axmol/tests/cpp-tests/Classes/ActionsTest/ActionsTest.cpp

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/****************************************************************************
Copyright (c) 2012 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "ActionsTest.h"
#include "../testResource.h"
#include "cocos2d.h"
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#include "renderer/CCRenderer.h"
#include "renderer/CCCustomCommand.h"
#include "renderer/CCGroupCommand.h"
static std::function<Layer*()> createFunctions[] = {
CL(ActionManual),
CL(ActionMove),
CL(ActionRotate),
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CL(ActionRotateBy3D),
CL(ActionScale),
CL(ActionSkew),
CL(ActionRotationalSkew),
CL(ActionRotationalSkewVSStandardSkew),
CL(ActionSkewRotateScale),
CL(ActionJump),
CL(ActionCardinalSpline),
CL(ActionCatmullRom),
CL(ActionBezier),
CL(ActionBlink),
CL(ActionFade),
CL(ActionTint),
CL(ActionAnimate),
CL(ActionSequence),
CL(ActionSequence2),
CL(ActionRemoveSelf),
CL(ActionSpawn),
CL(ActionReverse),
CL(ActionDelayTime),
CL(ActionRepeat),
CL(ActionRepeatForever),
CL(ActionRotateToRepeat),
CL(ActionRotateJerk),
CL(ActionCallFunction),
CL(ActionCallFuncN),
CL(ActionCallFuncND),
CL(ActionCallFuncO),
CL(ActionReverseSequence),
CL(ActionReverseSequence2),
CL(ActionOrbit),
CL(ActionFollow),
CL(ActionTargeted),
CL(ActionTargetedReverse),
CL(ActionMoveStacked),
CL(ActionMoveJumpStacked),
CL(ActionMoveBezierStacked),
CL(ActionCardinalSplineStacked),
CL(ActionCatmullRomStacked),
CL(PauseResumeActions),
CL(Issue1305),
CL(Issue1305_2),
CL(Issue1288),
CL(Issue1288_2),
CL(Issue1327),
CL(Issue1398)
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};
static int sceneIdx=-1;
#define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0]))
static Layer* nextAction()
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{
sceneIdx++;
sceneIdx = sceneIdx % MAX_LAYER;
auto layer = (createFunctions[sceneIdx])();
return layer;
}
static Layer* backAction()
{
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sceneIdx--;
int total = MAX_LAYER;
if( sceneIdx < 0 )
sceneIdx += total;
auto layer = (createFunctions[sceneIdx])();
return layer;
}
static Layer* restartAction()
{
auto layer = (createFunctions[sceneIdx])();
return layer;
}
void ActionsTestScene::runThisTest()
{
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sceneIdx = -1;
addChild(nextAction());
Director::getInstance()->replaceScene(this);
}
std::string ActionsDemo::title() const
{
return "ActionsTest";
}
std::string ActionsDemo::subtitle() const
{
return "";
}
void ActionsDemo::onEnter()
{
BaseTest::onEnter();
// Or you can create an sprite using a filename. only PNG is supported now. Probably TIFF too
_grossini = Sprite::create(s_pathGrossini);
_grossini->retain();
_tamara = Sprite::create(s_pathSister1);
_tamara->retain();
_kathia = Sprite::create(s_pathSister2);
_kathia->retain();
addChild(_grossini, 1);
addChild(_tamara, 2);
addChild(_kathia, 3);
_grossini->setPosition(Vector2(VisibleRect::center().x, VisibleRect::bottom().y+VisibleRect::getVisibleRect().size.height/3));
_tamara->setPosition(Vector2(VisibleRect::center().x, VisibleRect::bottom().y+VisibleRect::getVisibleRect().size.height*2/3));
_kathia->setPosition(Vector2(VisibleRect::center().x, VisibleRect::bottom().y+VisibleRect::getVisibleRect().size.height/2));
}
void ActionsDemo::onExit()
{
_grossini->release();
_tamara->release();
_kathia->release();
BaseTest::onExit();
}
void ActionsDemo::restartCallback(Ref* sender)
{
auto s = new ActionsTestScene();
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s->addChild( restartAction() );
Director::getInstance()->replaceScene(s);
s->release();
}
void ActionsDemo::nextCallback(Ref* sender)
{
auto s = new ActionsTestScene();
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s->addChild( nextAction() );
Director::getInstance()->replaceScene(s);
s->release();
}
void ActionsDemo::backCallback(Ref* sender)
{
auto s = new ActionsTestScene();
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s->addChild( backAction() );
Director::getInstance()->replaceScene(s);
s->release();
}
void ActionsDemo::centerSprites(unsigned int numberOfSprites)
{
auto s = Director::getInstance()->getWinSize();
if( numberOfSprites == 0 )
{
_tamara->setVisible(false);
_kathia->setVisible(false);
_grossini->setVisible(false);
}
else if ( numberOfSprites == 1 )
{
_tamara->setVisible(false);
_kathia->setVisible(false);
_grossini->setPosition(Vector2(s.width/2, s.height/2));
}
else if( numberOfSprites == 2 )
{
_kathia->setPosition( Vector2(s.width/3, s.height/2));
_tamara->setPosition( Vector2(2*s.width/3, s.height/2));
_grossini->setVisible(false);
}
else if( numberOfSprites == 3 )
{
_grossini->setPosition( Vector2(s.width/2, s.height/2));
_tamara->setPosition( Vector2(s.width/4, s.height/2));
_kathia->setPosition( Vector2(3 * s.width/4, s.height/2));
}
}
void ActionsDemo::alignSpritesLeft(unsigned int numberOfSprites)
{
auto s = Director::getInstance()->getWinSize();
if( numberOfSprites == 1 )
{
_tamara->setVisible(false);
_kathia->setVisible(false);
_grossini->setPosition(Vector2(60, s.height/2));
}
else if( numberOfSprites == 2 )
{
_kathia->setPosition( Vector2(60, s.height/3));
_tamara->setPosition( Vector2(60, 2*s.height/3));
_grossini->setVisible( false );
}
else if( numberOfSprites == 3 )
{
_grossini->setPosition( Vector2(60, s.height/2));
_tamara->setPosition( Vector2(60, 2*s.height/3));
_kathia->setPosition( Vector2(60, s.height/3));
}
}
//------------------------------------------------------------------
//
// ActionManual
//
//------------------------------------------------------------------
void ActionManual::onEnter()
{
ActionsDemo::onEnter();
auto s = Director::getInstance()->getWinSize();
_tamara->setScaleX( 2.5f);
_tamara->setScaleY( -1.0f);
_tamara->setPosition( Vector2(100,70) );
_tamara->setOpacity( 128);
_grossini->setRotation( 120);
_grossini->setPosition( Vector2(s.width/2, s.height/2));
_grossini->setColor( Color3B( 255,0,0));
_kathia->setPosition( Vector2(s.width-100, s.height/2));
_kathia->setColor( Color3B::BLUE);
}
std::string ActionManual::subtitle() const
{
return "Manual Transformation";
}
//------------------------------------------------------------------
//
// ActionMove
//
//------------------------------------------------------------------
void ActionMove::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
auto s = Director::getInstance()->getWinSize();
auto actionTo = MoveTo::create(2, Vector2(s.width-40, s.height-40));
auto actionBy = MoveBy::create(2, Vector2(80,80));
auto actionByBack = actionBy->reverse();
_tamara->runAction( actionTo);
_grossini->runAction( Sequence::create(actionBy, actionByBack, NULL));
_kathia->runAction(MoveTo::create(1, Vector2(40,40)));
}
std::string ActionMove::subtitle() const
{
return "MoveTo / MoveBy";
}
//------------------------------------------------------------------
//
// ActionScale
//
//------------------------------------------------------------------
void ActionScale::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
auto actionTo = ScaleTo::create(2.0f, 0.5f);
auto actionBy = ScaleBy::create(2.0f, 1.0f, 10.0f);
auto actionBy2 = ScaleBy::create(2.0f, 5.0f, 1.0f);
_grossini->runAction( actionTo);
_tamara->runAction( Sequence::create(actionBy, actionBy->reverse(), NULL));
_kathia->runAction( Sequence::create(actionBy2, actionBy2->reverse(), NULL));
}
std::string ActionScale::subtitle() const
{
return "ScaleTo / ScaleBy";
}
//------------------------------------------------------------------
//
// ActionSkew
//
//------------------------------------------------------------------
void ActionSkew::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
auto actionTo = SkewTo::create(2, 37.2f, -37.2f);
auto actionToBack = SkewTo::create(2, 0, 0);
auto actionBy = SkewBy::create(2, 0.0f, -90.0f);
auto actionBy2 = SkewBy::create(2, 45.0f, 45.0f);
auto actionByBack = actionBy->reverse();
_tamara->runAction(Sequence::create(actionTo, actionToBack, NULL));
_grossini->runAction(Sequence::create(actionBy, actionByBack, NULL));
_kathia->runAction(Sequence::create(actionBy2, actionBy2->reverse(), NULL));
}
std::string ActionSkew::subtitle() const
{
return "SkewTo / SkewBy";
}
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// ActionRotationalSkew
void ActionRotationalSkew::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(3);
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auto actionTo = RotateTo::create(2, 180, 180);
auto actionToBack = RotateTo::create(2, 0, 0);
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auto actionBy = RotateBy::create(2, 0.0f, 360);
auto actionByBack = actionBy->reverse();
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auto actionBy2 = RotateBy::create(2, 360, 0);
auto actionBy2Back = actionBy2->reverse();
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_tamara->runAction( Sequence::create(actionBy, actionByBack, NULL) );
_grossini->runAction( Sequence::create(actionTo, actionToBack, NULL) );
_kathia->runAction( Sequence::create(actionBy2, actionBy2Back, NULL) );
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}
std::string ActionRotationalSkew::subtitle() const
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{
return "RotationalSkewTo / RotationalSkewBy";
}
//ActionRotationalSkewVSStandardSkew
void ActionRotationalSkewVSStandardSkew::onEnter()
{
ActionsDemo::onEnter();
_tamara->removeFromParentAndCleanup(true);
_grossini->removeFromParentAndCleanup(true);
_kathia->removeFromParentAndCleanup(true);
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auto s = Director::getInstance()->getWinSize();
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Size boxSize(100.0f, 100.0f);
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auto box = LayerColor::create(Color4B(255,255,0,255));
box->setAnchorPoint(Vector2(0.5,0.5));
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box->setContentSize( boxSize );
box->ignoreAnchorPointForPosition(false);
box->setPosition(Vector2(s.width/2, s.height - 100 - box->getContentSize().height/2));
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this->addChild(box);
auto label = Label::createWithTTF("Standard cocos2d Skew", "fonts/Marker Felt.ttf", 16.0f);
label->setPosition(Vector2(s.width/2, s.height - 100 + label->getContentSize().height));
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this->addChild(label);
auto actionTo = SkewBy::create(2, 360, 0);
auto actionToBack = SkewBy::create(2, -360, 0);
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box->runAction(Sequence::create(actionTo, actionToBack, NULL));
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box = LayerColor::create(Color4B(255,255,0,255));
box->setAnchorPoint(Vector2(0.5,0.5));
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box->setContentSize(boxSize);
box->ignoreAnchorPointForPosition(false);
box->setPosition(Vector2(s.width/2, s.height - 250 - box->getContentSize().height/2));
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this->addChild(box);
label = Label::createWithTTF("Rotational Skew", "fonts/Marker Felt.ttf", 16.0f);
label->setPosition(Vector2(s.width/2, s.height - 250 + label->getContentSize().height/2));
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this->addChild(label);
auto actionTo2 = RotateBy::create(2, 360, 0);
auto actionToBack2 = RotateBy::create(2, -360, 0);
box->runAction(Sequence::create(actionTo2, actionToBack2, NULL));
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}
std::string ActionRotationalSkewVSStandardSkew::subtitle() const
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{
return "Skew Comparison";
}
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// ActionSkewRotateScale
void ActionSkewRotateScale::onEnter()
{
ActionsDemo::onEnter();
_tamara->removeFromParentAndCleanup(true);
_grossini->removeFromParentAndCleanup(true);
_kathia->removeFromParentAndCleanup(true);
Size boxSize(100.0f, 100.0f);
auto box = LayerColor::create(Color4B(255, 255, 0, 255));
box->setAnchorPoint(Vector2(0, 0));
box->setPosition(Vector2(190, 110));
box->setContentSize(boxSize);
static float markrside = 10.0f;
auto uL = LayerColor::create(Color4B(255, 0, 0, 255));
box->addChild(uL);
uL->setContentSize(Size(markrside, markrside));
uL->setPosition(Vector2(0.f, boxSize.height - markrside));
uL->setAnchorPoint(Vector2(0, 0));
auto uR = LayerColor::create(Color4B(0, 0, 255, 255));
box->addChild(uR);
uR->setContentSize(Size(markrside, markrside));
uR->setPosition(Vector2(boxSize.width - markrside, boxSize.height - markrside));
uR->setAnchorPoint(Vector2(0, 0));
addChild(box);
auto actionTo = SkewTo::create(2, 0.f, 2.f);
auto rotateTo = RotateTo::create(2, 61.0f);
auto actionScaleTo = ScaleTo::create(2, -0.44f, 0.47f);
auto actionScaleToBack = ScaleTo::create(2, 1.0f, 1.0f);
auto rotateToBack = RotateTo::create(2, 0);
auto actionToBack = SkewTo::create(2, 0, 0);
box->runAction(Sequence::create(actionTo, actionToBack, NULL));
box->runAction(Sequence::create(rotateTo, rotateToBack, NULL));
box->runAction(Sequence::create(actionScaleTo, actionScaleToBack, NULL));
}
std::string ActionSkewRotateScale::subtitle() const
{
return "Skew + Rotate + Scale";
}
//------------------------------------------------------------------
//
// ActionRotate
//
//------------------------------------------------------------------
void ActionRotate::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
auto actionTo = RotateTo::create( 2, 45);
auto actionTo2 = RotateTo::create( 2, -45);
auto actionTo0 = RotateTo::create(2 , 0);
_tamara->runAction( Sequence::create(actionTo, actionTo0, NULL));
auto actionBy = RotateBy::create(2 , 360);
auto actionByBack = actionBy->reverse();
_grossini->runAction( Sequence::create(actionBy, actionByBack, NULL));
_kathia->runAction( Sequence::create(actionTo2, actionTo0->clone(), NULL));
}
std::string ActionRotate::subtitle() const
{
return "RotateTo / RotateBy";
}
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//------------------------------------------------------------------
//
// ActionRotateBy3D
//
//------------------------------------------------------------------
void ActionRotateBy3D::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
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auto actionBy1 = RotateBy::create(4, Vector3(360, 0, 0));
auto actionBy2 = RotateBy::create(4, Vector3(0, 360, 0));
auto actionBy3 = RotateBy::create(4 ,Vector3(0, 0, 360));
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_tamara->runAction( Sequence::create(actionBy1, actionBy1->reverse(), nullptr));
_grossini->runAction( Sequence::create(actionBy2, actionBy2->reverse(), nullptr));
_kathia->runAction( Sequence::create(actionBy3, actionBy3->reverse(), nullptr));
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}
std::string ActionRotateBy3D::subtitle() const
{
return "RotateBy in 3D";
}
//------------------------------------------------------------------
//
// ActionJump
//
//------------------------------------------------------------------
void ActionJump::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
auto actionTo = JumpTo::create(2, Vector2(300,300), 50, 4);
auto actionBy = JumpBy::create(2, Vector2(300,0), 50, 4);
auto actionUp = JumpBy::create(2, Vector2(0,0), 80, 4);
auto actionByBack = actionBy->reverse();
_tamara->runAction( actionTo);
_grossini->runAction( Sequence::create(actionBy, actionByBack, NULL));
_kathia->runAction( RepeatForever::create(actionUp));
}
std::string ActionJump::subtitle() const
{
return "JumpTo / JumpBy";
}
//------------------------------------------------------------------
//
// ActionBezier
//
//------------------------------------------------------------------
void ActionBezier::onEnter()
{
ActionsDemo::onEnter();
auto s = Director::getInstance()->getWinSize();
//
// startPosition can be any coordinate, but since the movement
// is relative to the Bezier curve, make it (0,0)
//
centerSprites(3);
// sprite 1
ccBezierConfig bezier;
bezier.controlPoint_1 = Vector2(0, s.height/2);
bezier.controlPoint_2 = Vector2(300, -s.height/2);
bezier.endPosition = Vector2(300,100);
auto bezierForward = BezierBy::create(3, bezier);
auto bezierBack = bezierForward->reverse();
auto rep = RepeatForever::create(Sequence::create( bezierForward, bezierBack, NULL));
// sprite 2
_tamara->setPosition(Vector2(80,160));
ccBezierConfig bezier2;
bezier2.controlPoint_1 = Vector2(100, s.height/2);
bezier2.controlPoint_2 = Vector2(200, -s.height/2);
bezier2.endPosition = Vector2(240,160);
auto bezierTo1 = BezierTo::create(2, bezier2);
// sprite 3
_kathia->setPosition(Vector2(400,160));
auto bezierTo2 = BezierTo::create(2, bezier2);
_grossini->runAction( rep);
_tamara->runAction(bezierTo1);
_kathia->runAction(bezierTo2);
}
std::string ActionBezier::subtitle() const
{
return "BezierBy / BezierTo";
}
//------------------------------------------------------------------
//
// ActionBlink
//
//------------------------------------------------------------------
void ActionBlink::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
auto action1 = Blink::create(2, 10);
auto action2 = Blink::create(2, 5);
_tamara->runAction( action1);
_kathia->runAction(action2);
}
std::string ActionBlink::subtitle() const
{
return "Blink";
}
//------------------------------------------------------------------
//
// ActionFade
//
//------------------------------------------------------------------
void ActionFade::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
_tamara->setOpacity( 0 );
auto action1 = FadeIn::create(1.0f);
auto action1Back = action1->reverse();
auto action2 = FadeOut::create(1.0f);
auto action2Back = action2->reverse();
auto action2BackReverse = action2Back->reverse();
auto action2BackReverseReverse = action2BackReverse->reverse();
_tamara->setOpacity(122);
_tamara->runAction( Sequence::create( action1, action1Back, NULL));
_kathia->setOpacity(122);
_kathia->runAction( Sequence::create( action2, action2Back,action2BackReverse,action2BackReverseReverse, NULL));
}
std::string ActionFade::subtitle() const
{
return "FadeIn / FadeOut";
}
//------------------------------------------------------------------
//
// ActionTint
//
//------------------------------------------------------------------
void ActionTint::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
auto action1 = TintTo::create(2, 255, 0, 255);
auto action2 = TintBy::create(2, -127, -255, -127);
auto action2Back = action2->reverse();
_tamara->runAction( action1);
_kathia->runAction( Sequence::create( action2, action2Back, NULL));
}
std::string ActionTint::subtitle() const
{
return "TintTo / TintBy";
}
//------------------------------------------------------------------
//
// ActionAnimate
//
//------------------------------------------------------------------
void ActionAnimate::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
//
// Manual animation
//
auto animation = Animation::create();
for( int i=1;i<15;i++)
{
char szName[100] = {0};
sprintf(szName, "Images/grossini_dance_%02d.png", i);
animation->addSpriteFrameWithFile(szName);
}
// should last 2.8 seconds. And there are 14 frames.
animation->setDelayPerUnit(2.8f / 14.0f);
animation->setRestoreOriginalFrame(true);
auto action = Animate::create(animation);
_grossini->runAction(Sequence::create(action, action->reverse(), NULL));
//
// File animation
//
// With 2 loops and reverse
auto cache = AnimationCache::getInstance();
cache->addAnimationsWithFile("animations/animations-2.plist");
auto animation2 = cache->getAnimation("dance_1");
auto action2 = Animate::create(animation2);
_tamara->runAction(Sequence::create(action2, action2->reverse(), NULL));
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_frameDisplayedListener = EventListenerCustom::create(AnimationFrameDisplayedNotification, [](EventCustom * event){
auto userData = static_cast<AnimationFrame::DisplayedNotificationInfo*>(event->getUserData());
log("target %p with data %s", userData->target, Value(userData->userInfo).getDescription().c_str());
});
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_eventDispatcher->addEventListenerWithFixedPriority(_frameDisplayedListener, -1);
//
// File animation
//
// with 4 loops
auto animation3 = animation2->clone();
animation3->setLoops(4);
auto action3 = Animate::create(animation3);
_kathia->runAction(action3);
}
void ActionAnimate::onExit()
{
ActionsDemo::onExit();
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_eventDispatcher->removeEventListener(_frameDisplayedListener);
}
std::string ActionAnimate::title() const
{
return "Animation";
}
std::string ActionAnimate::subtitle() const
{
return "Center: Manual animation. Border: using file format animation";
}
//------------------------------------------------------------------
//
// ActionSequence
//
//------------------------------------------------------------------
void ActionSequence::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
auto action = Sequence::create(
MoveBy::create( 2, Vector2(240,0)),
RotateBy::create( 2, 540),
NULL);
_grossini->runAction(action);
}
std::string ActionSequence::subtitle() const
{
return "Sequence: Move + Rotate";
}
//------------------------------------------------------------------
//
// ActionSequence2
//
//------------------------------------------------------------------
void ActionSequence2::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
_grossini->setVisible(false);
auto action = Sequence::create(
Place::create(Vector2(200,200)),
Show::create(),
MoveBy::create(1, Vector2(100,0)),
CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback1,this)),
CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback2,this,_grossini)),
CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback3,this,_grossini,0xbebabeba)),
NULL);
_grossini->runAction(action);
}
void ActionSequence2::callback1()
{
auto s = Director::getInstance()->getWinSize();
auto label = Label::createWithTTF("callback 1 called", "fonts/Marker Felt.ttf", 16.0f);
label->setPosition(Vector2( s.width/4*1,s.height/2));
addChild(label);
}
void ActionSequence2::callback2(Node* sender)
{
auto s = Director::getInstance()->getWinSize();
auto label = Label::createWithTTF("callback 2 called", "fonts/Marker Felt.ttf", 16.0f);
label->setPosition(Vector2( s.width/4*2,s.height/2));
addChild(label);
}
void ActionSequence2::callback3(Node* sender, long data)
{
auto s = Director::getInstance()->getWinSize();
auto label = Label::createWithTTF("callback 3 called", "fonts/Marker Felt.ttf", 16.0f);
label->setPosition(Vector2( s.width/4*3,s.height/2));
addChild(label);
}
std::string ActionSequence2::subtitle() const
{
return "Sequence of InstantActions";
}
//------------------------------------------------------------------
//
// ActionCallFuncN
//
//------------------------------------------------------------------
void ActionCallFuncN::onEnter()
{
ActionsDemo::onEnter();
centerSprites(1);
auto action = Sequence::create(
MoveBy::create(2.0f, Vector2(150,0)),
CallFuncN::create( CC_CALLBACK_1(ActionCallFuncN::callback, this)),
NULL);
_grossini->runAction(action);
}
std::string ActionCallFuncN::title() const
{
return "CallFuncN";
}
std::string ActionCallFuncN::subtitle() const
{
return "Grossini should jump after moving";
}
void ActionCallFuncN::callback(Node* sender )
{
auto a = JumpBy::create(5, Vector2(0,0), 100, 5);
sender->runAction(a);
}
//------------------------------------------------------------------
//
// ActionCallFuncND
// CallFuncND is no longer needed. It can simulated with std::bind()
//
//------------------------------------------------------------------
void ActionCallFuncND::onEnter()
{
ActionsDemo::onEnter();
centerSprites(1);
auto action = Sequence::create(
MoveBy::create(2.0f, Vector2(200,0)),
CallFuncN::create( CC_CALLBACK_1(ActionCallFuncND::doRemoveFromParentAndCleanup, this, true)),
NULL);
_grossini->runAction(action);
}
std::string ActionCallFuncND::title() const
{
return "CallFuncND + auto remove";
}
std::string ActionCallFuncND::subtitle() const
{
return "simulates CallFuncND with std::bind()";
}
void ActionCallFuncND::doRemoveFromParentAndCleanup(Node* sender, bool cleanup)
{
_grossini->removeFromParentAndCleanup(cleanup);
}
//------------------------------------------------------------------
//
// ActionCallFuncO
// CallFuncO is no longer needed. It can simulated with std::bind()
//
//------------------------------------------------------------------
void ActionCallFuncO::onEnter()
{
ActionsDemo::onEnter();
centerSprites(1);
auto action = Sequence::create(
MoveBy::create(2.0f, Vector2(200,0)),
CallFunc::create( CC_CALLBACK_0(ActionCallFuncO::callback, this, _grossini, true)),
NULL);
_grossini->runAction(action);
}
std::string ActionCallFuncO::title() const
{
return "CallFuncO + autoremove";
}
std::string ActionCallFuncO::subtitle() const
{
return "simulates CallFuncO with std::bind()";
}
void ActionCallFuncO::callback(Node* node, bool cleanup)
{
node->removeFromParentAndCleanup(cleanup);
}
//------------------------------------------------------------------
//
// ActionCallFunction
//
//------------------------------------------------------------------
void ActionCallFunction::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
auto action1 = Sequence::create(
MoveBy::create(2, Vector2(200,0)),
CallFunc::create( std::bind(&ActionCallFunction::callback1, this) ),
CallFunc::create(
// lambda
[&](){
auto s = Director::getInstance()->getWinSize();
auto label = Label::createWithTTF("called:lambda callback", "fonts/Marker Felt.ttf", 16.0f);
label->setPosition(Vector2( s.width/4*1,s.height/2-40));
this->addChild(label);
} ),
NULL);
auto action2 = Sequence::create(
ScaleBy::create(2 , 2),
FadeOut::create(2),
CallFunc::create( std::bind(&ActionCallFunction::callback2, this, _tamara) ),
NULL);
auto action3 = Sequence::create(
RotateBy::create(3 , 360),
FadeOut::create(2),
CallFunc::create( std::bind(&ActionCallFunction::callback3, this, _kathia, 42) ),
NULL);
_grossini->runAction(action1);
_tamara->runAction(action2);
_kathia->runAction(action3);
}
void ActionCallFunction::callback1()
{
auto s = Director::getInstance()->getWinSize();
auto label = Label::createWithTTF("callback 1 called", "fonts/Marker Felt.ttf", 16.0f);
label->setPosition(Vector2( s.width/4*1,s.height/2));
addChild(label);
}
void ActionCallFunction::callback2(Node* sender)
{
auto s = Director::getInstance()->getWinSize();
auto label = Label::createWithTTF("callback 2 called", "fonts/Marker Felt.ttf", 16.0f);
label->setPosition(Vector2( s.width/4*2,s.height/2));
addChild(label);
CCLOG("sender is: %p", sender);
}
void ActionCallFunction::callback3(Node* sender, long data)
{
auto s = Director::getInstance()->getWinSize();
auto label = Label::createWithTTF("callback 3 called", "fonts/Marker Felt.ttf", 16.0f);
label->setPosition(Vector2( s.width/4*3,s.height/2));
addChild(label);
CCLOG("target is: %p, data is: %ld", sender, data);
}
std::string ActionCallFunction::subtitle() const
{
return "Callbacks: CallFunc with std::function()";
}
//------------------------------------------------------------------
//
// ActionSpawn
//
//------------------------------------------------------------------
void ActionSpawn::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
auto action = Spawn::create(
JumpBy::create(2, Vector2(300,0), 50, 4),
RotateBy::create( 2, 720),
NULL);
_grossini->runAction(action);
}
std::string ActionSpawn::subtitle() const
{
return "Spawn: Jump + Rotate";
}
//------------------------------------------------------------------
//
// ActionRepeatForever
//
//------------------------------------------------------------------
void ActionRepeatForever::onEnter()
{
ActionsDemo::onEnter();
centerSprites(1);
auto action = Sequence::create(
DelayTime::create(1),
CallFunc::create( std::bind( &ActionRepeatForever::repeatForever, this, _grossini) ),
NULL);
_grossini->runAction(action);
}
void ActionRepeatForever::repeatForever(Node* sender)
{
auto repeat = RepeatForever::create( RotateBy::create(1.0f, 360) );
sender->runAction(repeat);
}
std::string ActionRepeatForever::subtitle() const
{
return "CallFuncN + RepeatForever";
}
//------------------------------------------------------------------
//
// ActionRotateToRepeat
//
//------------------------------------------------------------------
void ActionRotateToRepeat::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
auto act1 = RotateTo::create(1, 90);
auto act2 = RotateTo::create(1, 0);
auto seq = Sequence::create(act1, act2, NULL);
auto rep1 = RepeatForever::create(seq);
auto rep2 = Repeat::create( seq->clone(), 10);
_tamara->runAction(rep1);
_kathia->runAction(rep2);
}
std::string ActionRotateToRepeat ::subtitle() const
{
return "Repeat/RepeatForever + RotateTo";
}
//------------------------------------------------------------------
//
// ActionRotateJerk
//
//------------------------------------------------------------------
void ActionRotateJerk::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
auto seq = Sequence::create(
RotateTo::create(0.5f, -20),
RotateTo::create(0.5f, 20),
NULL);
auto rep1 = Repeat::create(seq, 10);
auto rep2 = RepeatForever::create( seq->clone() );
_tamara->runAction(rep1);
_kathia->runAction(rep2);
}
std::string ActionRotateJerk::subtitle() const
{
return "RepeatForever / Repeat + Rotate";
}
//------------------------------------------------------------------
//
// ActionReverse
//
//------------------------------------------------------------------
void ActionReverse::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
auto jump = JumpBy::create(2, Vector2(300,0), 50, 4);
auto action = Sequence::create( jump, jump->reverse(), NULL);
_grossini->runAction(action);
}
std::string ActionReverse::subtitle() const
{
return "Reverse an action";
}
//------------------------------------------------------------------
//
// ActionDelayTime
//
//------------------------------------------------------------------
void ActionDelayTime::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
auto move = MoveBy::create(1, Vector2(150,0));
auto action = Sequence::create( move, DelayTime::create(2), move, NULL);
_grossini->runAction(action);
}
std::string ActionDelayTime::subtitle() const
{
return "DelayTime: m + delay + m";
}
//------------------------------------------------------------------
//
// ActionReverseSequence
//
//------------------------------------------------------------------
void ActionReverseSequence::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
auto move1 = MoveBy::create(1, Vector2(250,0));
auto move2 = MoveBy::create(1, Vector2(0,50));
auto seq = Sequence::create( move1, move2, move1->reverse(), NULL);
auto action = Sequence::create( seq, seq->reverse(), NULL);
_grossini->runAction(action);
}
std::string ActionReverseSequence::subtitle() const
{
return "Reverse a sequence";
}
//------------------------------------------------------------------
//
// ActionReverseSequence2
//
//------------------------------------------------------------------
void ActionReverseSequence2::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(2);
// Test:
// Sequence should work both with IntervalAction and InstantActions
auto move1 = MoveBy::create(1, Vector2(250,0));
auto move2 = MoveBy::create(1, Vector2(0,50));
auto tog1 = ToggleVisibility::create();
auto tog2 = ToggleVisibility::create();
auto seq = Sequence::create( move1, tog1, move2, tog2, move1->reverse(), NULL);
auto action = Repeat::create(Sequence::create( seq, seq->reverse(), NULL), 3);
// Test:
// Also test that the reverse of Hide is Show, and vice-versa
_kathia->runAction(action);
auto move_tamara = MoveBy::create(1, Vector2(100,0));
auto move_tamara2 = MoveBy::create(1, Vector2(50,0));
auto hide = Hide::create();
auto seq_tamara = Sequence::create( move_tamara, hide, move_tamara2, NULL);
auto seq_back = seq_tamara->reverse();
_tamara->runAction( Sequence::create( seq_tamara, seq_back, NULL));
}
std::string ActionReverseSequence2::subtitle() const
{
return "Reverse sequence 2";
}
//------------------------------------------------------------------
//
// ActionRepeat
//
//------------------------------------------------------------------
void ActionRepeat::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(2);
auto a1 = MoveBy::create(1, Vector2(150,0));
auto action1 = Repeat::create(
Sequence::create( Place::create(Vector2(60,60)), a1, NULL) ,
3);
auto action2 = RepeatForever::create(
Sequence::create(a1->clone(), a1->reverse(), NULL)
);
_kathia->runAction(action1);
_tamara->runAction(action2);
}
std::string ActionRepeat::subtitle() const
{
return "Repeat / RepeatForever actions";
}
//------------------------------------------------------------------
//
// ActionOrbit
//
//------------------------------------------------------------------
void ActionOrbit::onEnter()
{
ActionsDemo::onEnter();
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Director::getInstance()->setProjection(Director::Projection::_2D);
centerSprites(3);
auto orbit1 = OrbitCamera::create(2,1, 0, 0, 180, 0, 0);
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auto action1 = Sequence::create(
orbit1,
orbit1->reverse(),
nullptr);
auto orbit2 = OrbitCamera::create(2,1, 0, 0, 180, -45, 0);
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auto action2 = Sequence::create(
orbit2,
orbit2->reverse(),
nullptr);
auto orbit3 = OrbitCamera::create(2,1, 0, 0, 180, 90, 0);
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auto action3 = Sequence::create(
orbit3,
orbit3->reverse(),
nullptr);
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_kathia->runAction(RepeatForever::create(action1));
_tamara->runAction(RepeatForever::create(action2));
_grossini->runAction(RepeatForever::create(action3));
auto move = MoveBy::create(3, Vector2(100,-100));
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auto move_back = move->reverse();
auto seq = Sequence::create(move, move_back, NULL);
auto rfe = RepeatForever::create(seq);
_kathia->runAction(rfe);
_tamara->runAction(rfe->clone() );
_grossini->runAction( rfe->clone() );
}
void ActionOrbit::onExit()
{
ActionsDemo::onExit();
Director::getInstance()->setProjection(Director::Projection::DEFAULT);
}
std::string ActionOrbit::subtitle() const
{
return "OrbitCamera action";
}
//------------------------------------------------------------------
//
// ActionFollow
//
//------------------------------------------------------------------
void ActionFollow::onEnter()
{
ActionsDemo::onEnter();
centerSprites(1);
auto s = Director::getInstance()->getWinSize();
_grossini->setPosition(Vector2(-200, s.height / 2));
auto move = MoveBy::create(2, Vector2(s.width * 3, 0));
auto move_back = move->reverse();
auto seq = Sequence::create(move, move_back, NULL);
auto rep = RepeatForever::create(seq);
_grossini->runAction(rep);
this->runAction(Follow::create(_grossini, Rect(0, 0, s.width * 2 - 100, s.height)));
}
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void ActionFollow::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
{
_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(ActionFollow::onDraw, this, transform, transformUpdated);
renderer->addCommand(&_customCommand);
}
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void ActionFollow::onDraw(const Matrix &transform, bool transformUpdated)
{
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
auto winSize = Director::getInstance()->getWinSize();
float x = winSize.width*2 - 100;
float y = winSize.height;
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Vector2 vertices[] = { Vector2(5,5), Vector2(x-5,5), Vector2(x-5,y-5), Vector2(5,y-5) };
DrawPrimitives::drawPoly(vertices, 4, true);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
std::string ActionFollow::subtitle() const
{
return "Follow action";
}
void ActionTargeted::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
auto jump1 = JumpBy::create(2,Vector2::ZERO,100,3);
auto jump2 = jump1->clone();
auto rot1 = RotateBy::create(1, 360);
auto rot2 = rot1->clone();
auto t1 = TargetedAction::create(_kathia, jump2);
auto t2 = TargetedAction::create(_kathia, rot2);
auto seq = Sequence::create(jump1, t1, rot1, t2, NULL);
auto always = RepeatForever::create(seq);
_tamara->runAction(always);
}
std::string ActionTargeted::title() const
{
return "ActionTargeted";
}
std::string ActionTargeted::subtitle() const
{
return "Action that runs on another target. Useful for sequences";
}
void ActionTargetedReverse::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
auto jump1 = JumpBy::create(2,Vector2::ZERO,100,3);
auto jump2 = jump1->clone();
auto rot1 = RotateBy::create(1, 360);
auto rot2 = rot1->clone();
auto t1 = TargetedAction::create(_kathia, jump2);
auto t2 = TargetedAction::create(_kathia, rot2);
auto seq = Sequence::create(jump1, t1->reverse(), rot1, t2->reverse(), NULL);
auto always = RepeatForever::create(seq);
_tamara->runAction(always);
}
std::string ActionTargetedReverse::title() const
{
return "ActionTargetedReverse";
}
std::string ActionTargetedReverse::subtitle() const
{
return "Action that runs reversely on another target. Useful for sequences";
}
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// ActionStacked
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void ActionStacked::onEnter()
{
ActionsDemo::onEnter();
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this->centerSprites(0);
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesEnded = CC_CALLBACK_2(ActionStacked::onTouchesEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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auto s = Director::getInstance()->getWinSize();
this->addNewSpriteWithCoords(Vector2(s.width/2, s.height/2));
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}
void ActionStacked::addNewSpriteWithCoords(Vector2 p)
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{
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int idx = CCRANDOM_0_1() * 1400 / 100;
int x = (idx%5) * 85;
int y = (idx/5) * 121;
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auto sprite = Sprite::create("Images/grossini_dance_atlas.png", Rect(x,y,85,121));
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sprite->setPosition(p);
this->addChild(sprite);
this->runActionsInSprite(sprite);
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}
void ActionStacked::runActionsInSprite(Sprite *sprite)
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{
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// override me
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}
void ActionStacked::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
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{
for ( auto &touch: touches ) {
auto location = touch->getLocation();
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addNewSpriteWithCoords( location );
}
}
std::string ActionStacked::title() const
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{
return "Override me";
}
std::string ActionStacked::subtitle() const
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{
return "Tap screen";
}
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// ActionMoveStacked
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void ActionMoveStacked::runActionsInSprite(Sprite *sprite)
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{
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sprite->runAction(
RepeatForever::create(
Sequence::create(
MoveBy::create(0.05f, Vector2(10,10)),
MoveBy::create(0.05f, Vector2(-10,-10)),
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NULL)));
auto action = MoveBy::create(2.0f, Vector2(400,0));
auto action_back = action->reverse();
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sprite->runAction(
RepeatForever::create(
Sequence::create(action, action_back, NULL)
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));
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}
std::string ActionMoveStacked::title() const
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{
return "Stacked MoveBy/To actions";
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}
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// ActionMoveJumpStacked
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void ActionMoveJumpStacked::runActionsInSprite(Sprite *sprite)
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{
sprite->runAction(
RepeatForever::create(
Sequence::create(
MoveBy::create(0.05f, Vector2(10,2)),
MoveBy::create(0.05f, Vector2(-10,-2)),
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NULL)));
auto jump = JumpBy::create(2.0f, Vector2(400,0), 100, 5);
auto jump_back = jump->reverse();
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sprite->runAction(
RepeatForever::create(
Sequence::create(jump, jump_back, NULL)
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));
}
std::string ActionMoveJumpStacked::title() const
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{
return "tacked Move + Jump actions";
}
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// ActionMoveBezierStacked
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void ActionMoveBezierStacked::runActionsInSprite(Sprite *sprite)
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{
auto s = Director::getInstance()->getWinSize();
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// sprite 1
ccBezierConfig bezier;
bezier.controlPoint_1 = Vector2(0, s.height/2);
bezier.controlPoint_2 = Vector2(300, -s.height/2);
bezier.endPosition = Vector2(300,100);
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auto bezierForward = BezierBy::create(3, bezier);
auto bezierBack = bezierForward->reverse();
auto seq = Sequence::create(bezierForward, bezierBack, NULL);
auto rep = RepeatForever::create(seq);
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sprite->runAction(rep);
sprite->runAction(
RepeatForever::create(
Sequence::create(
MoveBy::create(0.05f, Vector2(10,0)),
MoveBy::create(0.05f, Vector2(-10,0)),
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NULL)));
}
std::string ActionMoveBezierStacked::title() const
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{
return "Stacked Move + Bezier actions";
}
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// ActionCatmullRomStacked
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void ActionCatmullRomStacked::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(2);
auto s = Director::getInstance()->getWinSize();
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//
// sprite 1 (By)
//
// startPosition can be any coordinate, but since the movement
// is relative to the Catmull Rom curve, it is better to start with (0,0).
//
_tamara->setPosition(Vector2(50,50));
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auto array = PointArray::create(20);
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array->addControlPoint(Vector2(0,0));
array->addControlPoint(Vector2(80,80));
array->addControlPoint(Vector2(s.width-80,80));
array->addControlPoint(Vector2(s.width-80,s.height-80));
array->addControlPoint(Vector2(80,s.height-80));
array->addControlPoint(Vector2(80,80));
array->addControlPoint(Vector2(s.width/2, s.height/2));
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auto action = CatmullRomBy::create(3, array);
auto reverse = action->reverse();
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auto seq = Sequence::create(action, reverse, NULL);
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_tamara->runAction(seq);
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_tamara->runAction(
RepeatForever::create(
Sequence::create(
MoveBy::create(0.05f, Vector2(10,0)),
MoveBy::create(0.05f, Vector2(-10,0)),
NULL)));
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//
// sprite 2 (To)
//
// The startPosition is not important here, because it uses a "To" action.
// The initial position will be the 1st point of the Catmull Rom path
//
auto array2 = PointArray::create(20);
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array2->addControlPoint(Vector2(s.width/2, 30));
array2->addControlPoint(Vector2(s.width-80,30));
array2->addControlPoint(Vector2(s.width-80,s.height-80));
array2->addControlPoint(Vector2(s.width/2,s.height-80));
array2->addControlPoint(Vector2(s.width/2, 30));
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auto action2 = CatmullRomTo::create(3, array2);
auto reverse2 = action2->reverse();
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auto seq2 = Sequence::create(action2, reverse2, NULL);
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_kathia->runAction(seq2);
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_kathia->runAction(
RepeatForever::create(
Sequence::create(
MoveBy::create(0.05f, Vector2(10,0)),
MoveBy::create(0.05f, Vector2(-10,0)),
NULL)));
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array->retain();
_array1 = array;
array2->retain();
_array2 = array2;
}
ActionCatmullRomStacked::~ActionCatmullRomStacked()
{
CC_SAFE_RELEASE(_array1);
CC_SAFE_RELEASE(_array2);
}
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void ActionCatmullRomStacked::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
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{
ActionsDemo::draw(renderer, transform, transformUpdated);
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// move to 50,50 since the "by" path will start at 50,50
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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Matrix translation;
//Create a rotation matrix using the axis and the angle
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Matrix::createTranslation(50, 50, 0, &translation);
director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, translation);
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_modelViewMV1 = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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_modelViewMV2 = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(ActionCatmullRomStacked::onDraw, this, transform, transformUpdated);
renderer->addCommand(&_customCommand);
}
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void ActionCatmullRomStacked::onDraw(const Matrix &transform, bool transformUpdated)
{
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
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Matrix oldMat;
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oldMat = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV1);
DrawPrimitives::drawCatmullRom(_array1,50);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV2);
DrawPrimitives::drawCatmullRom(_array2,50);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, oldMat);
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}
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std::string ActionCatmullRomStacked::title() const
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{
return "Stacked MoveBy + CatmullRom actions";
}
std::string ActionCatmullRomStacked::subtitle() const
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{
return "MoveBy + CatmullRom at the same time in the same sprite";
}
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// ActionCardinalSplineStacked
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void ActionCardinalSplineStacked::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(2);
auto s = Director::getInstance()->getWinSize();
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auto array = PointArray::create(20);
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array->addControlPoint(Vector2(0, 0));
array->addControlPoint(Vector2(s.width/2-30,0));
array->addControlPoint(Vector2(s.width/2-30,s.height-80));
array->addControlPoint(Vector2(0, s.height-80));
array->addControlPoint(Vector2(0, 0));
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//
// sprite 1 (By)
//
// Spline with no tension (tension==0)
//
auto action = CardinalSplineBy::create(3, array, 0);
auto reverse = action->reverse();
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auto seq = Sequence::create(action, reverse, NULL);
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_tamara->setPosition(Vector2(50,50));
_tamara->runAction(seq);
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_tamara->runAction(
RepeatForever::create(
Sequence::create(
MoveBy::create(0.05f, Vector2(10,0)),
MoveBy::create(0.05f, Vector2(-10,0)),
NULL)));
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//
// sprite 2 (By)
//
// Spline with high tension (tension==1)
//
auto *action2 = CardinalSplineBy::create(3, array, 1);
auto reverse2 = action2->reverse();
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auto seq2 = Sequence::create(action2, reverse2, NULL);
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_kathia->setPosition(Vector2(s.width/2,50));
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_kathia->runAction(seq2);
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_kathia->runAction(
RepeatForever::create(
Sequence::create(
MoveBy::create(0.05f, Vector2(10,0)),
MoveBy::create(0.05f, Vector2(-10,0)),
NULL)));
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array->retain();
_array = array;
}
ActionCardinalSplineStacked::~ActionCardinalSplineStacked()
{
CC_SAFE_RELEASE(_array);
}
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void ActionCardinalSplineStacked::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
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{
ActionsDemo::draw(renderer, transform, transformUpdated);
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// move to 50,50 since the "by" path will start at 50,50
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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Matrix translation;
//Create a rotation matrix using the axis and the angle
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Matrix::createTranslation(50, 50, 0, &translation);
director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, translation);
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_modelViewMV1 = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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auto s = Director::getInstance()->getWinSize();
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director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
//Create a rotation matrix using the axis and the angle
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Matrix::createTranslation(s.width/2, 50, 0, &translation);
director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, translation);
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_modelViewMV2 = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(ActionCardinalSplineStacked::onDraw, this, transform, transformUpdated);
renderer->addCommand(&_customCommand);
}
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void ActionCardinalSplineStacked::onDraw(const Matrix &transform, bool transformUpdated)
{
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
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Matrix oldMat;
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oldMat = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV1);
DrawPrimitives::drawCardinalSpline(_array, 0, 100);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV2);
DrawPrimitives::drawCardinalSpline(_array, 1, 100);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, oldMat);
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}
std::string ActionCardinalSplineStacked::title() const
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{
return "Stacked MoveBy + CardinalSpline actions";
}
std::string ActionCardinalSplineStacked::subtitle() const
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{
return "CCMoveBy + CardinalSplineBy/To at the same time";
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}
// Issue1305
void Issue1305::onEnter()
{
ActionsDemo::onEnter();
centerSprites(0);
_spriteTmp = Sprite::create("Images/grossini.png");
/* c++ can't support block, so we use CallFuncN instead.
[spriteTmp_ runAction:[CallBlockN actionWithBlock:^(Node* node) {
NSLog(@"This message SHALL ONLY appear when the sprite is added to the scene, NOT BEFORE");
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}] );
*/
_spriteTmp->runAction(CallFunc::create(std::bind(&Issue1305::log, this, _spriteTmp)));
_spriteTmp->retain();
scheduleOnce(schedule_selector(Issue1305::addSprite), 2);
}
void Issue1305::log(Node* sender)
{
cocos2d::log("This message SHALL ONLY appear when the sprite is added to the scene, NOT BEFORE");
}
void Issue1305::onExit()
{
_spriteTmp->stopAllActions();
_spriteTmp->release();
ActionsDemo::onExit();
}
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void Issue1305::addSprite(float dt)
{
_spriteTmp->setPosition(Vector2(250,250));
addChild(_spriteTmp);
}
std::string Issue1305::title() const
{
return "Issue 1305";
}
std::string Issue1305::subtitle() const
{
return "In two seconds you should see a message on the console. NOT BEFORE.";
}
void Issue1305_2::onEnter()
{
ActionsDemo::onEnter();
centerSprites(0);
auto spr = Sprite::create("Images/grossini.png");
spr->setPosition(Vector2(200,200));
addChild(spr);
auto act1 = MoveBy::create(2 ,Vector2(0, 100));
/* c++ can't support block, so we use CallFuncN instead.
id act2 = [CallBlock actionWithBlock:^{
NSLog(@"1st block");
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});
id act3 = [MoveBy create:2, Vector2(0, -100));
id act4 = [CallBlock actionWithBlock:^{
NSLog(@"2nd block");
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});
id act5 = [MoveBy create:2, Vector2(100, -100));
id act6 = [CallBlock actionWithBlock:^{
NSLog(@"3rd block");
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});
id act7 = [MoveBy create:2, Vector2(-100, 0));
id act8 = [CallBlock actionWithBlock:^{
NSLog(@"4th block");
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});
*/
auto act2 = CallFunc::create( std::bind( &Issue1305_2::printLog1, this));
auto act3 = MoveBy::create(2, Vector2(0, -100));
auto act4 = CallFunc::create( std::bind( &Issue1305_2::printLog2, this));
auto act5 = MoveBy::create(2, Vector2(100, -100));
auto act6 = CallFunc::create( std::bind( &Issue1305_2::printLog3, this));
auto act7 = MoveBy::create(2, Vector2(-100, 0));
auto act8 = CallFunc::create( std::bind( &Issue1305_2::printLog4, this));
auto actF = Sequence::create(act1, act2, act3, act4, act5, act6, act7, act8, NULL);
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// [spr runAction:actF);
Director::getInstance()->getActionManager()->addAction(actF ,spr, false);
}
void Issue1305_2::printLog1()
{
log("1st block");
}
void Issue1305_2::printLog2()
{
log("2nd block");
}
void Issue1305_2::printLog3()
{
log("3rd block");
}
void Issue1305_2::printLog4()
{
log("4th block");
}
std::string Issue1305_2::title() const
{
return "Issue 1305 #2";
}
std::string Issue1305_2::subtitle() const
{
return "See console. You should only see one message for each block";
}
void Issue1288::onEnter()
{
ActionsDemo::onEnter();
centerSprites(0);
auto spr = Sprite::create("Images/grossini.png");
spr->setPosition(Vector2(100, 100));
addChild(spr);
auto act1 = MoveBy::create(0.5, Vector2(100, 0));
auto act2 = act1->reverse();
auto act3 = Sequence::create(act1, act2, NULL);
auto act4 = Repeat::create(act3, 2);
spr->runAction(act4);
}
std::string Issue1288::title() const
{
return "Issue 1288";
}
std::string Issue1288::subtitle() const
{
return "Sprite should end at the position where it started.";
}
void Issue1288_2::onEnter()
{
ActionsDemo::onEnter();
centerSprites(0);
auto spr = Sprite::create("Images/grossini.png");
spr->setPosition(Vector2(100, 100));
addChild(spr);
auto act1 = MoveBy::create(0.5, Vector2(100, 0));
spr->runAction(Repeat::create(act1, 1));
}
std::string Issue1288_2::title() const
{
return "Issue 1288 #2";
}
std::string Issue1288_2::subtitle() const
{
return "Sprite should move 100 pixels, and stay there";
}
void Issue1327::onEnter()
{
ActionsDemo::onEnter();
centerSprites(0);
auto spr = Sprite::create("Images/grossini.png");
spr->setPosition(Vector2(100, 100));
addChild(spr);
auto act1 = CallFunc::create( std::bind(&Issue1327::logSprRotation, this, spr));
auto act2 = RotateBy::create(0.25, 45);
auto act3 = CallFunc::create( std::bind(&Issue1327::logSprRotation, this, spr));
auto act4 = RotateBy::create(0.25, 45);
auto act5 = CallFunc::create( std::bind(&Issue1327::logSprRotation, this, spr));
auto act6 = RotateBy::create(0.25, 45);
auto act7 = CallFunc::create( std::bind(&Issue1327::logSprRotation, this, spr));
auto act8 = RotateBy::create(0.25, 45);
auto act9 = CallFunc::create( std::bind(&Issue1327::logSprRotation, this, spr));
auto actF = Sequence::create(act1, act2, act3, act4, act5, act6, act7, act8, act9, NULL);
spr->runAction(actF);
}
std::string Issue1327::title() const
{
return "Issue 1327";
}
std::string Issue1327::subtitle() const
{
return "See console: You should see: 0, 45, 90, 135, 180";
}
void Issue1327::logSprRotation(Sprite* sender)
{
log("%f", sender->getRotation());
}
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//Issue1398
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void Issue1398::incrementInteger()
{
_testInteger++;
log("incremented to %d", _testInteger);
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}
void Issue1398::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(0);
_testInteger = 0;
log("testInt = %d", _testInteger);
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this->runAction(
Sequence::create(
CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"1")),
CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"2")),
CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"3")),
CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"4")),
CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"5")),
CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"6")),
CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"7")),
CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"8")),
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NULL));
}
void Issue1398::incrementIntegerCallback(void* data)
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{
this->incrementInteger();
log("%s", (char*)data);
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}
std::string Issue1398::subtitle() const
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{
return "See console: You should see an 8";
}
std::string Issue1398::title() const
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{
return "Issue 1398";
}
/** ActionCatmullRom
*/
void ActionCatmullRom::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(2);
auto s = Director::getInstance()->getWinSize();
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//
// sprite 1 (By)
//
// startPosition can be any coordinate, but since the movement
// is relative to the Catmull Rom curve, it is better to start with (0,0).
//
_tamara->setPosition(Vector2(50, 50));
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auto array = PointArray::create(20);
array->addControlPoint(Vector2(0, 0));
array->addControlPoint(Vector2(80, 80));
array->addControlPoint(Vector2(s.width - 80, 80));
array->addControlPoint(Vector2(s.width - 80, s.height - 80));
array->addControlPoint(Vector2(80, s.height - 80));
array->addControlPoint(Vector2(80, 80));
array->addControlPoint(Vector2(s.width / 2, s.height / 2));
auto action = CatmullRomBy::create(3, array);
auto reverse = action->reverse();
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auto seq = Sequence::create(action, reverse, NULL);
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_tamara->runAction(seq);
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//
// sprite 2 (To)
//
// The startPosition is not important here, because it uses a "To" action.
// The initial position will be the 1st point of the Catmull Rom path
//
auto array2 = PointArray::create(20);
array2->addControlPoint(Vector2(s.width / 2, 30));
array2->addControlPoint(Vector2(s.width -80, 30));
array2->addControlPoint(Vector2(s.width - 80, s.height - 80));
array2->addControlPoint(Vector2(s.width / 2, s.height - 80));
array2->addControlPoint(Vector2(s.width / 2, 30));
auto action2 = CatmullRomTo::create(3, array2);
auto reverse2 = action2->reverse();
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auto seq2 = Sequence::create(action2, reverse2, NULL);
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_kathia->runAction(seq2);
_array1 = array;
_array1->retain();
_array2 = array2;
_array2->retain();
}
ActionCatmullRom::~ActionCatmullRom()
{
_array1->release();
_array2->release();
}
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void ActionCatmullRom::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
{
ActionsDemo::draw(renderer, transform, transformUpdated);
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// move to 50,50 since the "by" path will start at 50,50
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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Matrix translation;
//Create a rotation matrix using the axis and the angle
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Matrix::createTranslation(50, 50, 0, &translation);
director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, translation);
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_modelViewMV1 = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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_modelViewMV2 = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(ActionCatmullRom::onDraw, this, transform, transformUpdated);
renderer->addCommand(&_customCommand);
}
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void ActionCatmullRom::onDraw(const Matrix &transform, bool transformUpdated)
{
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
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Matrix oldMat;
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oldMat = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV1);
DrawPrimitives::drawCatmullRom(_array1, 50);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV2);
DrawPrimitives::drawCatmullRom(_array2,50);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, oldMat);
}
std::string ActionCatmullRom::title() const
{
return "CatmullRomBy / CatmullRomTo";
}
std::string ActionCatmullRom::subtitle() const
{
return "Catmull Rom spline paths. Testing reverse too";
}
/** ActionCardinalSpline
*/
void ActionCardinalSpline::onEnter()
{
ActionsDemo::onEnter();
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this->centerSprites(2);
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auto s = Director::getInstance()->getWinSize();
auto array = PointArray::create(20);
array->addControlPoint(Vector2(0, 0));
array->addControlPoint(Vector2(s.width/2-30, 0));
array->addControlPoint(Vector2(s.width/2-30, s.height-80));
array->addControlPoint(Vector2(0, s.height-80));
array->addControlPoint(Vector2(0, 0));
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//
// sprite 1 (By)
//
// Spline with no tension (tension==0)
//
auto action = CardinalSplineBy::create(3, array, 0);
auto reverse = action->reverse();
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auto seq = Sequence::create(action, reverse, NULL);
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_tamara->setPosition(Vector2(50, 50));
_tamara->runAction(seq);
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//
// sprite 2 (By)
//
// Spline with high tension (tension==1)
//
auto action2 = CardinalSplineBy::create(3, array, 1);
auto reverse2 = action2->reverse();
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auto seq2 = Sequence::create(action2, reverse2, NULL);
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_kathia->setPosition(Vector2(s.width/2, 50));
_kathia->runAction(seq2);
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_array = array;
array->retain();
}
ActionCardinalSpline::~ActionCardinalSpline()
{
_array->release();
}
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void ActionCardinalSpline::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
{
ActionsDemo::draw(renderer, transform, transformUpdated);
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// move to 50,50 since the "by" path will start at 50,50
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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Matrix translation;
//Create a rotation matrix using the axis and the angle
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Matrix::createTranslation(50, 50, 0, &translation);
director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, translation);
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_modelViewMV1 = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
auto s = Director::getInstance()->getWinSize();
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
//Create a rotation matrix using the axis and the angle
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Matrix::createTranslation(s.width/2, 50, 0, &translation);
director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, translation);
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_modelViewMV2 = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(ActionCardinalSpline::onDraw, this, transform, transformUpdated);
renderer->addCommand(&_customCommand);
}
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void ActionCardinalSpline::onDraw(const Matrix &transform, bool transformUpdated)
{
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
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Matrix oldMat;
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oldMat = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV1);
DrawPrimitives::drawCardinalSpline(_array, 0, 100);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV2);
DrawPrimitives::drawCardinalSpline(_array, 1, 100);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, oldMat);
}
std::string ActionCardinalSpline::title() const
{
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return "CardinalSplineBy / CardinalSplineTo";
}
std::string ActionCardinalSpline::subtitle() const
{
return "Cardinal Spline paths. Testing different tensions for one array";
}
/** PauseResumeActions
*/
PauseResumeActions::PauseResumeActions()
{
}
PauseResumeActions::~PauseResumeActions()
{
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}
void PauseResumeActions::onEnter()
{
ActionsDemo::onEnter();
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this->centerSprites(3);
_tamara->runAction(RepeatForever::create(RotateBy::create(3, 360)));
_grossini->runAction(RepeatForever::create(RotateBy::create(3, -360)));
_kathia->runAction(RepeatForever::create(RotateBy::create(3, 360)));
this->schedule(schedule_selector(PauseResumeActions::pause), 3, false, 0);
this->schedule(schedule_selector(PauseResumeActions::resume), 5, false, 0);
}
std::string PauseResumeActions::title() const
{
return "PauseResumeActions";
}
std::string PauseResumeActions::subtitle() const
{
return "All actions pause at 3s and resume at 5s";
}
void PauseResumeActions::pause(float dt)
{
log("Pausing");
auto director = Director::getInstance();
_pausedTargets = director->getActionManager()->pauseAllRunningActions();
}
void PauseResumeActions::resume(float dt)
{
log("Resuming");
auto director = Director::getInstance();
director->getActionManager()->resumeTargets(_pausedTargets);
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_pausedTargets.clear();
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}
//------------------------------------------------------------------
//
// ActionRemoveSelf
//
//------------------------------------------------------------------
void ActionRemoveSelf::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
auto action = Sequence::create(
MoveBy::create( 2, Vector2(240,0)),
RotateBy::create( 2, 540),
ScaleTo::create(1,0.1f),
RemoveSelf::create(),
NULL);
_grossini->runAction(action);
}
std::string ActionRemoveSelf::subtitle() const
{
return "Sequence: Move + Rotate + Scale + RemoveSelf";
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}