axmol/tests/lua-tests/src/Sprite3DTest/Sprite3DTest.lua

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local size = cc.Director:getInstance():getWinSize()
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local scheduler = cc.Director:getInstance():getScheduler()
local attributeNames =
{
"a_position",
"a_color",
"a_texCoord",
"a_texCoord1",
"a_texCoord2",
"a_texCoord3",
"a_texCoord4",
"a_texCoord5",
"a_texCoord6",
"a_texCoord7",
"a_normal",
"a_blendWeight",
"a_blendIndex",
}
----------------------------------------
----Sprite3DBasicTest
----------------------------------------
local Sprite3DBasicTest = {}
Sprite3DBasicTest.__index = Sprite3DBasicTest
function Sprite3DBasicTest.onTouchesEnd(touches, event)
for i = 1,table.getn(touches) do
local location = touches[i]:getLocation()
Sprite3DBasicTest.addNewSpriteWithCoords(Helper.currentLayer, location.x, location.y )
end
end
function Sprite3DBasicTest.addNewSpriteWithCoords(parent,x,y)
local sprite = cc.Sprite3D:create("Sprite3DTest/boss1.obj")
sprite:setScale(3.0)
sprite:setTexture("Sprite3DTest/boss.png")
parent:addChild(sprite)
sprite:setPosition(cc.p(x,y))
local random = math.random()
local action = nil
if random < 0.2 then
action = cc.ScaleBy:create(3,2)
elseif random < 0.4 then
action = cc.RotateBy:create(3, 360)
elseif random < 0.6 then
action = cc.Blink:create(1, 3)
elseif random < 0.8 then
action = cc.TintBy:create(2, 0, -255, -255)
else
action = cc.FadeOut:create(2)
end
local action_back = action:reverse()
local seq = cc.Sequence:create(action, action_back)
sprite:runAction(cc.RepeatForever:create(seq))
end
function Sprite3DBasicTest.create()
local layer = cc.Layer:create()
Helper.initWithLayer(layer)
Helper.titleLabel:setString("Testing Sprite3D")
Helper.subtitleLabel:setString("Tap screen to add more sprites")
local listener = cc.EventListenerTouchAllAtOnce:create()
listener:registerScriptHandler(Sprite3DBasicTest.onTouchesEnd,cc.Handler.EVENT_TOUCHES_ENDED )
local eventDispatcher = layer:getEventDispatcher()
eventDispatcher:addEventListenerWithSceneGraphPriority(listener, layer)
Sprite3DBasicTest.addNewSpriteWithCoords(layer, size.width / 2, size.height / 2)
return layer
end
----------------------------------------
----Sprite3DHitTest
----------------------------------------
local Sprite3DHitTest = {}
Sprite3DHitTest.__index = Sprite3DHitTest
function Sprite3DHitTest.create()
local layer = cc.Layer:create()
Helper.initWithLayer(layer)
Helper.titleLabel:setString("Testing Sprite3D Touch in 2D")
Helper.subtitleLabel:setString("Tap Sprite3D and Drag")
local sprite1 = cc.Sprite3D:create("Sprite3DTest/boss1.obj")
sprite1:setScale(4.0)
sprite1:setTexture("Sprite3DTest/boss.png")
sprite1:setPosition( cc.p(size.width/2, size.height/2) )
sprite1:runAction(cc.RepeatForever:create(cc.RotateBy:create(3, 360)))
layer:addChild(sprite1)
local sprite2 = cc.Sprite3D:create("Sprite3DTest/boss1.obj")
sprite2:setScale(4.0)
sprite2:setTexture("Sprite3DTest/boss.png")
sprite2:setPosition( cc.p(size.width/2, size.height/2) )
sprite2:setAnchorPoint(cc.p(0.5, 0.5))
sprite2:runAction(cc.RepeatForever:create(cc.RotateBy:create(3, -360)))
layer:addChild(sprite2)
local listener = cc.EventListenerTouchOneByOne:create()
listener:setSwallowTouches(true)
listener:registerScriptHandler(function (touch, event)
local target = event:getCurrentTarget()
local rect = target:getBoundingBox()
if cc.rectContainsPoint(rect, touch:getLocation()) then
print(string.format("sprite3d began... x = %f, y = %f", touch:getLocation().x, touch:getLocation().y))
target:setOpacity(100)
return true
end
return false
end,cc.Handler.EVENT_TOUCH_BEGAN )
listener:registerScriptHandler(function (touch, event)
local target = event:getCurrentTarget()
local x,y = target:getPosition()
target:setPosition(cc.p(x + touch:getDelta().x, y + touch:getDelta().y))
end, cc.Handler.EVENT_TOUCH_MOVED)
listener:registerScriptHandler(function (touch, event)
local target = event:getCurrentTarget()
print("sprite3d onTouchEnd")
target:setOpacity(255)
end, cc.Handler.EVENT_TOUCH_ENDED)
local eventDispatcher = layer:getEventDispatcher()
eventDispatcher:addEventListenerWithSceneGraphPriority(listener, sprite1)
eventDispatcher:addEventListenerWithSceneGraphPriority(listener:clone(), sprite2)
return layer
end
----------------------------------------
----Sprite3DWithSkinTest
----------------------------------------
local Sprite3DWithSkinTest = {}
Sprite3DWithSkinTest.__index = Sprite3DWithSkinTest
function Sprite3DWithSkinTest.onTouchesEnd(touches, event)
for i = 1,table.getn(touches) do
local location = touches[i]:getLocation()
Sprite3DWithSkinTest.addNewSpriteWithCoords(Helper.currentLayer, location.x, location.y )
end
end
function Sprite3DWithSkinTest.addNewSpriteWithCoords(parent,x,y)
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local sprite = cc.Sprite3D:create("Sprite3DTest/orc.c3b")
sprite:setScale(3)
sprite:setRotation3D({x = 0, y = 180, z = 0})
sprite:setPosition(cc.p(x, y))
parent:addChild(sprite)
local animation = cc.Animation3D:create("Sprite3DTest/orc.c3b")
if nil ~= animation then
local animate = cc.Animate3D:create(animation)
local inverse = false
if math.random() == 0 then
inverse = true
end
local rand2 = math.random()
local speed = 1.0
if rand2 < 1/3 then
speed = animate:getSpeed() + math.random()
elseif rand2 < 2/3 then
speed = animate:getSpeed() - 0.5 * math.random()
end
if inverse then
animate:setSpeed(-speed)
else
animate:setSpeed(speed)
end
sprite:runAction(cc.RepeatForever:create(animate))
end
end
function Sprite3DWithSkinTest.create()
local layer = cc.Layer:create()
Helper.initWithLayer(layer)
Helper.titleLabel:setString("Testing Sprite3D for animation from c3t")
Helper.subtitleLabel:setString("Tap screen to add more sprite3D")
local listener = cc.EventListenerTouchAllAtOnce:create()
listener:registerScriptHandler(Sprite3DWithSkinTest.onTouchesEnd,cc.Handler.EVENT_TOUCHES_ENDED )
local eventDispatcher = layer:getEventDispatcher()
eventDispatcher:addEventListenerWithSceneGraphPriority(listener, layer)
Sprite3DWithSkinTest.addNewSpriteWithCoords(layer, size.width / 2, size.height / 2)
return layer
end
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----------------------------------------
----Animate3DTest
----------------------------------------
local State =
{
SWIMMING = 0,
SWIMMING_TO_HURT = 1,
HURT = 2,
HURT_TO_SWIMMING = 3,
}
local Animate3DTest = {}
Animate3DTest.__index = Animate3DTest
function Animate3DTest.extend(target)
local t = tolua.getpeer(target)
if not t then
t = {}
tolua.setpeer(target, t)
end
setmetatable(t, Animate3DTest)
return target
end
function Animate3DTest:onEnter()
self._hurt = nil
self._swim = nil
self._sprite = nil
self._moveAction = nil
self._transTime = 0.1
self._elapseTransTime = 0.0
local function renewCallBack()
self._sprite:stopActionByTag(101)
self._state = State.HURT_TO_SWIMMING
end
local function onTouchesEnd(touches, event )
for i = 1,table.getn(touches) do
local location = touches[i]:getLocation()
if self._sprite ~= nil then
local len = cc.pGetLength(cc.pSub(cc.p(self._sprite:getPosition()), location))
if len < 40 then
if self._state == State.SWIMMING then
self._sprite:runAction(self._hurt)
local delay = cc.DelayTime:create(self._hurt:getDuration() - 0.1)
local seq = cc.Sequence:create(delay, cc.CallFunc:create(renewCallBack))
seq:setTag(101)
self._sprite:runAction(seq)
self._state = State.SWIMMING_TO_HURT
end
return
end
end
end
end
self:addSprite3D()
local listener = cc.EventListenerTouchAllAtOnce:create()
listener:registerScriptHandler(onTouchesEnd,cc.Handler.EVENT_TOUCHES_ENDED )
local eventDispatcher = self:getEventDispatcher()
eventDispatcher:addEventListenerWithSceneGraphPriority(listener, self)
local function update(dt)
if self._state == State.HURT_TO_SWIMMING then
self._elapseTransTime = self._elapseTransTime + dt
local t = self._elapseTransTime / self._transTime
if t >= 1.0 then
t = 1.0
self._sprite:stopAction(self._hurt)
self._state = State.SWIMMING
end
self._swim:setWeight(t)
self._hurt:setWeight(1.0 - t)
elseif self._state == State.SWIMMING_TO_HURT then
self._elapseTransTime = self._elapseTransTime + dt
local t = self._elapseTransTime / self._transTime
if t >= 1.0 then
t = 1.0
self._state = State.HURT
end
self._swim:setWeight(1.0 - t)
self._hurt:setWeight(t)
end
end
self:scheduleUpdateWithPriorityLua(update,0)
end
function Animate3DTest:onExit()
self._moveAction:release()
self._hurt:release()
self._swim:release()
self:unscheduleUpdate()
end
function Animate3DTest:addSprite3D()
-- body
local fileName = "Sprite3DTest/tortoise.c3b"
local sprite = cc.Sprite3D:create(fileName)
sprite:setScale(0.1)
local winSize = cc.Director:getInstance():getWinSize()
sprite:setPosition(cc.p(winSize.width * 4.0 / 5.0, winSize.height / 2.0))
self:addChild(sprite)
self._sprite = sprite
local animation = cc.Animation3D:create(fileName)
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if nil ~= animation then
local animate = cc.Animate3D:create(animation, 0.0, 1.933)
sprite:runAction(cc.RepeatForever:create(animate))
self._swim = animate
self._swim:retain()
self._hurt = cc.Animate3D:create(animation, 1.933, 2.8)
self._hurt:retain()
self._state = State.SWIMMING
end
self._moveAction = cc.MoveTo:create(4.0, cc.p(winSize.width / 5.0, winSize.height / 2.0))
self._moveAction:retain()
local function reachEndCallBack()
self._sprite:stopActionByTag(100)
local inverse = self._moveAction:reverse()
inverse:retain()
self._moveAction:release()
self._moveAction = inverse
local rot = cc.RotateBy:create(1.0, { x = 0.0, y = 180.0, z = 0.0})
local seq = cc.Sequence:create(rot, self._moveAction, cc.CallFunc:create(reachEndCallBack))
seq:setTag(100)
self._sprite:runAction(seq)
end
local seq = cc.Sequence:create(self._moveAction, cc.CallFunc:create(reachEndCallBack))
seq:setTag(100)
sprite:runAction(seq)
end
function Animate3DTest.create()
local layer = Animate3DTest.extend(cc.Layer:create())
if nil ~= layer then
Helper.initWithLayer(layer)
Helper.titleLabel:setString("Testing Animate3D")
Helper.subtitleLabel:setString("Touch to beat the tortoise")
local function onNodeEvent(event)
if "enter" == event then
layer:onEnter()
elseif "exit" == event then
layer:onExit()
end
end
layer:registerScriptHandler(onNodeEvent)
end
return layer
end
function Sprite3DTest()
local scene = cc.Scene:create()
Helper.createFunctionTable =
{
Sprite3DBasicTest.create,
Sprite3DHitTest.create,
Sprite3DWithSkinTest.create,
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Animate3DTest.create,
}
scene:addChild(Sprite3DBasicTest.create())
scene:addChild(CreateBackMenuItem())
return scene
end