axmol/samples/Lua/TestLua/Resources/luaScript/SpriteTest/SpriteTest.lua

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local size = cc.Director:getInstance():getWinSize()
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local kTagTileMap = 1
local kTagSpriteBatchNode = 1
local kTagNode = 2
local kTagAnimation1 = 1
local kTagSpriteLeft = 2
local kTagSpriteRight = 2
local kTagSprite1 = 0
local kTagSprite2 = 1
local kTagSprite3 = 2
local kTagSprite4 = 3
local kTagSprite5 = 4
local kTagSprite6 = 5
local kTagSprite7 = 6
local kTagSprite8 = 7
local testLayer = nil
local entry = nil
--------------------------------------------
---- test sprite1
--------------------------------------------
local Sprite1 = {}
Sprite1.__index = Sprite1
function Sprite1.addNewSpriteWithCoords(layer, point)
local idx = math.floor(math.random() * 1400 / 100)
local x = math.floor(math.mod(idx,5) * 85)
local y = math.floor(idx / 5 * 121)
local sprite = cc.Sprite:create("Images/grossini_dance_atlas.png", cc.rect(x,y,85,121) )
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layer:addChild( sprite )
sprite:setPosition( cc.p(point.x, point.y) )
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local action = nil
local random = math.random()
cclog("random = " .. random)
if( random < 0.20 ) then
action = cc.ScaleBy:create(3, 2)
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elseif(random < 0.40) then
action = cc.RotateBy:create(3, 360)
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elseif( random < 0.60) then
action = cc.Blink:create(1, 3)
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elseif( random < 0.8 ) then
action = cc.TintBy:create(2, 0, -255, -255)
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else
action = cc.FadeOut:create(2)
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end
local action_back = action:reverse()
local seq = cc.Sequence:create( action, action_back)
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sprite:runAction( cc.RepeatForever:create(seq) )
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end
function Sprite1.onTouch(event, x, y)
if event == "began" then
return true
elseif event == "ended" then
Sprite1.addNewSpriteWithCoords(Helper.currentLayer, cc.p(x,y))
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return true
end
end
function Sprite1.create()
cclog("sprite1")
local layer = cc.Layer:create()
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Helper.initWithLayer(layer)
Sprite1.addNewSpriteWithCoords(layer, cc.p(size.width/2, size.height/2))
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layer:setTouchEnabled(true)
layer:registerScriptTouchHandler(Sprite1.onTouch)
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Helper.titleLabel:setString("Sprite (tap screen)")
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return layer
end
--------------------------------------------
---- test SpriteBatchNode
--------------------------------------------
local SpriteBatchNode1 = {}
SpriteBatchNode1.__index = SpriteBatchNode1
function SpriteBatchNode1.addNewSpriteWithCoords(layer, point)
local BatchNode = layer:getChildByTag( kTagSpriteBatchNode )
local idx = math.floor(math.random() * 1400 / 100)
local x = math.floor(math.mod(idx,5) * 85)
local y = math.floor(idx / 5 * 121)
local sprite = cc.Sprite:createWithTexture(BatchNode:getTexture(), cc.rect(x,y,85,121) )
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layer:addChild( sprite )
sprite:setPosition( cc.p(point.x, point.y) )
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local action = nil
local random = math.random()
cclog("random = " .. random)
if( random < 0.20 ) then
action = cc.ScaleBy:create(3, 2)
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elseif(random < 0.40) then
action = cc.RotateBy:create(3, 360)
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elseif( random < 0.60) then
action = cc.Blink:create(1, 3)
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elseif( random < 0.8 ) then
action = cc.TintBy:create(2, 0, -255, -255)
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else
action = cc.FadeOut:create(2)
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end
local action_back = action:reverse()
local seq = cc.Sequence:create( action, action_back)
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sprite:runAction( cc.RepeatForever:create(seq) )
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end
function SpriteBatchNode1.onTouch(event, x, y)
if event == "began" then
return true
elseif event == "ended" then
SpriteBatchNode1.addNewSpriteWithCoords(Helper.currentLayer, cc.p(x,y))
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return true
end
end
function SpriteBatchNode1.create()
local layer = cc.Layer:create()
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Helper.initWithLayer(layer)
local BatchNode = cc.SpriteBatchNode:create("Images/grossini_dance_atlas.png", 50)
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layer:addChild(BatchNode, 0, kTagSpriteBatchNode)
SpriteBatchNode1.addNewSpriteWithCoords(layer, cc.p(size.width/2, size.height/2))
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layer:setTouchEnabled(true)
layer:registerScriptTouchHandler(SpriteBatchNode1.onTouch)
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Helper.titleLabel:setString("SpriteBatchNode (tap screen)")
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return layer
end
--------------------------------------
---- SpriteColorOpacity
--------------------------------------
local SpriteColorOpacity = {}
SpriteColorOpacity.__index = SpriteColorOpacity
SpriteColorOpacity.entry = nil
function SpriteColorOpacity.setLayerSprite(layer)
local sprite1 = cc.Sprite:create("Images/grossini_dance_atlas.png", cc.rect(85*0, 121*1, 85, 121))
local sprite2 = cc.Sprite:create("Images/grossini_dance_atlas.png", cc.rect(85*1, 121*1, 85, 121))
local sprite3 = cc.Sprite:create("Images/grossini_dance_atlas.png", cc.rect(85*2, 121*1, 85, 121))
local sprite4 = cc.Sprite:create("Images/grossini_dance_atlas.png", cc.rect(85*3, 121*1, 85, 121))
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local sprite5 = cc.Sprite:create("Images/grossini_dance_atlas.png", cc.rect(85*0, 121*1, 85, 121))
local sprite6 = cc.Sprite:create("Images/grossini_dance_atlas.png", cc.rect(85*1, 121*1, 85, 121))
local sprite7 = cc.Sprite:create("Images/grossini_dance_atlas.png", cc.rect(85*2, 121*1, 85, 121))
local sprite8 = cc.Sprite:create("Images/grossini_dance_atlas.png", cc.rect(85*3, 121*1, 85, 121))
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local s = cc.Director:getInstance():getWinSize()
sprite1:setPosition( cc.p( (s.width/5)*1, (s.height/3)*1) )
sprite2:setPosition( cc.p( (s.width/5)*2, (s.height/3)*1) )
sprite3:setPosition( cc.p( (s.width/5)*3, (s.height/3)*1) )
sprite4:setPosition( cc.p( (s.width/5)*4, (s.height/3)*1) )
sprite5:setPosition( cc.p( (s.width/5)*1, (s.height/3)*2) )
sprite6:setPosition( cc.p( (s.width/5)*2, (s.height/3)*2) )
sprite7:setPosition( cc.p( (s.width/5)*3, (s.height/3)*2) )
sprite8:setPosition( cc.p( (s.width/5)*4, (s.height/3)*2) )
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local action = cc.FadeIn:create(2)
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local action_back = action:reverse()
local fade = cc.RepeatForever:create( cc.Sequence:create( action, action_back) )
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local tintred = cc.TintBy:create(2, 0, -255, -255)
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local tintred_back = tintred:reverse()
local red = cc.RepeatForever:create( cc.Sequence:create( tintred, tintred_back) )
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local tintgreen = cc.TintBy:create(2, -255, 0, -255)
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local tintgreen_back = tintgreen:reverse()
local green = cc.RepeatForever:create( cc.Sequence:create( tintgreen, tintgreen_back) )
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local tintblue = cc.TintBy:create(2, -255, -255, 0)
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local tintblue_back = tintblue:reverse()
local blue = cc.RepeatForever:create( cc.Sequence:create( tintblue, tintblue_back) )
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sprite5:runAction(red)
sprite6:runAction(green)
sprite7:runAction(blue)
sprite8:runAction(fade)
layer:addChild(sprite1, 0, kTagSprite1)
layer:addChild(sprite2, 0, kTagSprite2)
layer:addChild(sprite3, 0, kTagSprite3)
layer:addChild(sprite4, 0, kTagSprite4)
layer:addChild(sprite5, 0, kTagSprite5)
layer:addChild(sprite6, 0, kTagSprite6)
layer:addChild(sprite7, 0, kTagSprite7)
layer:addChild(sprite8, 0, kTagSprite8)
layer:registerScriptHandler(SpriteColorOpacity.onEnterOrExit)
end
function SpriteColorOpacity.onEnterOrExit(tag)
if tag == "enter" then
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SpriteColorOpacity.onEnter()
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elseif tag == "exit" then
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SpriteColorOpacity.onExit()
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end
end
function SpriteColorOpacity.removeAndAddSprite(dt)
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local sprite = Helper.currentLayer:getChildByTag(kTagSprite5)
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sprite:retain()
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Helper.currentLayer:removeChild(sprite, false)
Helper.currentLayer:addChild(sprite, 0, kTagSprite5)
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sprite:release()
end
function SpriteColorOpacity.create()
local layer = cc.Layer:create()
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Helper.initWithLayer(layer)
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SpriteColorOpacity.setLayerSprite(layer)
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layer:registerScriptHandler(SpriteColorOpacity.onEnterOrExit)
Helper.titleLabel:setString("Sprite: Color & Opacity")
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return layer
end
--------------------------------------
---- SpriteFrameTest
--------------------------------------
local SpriteFrameTest = {}
SpriteFrameTest.__index = SpriteFrameTest
SpriteFrameTest.entry = nil
SpriteFrameTest.m_pSprite1 = nil
SpriteFrameTest.m_pSprite2 = nil
SpriteFrameTest.m_nCounter = 0
function SpriteFrameTest.onEnter()
local s = cc.Director:getInstance():getWinSize()
local cache = cc.SpriteFrameCache:getInstance()
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cache:addSpriteFrames("animations/grossini.plist")
cache:addSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray.png")
cache:addSpriteFrames("animations/grossini_blue.plist", "animations/grossini_blue.png")
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SpriteFrameTest.m_pSprite1 = cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png")
SpriteFrameTest.m_pSprite1:setPosition( cc.p( s.width/2-80, s.height/2) )
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local spritebatch = cc.SpriteBatchNode:create("animations/grossini.png")
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spritebatch:addChild(SpriteFrameTest.m_pSprite1)
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Helper.currentLayer:addChild(spritebatch)
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local animFrames = {}
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for i = 1,14 do
local frame = cache:getSpriteFrame( string.format("grossini_dance_%02d.png", i) )
animFrames[i] = frame
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end
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.3)
SpriteFrameTest.m_pSprite1:runAction( cc.RepeatForever:create( cc.Animate:create(animation) ) )
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SpriteFrameTest.m_pSprite1:setFlipX(false)
SpriteFrameTest.m_pSprite1:setFlipY(false)
SpriteFrameTest.m_pSprite2 = cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png")
SpriteFrameTest.m_pSprite2:setPosition( cc.p( s.width/2 + 80, s.height/2) )
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Helper.currentLayer:addChild(SpriteFrameTest.m_pSprite2)
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local moreFrames = {}
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for i = 1,14 do
local frame = cache:getSpriteFrame(string.format("grossini_dance_gray_%02d.png",i))
moreFrames[i] = frame
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end
for i = 1,4 do
local frame = cache:getSpriteFrame(string.format("grossini_blue_%02d.png",i))
moreFrames[14 + i] = frame
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end
--contact
for i = 1, 14 do
moreFrames[18 + i] = animFrames[i]
end
local animMixed = cc.Animation:createWithSpriteFrames(moreFrames, 0.3)
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SpriteFrameTest.m_pSprite2:runAction(cc.RepeatForever:create( cc.Animate:create(animMixed) ) )
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SpriteFrameTest.m_pSprite2:setFlipX(false)
SpriteFrameTest.m_pSprite2:setFlipY(false)
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performWithDelay(Helper.currentLayer,SpriteFrameTest.startIn05Secs, 0.5)
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SpriteFrameTest.m_nCounter = 0
end
function SpriteFrameTest.onExit()
local cache = cc.SpriteFrameCache:getInstance()
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cache:removeSpriteFramesFromFile("animations/grossini.plist")
cache:removeSpriteFramesFromFile("animations/grossini_gray.plist")
cache:removeSpriteFramesFromFile("animations/grossini_blue.plist")
end
function SpriteFrameTest.startIn05Secs(dt)
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schedule(Helper.currentLayer,SpriteFrameTest.flipSprites, 1)
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end
function SpriteFrameTest.flipSprites(dt)
SpriteFrameTest.m_nCounter = SpriteFrameTest.m_nCounter + 1
local fx = false
local fy = false
local i = math.mod(SpriteFrameTest.m_nCounter, 4)
if(i == 0) then
fx = false
fy = false
elseif i == 1 then
fx = true
fy = false
elseif i == 2 then
fx = false
fy = true
elseif i == 3 then
fx = true
fy = true
end
SpriteFrameTest.m_pSprite1:setFlipX(fx)
SpriteFrameTest.m_pSprite1:setFlipY(fy)
SpriteFrameTest.m_pSprite2:setFlipX(fx)
SpriteFrameTest.m_pSprite2:setFlipY(fy)
end
function SpriteFrameTest.onEnterOrExit(tag)
if tag == "enter" then
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SpriteFrameTest.onEnter()
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elseif tag == "exit" then
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SpriteFrameTest.onExit()
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end
end
function SpriteFrameTest.create()
local layer = cc.Layer:create()
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Helper.initWithLayer(layer)
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layer:registerScriptHandler(SpriteFrameTest.onEnterOrExit)
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Helper.titleLabel:setString("Sprite vs. SpriteBatchNode animation")
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return layer
end
---------------------------------------------------------------------
--
-- SpriteFrameAliasNameTest
--
--------------------------------------------------------------------
local SpriteFrameAliasNameTest = {}
SpriteFrameAliasNameTest.__index = SpriteFrameAliasNameTest
function SpriteFrameAliasNameTest.onEnter()
local s = cc.Director:getInstance():getWinSize()
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local cache = cc.SpriteFrameCache:getInstance()
cache:addSpriteFrames("animations/grossini-aliases.plist", "animations/grossini-aliases.png")
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local sprite = cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png")
sprite:setPosition(cc.p(s.width * 0.5, s.height * 0.5))
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local spriteBatch = cc.SpriteBatchNode:create("animations/grossini-aliases.png")
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cclog("spriteBatch = " .. tostring(tolua.isnull(spriteBatch)))
cclog("sprite = " .. tostring(tolua.isnull(sprite)))
spriteBatch:addChild(sprite)
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Helper.currentLayer:addChild(spriteBatch)
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local animFrames = {}
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for i = 1,14 do
local frame = cache:getSpriteFrame(string.format("dance_%02d", i))
animFrames[i] = frame
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end
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.3)
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-- 14 frames * 1sec = 14 seconds
sprite:runAction(cc.RepeatForever:create(cc.Animate:create(animation)))
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end
function SpriteFrameAliasNameTest.onExit()
cc.SpriteFrameCache:getInstance():removeSpriteFramesFromFile("animations/grossini-aliases.plist")
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end
function SpriteFrameAliasNameTest.onEnterOrExit(tag)
if tag == "enter" then
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SpriteFrameAliasNameTest.onEnter()
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elseif tag == "exit" then
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SpriteFrameAliasNameTest.onExit()
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end
end
function SpriteFrameAliasNameTest.create()
local layer = cc.Layer:create()
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Helper.initWithLayer(layer)
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layer:registerScriptHandler(SpriteFrameAliasNameTest.onEnterOrExit)
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Helper.titleLabel:setString("SpriteFrame Alias Name")
Helper.subtitleLabel:setString("SpriteFrames are obtained using the alias name")
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return layer
end
---------------------------------------------------------------------
--
-- SpriteAnchorPoint
--
--------------------------------------------------------------------
local SpriteAnchorPoint = {}
SpriteAnchorPoint.__index = SpriteAnchorPoint
function SpriteAnchorPoint.initLayer(layer)
local s = cc.Director:getInstance():getWinSize()
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local rotate = cc.RotateBy:create(10, 360)
local action = cc.RepeatForever:create(rotate)
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for i = 0, 2 do
local sprite = cc.Sprite:create("Images/grossini_dance_atlas.png", cc.rect(85*i, 121*1, 85, 121) )
sprite:setPosition( cc.p( s.width/4*(i+1), s.height/2) )
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local point = cc.Sprite:create("Images/r1.png")
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point:setScale( 0.25 )
point:setPosition( sprite:getPosition() )
layer:addChild(point, 10)
if i == 0 then
sprite:setAnchorPoint( cc.p(0, 0) )
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elseif i == 1 then
sprite:setAnchorPoint( cc.p(0.5, 0.5) )
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elseif i == 2 then
sprite:setAnchorPoint( cc.p(1,1) )
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end
point:setPosition( sprite:getPosition() )
local copy = tolua.cast(action:clone(), "cc.Action")
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sprite:runAction(copy)
layer:addChild(sprite, i)
end
return layer
end
function SpriteAnchorPoint.create()
local layer = cc.Layer:create()
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Helper.initWithLayer(layer)
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layer = SpriteAnchorPoint.initLayer(layer)
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Helper.titleLabel:setString("Sprite: anchor point")
Helper.subtitleLabel:setString("")
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return layer
end
--------------------------------------------------------------------
-- SpriteBatchNodeAnchorPoint
--------------------------------------------------------------------
local SpriteBatchNodeAnchorPoint = {}
SpriteBatchNodeAnchorPoint.__index = SpriteBatchNodeAnchorPoint
function SpriteBatchNodeAnchorPoint.initLayer(layer)
-- small capacity. Testing resizing.
-- Don't use capacity=1 in your real game. It is expensive to resize the capacity
local batch = cc.SpriteBatchNode:create("Images/grossini_dance_atlas.png", 1)
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layer:addChild(batch, 0, kTagSpriteBatchNode)
local s = cc.Director:getInstance():getWinSize()
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local rotate = cc.RotateBy:create(10, 360)
local action = cc.RepeatForever:create(rotate)
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for i=0,2 do
local sprite = cc.Sprite:createWithTexture(batch:getTexture(), cc.rect(85*i, 121*1, 85, 121))
sprite:setPosition( cc.p( s.width/4*(i+1), s.height/2) )
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local point = cc.Sprite:create("Images/r1.png")
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point:setScale( 0.25 )
point:setPosition( cc.p(sprite:getPosition()) )
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layer:addChild(point, 1)
if i == 0 then
sprite:setAnchorPoint( cc.p(0,0) )
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elseif i == 1 then
sprite:setAnchorPoint( cc.p(0.5, 0.5) )
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elseif i == 2 then
sprite:setAnchorPoint( cc.p(1,1) )
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end
point:setPosition( cc.p(sprite:getPosition()) )
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local copy = tolua.cast(action:clone(), "cc.Action")
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sprite:runAction(copy)
batch:addChild(sprite, i)
end
return layer
end
function SpriteBatchNodeAnchorPoint.create()
local layer = cc.Layer:create()
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Helper.initWithLayer(layer)
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layer = SpriteBatchNodeAnchorPoint.initLayer(layer)
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Helper.titleLabel:setString("SpriteBatchNode: anchor point")
Helper.subtitleLabel:setString("")
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return layer
end
--------------------------------------------------------------------
--
-- SpriteOffsetAnchorRotation
--
--------------------------------------------------------------------
local SpriteOffsetAnchorRotation = {}
SpriteOffsetAnchorRotation.__index = SpriteOffsetAnchorRotation
function SpriteOffsetAnchorRotation.initLayer(layer)
local s = cc.Director:getInstance():getWinSize()
local cache = cc.SpriteFrameCache:getInstance()
cache:addSpriteFrames("animations/grossini.plist")
cache:addSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray.png")
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for i=0,2 do
--
-- Animation using Sprite batch
--
local sprite = cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png")
sprite:setPosition(cc.p( s.width/4*(i+1), s.height/2))
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local point = cc.Sprite:create("Images/r1.png")
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point:setScale( 0.25 )
point:setPosition( sprite:getPosition() )
layer:addChild(point, 1)
if i == 0 then
sprite:setAnchorPoint( cc.p(0, 0) )
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elseif i == 1 then
sprite:setAnchorPoint( cc.p(0.5, 0.5) )
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elseif i == 2 then
sprite:setAnchorPoint( cc.p(1,1) )
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end
point:setPosition( cc.p(sprite:getPosition()) )
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local animFrames = {}
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for i = 0, 13 do
local frame = cache:getSpriteFrame(string.format("grossini_dance_%02d.png",(i+1)))
animFrames[i + 1] = frame
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end
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.3)
sprite:runAction(cc.RepeatForever:create( cc.Animate:create(animation) ) )
sprite:runAction(cc.RepeatForever:create(cc.RotateBy:create(10, 360) ) )
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layer:addChild(sprite, 0)
end
return layer
end
function SpriteOffsetAnchorRotation.eventHandler(tag)
if tag == "exit" then
local cache = cc.SpriteFrameCache:getInstance()
cache:removeSpriteFramesFromFile("animations/grossini.plist")
cache:removeSpriteFramesFromFile("animations/grossini_gray.plist")
end
end
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function SpriteOffsetAnchorRotation.create()
local layer = cc.Layer:create()
layer:registerScriptHandler(SpriteOffsetAnchorRotation.eventHandler)
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Helper.initWithLayer(layer)
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layer = SpriteOffsetAnchorRotation.initLayer(layer)
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Helper.titleLabel:setString("Sprite offset + anchor + rot")
Helper.subtitleLabel:setString("")
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return layer
end
--------------------------------------------------------------------
--
-- SpriteBatchNodeOffsetAnchorRotation
--
--------------------------------------------------------------------
local SpriteBatchNodeOffsetAnchorRotation = {}
SpriteBatchNodeOffsetAnchorRotation.__index = SpriteBatchNodeOffsetAnchorRotation
function SpriteBatchNodeOffsetAnchorRotation.initLayer(layer)
local s = cc.Director:getInstance():getWinSize()
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local cache = cc.SpriteFrameCache:getInstance()
cache:addSpriteFrames("animations/grossini.plist")
cache:addSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray.png")
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local spritebatch = cc.SpriteBatchNode:create("animations/grossini.png")
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cclog("1")
layer:addChild(spritebatch)
cclog("2")
for i = 0,2 do
--
-- Animation using Sprite BatchNode
--
local sprite = cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png")
sprite:setPosition( cc.p( s.width/4*(i+1), s.height/2))
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local point = cc.Sprite:create("Images/r1.png")
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point:setScale( 0.25 )
point:setPosition( cc.p(sprite:getPosition()) )
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layer:addChild(point, 200)
if i == 0 then
sprite:setAnchorPoint( cc.p(0,0) )
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elseif i == 1 then
sprite:setAnchorPoint( cc.p(0.5, 0.5) )
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elseif i == 2 then
sprite:setAnchorPoint( cc.p(1,1) )
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end
point:setPosition( cc.p(sprite:getPosition()) )
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local animFrames = {}
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for k = 0, 13 do
local frame = cache:getSpriteFrame(string.format("grossini_dance_%02d.png",(k+1)))
animFrames[k + 1] = frame
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end
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.3)
sprite:runAction(cc.RepeatForever:create( cc.Animate:create(animation) ))
sprite:runAction(cc.RepeatForever:create(cc.RotateBy:create(10, 360) ))
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spritebatch:addChild(sprite, i)
end
return layer
end
function SpriteBatchNodeOffsetAnchorRotation.eventHandler(tag)
if tag == "exit" then
local cache = cc.SpriteFrameCache:getInstance()
cache:removeSpriteFramesFromFile("animations/grossini.plist")
cache:removeSpriteFramesFromFile("animations/grossini_gray.plist")
end
end
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function SpriteBatchNodeOffsetAnchorRotation.create()
local layer = cc.Layer:create()
layer:registerScriptHandler(SpriteBatchNodeOffsetAnchorRotation.eventHandler)
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Helper.initWithLayer(layer)
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layer = SpriteBatchNodeOffsetAnchorRotation.initLayer(layer)
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Helper.titleLabel:setString("SpriteBatchNode offset + anchor + rot")
Helper.subtitleLabel:setString("")
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return layer
end
--------------------------------------------------------------------
--
-- SpriteOffsetAnchorScale
--
--------------------------------------------------------------------
local SpriteOffsetAnchorScale = {}
SpriteOffsetAnchorScale.__index = SpriteOffsetAnchorScale
function SpriteOffsetAnchorScale.initLayer(layer)
local s = cc.Director:getInstance():getWinSize()
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local cache = cc.SpriteFrameCache:getInstance()
cache:addSpriteFrames("animations/grossini.plist")
cache:addSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray.png")
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for i = 0,2 do
--
-- Animation using Sprite BatchNode
--
local sprite = cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png")
sprite:setPosition( cc.p( s.width/4*(i+1), s.height/2) )
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local point = cc.Sprite:create("Images/r1.png")
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point:setScale( 0.25 )
point:setPosition( sprite:getPosition() )
layer:addChild(point, 1)
if i == 0 then
sprite:setAnchorPoint( cc.p(0, 0) )
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elseif i == 1 then
sprite:setAnchorPoint( cc.p(0.5, 0.5) )
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elseif i == 2 then
sprite:setAnchorPoint( cc.p(1,1) )
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end
point:setPosition( cc.p(sprite:getPosition()) )
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local animFrames = {}
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for i = 0, 13 do
local frame = cache:getSpriteFrame(string.format("grossini_dance_%02d.png",(i+1)))
animFrames[i + 1] = frame
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end
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.3)
sprite:runAction(cc.RepeatForever:create( cc.Animate:create(animation) ))
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local scale = cc.ScaleBy:create(2, 2)
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local scale_back = scale:reverse()
local seq_scale = cc.Sequence:create(scale, scale_back)
sprite:runAction(cc.RepeatForever:create(seq_scale))
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layer:addChild(sprite, 0)
end
return layer
end
function SpriteOffsetAnchorScale.eventHandler(tag)
if tag == "exit" then
local cache = cc.SpriteFrameCache:getInstance()
cache:removeSpriteFramesFromFile("animations/grossini.plist")
cache:removeSpriteFramesFromFile("animations/grossini_gray.plist")
end
end
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function SpriteOffsetAnchorScale.create()
local layer = cc.Layer:create()
layer:registerScriptHandler(SpriteOffsetAnchorScale.eventHandler)
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Helper.initWithLayer(layer)
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layer = SpriteOffsetAnchorScale.initLayer(layer)
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Helper.titleLabel:setString("Sprite offset + anchor + scale")
Helper.subtitleLabel:setString("")
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return layer
end
--------------------------------------------------------------------
--
-- SpriteBatchNodeOffsetAnchorScale
--
--------------------------------------------------------------------
local SpriteBatchNodeOffsetAnchorScale = {}
function SpriteBatchNodeOffsetAnchorScale.initLayer(layer)
local s = cc.Director:getInstance():getWinSize()
local cache = cc.SpriteFrameCache:getInstance()
cache:addSpriteFrames("animations/grossini.plist")
cache:addSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray.png")
local spritesheet = cc.SpriteBatchNode:create("animations/grossini.png")
layer:addChild(spritesheet)
for i = 0,2 do
-- Animation using Sprite BatchNode
local sprite = cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png")
sprite:setPosition(cc.p(s.width/4*(i+1), s.height/2))
local point = cc.Sprite:create("Images/r1.png")
point:setScale(0.25)
point:setPosition(sprite:getPosition())
layer:addChild(point, 200)
if i == 0 then
sprite:setAnchorPoint(cc.p(0,0))
elseif i == 1 then
sprite:setAnchorPoint(cc.p(0.5, 0.5))
else
sprite:setAnchorPoint(cc.p(1, 1))
end
point:setPosition(sprite:getPosition())
local animFrames = {}
local str
for k = 0, 13 do
str = string.format("grossini_dance_%02d.png", (k+1))
local frame = cache:getSpriteFrame(str)
animFrames[k + 1] = frame
end
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.3)
sprite:runAction(cc.RepeatForever:create(cc.Animate:create(animation)))
local scale = cc.ScaleBy:create(2, 2)
local scale_back = scale:reverse()
local seq_scale = cc.Sequence:create(scale, scale_back)
sprite:runAction(cc.RepeatForever:create(seq_scale))
spritesheet:addChild(sprite, i)
end
return layer
end
function SpriteBatchNodeOffsetAnchorScale.onExit()
local cache = cc.SpriteFrameCache:getInstance()
cache:removeSpriteFramesFromFile("animations/grossini.plist")
cache:removeSpriteFramesFromFile("animations/grossini_gray.plist")
end
function SpriteBatchNodeOffsetAnchorScale.eventHandler(tag)
if tag == "exit" then
SpriteBatchNodeOffsetAnchorScale.onExit()
end
end
function SpriteBatchNodeOffsetAnchorScale.create()
local layer = cc.Layer:create()
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Helper.initWithLayer(layer)
layer:registerScriptHandler(SpriteBatchNodeOffsetAnchorScale.eventHandler)
layer = SpriteBatchNodeOffsetAnchorScale.initLayer(layer)
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Helper.titleLabel:setString("SpriteBatchNode offset + anchor + scale")
Helper.subtitleLabel:setString("")
return layer
end
--------------------------------------------------------------------
--
-- SpriteOffsetAnchorSkew
--
--------------------------------------------------------------------
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local SpriteOffsetAnchorSkew = {}
SpriteOffsetAnchorSkew.__index = SpriteOffsetAnchorSkew
function SpriteOffsetAnchorSkew.initLayer(layer)
local s = cc.Director:getInstance():getWinSize()
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local cache = cc.SpriteFrameCache:getInstance()
cache:addSpriteFrames("animations/grossini.plist")
cache:addSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray.png")
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for i = 0, 2 do
--
-- Animation using Sprite batch
--
local sprite = cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png")
sprite:setPosition(cc.p(s.width / 4 * (i + 1), s.height / 2))
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local point = cc.Sprite:create("Images/r1.png")
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point:setScale(0.25)
point:setPosition(sprite:getPosition())
layer:addChild(point, 1)
if i == 0 then
sprite:setAnchorPoint(cc.p(0, 0))
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elseif i == 1 then
sprite:setAnchorPoint(cc.p(0.5, 0.5))
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elseif i == 2 then
sprite:setAnchorPoint(cc.p(1, 1))
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end
point:setPosition(sprite:getPosition())
local animFrames = {}
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for j = 0, 13 do
local frame = cache:getSpriteFrame(string.format("grossini_dance_%02d.png", j + 1))
animFrames[j + 1] = frame
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end
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.3)
sprite:runAction(cc.RepeatForever:create(cc.Animate:create(animation)))
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local skewX = cc.SkewBy:create(2, 45, 0)
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local skewX_back = skewX:reverse()
local skewY = cc.SkewBy:create(2, 0, 45)
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local skewY_back = skewY:reverse()
local seq_skew = cc.Sequence:create(skewX, skewX_back, skewY, skewY_back)
sprite:runAction(cc.RepeatForever:create(seq_skew))
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layer:addChild(sprite, 0)
end
return layer
end
function SpriteOffsetAnchorSkew.eventHandler(tag)
if tag == "exit" then
local cache = cc.SpriteFrameCache:getInstance()
cache:removeSpriteFramesFromFile("animations/grossini.plist")
cache:removeSpriteFramesFromFile("animations/grossini_gray.plist")
end
end
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function SpriteOffsetAnchorSkew.create()
local layer = cc.Layer:create()
layer:registerScriptHandler(SpriteOffsetAnchorSkew.eventHandler)
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Helper.initWithLayer(layer)
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layer = SpriteOffsetAnchorSkew.initLayer(layer)
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Helper.titleLabel:setString("SpriteBatchNode offset + anchor + scale")
Helper.subtitleLabel:setString("")
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return layer
end
------------------------------------------------------------
-- SpriteOffsetAnchorRotationalSkew
------------------------------------------------------------
local SpriteOffsetAnchorRotationalSkew = {}
SpriteOffsetAnchorRotationalSkew.__index = SpriteOffsetAnchorRotationalSkew
function SpriteOffsetAnchorRotationalSkew.initLayer(layer)
local s = cc.Director:getInstance():getWinSize()
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local cache = cc.SpriteFrameCache:getInstance()
cache:addSpriteFrames("animations/grossini.plist")
cache:addSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray.png")
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for i = 0, 2 do
--
-- Animation using Sprite batch
--
local sprite = cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png")
sprite:setPosition(cc.p(s.width/4*(i+1), s.height/2))
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local point = cc.Sprite:create("Images/r1.png")
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point:setScale(0.25)
point:setPosition(cc.p(sprite:getPosition()))
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layer:addChild(point, 1)
if i == 0 then
sprite:setAnchorPoint(cc.p(0,0))
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elseif i == 1 then
sprite:setAnchorPoint(cc.p(0.5, 0.5))
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elseif i == 2 then
sprite:setAnchorPoint(cc.p(1,1))
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end
point:setPosition(cc.p(sprite:getPosition()))
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local animFrames = {}
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for i = 0,13 do
local frame = cache:getSpriteFrame(string.format("grossini_dance_%02d.png", (i+1)))
animFrames[i + 1] = frame
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end
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.3)
sprite:runAction(cc.RepeatForever:create(cc.Animate:create(animation)))
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local skewX = cc.RotateBy:create(2, 45)
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local skewX_back = skewX:reverse()
local skewY = cc.RotateBy:create(2, -45)
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local skewY_back = skewY:reverse()
local seq_skew = cc.Sequence:create(skewX, skewX_back, skewY, skewY_back)
sprite:runAction(cc.RepeatForever:create(seq_skew))
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layer:addChild(sprite, 0)
end
return layer
end
function SpriteOffsetAnchorRotationalSkew.eventHandler(tag)
if tag == "exit" then
local cache = cc.SpriteFrameCache:getInstance()
cache:removeSpriteFramesFromFile("animations/grossini.plist")
cache:removeSpriteFramesFromFile("animations/grossini_gray.plist")
end
end
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function SpriteOffsetAnchorRotationalSkew.create()
local layer = cc.Layer:create()
layer:registerScriptHandler(SpriteOffsetAnchorRotationalSkew.eventHandler)
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Helper.initWithLayer(layer)
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layer = SpriteOffsetAnchorRotationalSkew.initLayer(layer)
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Helper.titleLabel:setString("Sprite offset + anchor + rotational skew")
Helper.subtitleLabel:setString("")
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return layer
end
------------------------------------------------------------
-- SpriteBatchNodeOffsetAnchorSkew
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------------------------------------------------------------
local SpriteBatchNodeOffsetAnchorSkew = {}
SpriteBatchNodeOffsetAnchorSkew.__index = SpriteBatchNodeOffsetAnchorSkew
function SpriteBatchNodeOffsetAnchorSkew.initLayer(layer)
local s = cc.Director:getInstance():getWinSize()
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local cache = cc.SpriteFrameCache:getInstance()
cache:addSpriteFrames("animations/grossini.plist")
cache:addSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray.png")
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local spritebatch = cc.SpriteBatchNode:create("animations/grossini.png")
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layer:addChild(spritebatch)
for i = 0, 2 do
--
-- Animation using Sprite batch
--
local sprite = cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png")
sprite:setPosition(cc.p(s.width / 4 * (i + 1), s.height / 2))
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local point = cc.Sprite:create("Images/r1.png")
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point:setScale(0.25)
point:setPosition(cc.p(sprite:getPosition()))
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layer:addChild(point, 200)
if i == 0 then
sprite:setAnchorPoint(cc.p(0, 0))
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elseif i == 1 then
sprite:setAnchorPoint(cc.p(0.5, 0.5))
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elseif i == 2 then
sprite:setAnchorPoint(cc.p(1, 1))
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end
point:setPosition(cc.p(sprite:getPosition()))
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local animFrames = {}
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for j = 0, 13 do
local frame = cache:getSpriteFrame(string.format("grossini_dance_%02d.png", j + 1))
animFrames[j + 1] = frame
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end
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.3)
sprite:runAction(cc.RepeatForever:create(cc.Animate:create(animation)))
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local skewX = cc.SkewBy:create(2, 45, 0)
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local skewX_back = skewX:reverse()
local skewY = cc.SkewBy:create(2, 0, 45)
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local skewY_back = skewY:reverse()
local seq_skew = cc.Sequence:create(skewX, skewX_back, skewY, skewY_back)
sprite:runAction(cc.RepeatForever:create(seq_skew))
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spritebatch:addChild(sprite, i)
end
return layer
end
function SpriteBatchNodeOffsetAnchorSkew.eventHandler(tag)
if tag == "exit" then
local cache = cc.SpriteFrameCache:getInstance()
cache:removeSpriteFramesFromFile("animations/grossini.plist")
cache:removeSpriteFramesFromFile("animations/grossini_gray.plist")
end
end
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function SpriteBatchNodeOffsetAnchorSkew.create()
local layer = cc.Layer:create()
layer:registerScriptHandler(SpriteBatchNodeOffsetAnchorSkew.eventHandler)
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Helper.initWithLayer(layer)
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layer = SpriteBatchNodeOffsetAnchorSkew.initLayer(layer)
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Helper.titleLabel:setString("SpriteBatchNode offset + anchor + skew")
Helper.subtitleLabel:setString("")
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return layer
end
--
-- SpriteBatchNodeOffsetAnchorRotationalSkew
--
local SpriteBatchNodeOffsetAnchorRotationalSkew = {}
SpriteBatchNodeOffsetAnchorRotationalSkew.__index = SpriteBatchNodeOffsetAnchorRotationalSkew
function SpriteBatchNodeOffsetAnchorRotationalSkew.initLayer(layer)
local s = cc.Director:getInstance():getWinSize()
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local cache = cc.SpriteFrameCache:getInstance()
cache:addSpriteFrames("animations/grossini.plist")
cache:addSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray.png")
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local spritebatch = cc.SpriteBatchNode:create("animations/grossini.png")
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layer:addChild(spritebatch)
for i = 0, 2 do
--
-- Animation using Sprite batch
--
local sprite = cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png")
sprite:setPosition(cc.p(s.width/4*(i+1), s.height/2))
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local point = cc.Sprite:create("Images/r1.png")
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point:setScale(0.25)
point:setPosition(cc.p(sprite:getPosition()))
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layer:addChild(point, 200)
if i == 0 then
sprite:setAnchorPoint(cc.p(0,0))
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elseif i == 1 then
sprite:setAnchorPoint(cc.p(0.5, 0.5))
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elseif i == 2 then
sprite:setAnchorPoint(cc.p(1,1))
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end
point:setPosition(cc.p(sprite:getPosition()))
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local animFrames = {}
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for j = 0, 13 do
local frame = cache:getSpriteFrame(string.format("grossini_dance_%02d.png", (j+1)))
animFrames[j + 1] = frame
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end
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.3)
sprite:runAction(cc.RepeatForever:create(cc.Animate:create(animation)))
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local skewX = cc.RotateBy:create(2, 45)
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local skewX_back = skewX:reverse()
local skewY = cc.RotateBy:create(2, -45)
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local skewY_back = skewY:reverse()
local seq_skew = cc.Sequence:create(skewX, skewX_back, skewY, skewY_back)
sprite:runAction(cc.RepeatForever:create(seq_skew))
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spritebatch:addChild(sprite, i)
end
return layer
end
-- remove resources
function SpriteBatchNodeOffsetAnchorRotationalSkew.eventHandler(tag)
if tag == "exit" then
local cache = cc.SpriteFrameCache:getInstance()
cache:removeSpriteFramesFromFile("animations/grossini.plist")
cache:removeSpriteFramesFromFile("animations/grossini_gray.plist")
end
end
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function SpriteBatchNodeOffsetAnchorRotationalSkew.create()
local layer = cc.Layer:create()
layer:registerScriptHandler(SpriteBatchNodeOffsetAnchorRotationalSkew.eventHandler)
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Helper.initWithLayer(layer)
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layer = SpriteBatchNodeOffsetAnchorRotationalSkew.initLayer(layer)
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Helper.titleLabel:setString("SSpriteBatchNode offset + anchor + rot skew")
Helper.subtitleLabel:setString("")
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return layer
end
--
-- SpriteOffsetAnchorSkewScale
--
local SpriteOffsetAnchorSkewScale = {}
function SpriteOffsetAnchorSkewScale.initLayer(layer)
local s = cc.Director:getInstance():getWinSize()
local cache = cc.SpriteFrameCache:getInstance()
cache:addSpriteFrames("animations/grossini.plist")
cache:addSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray.png")
for i = 0, 2 do
-- Animation using Sprite batch
local sprite = cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png")
sprite:setPosition(cc.p(s.width / 4 * (i + 1), s.height / 2))
local point = cc.Sprite:create("Images/r1.png")
point:setScale(0.25)
point:setPosition(sprite:getPosition())
layer:addChild(point, 1)
if i == 0 then
sprite:setAnchorPoint(cc.p(0,0))
elseif i == 1 then
sprite:setAnchorPoint(cc.p(0.5, 0.5))
else
sprite:setAnchorPoint(cc.p(1, 1))
end
point:setPosition(sprite:getPosition())
local animFrames = {}
for j = 0, 13 do
local frame = cache:getSpriteFrame(string.format("grossini_dance_%02d.png", j+1))
animFrames[j + 1] = frame
end
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.3)
sprite:runAction(cc.RepeatForever:create(cc.Animate:create(animation)))
-- Skew
local skewX = cc.SkewBy:create(2, 45, 0)
local skewX_back = skewX:reverse()
local skewY = cc.SkewBy:create(2, 0, 45)
local skewY_back = skewY:reverse()
local seq_skew = cc.Sequence:create(skewX, skewX_back, skewY, skewY_back)
sprite:runAction(cc.RepeatForever:create(seq_skew))
-- Scale
local scale = cc.ScaleBy:create(2, 2)
local scale_back = scale:reverse()
local seq_scale = cc.Sequence:create(scale, scale_back)
sprite:runAction(cc.RepeatForever:create(seq_scale))
layer:addChild(sprite, 0)
end
return layer
end
function SpriteOffsetAnchorSkewScale.eventHandler(tag)
if tag == "exit" then
local cache = cc.SpriteFrameCache:getInstance()
cache:removeSpriteFramesFromFile("animations/grossini.plist")
cache:removeSpriteFramesFromFile("animations/grossini_gray.plist")
end
end
function SpriteOffsetAnchorSkewScale.create()
local layer = cc.Layer:create()
layer:registerScriptHandler(SpriteOffsetAnchorSkewScale.eventHandler)
Helper.initWithLayer(layer)
layer = SpriteOffsetAnchorSkewScale.initLayer(layer)
Helper.titleLabel:setString("Sprite anchor + skew + scale")
return layer
end
--
-- SpriteOffsetAnchorRotationalSkewScale
--
local SpriteOffsetAnchorRotationalSkewScale = {}
function SpriteOffsetAnchorRotationalSkewScale.initLayer(layer)
local s = cc.Director:getInstance():getWinSize()
local cache = cc.SpriteFrameCache:getInstance()
cache:addSpriteFrames("animations/grossini.plist")
cache:addSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray.png")
for i = 0, 2 do
-- Animation using Sprite batch
local sprite = cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png")
sprite:setPosition(cc.p(s.width/4*(i+1), s.height/2))
local point = cc.Sprite:create("Images/r1.png")
point:setScale(0.25)
point:setPosition(sprite:getPosition())
layer:addChild(point, 1)
if i == 0 then
sprite:setAnchorPoint(cc.p(0, 0))
elseif i == 1 then
sprite:setAnchorPoint(cc.p(0.5, 0.5))
else
sprite:setAnchorPoint(cc.p(1, 1))
end
point:setPosition(sprite:getPosition())
local animFrames = {}
for j = 0, 13 do
local frame = cache:getSpriteFrame(string.format("grossini_dance_%02d.png", (j+1)))
animFrames[j + 1] = frame
end
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.3)
sprite:runAction(cc.RepeatForever:create(cc.Animate:create(animation)))
-- Skew
local skewX = cc.RotateBy:create(2, 45, 0)
local skewX_back = skewX:reverse()
local skewY = cc.RotateBy:create(2, 0, 45)
local skewY_back = skewY:reverse()
local seq_skew = cc.Sequence:create(skewX, skewX_back, skewY, skewY_back)
sprite:runAction(cc.RepeatForever:create(seq_skew))
-- Scale
local scale = cc.ScaleBy:create(2, 2)
local scale_back = scale:reverse()
local seq_scale = cc.Sequence:create(scale, scale_back)
sprite:runAction(cc.RepeatForever:create(seq_scale))
layer:addChild(sprite, i)
end
return layer
end
function SpriteOffsetAnchorRotationalSkewScale.eventHandler(tag)
if tag == "exit" then
local cache = cc.SpriteFrameCache:getInstance()
cache:removeSpriteFramesFromFile("animations/grossini.plist")
cache:removeSpriteFramesFromFile("animations/grossini_gray.plist")
end
end
function SpriteOffsetAnchorRotationalSkewScale.create()
local layer = cc.Layer:create()
layer:registerScriptHandler(SpriteOffsetAnchorRotationalSkewScale.eventHandler)
Helper.initWithLayer(layer)
layer = SpriteOffsetAnchorRotationalSkewScale.initLayer(layer)
Helper.titleLabel:setString("Sprite anchor + rot skew + scale")
return layer
end
--
-- SpriteBatchNodeOffsetAnchorSkewScale
--
local SpriteBatchNodeOffsetAnchorSkewScale = {}
function SpriteBatchNodeOffsetAnchorSkewScale.initLayer(layer)
local s = cc.Director:getInstance():getWinSize()
local cache = cc.SpriteFrameCache:getInstance()
cache:addSpriteFrames("animations/grossini.plist")
cache:addSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray.png")
local spritebatch = cc.SpriteBatchNode:create("animations/grossini.png")
layer:addChild(spritebatch)
for i = 0, 2 do
-- Animation using Sprite batch
local sprite = cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png")
sprite:setPosition(cc.p(s.width / 4 * (i + 1), s.height / 2))
local point = cc.Sprite:create("Images/r1.png")
point:setScale(0.25)
point:setPosition(sprite:getPosition())
layer:addChild(point, 200)
if i == 0 then
sprite:setAnchorPoint(cc.p(0, 0))
elseif i == 1 then
sprite:setAnchorPoint(cc.p(0.5, 0.5))
else
sprite:setAnchorPoint(cc.p(1, 1))
end
point:setPosition(sprite:getPosition())
local animFrames = {}
for j = 0, 13 do
local frame = cache:getSpriteFrame(string.format("grossini_dance_%02d.png", (j+1)))
animFrames[j + 1] = frame
end
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.3)
sprite:runAction(cc.RepeatForever:create(cc.Animate:create(animation)))
-- skew
local skewX = cc.SkewBy:create(2, 45, 0)
local skewX_back = skewX:reverse()
local skewY = cc.SkewBy:create(2, 0, 45)
local skewY_back = skewY:reverse()
local seq_skew = cc.Sequence:create(skewX, skewX_back, skewY, skewY_back)
sprite:runAction(cc.RepeatForever:create(seq_skew))
-- scale
local scale = cc.ScaleBy:create(2, 2)
local scale_back = scale:reverse()
local seq_scale = cc.Sequence:create(scale, scale_back)
sprite:runAction(cc.RepeatForever:create(seq_scale))
spritebatch:addChild(sprite, i)
end
end
function SpriteBatchNodeOffsetAnchorSkewScale.eventHandler(tag)
if tag == "exit" then
local cache = cc.SpriteFrameCache:getInstance()
cache:removeSpriteFramesFromFile("animations/grossini.plist")
cache:removeSpriteFramesFromFile("animations/grossini_gray.plist")
end
end
function SpriteBatchNodeOffsetAnchorSkewScale.create()
local layer = cc.Layer:create()
layer:registerScriptHandler(SpriteBatchNodeOffsetAnchorSkewScale.eventHandler)
Helper.initWithLayer(layer)
SpriteBatchNodeOffsetAnchorSkewScale.initLayer(layer)
Helper.titleLabel:setString("SpriteBatchNode anchor + skew + scale")
return layer
end
--
-- SpriteBatchNodeOffsetAnchorRotationalSkewScale
--
local SpriteBatchNodeOffsetAnchorRotationalSkewScale = {}
function SpriteBatchNodeOffsetAnchorRotationalSkewScale.initLayer(layer)
local s = cc.Director:getInstance():getWinSize()
local cache = cc.SpriteFrameCache:getInstance()
cache:addSpriteFrames("animations/grossini.plist")
cache:addSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray.png")
local spritebatch = cc.SpriteBatchNode:create("animations/grossini.png")
layer:addChild(spritebatch)
for i = 0, 2 do
-- Animation using Sprite batch
local sprite = cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png")
sprite:setPosition(cc.p(s.width/4*(i+1), s.height/2))
local point = cc.Sprite:create("Images/r1.png")
point:setScale(0.25)
point:setPosition(sprite:getPosition())
layer:addChild(point, 200)
if i == 0 then
sprite:setAnchorPoint(cc.p(0, 0))
elseif i == 1 then
sprite:setAnchorPoint(cc.p(0.5, 0.5))
else
sprite:setAnchorPoint(cc.p(1, 1))
end
point:setPosition(sprite:getPosition())
local animFrames = {}
for j = 0, 13 do
local frame = cache:getSpriteFrame(string.format("grossini_dance_%02d.png", j+1))
animFrames[j + 1] = frame
end
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.3)
sprite:runAction(cc.RepeatForever:create(cc.Animate:create(animation)))
-- Skew
local skewX = cc.RotateBy:create(2, 45, 0)
local skewX_back = skewX:reverse()
local skewY = cc.RotateBy:create(2, 0, 45)
local skewY_back = skewY:reverse()
local seq_skew = cc.Sequence:create(skewX, skewX_back, skewY, skewY_back)
sprite:runAction(cc.RepeatForever:create(seq_skew))
-- Scale
local scale = cc.ScaleBy:create(2, 2)
local scale_back = scale:reverse()
local seq_scale = cc.Sequence:create(scale, scale_back)
sprite:runAction(cc.RepeatForever:create(seq_scale))
spritebatch:addChild(sprite, i)
end
end
function SpriteBatchNodeOffsetAnchorRotationalSkewScale.eventHandler(tag)
if tag == "exit" then
local cache = cc.SpriteFrameCache:getInstance()
cache:removeSpriteFramesFromFile("animations/grossini.plist")
cache:removeSpriteFramesFromFile("animations/grossini_gray.plist")
end
end
function SpriteBatchNodeOffsetAnchorRotationalSkewScale.create()
local layer = cc.Layer:create()
layer:registerScriptHandler(SpriteBatchNodeOffsetAnchorRotationalSkewScale.eventHandler)
Helper.initWithLayer(layer)
SpriteBatchNodeOffsetAnchorRotationalSkewScale.initLayer(layer)
Helper.titleLabel:setString("SpriteBatchNode anchor + rot skew + scale")
return layer
end
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--
-- SpriteOffsetAnchorFlip
--
local SpriteOffsetAnchorFlip = {}
function SpriteOffsetAnchorFlip.initLayer(layer)
local s = cc.Director:getInstance():getWinSize()
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local cache = cc.SpriteFrameCache:getInstance()
cache:addSpriteFrames("animations/grossini.plist")
cache:addSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray.png")
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for i = 0, 2 do
-- Animation using Sprite batch
local sprite = cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png")
sprite:setPosition(cc.p(s.width / 4 * (i + 1), s.height / 2))
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local point = cc.Sprite:create("Images/r1.png")
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point:setScale(0.25)
point:setPosition(sprite:getPosition())
layer:addChild(point, 1)
if i == 0 then
sprite:setAnchorPoint(cc.p(0, 0))
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elseif i == 1 then
sprite:setAnchorPoint(cc.p(0.5, 0.5))
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else
sprite:setAnchorPoint(cc.p(1, 1))
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end
point:setPosition(sprite:getPosition())
local animFrames = {}
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for j = 0, 13 do
local frame = cache:getSpriteFrame(string.format("grossini_dance_%02d.png", j+1))
animFrames[j + 1] = frame
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end
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.3)
sprite:runAction(cc.RepeatForever:create(cc.Animate:create(animation)))
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local flip = cc.FlipY:create(true)
local flip_back = cc.FlipY:create(false)
local delay = cc.DelayTime:create(1)
local delay2 = cc.DelayTime:create(1)
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local seq = cc.Sequence:create(delay, flip, delay2, flip_back)
sprite:runAction(cc.RepeatForever:create(seq))
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layer:addChild(sprite, 0)
end
end
function SpriteOffsetAnchorFlip.eventHandler(tag)
if tag == "exit" then
local cache = cc.SpriteFrameCache:getInstance()
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cache:removeSpriteFramesFromFile("animations/grossini.plist")
cache:removeSpriteFramesFromFile("animations/grossini_gray.plist")
end
end
function SpriteOffsetAnchorFlip.create()
local layer = cc.Layer:create()
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layer:registerScriptHandler(SpriteOffsetAnchorFlip.eventHandler)
Helper.initWithLayer(layer)
SpriteOffsetAnchorFlip.initLayer(layer)
Helper.titleLabel:setString("Sprite offset + anchor + flip")
Helper.subtitleLabel:setString("issue #1078")
return layer
end
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function SpriteTest()
local scene = cc.Scene:create()
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Helper.createFunctionTable = {
Sprite1.create,
SpriteBatchNode1.create,
SpriteFrameTest.create,
SpriteFrameAliasNameTest.create,
SpriteAnchorPoint.create,
SpriteBatchNodeAnchorPoint.create,
SpriteOffsetAnchorRotation.create,
SpriteBatchNodeOffsetAnchorRotation.create,
SpriteOffsetAnchorScale.create,
SpriteBatchNodeOffsetAnchorScale.create,
SpriteOffsetAnchorSkew.create,
SpriteOffsetAnchorRotationalSkew.create,
SpriteBatchNodeOffsetAnchorSkew.create,
SpriteBatchNodeOffsetAnchorRotationalSkew.create,
SpriteOffsetAnchorSkewScale.create,
SpriteOffsetAnchorRotationalSkewScale.create,
SpriteBatchNodeOffsetAnchorSkewScale.create,
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SpriteBatchNodeOffsetAnchorRotationalSkewScale.create,
SpriteOffsetAnchorFlip.create
}
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scene:addChild(Sprite1.create())
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scene:addChild(CreateBackMenuItem())
return scene
end