loops) { CCAnimation *pAnimation = new CCAnimation(); pAnimation->initWithAnimationFrames(arrayOfSpriteFrameNames, delayPerUnit, loops); pAnimation->autorelease(); return pAnimation; }
CCAnimation* CCAnimation::animationWithFrames(CCMutableArray<CCSpriteFrame*> *frames, float delay) { CCAnimation *pAnimation = new CCAnimation(); pAnimation->initWithFrames(frames, delay); pAnimation->autorelease(); return pAnimation; }
CCAnimation* CCAnimation::animation() { CCAnimation *pAnimation = new CCAnimation(); pAnimation->init(); pAnimation->autorelease(); return pAnimation; }
CCAnimation* CCAnimation::animationWithSpriteFrames(CCArray *frames) { CCAnimation *pAnimation = new CCAnimation(); pAnimation->initWithSpriteFrames(frames); pAnimation->autorelease(); return pAnimation; }
CCAnimation* CCAnimation::createWithSpriteFrames(CCArray *frames, float delay/* = 0.0f*/) { CCAnimation *pAnimation = new CCAnimation(); pAnimation->initWithSpriteFrames(frames, delay); pAnimation->autorelease(); return pAnimation; }
CCAnimation* CCAnimation::create(void) { CCAnimation *pAnimation = new CCAnimation(); pAnimation->init(); pAnimation->autorelease(); return pAnimation; }
CCAnimation* CCAnimation::animationWithName(const char *pszName, float fDelay) { CCAnimation *pAnimation = new CCAnimation(); pAnimation->initWithName(pszName, fDelay); pAnimation->autorelease(); return pAnimation; }
CCAnimation* CCAnimation::animationWithName(const char *pszName, float fDelay, CCMutableArray<CCSpriteFrame*> *pFrames) { CCAnimation *pAnimation = new CCAnimation(); pAnimation->initWithName(pszName, fDelay, pFrames); pAnimation->autorelease(); return pAnimation; }