axmol/samples/Cpp/TestCpp/Classes/ExtensionsTest/CocoStudioArmatureTest/ArmatureScene.cpp

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#include "ArmatureScene.h"
#include "../../testResource.h"
using namespace cocos2d;
using namespace cocos2d::extension::armature;
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Layer* NextTest();
Layer* BackTest();
Layer* RestartTest();
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static int s_nActionIdx = -1;
Layer *CreateLayer(int index)
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{
Layer *layer = NULL;
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switch(index)
{
case TEST_DRAGON_BONES_2_0:
layer = new TestDragonBones20(); break;
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case TEST_COCOSTUDIO_WITH_SKELETON:
layer = new TestCSWithSkeleton(); break;
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case TEST_COCOSTUDIO_WITHOUT_SKELETON:
layer = new TestCSWithoutSkeleton(); break;
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case TEST_PERFORMANCE:
layer = new TestPerformance(); break;
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case TEST_CHANGE_ZORDER:
layer = new TestChangeZorder(); break;
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case TEST_ANIMATION_EVENT:
layer = new TestAnimationEvent(); break;
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case TEST_PARTICLE_DISPLAY:
layer = new TestParticleDisplay(); break;
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case TEST_USE_DIFFERENT_PICTURE:
layer = new TestUseMutiplePicture(); break;
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case TEST_BOX2D_DETECTOR:
layer = new TestBox2DDetector(); break;
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case TEST_BOUDINGBOX:
layer = new TestBoundingBox(); break;
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case TEST_ANCHORPOINT:
layer = new TestAnchorPoint(); break;
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case TEST_ARMATURE_NESTING:
layer = new TestArmatureNesting(); break;
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default:
break;
}
return layer;
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}
Layer* NextTest()
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{
++s_nActionIdx;
s_nActionIdx = s_nActionIdx % TEST_LAYER_COUNT;
Layer* layer = CreateLayer(s_nActionIdx);
layer->autorelease();
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return layer;
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}
Layer* BackTest()
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{
--s_nActionIdx;
if( s_nActionIdx < 0 )
s_nActionIdx += TEST_LAYER_COUNT;
Layer* layer = CreateLayer(s_nActionIdx);
layer->autorelease();
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return layer;
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}
Layer* RestartTest()
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{
Layer* layer = CreateLayer(s_nActionIdx);
layer->autorelease();
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return layer;
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}
ArmatureTestScene::ArmatureTestScene(bool bPortrait)
{
TestScene::init();
Sprite *bg = Sprite::create("armature/bg.jpg");
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bg->setPosition(VisibleRect::center());
float scaleX = VisibleRect::getVisibleRect().size.width / bg->getContentSize().width;
float scaleY = VisibleRect::getVisibleRect().size.height / bg->getContentSize().height;
bg->setScaleX(scaleX);
bg->setScaleY(scaleY);
addChild(bg);
}
void ArmatureTestScene::runThisTest()
{
ArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/TestBone0.png", "armature/TestBone0.plist", "armature/TestBone.json");
ArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/Cowboy0.png", "armature/Cowboy0.plist", "armature/Cowboy.json");
ArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/knight.png", "armature/knight.plist", "armature/knight.xml");
ArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/weapon.png", "armature/weapon.plist", "armature/weapon.xml");
ArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/robot.png", "armature/robot.plist", "armature/robot.xml");
ArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/cyborg.png", "armature/cyborg.plist", "armature/cyborg.xml");
ArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/Dragon.png", "armature/Dragon.plist", "armature/Dragon.xml");
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s_nActionIdx = -1;
addChild(NextTest());
Director::getInstance()->replaceScene(this);
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}
void ArmatureTestScene::MainMenuCallback(Object* sender)
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{
removeAllChildren();
ArmatureDataManager::sharedArmatureDataManager()->purgeArmatureSystem();
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}
void ArmatureTestLayer::onEnter()
{
Layer::onEnter();
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// add title and subtitle
std::string str = title();
const char * pTitle = str.c_str();
LabelTTF* label = LabelTTF::create(pTitle, "Arial", 18);
label->setColor(Color3B(0, 0, 0));
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addChild(label, 1, 10000);
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label->setPosition( Point(VisibleRect::center().x, VisibleRect::top().y - 30) );
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std::string strSubtitle = subtitle();
if( ! strSubtitle.empty() )
{
auto l = LabelTTF::create(strSubtitle.c_str(), "Arial", 18);
l->setColor(Color3B(0, 0, 0));
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addChild(l, 1, 10001);
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l->setPosition( Point(VisibleRect::center().x, VisibleRect::top().y - 60) );
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}
// add menu
MenuItemImage *item1 = MenuItemImage::create(s_pathB1, s_pathB2, CC_CALLBACK_1(ArmatureTestLayer::backCallback,this));
MenuItemImage *item2 = MenuItemImage::create(s_pathR1, s_pathR2, CC_CALLBACK_1(ArmatureTestLayer::restartCallback, this));
MenuItemImage *item3 = MenuItemImage::create(s_pathF1, s_pathF2, CC_CALLBACK_1(ArmatureTestLayer::nextCallback, this));
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Menu *menu = Menu::create(item1, item2, item3, NULL);
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menu->setPosition(Point::ZERO);
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item1->setPosition(Point(VisibleRect::center().x - item2->getContentSize().width*2, VisibleRect::bottom().y+item2->getContentSize().height/2));
item2->setPosition(Point(VisibleRect::center().x, VisibleRect::bottom().y+item2->getContentSize().height/2));
item3->setPosition(Point(VisibleRect::center().x + item2->getContentSize().width*2, VisibleRect::bottom().y+item2->getContentSize().height/2));
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addChild(menu, 100);
setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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}
void ArmatureTestLayer::onExit()
{
}
std::string ArmatureTestLayer::title()
{
return "CSArmature Test Bed";
}
std::string ArmatureTestLayer::subtitle()
{
return "";
}
void ArmatureTestLayer::restartCallback(Object* sender)
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{
Scene* s = new ArmatureTestScene();
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s->addChild( RestartTest() );
Director::getInstance()->replaceScene(s);
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s->release();
}
void ArmatureTestLayer::nextCallback(Object* sender)
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{
Scene* s = new ArmatureTestScene();
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s->addChild( NextTest() );
Director::getInstance()->replaceScene(s);
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s->release();
}
void ArmatureTestLayer::backCallback(Object* sender)
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{
Scene* s = new ArmatureTestScene();
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s->addChild( BackTest() );
Director::getInstance()->replaceScene(s);
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s->release();
}
void ArmatureTestLayer::draw()
{
Layer::draw();
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}
void TestDragonBones20::onEnter()
{
ArmatureTestLayer::onEnter();
Armature *armature = NULL;
armature = Armature::create("Dragon");
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armature->getAnimation()->playByIndex(1);
armature->getAnimation()->setAnimationScale(0.4f);
armature->setPosition(VisibleRect::center().x, VisibleRect::center().y * 0.3f);
armature->setScale(0.6f);
addChild(armature);
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}
std::string TestDragonBones20::title()
{
return "Test Export From DragonBones version 2.0";
}
void TestCSWithSkeleton::onEnter()
{
ArmatureTestLayer::onEnter();
Armature *armature = NULL;
armature = Armature::create("Cowboy");
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armature->getAnimation()->playByIndex(0);
armature->setScale(0.2f);
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y/*-100*/));
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addChild(armature);
}
std::string TestCSWithSkeleton::title()
{
return "Test Export From CocoStudio With Skeleton Effect";
}
void TestCSWithoutSkeleton::onEnter()
{
ArmatureTestLayer::onEnter();
Armature *armature = NULL;
armature = Armature::create("TestBone");
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armature->getAnimation()->playByIndex(0);
armature->setAnchorPoint(Point(0.5f, -0.1f));
armature->setScale(0.2f);
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y-100));
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addChild(armature);
}
std::string TestCSWithoutSkeleton::title()
{
return "Test Export From CocoStudio Without Skeleton Effect";
}
TestPerformance::~TestPerformance()
{
}
void TestPerformance::onEnter()
{
ArmatureTestLayer::onEnter();
armatureCount = frames = times = lastTimes = 0;
generated = false;
scheduleUpdate();
}
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std::string TestPerformance::title()
{
return "Test Performance";
}
std::string TestPerformance::subtitle()
{
return "Current Armature Count : ";
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}
void TestPerformance::addArmature(Armature *armature)
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{
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armatureCount++;
addChild(armature, armatureCount);
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}
void TestPerformance::update(float delta)
{
frames ++;
times += delta;
if (frames/times > 58)
{
Armature *armature = NULL;
armature = new Armature();
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armature->init("Knight_f/Knight");
armature->getAnimation()->playByIndex(0);
armature->setPosition(50 + armatureCount * 2, 150);
armature->setScale(0.6f);
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addArmature(armature);
armature->release();
char pszCount[255];
sprintf(pszCount, "%s %i", subtitle().c_str(), armatureCount);
auto label = (LabelTTF*)getChildByTag(10001);
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label->setString(pszCount);
}
}
void TestChangeZorder::onEnter()
{
ArmatureTestLayer::onEnter();
Armature *armature = NULL;
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currentTag = -1;
armature = Armature::create("Knight_f/Knight");
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armature->getAnimation()->playByIndex(0);
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y-100));
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++currentTag;
armature->setScale(0.6f);
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addChild(armature, currentTag, currentTag);
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armature = Armature::create("TestBone");
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armature->getAnimation()->playByIndex(0);
armature->setScale(0.24f);
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y-100));
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++currentTag;
addChild(armature, currentTag, currentTag);
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armature = Armature::create("Dragon");
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armature->getAnimation()->playByIndex(0);
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armature->setPosition(Point(VisibleRect::center().x , VisibleRect::center().y-100));
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++currentTag;
armature->setScale(0.6f);
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addChild(armature, currentTag, currentTag);
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schedule( schedule_selector(TestChangeZorder::changeZorder), 1);
currentTag = 0;
}
std::string TestChangeZorder::title()
{
return "Test Change ZOrder Of Different Armature";
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}
void TestChangeZorder::changeZorder(float dt)
{
Node *node = getChildByTag(currentTag);
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node->setZOrder(CCRANDOM_0_1() * 3);
currentTag ++;
currentTag = currentTag % 3;
}
void TestAnimationEvent::onEnter()
{
ArmatureTestLayer::onEnter();
armature = Armature::create("Cowboy");
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armature->getAnimation()->play("Fire");
armature->setScaleX(-0.24f);
armature->setScaleY(0.24f);
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armature->setPosition(Point(VisibleRect::left().x + 50, VisibleRect::left().y));
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armature->getAnimation()->MovementEventSignal.connect(this, &TestAnimationEvent::animationEvent);
addChild(armature);
}
std::string TestAnimationEvent::title()
{
return "Test Armature Animation Event";
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}
void TestAnimationEvent::animationEvent(Armature *armature, MovementEventType movementType, const char *movementID)
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{
std::string id = movementID;
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if (movementType == LOOP_COMPLETE)
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{
if (id.compare("Fire") == 0)
{
auto actionToRight = MoveTo::create(2, Point(VisibleRect::right().x - 50, VisibleRect::right().y));
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armature->stopAllActions();
armature->runAction(Sequence::create(actionToRight, CallFunc::create(CC_CALLBACK_0(TestAnimationEvent::callback1,this)), NULL));
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armature->getAnimation()->play("Walk");
}
else if (id.compare("FireMax") == 0)
{
auto actionToLeft = MoveTo::create(2, Point(VisibleRect::left().x + 50, VisibleRect::left().y));
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armature->stopAllActions();
armature->runAction(Sequence::create(actionToLeft, CallFunc::create(CC_CALLBACK_0(TestAnimationEvent::callback2,this)), NULL));
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armature->getAnimation()->play("Walk");
}
}
}
void TestAnimationEvent::callback1()
{
armature->runAction(ScaleTo::create(0.3f, 0.3f, 0.3f));
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armature->getAnimation()->play("FireMax", 10);
}
void TestAnimationEvent::callback2()
{
armature->runAction(ScaleTo::create(0.3f, -0.3f, 0.3f));
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armature->getAnimation()->play("Fire", 10);
}
void TestParticleDisplay::onEnter()
{
ArmatureTestLayer::onEnter();
setTouchEnabled(true);
animationID = 0;
armature = Armature::create("robot");
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armature->getAnimation()->playByIndex(0);
armature->setPosition(VisibleRect::center());
armature->setScale(0.48f);
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addChild(armature);
ParticleDisplayData displayData;
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displayData.setParam("Particles/SmallSun.plist");
Bone *bone = Bone::create("p1");
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bone->addDisplay(&displayData, 0);
bone->changeDisplayByIndex(0, true);
bone->setIgnoreMovementBoneData(true);
bone->setZOrder(100);
bone->setScale(1.2f);
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armature->addBone(bone, "bady-a3");
bone = Bone::create("p2");
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bone->addDisplay(&displayData, 0);
bone->changeDisplayByIndex(0, true);
bone->setIgnoreMovementBoneData(true);
bone->setZOrder(100);
bone->setScale(1.2f);
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armature->addBone(bone, "bady-a30");
}
std::string TestParticleDisplay::title()
{
return "Test Particle Display";
}
std::string TestParticleDisplay::subtitle()
{
return "Touch to change animation";
}
bool TestParticleDisplay::ccTouchBegan(Touch *touch, Event *event)
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{
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++animationID;
animationID = animationID % armature->getAnimation()->getMovementCount();
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armature->getAnimation()->playByIndex(animationID);
return false;
}
void TestParticleDisplay::registerWithTouchDispatcher()
{
Director::getInstance()->getTouchDispatcher()->addTargetedDelegate(this, INT_MIN+1, true);
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}
void TestUseMutiplePicture::onEnter()
{
ArmatureTestLayer::onEnter();
setTouchEnabled(true);
displayIndex = 0;
armature = Armature::create("Knight_f/Knight");
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armature->getAnimation()->playByIndex(0);
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armature->setPosition(Point(VisibleRect::left().x+70, VisibleRect::left().y));
armature->setScale(1.2f);
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addChild(armature);
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std::string weapon[] = {"weapon_f-sword.png", "weapon_f-sword2.png", "weapon_f-sword3.png", "weapon_f-sword4.png", "weapon_f-sword5.png", "weapon_f-knife.png", "weapon_f-hammer.png"};
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SpriteDisplayData displayData;
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for (int i = 0; i < 7; i++)
{
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displayData.setParam(weapon[i].c_str());
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armature->getBone("weapon")->addDisplay(&displayData, i);
}
}
std::string TestUseMutiplePicture::title()
{
return "Test One Armature Use Different Picture";
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}
std::string TestUseMutiplePicture::subtitle()
{
return "weapon and armature are in different picture";
}
bool TestUseMutiplePicture::ccTouchBegan(Touch *touch, Event *event)
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{
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++displayIndex;
displayIndex = (displayIndex) % 6;
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armature->getBone("weapon")->changeDisplayByIndex(displayIndex, true);
return false;
}
void TestUseMutiplePicture::registerWithTouchDispatcher()
{
Director::getInstance()->getTouchDispatcher()->addTargetedDelegate(this, INT_MIN+1, true);
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}
void TestBox2DDetector::onEnter()
{
ArmatureTestLayer::onEnter();
scheduleUpdate();
armature = Armature::create("Cowboy");
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armature->getAnimation()->play("Fire");
armature->getAnimation()->setAnimationScale(0.1f);
armature->setScaleX(-0.2f);
armature->setScaleY(0.2f);
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armature->setPosition(Point(VisibleRect::left().x + 70, VisibleRect::left().y));
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addChild(armature);
armature2 = Armature::create("Cowboy");
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armature2->getAnimation()->play("Walk");
armature2->setScaleX(-0.2f);
armature2->setScaleY(0.2f);
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armature2->setPosition(Point(VisibleRect::right().x - 30, VisibleRect::left().y));
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addChild(armature2);
PhysicsWorld::sharedPhysicsWorld()->BoneColliderSignal.connect(this, &TestBox2DDetector::onHit);
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}
std::string TestBox2DDetector::title()
{
return "Test Box2D Detector";
}
void TestBox2DDetector::draw()
{
GL::enableVertexAttribs( cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION );
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kmGLPushMatrix();
PhysicsWorld::sharedPhysicsWorld()->drawDebug();
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kmGLPopMatrix();
}
void TestBox2DDetector::update(float delta)
{
armature2->setVisible(true);
PhysicsWorld::sharedPhysicsWorld()->update(delta);
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}
void TestBox2DDetector::onHit(Bone *bone, Bone *bone2)
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{
armature2->setVisible(false);
}
void TestBoundingBox::onEnter()
{
ArmatureTestLayer::onEnter();
armature = Armature::create("Cowboy");
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armature->getAnimation()->playByIndex(0);
armature->setPosition(VisibleRect::center());
armature->setScale(0.2f);
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addChild(armature);
}
std::string TestBoundingBox::title()
{
return "Test BoundingBox";
}
void TestBoundingBox::draw()
{
CC_NODE_DRAW_SETUP();
rect = RectApplyAffineTransform(armature->getBoundingBox(), armature->getNodeToParentTransform());
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DrawPrimitives::setDrawColor4B(100, 100, 100, 255);
DrawPrimitives::drawRect(rect.origin, Point(rect.getMaxX(), rect.getMaxY()));
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}
void TestAnchorPoint::onEnter()
{
ArmatureTestLayer::onEnter();
for (int i = 0; i<5; i++)
{
Armature *armature = Armature::create("Cowboy");
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armature->getAnimation()->playByIndex(0);
armature->setPosition(VisibleRect::center());
armature->setScale(0.2f);
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addChild(armature, 0, i);
}
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getChildByTag(0)->setAnchorPoint(Point(0,0));
getChildByTag(1)->setAnchorPoint(Point(0,1));
getChildByTag(2)->setAnchorPoint(Point(1,0));
getChildByTag(3)->setAnchorPoint(Point(1,1));
getChildByTag(4)->setAnchorPoint(Point(0.5,0.5));
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}
std::string TestAnchorPoint::title()
{
return "Test Set AnchorPoint";
}
void TestArmatureNesting::onEnter()
{
ArmatureTestLayer::onEnter();
setTouchEnabled(true);
armature = Armature::create("cyborg");
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armature->getAnimation()->playByIndex(1);
armature->setPosition(VisibleRect::center());
armature->setScale(1.2f);
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armature->getAnimation()->setAnimationScale(0.4f);
addChild(armature);
weaponIndex = 0;
}
std::string TestArmatureNesting::title()
{
return "Test Armature Nesting";
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}
bool TestArmatureNesting::ccTouchBegan(Touch *touch, Event *event)
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{
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++weaponIndex;
weaponIndex = weaponIndex % 4;
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armature->getBone("armInside")->getChildArmature()->getAnimation()->playByIndex(weaponIndex);
armature->getBone("armOutside")->getChildArmature()->getAnimation()->playByIndex(weaponIndex);
return false;
}
void TestArmatureNesting::registerWithTouchDispatcher()
{
Director::getInstance()->getTouchDispatcher()->addTargetedDelegate(this, INT_MIN+1, true);
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}