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base_actions.Action --+ | base_actions.IntervalAction --+ | MoveTo --+ | MoveBy
Moves a CocosNode object x,y pixels by modifying it's position attribute. x and y are relative to the position of the object. Duration is is seconds.
Example:
# Move the sprite 50 pixels to the left in 8 seconds
action = MoveBy( (-50,0), 8 )
sprite.do( action )
init(self,
delta,
duration=5)
Init method.
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start(self) | |
__reversed__(self) | |
__add__(self,
action)
sequence operator - concatenates actions
action1 + action2 -> action_result
where action_result performs as:
first do all that action1 would do; then
perform all that action2 would do
(Inherited from cocos.actions.base_actions.Action)
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__init__(self,
*args,
**kwargs)
dont override - use init
(Inherited from cocos.actions.base_actions.Action)
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__mul__(self,
other)
repeats ntimes the action
action * n -> action_result
where action result performs as:
repeat n times the changes that action would do
(Inherited from cocos.actions.base_actions.IntervalAction)
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__or__(self,
action)
spawn operator - runs two actions in parallel
action1 | action2 -> action_result
(Inherited from cocos.actions.base_actions.Action)
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done(self)
When in the worker role, this method is reliable.
(Inherited from cocos.actions.base_actions.IntervalAction)
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step(self,
dt)
Dont customize this method: it will not be called when in the component
role for certain composite actions (like Sequence_IntervalAction).
(Inherited from cocos.actions.base_actions.IntervalAction)
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stop(self)
When the action must cease to perform this function is called by
external code; after this call no other method should be called.
(Inherited from cocos.actions.base_actions.Action)
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update(self,
t)
Gets called on every frame
't' is the time elapsed normalized to [0, 1]
If this action takes 5 seconds to execute,
(Inherited from cocos.actions.interval_actions.MoveTo)
t will be equal to 0
at 0 seconds. |
target
CocosNode object that is the target of the action
(Inherited from cocos.actions.base_actions.Action)
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