Sequence* Sequence::clone(void) const { // no copy constructor auto a = new Sequence(); a->initWithTwoActions(_actions[0]->clone(), _actions[1]->clone() ); a->autorelease(); return a; }
Spawn *Spawn::clone(void) const { // no copy constructor auto a = new(std::nothrow) Spawn(); a->initWithTwoActions(m_One->clone(), m_Two->clone()); return a; }
Spawn* Spawn::clone(void) const { // no copy constructor auto a = new Spawn(); a->initWithTwoActions(_one->clone(), _two->clone()); a->autorelease(); return a; }
bool Timeout::init(cocos2d::FiniteTimeAction *a, const std::function<void()> &cb) { return initWithTwoActions(a, cocos2d::CallFunc::create(cb)); }
NS_SP_BEGIN bool Timeout::init(float duration, const std::function<void()> &cb) { return initWithTwoActions(cocos2d::DelayTime::create(duration), cocos2d::CallFunc::create(cb)); }