axmol/testjs/Javascript/oa-benchmark.js

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JavaScript
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/**
* trying to use the same benchmark that the guys from OA used:
* http://openaphid.github.com/blog/2012/02/20/javascript-and-cocos2d-a-sneak-peek/
*/
// taken from goog.inherits
cocos.inherits = function(childCtor, parentCtor) {
/** @constructor */
function tempCtor() {};
tempCtor.prototype = parentCtor.prototype;
childCtor.superClass_ = parentCtor.prototype;
childCtor.prototype = new tempCtor();
childCtor.prototype.constructor = childCtor;
};
var scene = new cocos.Scene();
scene.init();
var background = new cocos.Sprite();
background.initWithFile("background.png");
scene.addChild(background);
var spriteFrameCache = cocos.SpriteFrameCache.sharedSpriteFrameCache();
spriteFrameCache.addSpriteFramesWithFile("tank.plist");
// wrapper around CCSprite
var Tank = function () {
var sprite = new cocos.Sprite();
sprite.initWithSpriteFrameName("tank1.png");
var pos = new cocos.Point();
pos.x = Math.random() * 320;
pos.y = Math.random() * 480;
sprite.position = pos;
sprite.vx = Math.random() > 0.5 ? 100 : -100;
sprite.vy = Math.random() > 0.5 ? 100 : -100;
sprite.scheduleUpdate();
sprite.update = function (delta) {
var p = this.position;
p.x += delta * this.vx;
p.y += delta * this.vy;
//set the new position
this.position = p;
//make sure tank is inside the screen
if (p.x < 0) {
p.x = 0;
this.vx = -this.vx;
}
if (p.x > 320) {
p.x = 320;
this.vx = -this.vx;
}
if (p.y < 0) {
p.y = 0;
this.vy = -this.vy;
}
if (p.y > 480) {
p.y = 480;
this.vy = -this.vy;
}
};
this.sprite = sprite;
};
// create animation
var frames = ["tank1.png", "tank2.png", "tank3.png", "tank4.png", "tank5.png"];
var animation = new cocos.Animation();
animation.init();
animation.delay = 0.1;
for (var i=0; i < frames.length; i++) {
var frame = spriteFrameCache.spriteFrameByName(frames[i]);
animation.addFrame(frame);
}
// do the fun
// global array to prevent GC
var tanks = new Array(100);
for (var i=0; i < tanks.length; i++) {
var tank = new Tank();
tank.tankId = i;
scene.addChild(tank.sprite);
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if (i === 0) {
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// this is not working correctly (only on ccnodes)
tank.sprite.onEnter = function () {
cocos.log("on enter");
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};
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}
// second argument false by default
tank.action = new cocos.Animate();
tank.action.initWithAnimation(animation);
tank.repeat = new cocos.RepeatForever();
tank.repeat.initWithAction(tank.action);
tank.sprite.runAction(tank.repeat);
tanks[i] = tank;
}
var layer = new cocos.Layer();
layer.onEnter = function () {
cocos.log("layer enter");
};
layer.isTouchEnabled = true;
layer.ccTouchBegan = function (touch) {
var point = touch.locationInView();
cocos.log("cc touch: " + point.x + "," + point.y);
};
layer.ccTouchesBegan = function (touches) {
for (var i=0; i < touches.length; i++) {
var point = touches[i].locationInView();
cocos.log("cc touches: " + point.x + "," + point.y);
}
};
scene.addChild(layer);
var director = cocos.Director.sharedDirector();
director.runWithScene(scene);