axmol/test_uphone/tests/SpriteTest/SpriteTest.cpp

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2010-09-09 10:17:38 +08:00
#include "SpriteTest.h"
#include "../testResource.h"
enum
{
kTagTileMap = 1,
kTagSpriteSheet = 1,
kTagNode = 2,
kTagAnimation1 = 1,
};
enum
{
kTagSprite1,
kTagSprite2,
kTagSprite3,
kTagSprite4,
kTagSprite5,
kTagSprite6,
kTagSprite7,
kTagSprite8,
};
enum
{
IDC_NEXT = 100,
IDC_BACK,
IDC_RESTART
};
static int sceneIdx = -1;
#define MAX_LAYER 36
CCLayer* createSpriteTestLayer(int nIndex)
{
switch(nIndex)
{
case 0: return new Sprite1();
case 1: return new SpriteSheet1();
case 2: return new SpriteFrameTest();
case 3: return new SpriteAnchorPoint();
case 4: return new SpriteSheetAnchorPoint();
case 5: return new SpriteOffsetAnchorRotation();
case 6: return new SpriteSheetOffsetAnchorRotation();
case 7: return new SpriteOffsetAnchorScale();
case 8: return new SpriteSheetOffsetAnchorScale();
case 9: return new SpriteAnimationSplit();
case 10: return new SpriteColorOpacity();
case 11: return new SpriteSheetColorOpacity();
case 12: return new SpriteZOrder();
case 13: return new SpriteSheetZOrder();
case 14: return new SpriteSheetReorder();
case 15: return new SpriteSheetReorderIssue744();
case 16: return new SpriteZVertex();
case 17: return new SpriteSheetZVertex();
case 18: return new Sprite6();
case 19: return new SpriteFlip();
case 20: return new SpriteSheetFlip();
case 21: return new SpriteAliased();
case 22: return new SpriteSheetAliased();
case 23: return new SpriteNewTexture();
case 24: return new SpriteSheetNewTexture();
case 25: return new SpriteHybrid();
case 26: return new SpriteSheetChildren();
case 27: return new SpriteSheetChildren2();
case 28: return new SpriteSheetChildrenZ();
case 29: return new SpriteChildrenVisibility();
case 30: return new SpriteChildrenAnchorPoint();
case 31: return new SpriteSheetChildrenAnchorPoint();
case 32: return new SpriteSheetChildrenScale();
case 33: return new SpriteChildrenChildren();
case 34: return new SpriteSheetChildrenChildren();
case 35: return new SpriteNilTexture();
}
return NULL;
}
CCLayer* nextSpriteTestAction()
{
sceneIdx++;
sceneIdx = sceneIdx % MAX_LAYER;
CCLayer* pLayer = createSpriteTestLayer(sceneIdx);
pLayer->autorelease();
return pLayer;
}
CCLayer* backSpriteTestAction()
{
sceneIdx--;
int total = MAX_LAYER;
if( sceneIdx < 0 )
sceneIdx += total;
CCLayer* pLayer = createSpriteTestLayer(sceneIdx);
pLayer->autorelease();
return pLayer;
}
CCLayer* restartSpriteTestAction()
{
CCLayer* pLayer = createSpriteTestLayer(sceneIdx);
pLayer->autorelease();
return pLayer;
}
//------------------------------------------------------------------
//
// SpriteTestDemo
//
//------------------------------------------------------------------
SpriteTestDemo::SpriteTestDemo(void)
{
}
SpriteTestDemo::~SpriteTestDemo(void)
{
}
std::string SpriteTestDemo::title()
{
return "No title";
}
std::string SpriteTestDemo::subtitle()
{
return "";
}
void SpriteTestDemo::onEnter()
{
CCLayer::onEnter();
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CCLabel* label = CCLabel::labelWithString(title().c_str(), "Arial", 28);
addChild(label, 1);
label->setPosition( ccp(s.width/2, s.height-50) );
std::string strSubtitle = subtitle();
if( ! strSubtitle.empty() )
{
CCLabel* l = CCLabel::labelWithString(strSubtitle.c_str(), "Thonburi", 16);
addChild(l, 1);
l->setPosition( ccp(s.width/2, s.height-80) );
}
CCMenuItemImage *item1 = CCMenuItemImage::itemFromNormalImage("Images/b1.png", "Images/b2.png", this, menu_selector(SpriteTestDemo::backCallback) );
CCMenuItemImage *item2 = CCMenuItemImage::itemFromNormalImage("Images/r1.png","Images/r2.png", this, menu_selector(SpriteTestDemo::restartCallback) );
CCMenuItemImage *item3 = CCMenuItemImage::itemFromNormalImage("Images/f1.png", "Images/f2.png", this, menu_selector(SpriteTestDemo::nextCallback) );
CCMenu *menu = CCMenu::menuWithItems(item1, item2, item3, NULL);
menu->setPosition( CGPointZero );
item1->setPosition( ccp( s.width/2 - 100,30) );
item2->setPosition( ccp( s.width/2, 30) );
item3->setPosition( ccp( s.width/2 + 100,30) );
addChild(menu, 1);
}
void SpriteTestDemo::restartCallback(NSObject* pSender)
{
CCScene* s = CCScene::node();
s->addChild(restartSpriteTestAction());
CCDirector::getSharedDirector()->replaceScene(s);
}
void SpriteTestDemo::nextCallback(NSObject* pSender)
{
CCScene* s = CCScene::node();
s->addChild( nextSpriteTestAction() );
CCDirector::getSharedDirector()->replaceScene(s);
}
void SpriteTestDemo::backCallback(NSObject* pSender)
{
CCScene* s = CCScene::node();
s->addChild( backSpriteTestAction() );
CCDirector::getSharedDirector()->replaceScene(s);
}
//------------------------------------------------------------------
//
// Sprite1
//
//------------------------------------------------------------------
Sprite1::Sprite1()
{
setIsTouchEnabled( true );
CGSize s = CCDirector::getSharedDirector()->getWinSize();
addNewSpriteWithCoords( ccp(s.width/2, s.height/2) );
}
void Sprite1::addNewSpriteWithCoords(CGPoint p)
{
int idx = (int)(CCRANDOM_0_1() * 1400.0f / 100.0f);
int x = (idx%5) * 85;
int y = (idx/5) * 121;
CCSprite* sprite = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(x,y,85,121) );
addChild( sprite );
sprite->setPosition( ccp( p.x, p.y) );
CCIntervalAction* action;
float random = CCRANDOM_0_1();
if( random < 0.20 )
action = CCScaleBy::actionWithDuration(3, 2);
else if(random < 0.40)
action = CCRotateBy::actionWithDuration(3, 360);
else if( random < 0.60)
action = CCBlink::actionWithDuration(1, 3);
else if( random < 0.8 )
action = CCTintBy::actionWithDuration(2, 0, -255, -255);
else
action = CCFadeOut::actionWithDuration(2);
CCIntervalAction* action_back = action->reverse();
CCIntervalAction* seq = (CCIntervalAction*)(CCSequence::actions( action, action_back, NULL ));
sprite->runAction( CCRepeatForever::actionWithAction(seq) );
}
void Sprite1::ccTouchesEnded(NSSet* touches, UIEvent* event)
{
NSSetIterator it;
CCTouch* touch;
for( it = touches->begin(); it != touches->end(); it++)
{
touch = (CCTouch*)(*it);
if(!touch)
break;
CGPoint location = touch->locationInView(touch->view());
location = CCDirector::getSharedDirector()->convertToGL(location);
addNewSpriteWithCoords( location );
}
}
std::string Sprite1::title()
{
return "Sprite (tap screen)";
}
//------------------------------------------------------------------
//
// SpriteSheet1
//
//------------------------------------------------------------------
SpriteSheet1::SpriteSheet1()
{
setIsTouchEnabled( true );
CCSpriteSheet* sheet = CCSpriteSheet::spriteSheetWithFile("Images/grossini_dance_atlas.png", 50);
addChild(sheet, 0, kTagSpriteSheet);
CGSize s = CCDirector::getSharedDirector()->getWinSize();
addNewSpriteWithCoords( ccp(s.width/2, s.height/2) );
}
void SpriteSheet1::addNewSpriteWithCoords(CGPoint p)
{
CCSpriteSheet* sheet = (CCSpriteSheet*) getChildByTag( kTagSpriteSheet );
int idx = CCRANDOM_0_1() * 1400 / 100;
int x = (idx%5) * 85;
int y = (idx/5) * 121;
CCSprite* sprite = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(x,y,85,121));
(CCNode*)(sheet)->addChild(sprite);
sprite->setPosition( ccp( p.x, p.y) );
CCIntervalAction* action;
float random = CCRANDOM_0_1();
if( random < 0.20 )
action = CCScaleBy::actionWithDuration(3, 2);
else if(random < 0.40)
action = CCRotateBy::actionWithDuration(3, 360);
else if( random < 0.60)
action = CCBlink::actionWithDuration(1, 3);
else if( random < 0.8 )
action = CCTintBy::actionWithDuration(2, 0, -255, -255);
else
action = CCFadeOut::actionWithDuration(2);
CCIntervalAction* action_back = action->reverse();
CCIntervalAction* seq = (CCIntervalAction*)(CCSequence::actions(action, action_back, NULL));
sprite->runAction( CCRepeatForever::actionWithAction(seq));
}
void SpriteSheet1::ccTouchesEnded(NSSet* touches, UIEvent* event)
{
NSSetIterator it;
CCTouch* touch;
for( it = touches->begin(); it != touches->end(); it++)
{
touch = (CCTouch*)(*it);
if(!touch)
break;
CGPoint location = touch->locationInView(touch->view());
location = CCDirector::getSharedDirector()->convertToGL(location);
addNewSpriteWithCoords( location );
}
}
std::string SpriteSheet1::title()
{
return "SpriteSheet (tap screen)";
}
//------------------------------------------------------------------
//
// SpriteColorOpacity
//
//------------------------------------------------------------------
SpriteColorOpacity::SpriteColorOpacity()
{
CCSprite* sprite1 = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*0, 121*1, 85, 121));
CCSprite* sprite2 = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*1, 121*1, 85, 121));
CCSprite* sprite3 = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*2, 121*1, 85, 121));
CCSprite* sprite4 = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*3, 121*1, 85, 121));
CCSprite* sprite5 = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*0, 121*1, 85, 121));
CCSprite* sprite6 = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*1, 121*1, 85, 121));
CCSprite* sprite7 = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*2, 121*1, 85, 121));
CCSprite* sprite8 = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*3, 121*1, 85, 121));
CGSize s = CCDirector::getSharedDirector()->getWinSize();
sprite1->setPosition( ccp( (s.width/5)*1, (s.height/3)*1) );
sprite2->setPosition( ccp( (s.width/5)*2, (s.height/3)*1) );
sprite3->setPosition( ccp( (s.width/5)*3, (s.height/3)*1) );
sprite4->setPosition( ccp( (s.width/5)*4, (s.height/3)*1) );
sprite5->setPosition( ccp( (s.width/5)*1, (s.height/3)*2) );
sprite6->setPosition( ccp( (s.width/5)*2, (s.height/3)*2) );
sprite7->setPosition( ccp( (s.width/5)*3, (s.height/3)*2) );
sprite8->setPosition( ccp( (s.width/5)*4, (s.height/3)*2) );
CCIntervalAction* action = CCFadeIn::actionWithDuration(2);
CCIntervalAction* action_back = action->reverse();
CCAction* fade = CCRepeatForever::actionWithAction( (CCIntervalAction*)(CCSequence::actions( action, action_back, NULL)));
CCIntervalAction* tintred = CCTintBy::actionWithDuration(2, 0, -255, -255);
CCIntervalAction* tintred_back = tintred->reverse();
CCAction* red = CCRepeatForever::actionWithAction( (CCIntervalAction*)(CCSequence::actions( tintred, tintred_back, NULL)) );
CCIntervalAction* tintgreen = CCTintBy::actionWithDuration(2, -255, 0, -255);
CCIntervalAction* tintgreen_back = tintgreen->reverse();
CCAction* green = CCRepeatForever::actionWithAction( (CCIntervalAction*)(CCSequence::actions( tintgreen, tintgreen_back, NULL)));
CCIntervalAction* tintblue = CCTintBy::actionWithDuration(2, -255, -255, 0);
CCIntervalAction* tintblue_back = tintblue->reverse();
CCAction* blue = CCRepeatForever::actionWithAction( (CCIntervalAction*)(CCSequence::actions( tintblue, tintblue_back, NULL)) );
sprite5->runAction(red);
sprite6->runAction(green);
sprite7->runAction(blue);
sprite8->runAction(fade);
// late add: test dirtyColor and dirtyPosition
addChild(sprite1, 0, kTagSprite1);
addChild(sprite2, 0, kTagSprite2);
addChild(sprite3, 0, kTagSprite3);
addChild(sprite4, 0, kTagSprite4);
addChild(sprite5, 0, kTagSprite5);
addChild(sprite6, 0, kTagSprite6);
addChild(sprite7, 0, kTagSprite7);
addChild(sprite8, 0, kTagSprite8);
schedule( schedule_selector(SpriteColorOpacity::removeAndAddSprite), 2 );
}
// this function test if remove and add works as expected:
// color array and vertex array should be reindexed
void SpriteColorOpacity::removeAndAddSprite(ccTime dt)
{
CCSprite* sprite = (CCSprite*)(getChildByTag(kTagSprite5));
sprite->retain();
removeChild(sprite, false);
addChild(sprite, 0, kTagSprite5);
sprite->release();
}
std::string SpriteColorOpacity::title()
{
return "Sprite: Color & Opacity";
}
//------------------------------------------------------------------
//
// SpriteSheetColorOpacity
//
//------------------------------------------------------------------
SpriteSheetColorOpacity::SpriteSheetColorOpacity()
{
// small capacity. Testing resizing.
// Don't use capacity=1 in your real game. It is expensive to resize the capacity
CCSpriteSheet* sheet = CCSpriteSheet::spriteSheetWithFile("Images/grossini_dance_atlas.png", 1);
addChild(sheet, 0, kTagSpriteSheet);
CCSprite* sprite1 = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*0, 121*1, 85, 121));
CCSprite* sprite2 = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*1, 121*1, 85, 121));
CCSprite* sprite3 = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*2, 121*1, 85, 121));
CCSprite* sprite4 = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*3, 121*1, 85, 121));
CCSprite* sprite5 = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*0, 121*1, 85, 121));
CCSprite* sprite6 = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*1, 121*1, 85, 121));
CCSprite* sprite7 = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*2, 121*1, 85, 121));
CCSprite* sprite8 = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*3, 121*1, 85, 121));
CGSize s = CCDirector::getSharedDirector()->getWinSize();
sprite1->setPosition( ccp( (s.width/5)*1, (s.height/3)*1) );
sprite2->setPosition( ccp( (s.width/5)*2, (s.height/3)*1) );
sprite3->setPosition( ccp( (s.width/5)*3, (s.height/3)*1) );
sprite4->setPosition( ccp( (s.width/5)*4, (s.height/3)*1) );
sprite5->setPosition( ccp( (s.width/5)*1, (s.height/3)*2) );
sprite6->setPosition( ccp( (s.width/5)*2, (s.height/3)*2) );
sprite7->setPosition( ccp( (s.width/5)*3, (s.height/3)*2) );
sprite8->setPosition( ccp( (s.width/5)*4, (s.height/3)*2) );
CCIntervalAction* action = CCFadeIn::actionWithDuration(2);
CCIntervalAction* action_back = action->reverse();
CCAction* fade = CCRepeatForever::actionWithAction( (CCIntervalAction*)(CCSequence::actions( action, action_back,NULL)));
CCIntervalAction* tintred = CCTintBy::actionWithDuration(2, 0, -255, -255);
CCIntervalAction* tintred_back = tintred->reverse();
CCAction* red = CCRepeatForever::actionWithAction( (CCIntervalAction*)(CCSequence::actions( tintred, tintred_back,NULL)));
CCIntervalAction* tintgreen = CCTintBy::actionWithDuration(2, -255, 0, -255);
CCIntervalAction* tintgreen_back = tintgreen->reverse();
CCAction* green = CCRepeatForever::actionWithAction( (CCIntervalAction*)(CCSequence::actions( tintgreen, tintgreen_back,NULL)));
CCIntervalAction* tintblue = CCTintBy::actionWithDuration(2, -255, -255, 0);
CCIntervalAction* tintblue_back = tintblue->reverse();
CCAction* blue = CCRepeatForever::actionWithAction( (CCIntervalAction*)(CCSequence::actions( tintblue, tintblue_back,NULL)));
sprite5->runAction(red);
sprite6->runAction(green);
sprite7->runAction(blue);
sprite8->runAction(fade);
// late add: test dirtyColor and dirtyPosition
sheet->addChild(sprite1, 0, kTagSprite1);
sheet->addChild(sprite2, 0, kTagSprite2);
sheet->addChild(sprite3, 0, kTagSprite3);
sheet->addChild(sprite4, 0, kTagSprite4);
sheet->addChild(sprite5, 0, kTagSprite5);
sheet->addChild(sprite6, 0, kTagSprite6);
sheet->addChild(sprite7, 0, kTagSprite7);
sheet->addChild(sprite8, 0, kTagSprite8);
schedule( schedule_selector(SpriteSheetColorOpacity::removeAndAddSprite), 2);
}
// this function test if remove and add works as expected:
// color array and vertex array should be reindexed
void SpriteSheetColorOpacity::removeAndAddSprite(ccTime dt)
{
CCSpriteSheet* sheet= (CCSpriteSheet*)(getChildByTag( kTagSpriteSheet ));
CCSprite* sprite = (CCSprite*)(sheet->getChildByTag(kTagSprite5));
sprite->retain();
sheet->removeChild(sprite, false);
sheet->addChild(sprite, 0, kTagSprite5);
sprite->release();
}
std::string SpriteSheetColorOpacity::title()
{
return "SpriteSheet: Color & Opacity";
}
//------------------------------------------------------------------
//
// SpriteZOrder
//
//------------------------------------------------------------------
SpriteZOrder::SpriteZOrder()
{
m_dir = 1;
CGSize s = CCDirector::getSharedDirector()->getWinSize();
float step = s.width/11;
for(int i=0;i<5;i++)
{
CCSprite* sprite = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*0, 121*1, 85, 121));
sprite->setPosition( ccp( (i+1)*step, s.height/2) );
addChild(sprite, i);
}
for(int i=5;i<10;i++)
{
CCSprite* sprite = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*1, 121*0, 85, 121));
sprite->setPosition( ccp( (i+1)*step, s.height/2) );
addChild(sprite, 14-i);
}
CCSprite* sprite = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*3, 121*0, 85, 121));
addChild(sprite, -1, kTagSprite1);
sprite->setPosition( ccp(s.width/2, s.height/2 - 20) );
sprite->setScaleX( 6 );
sprite->setColor(ccRED);
schedule( schedule_selector(SpriteZOrder::reorderSprite), 1);
}
void SpriteZOrder::reorderSprite(ccTime dt)
{
CCSprite* sprite = (CCSprite*)(getChildByTag(kTagSprite1));
int z = sprite->getZOrder();
if( z < -1 )
m_dir = 1;
if( z > 10 )
m_dir = -1;
z += m_dir * 3;
reorderChild(sprite, z);
}
std::string SpriteZOrder::title()
{
return "Sprite: Z order";
}
//------------------------------------------------------------------
//
// SpriteSheetZOrder
//
//------------------------------------------------------------------
SpriteSheetZOrder::SpriteSheetZOrder()
{
m_dir = 1;
// small capacity. Testing resizing.
// Don't use capacity=1 in your real game. It is expensive to resize the capacity
CCSpriteSheet* sheet = CCSpriteSheet::spriteSheetWithFile("Images/grossini_dance_atlas.png", 1);
addChild(sheet, 0, kTagSpriteSheet);
CGSize s = CCDirector::getSharedDirector()->getWinSize();
float step = s.width/11;
for(int i=0;i<5;i++)
{
CCSprite* sprite = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*0, 121*1, 85, 121));
sprite->setPosition( ccp( (i+1)*step, s.height/2) );
sheet->addChild(sprite, i);
}
for(int i=5;i<10;i++)
{
CCSprite* sprite = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*1, 121*0, 85, 121));
sprite->setPosition( ccp( (i+1)*step, s.height/2) );
sheet->addChild(sprite, 14-i);
}
CCSprite* sprite = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*3, 121*0, 85, 121));
sheet->addChild(sprite, -1, kTagSprite1);
sprite->setPosition( ccp(s.width/2, s.height/2 - 20) );
sprite->setScaleX( 6 );
sprite->setColor(ccRED);
schedule( schedule_selector(SpriteSheetZOrder::reorderSprite), 1);
}
void SpriteSheetZOrder::reorderSprite(ccTime dt)
{
CCSpriteSheet* sheet= (CCSpriteSheet*)(getChildByTag( kTagSpriteSheet ));
CCSprite* sprite = (CCSprite*)(sheet->getChildByTag(kTagSprite1));
int z = sprite->getZOrder();
if( z < -1 )
m_dir = 1;
if( z > 10 )
m_dir = -1;
z += m_dir * 3;
sheet->reorderChild(sprite, z);
}
std::string SpriteSheetZOrder::title()
{
return "SpriteSheet: Z order";
}
//------------------------------------------------------------------
//
// SpriteSheetReorder
//
//------------------------------------------------------------------
SpriteSheetReorder::SpriteSheetReorder()
{
NSMutableArray<NSObject*>* a = new NSMutableArray<NSObject*>(10);
CCSpriteSheet* asmtest = CCSpriteSheet::spriteSheetWithFile("animations/ghosts.png");
for(int i=0; i<10; i++)
{
CCSprite* s1 = CCSprite::spriteWithSpriteSheet(asmtest, CGRectMake(0, 0, 50, 50));
a->addObject(s1);
asmtest->addChild(s1, 10);
}
for(int i=0; i<10; i++)
{
if(i!=5)
asmtest->reorderChild( (CCNode*)(a->getObjectAtIndex(i)), 9 );
}
NSMutableArray<CCNode*>::NSMutableArrayIterator it;
int prev = -1;
NSMutableArray<CCNode*>* children = asmtest->getChildren();
CCSprite* child;
for(it = children->begin(); it != children->end(); it++)
{
child = (CCSprite*)(*it);
if(! child )
break;
int currentIndex = child->getAtlasIndex();
NSAssert( prev == currentIndex-1, "Child order failed");
////----UXLOG("children %x - atlasIndex:%d", child, currentIndex);
prev = currentIndex;
}
prev = -1;
NSMutableArray<CCSprite*>::NSMutableArrayIterator itChild;
NSMutableArray<CCSprite*>* sChildren = asmtest->getDescendants();
for(itChild = sChildren->begin(); itChild != sChildren->end(); it++)
{
child = (CCSprite*)(*itChild);
if(! child )
break;
int currentIndex = child->getAtlasIndex();
NSAssert( prev == currentIndex-1, "Child order failed");
////----UXLOG("descendant %x - atlasIndex:%d", child, currentIndex);
prev = currentIndex;
}
a->release(); //memory leak : 2010-0415
}
std::string SpriteSheetReorder::title()
{
return "SpriteSheet: reorder #1";
}
std::string SpriteSheetReorder::subtitle()
{
return "Should not crash";
}
//------------------------------------------------------------------
//
// SpriteSheetReorderIssue744
//
//------------------------------------------------------------------
SpriteSheetReorderIssue744::SpriteSheetReorderIssue744()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
// Testing issue #744
// http://code.google.com/p/cocos2d-iphone/issues/detail?id=744
CCSpriteSheet* sheet = CCSpriteSheet::spriteSheetWithFile("Images/grossini_dance_atlas.png", 15);
addChild(sheet, 0, kTagSpriteSheet);
CCSprite* sprite = CCSprite::spriteWithSpriteSheet(sheet,CGRectMake(0, 0, 85, 121));
sprite->setPosition( ccp(s.width/2, s.height/2) );
sheet->addChild(sprite, 3);
sheet->reorderChild(sprite, 1);
}
std::string SpriteSheetReorderIssue744::title()
{
return "SpriteSheet: reorder issue #744";
}
std::string SpriteSheetReorderIssue744::subtitle()
{
return "Should not crash";
}
//------------------------------------------------------------------
//
// SpriteZVertex
//
//------------------------------------------------------------------
void SpriteZVertex::onEnter()
{
SpriteTestDemo::onEnter();
// TIP: don't forget to enable Alpha test
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
CCDirector::getSharedDirector()->setProjection(kCCDirectorProjection3D);
}
void SpriteZVertex::onExit()
{
glDisable(GL_ALPHA_TEST);
CCDirector::getSharedDirector()->setProjection(kCCDirectorProjection2D);
SpriteTestDemo::onExit();
}
SpriteZVertex::SpriteZVertex()
{
//
// This test tests z-order
// If you are going to use it is better to use a 3D projection
//
// WARNING:
// The developer is resposible for ordering it's sprites according to it's Z if the sprite has
// transparent parts.
//
m_dir = 1;
m_time = 0;
CGSize s = CCDirector::getSharedDirector()->getWinSize();
float step = s.width/12;
CCNode* node = CCNode::node();
// camera uses the center of the image as the pivoting point
node->setContentSize( CGSizeMake(s.width,s.height) );
node->setAnchorPoint( ccp(0.5f, 0.5f));
node->setPosition( ccp(s.width/2, s.height/2));
addChild(node, 0);
for(int i=0;i<5;i++)
{
CCSprite* sprite = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*0, 121*1, 85, 121));
sprite->setPosition( ccp((i+1)*step, s.height/2) );
sprite->setVertexZ( 10 + i*40 );
node->addChild(sprite, 0);
}
for(int i=5;i<11;i++)
{
CCSprite* sprite = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*1, 121*0, 85, 121));
sprite->setPosition( ccp( (i+1)*step, s.height/2) );
sprite->setVertexZ( 10 + (10-i)*40 );
node->addChild(sprite, 0);
}
node->runAction( CCOrbitCamera::actionWithDuration(10, 1, 0, 0, 360, 0, 0) );
}
std::string SpriteZVertex::title()
{
return "Sprite: openGL Z vertex";
}
//------------------------------------------------------------------
//
// SpriteSheetZVertex
//
//------------------------------------------------------------------
void SpriteSheetZVertex::onEnter()
{
SpriteTestDemo::onEnter();
// TIP: don't forget to enable Alpha test
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
CCDirector::getSharedDirector()->setProjection(kCCDirectorProjection3D);
}
void SpriteSheetZVertex::onExit()
{
glDisable(GL_ALPHA_TEST);
CCDirector::getSharedDirector()->setProjection(kCCDirectorProjection2D);
SpriteTestDemo::onExit();
}
SpriteSheetZVertex::SpriteSheetZVertex()
{
//
// This test tests z-order
// If you are going to use it is better to use a 3D projection
//
// WARNING:
// The developer is resposible for ordering it's sprites according to it's Z if the sprite has
// transparent parts.
//
CGSize s = CCDirector::getSharedDirector()->getWinSize();
float step = s.width/12;
// small capacity. Testing resizing.
// Don't use capacity=1 in your real game. It is expensive to resize the capacity
CCSpriteSheet* sheet = CCSpriteSheet::spriteSheetWithFile("Images/grossini_dance_atlas.png", 1);
// camera uses the center of the image as the pivoting point
sheet->setContentSize( CGSizeMake(s.width,s.height));
sheet->setAnchorPoint( ccp(0.5f, 0.5f));
sheet->setPosition( ccp(s.width/2, s.height/2));
addChild(sheet, 0, kTagSpriteSheet);
for(int i=0;i<5;i++)
{
CCSprite* sprite = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*0, 121*1, 85, 121));
sprite->setPosition( ccp( (i+1)*step, s.height/2) );
sprite->setVertexZ( 10 + i*40 );
sheet->addChild(sprite, 0);
}
for(int i=5;i<11;i++) {
CCSprite* sprite = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*1, 121*0, 85, 121));
sprite->setPosition( ccp( (i+1)*step, s.height/2) );
sprite->setVertexZ( 10 + (10-i)*40 );
sheet->addChild(sprite, 0);
}
sheet->runAction(CCOrbitCamera::actionWithDuration(10, 1, 0, 0, 360, 0, 0) );
}
std::string SpriteSheetZVertex::title()
{
return "SpriteSheet: openGL Z vertex";
}
//------------------------------------------------------------------
//
// SpriteAnchorPoint
//
//------------------------------------------------------------------
SpriteAnchorPoint::SpriteAnchorPoint()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CCIntervalAction* rotate = CCRotateBy::actionWithDuration(10, 360);
CCAction* action = CCRepeatForever::actionWithAction(rotate);
for(int i=0;i<3;i++)
{
CCSprite* sprite = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*i, 121*1, 85, 121) );
sprite->setPosition( ccp( s.width/4*(i+1), s.height/2) );
CCSprite *point = CCSprite::spriteWithFile("Images/r1.png");
point->setScale( 0.25f );
point->setPosition( sprite->getPosition() );
addChild(point, 10);
switch(i)
{
case 0:
sprite->setAnchorPoint( CGPointZero );
break;
case 1:
sprite->setAnchorPoint( ccp(0.5f, 0.5f) );
break;
case 2:
sprite->setAnchorPoint( ccp(1,1) );
break;
}
point->setPosition( sprite->getPosition() );
CCAction* copy = (CCAction*)(action->copy()->autorelease());
sprite->runAction(copy);
addChild(sprite, i);
}
}
std::string SpriteAnchorPoint::title()
{
return "Sprite: anchor point";
}
//------------------------------------------------------------------
//
// SpriteSheetAnchorPoint
//
//------------------------------------------------------------------
SpriteSheetAnchorPoint::SpriteSheetAnchorPoint()
{
// small capacity. Testing resizing.
// Don't use capacity=1 in your real game. It is expensive to resize the capacity
CCSpriteSheet* sheet = CCSpriteSheet::spriteSheetWithFile("Images/grossini_dance_atlas.png", 1);
addChild(sheet, 0, kTagSpriteSheet);
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CCIntervalAction* rotate = CCRotateBy::actionWithDuration(10, 360);
CCAction* action = CCRepeatForever::actionWithAction(rotate);
for(int i=0;i<3;i++)
{
CCSprite* sprite = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*i, 121*1, 85, 121));
sprite->setPosition( ccp( s.width/4*(i+1), s.height/2) );
CCSprite *point = CCSprite::spriteWithFile("Images/r1.png");
point->setScale( 0.25f );
point->setPosition( sprite->getPosition() );
addChild(point, 1);
switch(i)
{
case 0:
sprite->setAnchorPoint( CGPointZero );
break;
case 1:
sprite->setAnchorPoint( ccp(0.5f, 0.5f) );
break;
case 2:
sprite->setAnchorPoint( ccp(1,1) );
break;
}
point->setPosition( sprite->getPosition() );
CCAction* copy = (CCAction*)(action->copy()->autorelease());
sprite->runAction(copy);
sheet->addChild(sprite, i);
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}
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}
std::string SpriteSheetAnchorPoint::title()
{
return "SpriteSheet: anchor point";
}
//------------------------------------------------------------------
//
// Sprite6
//
//------------------------------------------------------------------
Sprite6::Sprite6()
{
// small capacity. Testing resizing
// Don't use capacity=1 in your real game. It is expensive to resize the capacity
CCSpriteSheet* sheet = CCSpriteSheet::spriteSheetWithFile("Images/grossini_dance_atlas.png", 1);
addChild(sheet, 0, kTagSpriteSheet);
sheet->setIsRelativeAnchorPoint( false );
CGSize s = CCDirector::getSharedDirector()->getWinSize();
sheet->setAnchorPoint( ccp(0.5f, 0.5f) );
sheet->setContentSize( CGSizeMake(s.width, s.height) );
// SpriteSheet actions
CCIntervalAction* rotate = CCRotateBy::actionWithDuration(5, 360);
CCAction* action = CCRepeatForever::actionWithAction(rotate);
// SpriteSheet actions
CCIntervalAction* rotate_back = rotate->reverse();
CCIntervalAction* rotate_seq = (CCIntervalAction*)(CCSequence::actions(rotate, rotate_back, NULL));
CCAction* rotate_forever = CCRepeatForever::actionWithAction(rotate_seq);
CCIntervalAction* scale = CCScaleBy::actionWithDuration(5, 1.5f);
CCIntervalAction* scale_back = scale->reverse();
CCIntervalAction* scale_seq = (CCIntervalAction*)(CCSequence::actions( scale, scale_back, NULL));
CCAction* scale_forever = CCRepeatForever::actionWithAction(scale_seq);
float step = s.width/4;
for(int i=0;i<3;i++)
{
CCSprite* sprite = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*i, 121*1, 85, 121));
sprite->setPosition( ccp( (i+1)*step, s.height/2) );
sprite->runAction( (CCAction*)(action->copy()->autorelease()) );
sheet->addChild(sprite, i);
}
sheet->runAction( scale_forever);
sheet->runAction( rotate_forever);
}
std::string Sprite6::title()
{
return "SpriteSheet transformation";
}
//------------------------------------------------------------------
//
// SpriteFlip
//
//------------------------------------------------------------------
SpriteFlip::SpriteFlip()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CCSprite* sprite1 = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*1, 121*1, 85, 121));
sprite1->setPosition( ccp( s.width/2 - 100, s.height/2 ) );
addChild(sprite1, 0, kTagSprite1);
CCSprite* sprite2 = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*1, 121*1, 85, 121));
sprite2->setPosition( ccp( s.width/2 + 100, s.height/2 ) );
addChild(sprite2, 0, kTagSprite2);
schedule( schedule_selector(SpriteFlip::flipSprites), 1);
}
void SpriteFlip::flipSprites(ccTime dt)
{
CCSprite* sprite1 = (CCSprite*)(getChildByTag(kTagSprite1));
CCSprite* sprite2 = (CCSprite*)(getChildByTag(kTagSprite2));
bool x = sprite1->isFlipX();
bool y = sprite2->isFlipY();
sprite1->setFlipX(!x);
sprite2->setFlipY(!y);
}
std::string SpriteFlip::title()
{
return "Sprite Flip X & Y";
}
//------------------------------------------------------------------
//
// SpriteSheetFlip
//
//------------------------------------------------------------------
SpriteSheetFlip::SpriteSheetFlip()
{
CCSpriteSheet* sheet = CCSpriteSheet::spriteSheetWithFile("Images/grossini_dance_atlas.png", 10);
addChild(sheet, 0, kTagSpriteSheet);
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CCSprite* sprite1 = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*1, 121*1, 85, 121));
sprite1->setPosition( ccp( s.width/2 - 100, s.height/2 ) );
sheet->addChild(sprite1, 0, kTagSprite1);
CCSprite* sprite2 = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*1, 121*1, 85, 121));
sprite2->setPosition( ccp( s.width/2 + 100, s.height/2 ) );
sheet->addChild(sprite2, 0, kTagSprite2);
schedule( schedule_selector(SpriteSheetFlip::flipSprites), 1);
}
void SpriteSheetFlip::flipSprites(ccTime dt)
{
CCSpriteSheet* sheet= (CCSpriteSheet*)(getChildByTag( kTagSpriteSheet ));
CCSprite* sprite1 = (CCSprite*)(sheet->getChildByTag(kTagSprite1));
CCSprite* sprite2 = (CCSprite*)(sheet->getChildByTag(kTagSprite2));
bool x = sprite1->isFlipX();
bool y = sprite2->isFlipY();
sprite1->setFlipX(!x);
sprite2->setFlipY(!y);
}
std::string SpriteSheetFlip::title()
{
return "SpriteSheet Flip X & Y";
}
//------------------------------------------------------------------
//
// SpriteAliased
//
//------------------------------------------------------------------
SpriteAliased::SpriteAliased()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CCSprite* sprite1 = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*1, 121*1, 85, 121));
sprite1->setPosition( ccp( s.width/2 - 100, s.height/2 ) );
addChild(sprite1, 0, kTagSprite1);
CCSprite* sprite2 = CCSprite::spriteWithFile("Images/grossini_dance_atlas.png", CGRectMake(85*1, 121*1, 85, 121));
sprite2->setPosition( ccp( s.width/2 + 100, s.height/2 ) );
addChild(sprite2, 0, kTagSprite2);
CCIntervalAction* scale = CCScaleBy::actionWithDuration(2, 5);
CCIntervalAction* scale_back = scale->reverse();
CCIntervalAction* seq = (CCIntervalAction*)(CCSequence::actions( scale, scale_back, NULL));
CCAction* repeat = CCRepeatForever::actionWithAction(seq);
CCAction* repeat2 = (CCAction*)(repeat->copy()->autorelease());
sprite1->runAction(repeat);
sprite2->runAction(repeat2);
}
void SpriteAliased::onEnter()
{
SpriteTestDemo::onEnter();
//
// IMPORTANT:
// This change will affect every sprite that uses the same texture
// So sprite1 and sprite2 will be affected by this change
//
CCSprite* sprite = (CCSprite*)getChildByTag(kTagSprite1);
sprite->getTexture()->setAliasTexParameters();
}
void SpriteAliased::onExit()
{
// restore the tex parameter to AntiAliased.
CCSprite* sprite = (CCSprite*)getChildByTag(kTagSprite1);
sprite->getTexture()->setAntiAliasTexParameters();
SpriteTestDemo::onExit();
}
std::string SpriteAliased::title()
{
return "Sprite Aliased";
}
//------------------------------------------------------------------
//
// SpriteSheetAliased
//
//------------------------------------------------------------------
SpriteSheetAliased::SpriteSheetAliased()
{
CCSpriteSheet* sheet = CCSpriteSheet::spriteSheetWithFile("Images/grossini_dance_atlas.png", 10);
addChild(sheet, 0, kTagSpriteSheet);
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CCSprite* sprite1 = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*1, 121*1, 85, 121));
sprite1->setPosition( ccp( s.width/2 - 100, s.height/2 ) );
sheet->addChild(sprite1, 0, kTagSprite1);
CCSprite* sprite2 = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(85*1, 121*1, 85, 121));
sprite2->setPosition( ccp( s.width/2 + 100, s.height/2 ) );
sheet->addChild(sprite2, 0, kTagSprite2);
CCIntervalAction* scale = CCScaleBy::actionWithDuration(2, 5);
CCIntervalAction* scale_back = scale->reverse();
CCIntervalAction* seq = (CCIntervalAction*)(CCSequence::actions( scale, scale_back, NULL));
CCAction* repeat = CCRepeatForever::actionWithAction(seq);
CCAction* repeat2 = (CCAction*)(repeat->copy()->autorelease());
sprite1->runAction(repeat);
sprite2->runAction(repeat2);
}
void SpriteSheetAliased::onEnter()
{
SpriteTestDemo::onEnter();
CCSpriteSheet* sheet = (CCSpriteSheet*) getChildByTag( kTagSpriteSheet );
sheet->getTexture()->setAliasTexParameters();
}
void SpriteSheetAliased::onExit()
{
// restore the tex parameter to AntiAliased.
CCSpriteSheet* sheet = (CCSpriteSheet*) getChildByTag( kTagSpriteSheet );
sheet->getTexture()->setAntiAliasTexParameters();
SpriteTestDemo::onExit();
}
std::string SpriteSheetAliased::title()
{
return "SpriteSheet Aliased";
}
//------------------------------------------------------------------
//
// SpriteNewTexture
//
//------------------------------------------------------------------
SpriteNewTexture::SpriteNewTexture()
{
setIsTouchEnabled( true );
CCNode* node = CCNode::node();
addChild(node, 0, kTagSpriteSheet);
m_texture1 = CCTextureCache::sharedTextureCache()->addImage("Images/grossini_dance_atlas.png");
m_texture1->retain();
m_texture2 = CCTextureCache::sharedTextureCache()->addImage("Images/grossini_dance_atlas-mono.png");
m_texture2->retain();
m_usingTexture1 = true;
for(int i=0;i<30;i++)
addNewSprite();
}
SpriteNewTexture::~SpriteNewTexture()
{
m_texture1->release();
m_texture2->release();
}
void SpriteNewTexture::addNewSprite()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CGPoint p = ccp( CCRANDOM_0_1() * s.width, CCRANDOM_0_1() * s.height);
int idx = CCRANDOM_0_1() * 1400 / 100;
int x = (idx%5) * 85;
int y = (idx/5) * 121;
CCNode* node = getChildByTag( kTagSpriteSheet );
CCSprite* sprite = CCSprite::spriteWithTexture(m_texture1, CGRectMake(x,y,85,121));
node->addChild(sprite);
sprite->setPosition( ccp( p.x, p.y) );
CCIntervalAction* action;
float random = CCRANDOM_0_1();
if( random < 0.20 )
action = CCScaleBy::actionWithDuration(3, 2);
else if(random < 0.40)
action = CCRotateBy::actionWithDuration(3, 360);
else if( random < 0.60)
action = CCBlink::actionWithDuration(1, 3);
else if( random < 0.8 )
action = CCTintBy::actionWithDuration(2, 0, -255, -255);
else
action = CCFadeOut::actionWithDuration(2);
CCIntervalAction* action_back = action->reverse();
CCIntervalAction* seq = (CCIntervalAction*)(CCSequence::actions(action, action_back, NULL));
sprite->runAction( CCRepeatForever::actionWithAction(seq) );
}
void SpriteNewTexture::ccTouchesEnded(NSSet* touches, UIEvent* event)
{
CCNode *node = getChildByTag( kTagSpriteSheet );
NSMutableArray<CCNode*>::NSMutableArrayIterator it;
NSMutableArray<CCNode*>* children = node->getChildren();
CCSprite* sprite;
if( m_usingTexture1 ) //--> win32 : Let's it make just simple sentence
{
for(it = children->begin(); it != children->end(); it++)
{
sprite = (CCSprite*)(*it);
if(! sprite)
break;
sprite->setTexture(m_texture2);
}
m_usingTexture1 = false;
}
else
{
for(it = children->begin(); it != children->end(); it++)
{
sprite = (CCSprite*)(*it);
if(! sprite)
break;
sprite->setTexture(m_texture1);
}
m_usingTexture1 = true;
}
}
std::string SpriteNewTexture::title()
{
return "Sprite New texture (tap)";
}
//------------------------------------------------------------------
//
// SpriteSheetNewTexture
//
//------------------------------------------------------------------
SpriteSheetNewTexture::SpriteSheetNewTexture()
{
setIsTouchEnabled( true );
CCSpriteSheet* sheet = CCSpriteSheet::spriteSheetWithFile("Images/grossini_dance_atlas.png", 50);
addChild(sheet, 0, kTagSpriteSheet);
m_texture1 = sheet->getTexture(); m_texture1->retain();
m_texture2 = CCTextureCache::sharedTextureCache()->addImage("Images/grossini_dance_atlas-mono.png");
m_texture2->retain();
for(int i=0;i<30;i++)
addNewSprite();
}
SpriteSheetNewTexture::~SpriteSheetNewTexture()
{
m_texture1->release();
m_texture2->release();
}
void SpriteSheetNewTexture::addNewSprite()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CGPoint p = ccp( CCRANDOM_0_1() * s.width, CCRANDOM_0_1() * s.height);
CCSpriteSheet* sheet = (CCSpriteSheet*) getChildByTag( kTagSpriteSheet );
int idx = CCRANDOM_0_1() * 1400 / 100;
int x = (idx%5) * 85;
int y = (idx/5) * 121;
CCSprite* sprite = CCSprite::spriteWithTexture(sheet->getTexture(), CGRectMake(x,y,85,121));
sheet->addChild(sprite);
sprite->setPosition( ccp( p.x, p.y) );
CCIntervalAction* action;
float random = CCRANDOM_0_1();
if( random < 0.20 )
action = CCScaleBy::actionWithDuration(3, 2);
else if(random < 0.40)
action = CCRotateBy::actionWithDuration(3, 360);
else if( random < 0.60)
action = CCBlink::actionWithDuration(1, 3);
else if( random < 0.8 )
action = CCTintBy::actionWithDuration(2, 0, -255, -255);
else
action = CCFadeOut::actionWithDuration(2);
CCIntervalAction* action_back = action->reverse();
CCIntervalAction* seq = (CCIntervalAction*)(CCSequence::actions(action, action_back, NULL));
sprite->runAction( CCRepeatForever::actionWithAction(seq) );
}
void SpriteSheetNewTexture::ccTouchesEnded(NSSet* touches, UIEvent* event)
{
CCSpriteSheet* sheet = (CCSpriteSheet*) getChildByTag( kTagSpriteSheet );
if( sheet->getTexture() == m_texture1 )
sheet->setTexture(m_texture2);
else
sheet->setTexture(m_texture1);
}
std::string SpriteSheetNewTexture::title()
{
return "SpriteSheet new texture (tap)";
}
//------------------------------------------------------------------
//
// SpriteFrameTest
//
//------------------------------------------------------------------
SpriteFrameTest::SpriteFrameTest()
{
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CGSize s = CCDirector::getSharedDirector()->getWinSize();
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// IMPORTANT:
// The sprite frames will be cached AND RETAINED, and they won't be released unless you call
// CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames);
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini.plist");
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini_gray.plist");
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini_blue.plist");
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//
// Animation using Sprite Sheet
//
CCSprite* sprite = CCSprite::spriteWithSpriteFrameName("grossini_dance_01.png");
sprite->setPosition( ccp( s.width/2-80, s.height/2) );
CCSpriteSheet* spritesheet = CCSpriteSheet::spriteSheetWithFile("animations/grossini.png");
spritesheet->addChild(sprite);
addChild(spritesheet);
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NSMutableArray<CCSpriteFrame*>* animFrames = new NSMutableArray<CCSpriteFrame*>(15);
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char str[100] = {0};
for(int i = 1; i < 15; i++)
{
sprintf(str, "grossini_dance_%02d.png", i);
CCSpriteFrame* frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName( str );
animFrames->addObject(frame);
}
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CCAnimation* animation = CCAnimation::animationWithName("dance", 0.2f, animFrames);
sprite->runAction( CCRepeatForever::actionWithAction( CCAnimate::actionWithAnimation(animation, false) ) );
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// to test issue #732, uncomment the following line
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// sprite.flipX = true;
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//
// Animation using standard Sprite
//
CCSprite* sprite2 = CCSprite::spriteWithSpriteFrameName("grossini_dance_01.png");
sprite2->setPosition( ccp( s.width/2 + 80, s.height/2) );
addChild(sprite2);
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NSMutableArray<CCSpriteFrame*>* moreFrames = new NSMutableArray<CCSpriteFrame*>(20);
for(int i = 1; i < 15; i++)
{
sprintf(str, "grossini_dance_gray_%02d.png",i);
CCSpriteFrame *frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(str);
moreFrames->addObject(frame);
}
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for( int i = 1; i < 5; i++) {
sprintf(str, "grossini_blue_%02d.png",i);
CCSpriteFrame *frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(str);
moreFrames->addObject(frame);
}
// append frames from another sheet
moreFrames->addObjectsFromArray(animFrames);
CCAnimation *animMixed = CCAnimation::animationWithName("dance", 0.2f, moreFrames);
sprite2->runAction(CCRepeatForever::actionWithAction( CCAnimate::actionWithAnimation(animMixed, false) ) );
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animFrames->removeAllObjects();////----
animFrames->release();
moreFrames->release();
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// to test issue #732, uncomment the following line
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// sprite2.flipX = true;
}
void SpriteFrameTest::onExit()
{
SpriteTestDemo::onExit();
CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
}
SpriteFrameTest::~SpriteFrameTest()
{
//CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
}
std::string SpriteFrameTest::title()
{
return "Sprite vs. SpriteSheet animation";
}
//------------------------------------------------------------------
//
// SpriteOffsetAnchorRotation
//
//------------------------------------------------------------------
SpriteOffsetAnchorRotation::SpriteOffsetAnchorRotation()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
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CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini.plist");
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini_gray.plist");
2010-09-09 10:17:38 +08:00
for(int i=0;i<3;i++)
{
2010-09-13 11:09:15 +08:00
//
// Animation using Sprite Sheet
//
CCSprite* sprite = CCSprite::spriteWithSpriteFrameName("grossini_dance_01.png");
2010-09-09 10:17:38 +08:00
sprite->setPosition( ccp( s.width/4*(i+1), s.height/2) );
2010-09-13 11:09:15 +08:00
CCSprite *point = CCSprite::spriteWithFile("Images/r1.png");
point->setScale( 0.25f );
point->setPosition( sprite->getPosition() );
addChild(point, 1);
2010-09-09 10:17:38 +08:00
switch(i)
{
case 0:
sprite->setAnchorPoint( CGPointZero );
break;
case 1:
sprite->setAnchorPoint( ccp(0.5f, 0.5f) );
break;
case 2:
sprite->setAnchorPoint( ccp(1,1) );
break;
}
point->setPosition( sprite->getPosition() );
NSMutableArray<CCSpriteFrame*> *animFrames = new NSMutableArray<CCSpriteFrame*>(14);
char str[100] = {0};
for(int i = 0; i < 14; i++)
{
sprintf(str, "grossini_dance_%02d.png",(i+1));
CCSpriteFrame *frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(str);
animFrames->addObject(frame);
}
CCAnimation* animation = CCAnimation::animationWithName("dance", 0.2f, animFrames);
sprite->runAction(CCRepeatForever::actionWithAction( CCAnimate::actionWithAnimation(animation, false) ) );
sprite->runAction(CCRepeatForever::actionWithAction(CCRotateBy::actionWithDuration(10, 360) ) );
addChild(sprite, 0);
animFrames->release(); // win32 : memory leak 2010-0415
}
}
void SpriteOffsetAnchorRotation::onExit()
{
SpriteTestDemo::onExit();
CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
}
std::string SpriteOffsetAnchorRotation::title()
{
return "Sprite offset + anchor + rot";
}
//------------------------------------------------------------------
//
// SpriteSheetOffsetAnchorRotation
//
//------------------------------------------------------------------
SpriteSheetOffsetAnchorRotation::SpriteSheetOffsetAnchorRotation()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
for(int i=0;i<3;i++)
{
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini.plist");
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini_gray.plist");
//
// Animation using Sprite Sheet
//
CCSprite* sprite = CCSprite::spriteWithSpriteFrameName("grossini_dance_01.png");
sprite->setPosition( ccp( s.width/4*(i+1), s.height/2));
CCSprite* point = CCSprite::spriteWithFile("Images/r1.png");
point->setScale( 0.25f );
point->setPosition( sprite->getPosition() );
addChild(point, 200);
switch(i)
{
case 0:
sprite->setAnchorPoint( CGPointZero );
break;
case 1:
sprite->setAnchorPoint( ccp(0.5f, 0.5f) );
break;
case 2:
sprite->setAnchorPoint( ccp(1,1) );
break;
}
point->setPosition( sprite->getPosition() );
CCSpriteSheet *spritesheet = CCSpriteSheet::spriteSheetWithFile("animations/grossini.png");
addChild(spritesheet);
NSMutableArray<CCSpriteFrame*> *animFrames = new NSMutableArray<CCSpriteFrame*>(14);
char str[100] = {0};
for(int k = 0; k < 14; k++)
{
sprintf(str, "grossini_dance_%02d.png",(k+1));
CCSpriteFrame *frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(str);
animFrames->addObject(frame);
}
CCAnimation *animation = CCAnimation::animationWithName("dance", 0.2f, animFrames);
sprite->runAction(CCRepeatForever::actionWithAction( CCAnimate::actionWithAnimation(animation, false) ));
sprite->runAction(CCRepeatForever::actionWithAction(CCRotateBy::actionWithDuration(10, 360) ));
spritesheet->addChild(sprite, i);
animFrames->release(); // win32 : memory leak 2010-0415
}
}
void SpriteSheetOffsetAnchorRotation::onExit()
{
SpriteTestDemo::onExit();
CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
}
std::string SpriteSheetOffsetAnchorRotation::title()
{
return "SpriteSheet offset + anchor + rot";
}
//------------------------------------------------------------------
//
// SpriteOffsetAnchorScale
//
//------------------------------------------------------------------
SpriteOffsetAnchorScale::SpriteOffsetAnchorScale()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
for(int i=0;i<3;i++)
{
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini.plist");
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini_gray.plist");
//
// Animation using Sprite Sheet
//
CCSprite* sprite = CCSprite::spriteWithSpriteFrameName("grossini_dance_01.png");
sprite->setPosition( ccp( s.width/4*(i+1), s.height/2) );
CCSprite *point = CCSprite::spriteWithFile("Images/r1.png");
point->setScale( 0.25f );
point->setPosition( sprite->getPosition() );
addChild(point, 1);
switch(i)
{
case 0:
sprite->setAnchorPoint( CGPointZero );
break;
case 1:
sprite->setAnchorPoint( ccp(0.5f, 0.5f) );
break;
case 2:
sprite->setAnchorPoint( ccp(1,1) );
break;
}
point->setPosition( sprite->getPosition() );
NSMutableArray<CCSpriteFrame*> *animFrames = new NSMutableArray<CCSpriteFrame*>(14);
char str[100] = {0};
for(int i = 0; i < 14; i++)
{
sprintf(str, "grossini_dance_%02d.png",(i+1));
CCSpriteFrame *frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(str);
animFrames->addObject(frame);
}
CCAnimation *animation = CCAnimation::animationWithName("dance", 0.2f, animFrames);
sprite->runAction(CCRepeatForever::actionWithAction( CCAnimate::actionWithAnimation(animation, false) ));
CCIntervalAction* scale = CCScaleBy::actionWithDuration(2, 2);
CCIntervalAction* scale_back = scale->reverse();
CCIntervalAction* seq_scale = (CCIntervalAction*)(CCSequence::actions(scale, scale_back, NULL));
sprite->runAction(CCRepeatForever::actionWithAction(seq_scale));
addChild(sprite, 0);
animFrames->release(); // win32 : memory leak 2010-0415
}
}
void SpriteOffsetAnchorScale::onExit()
{
SpriteTestDemo::onExit();
CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
}
std::string SpriteOffsetAnchorScale::title()
{
return "Sprite offset + anchor + scale";
}
//------------------------------------------------------------------
//
// SpriteSheetOffsetAnchorScale
//
//------------------------------------------------------------------
SpriteSheetOffsetAnchorScale::SpriteSheetOffsetAnchorScale()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
for(int i=0;i<3;i++)
{
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini.plist");
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini_gray.plist");
//
// Animation using Sprite Sheet
//
CCSprite* sprite = CCSprite::spriteWithSpriteFrameName("grossini_dance_01.png");
sprite->setPosition( ccp( s.width/4*(i+1), s.height/2) );
CCSprite *point = CCSprite::spriteWithFile("Images/r1.png");
point->setScale( 0.25f );
point->setPosition( sprite->getPosition() );
addChild(point, 200);
switch(i) {
case 0:
sprite->setAnchorPoint( CGPointZero );
break;
case 1:
sprite->setAnchorPoint( ccp(0.5f, 0.5f) );
break;
case 2:
sprite->setAnchorPoint( ccp(1,1) );
break;
}
point->setPosition( sprite->getPosition() );
CCSpriteSheet *spritesheet = CCSpriteSheet::spriteSheetWithFile("animations/grossini.png");
addChild(spritesheet);
NSMutableArray<CCSpriteFrame*> *animFrames = new NSMutableArray<CCSpriteFrame*>(14);
char str[100] = {0};
for(int k = 0; k < 14; k++)
{
sprintf(str, "grossini_dance_%02d.png",(k+1));
CCSpriteFrame *frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(str);
animFrames->addObject(frame);
}
CCAnimation *animation = CCAnimation::animationWithName("dance", 0.2f, animFrames);
sprite->runAction(CCRepeatForever::actionWithAction( CCAnimate::actionWithAnimation(animation, false) ) );
CCIntervalAction* scale = CCScaleBy::actionWithDuration(2, 2);
CCIntervalAction* scale_back = scale->reverse();
CCIntervalAction* seq_scale = (CCIntervalAction*)(CCSequence::actions(scale, scale_back, NULL) );
sprite->runAction(CCRepeatForever::actionWithAction(seq_scale) );
spritesheet->addChild(sprite, i);
animFrames->release(); // win32 : memory leak 2010-0415
}
}
void SpriteSheetOffsetAnchorScale::onExit()
{
SpriteTestDemo::onExit();
CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
}
std::string SpriteSheetOffsetAnchorScale::title()
{
return "SpriteSheet offset + anchor + scale";
}
//------------------------------------------------------------------
//
// SpriteAnimationSplit
//
//------------------------------------------------------------------
SpriteAnimationSplit::SpriteAnimationSplit()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CCTexture2D *texture = CCTextureCache::sharedTextureCache()->addImage("animations/dragon_animation.png");
// manually add frames to the frame cache
CCSpriteFrame *frame0 = CCSpriteFrame::frameWithTexture(texture, CGRectMake(132*0, 132*0, 132, 132), CGPointZero);
CCSpriteFrame *frame1 = CCSpriteFrame::frameWithTexture(texture, CGRectMake(132*1, 132*0, 132, 132), CGPointZero);
CCSpriteFrame *frame2 = CCSpriteFrame::frameWithTexture(texture, CGRectMake(132*2, 132*0, 132, 132), CGPointZero);
CCSpriteFrame *frame3 = CCSpriteFrame::frameWithTexture(texture, CGRectMake(132*3, 132*0, 132, 132), CGPointZero);
CCSpriteFrame *frame4 = CCSpriteFrame::frameWithTexture(texture, CGRectMake(132*0, 132*1, 132, 132), CGPointZero);
CCSpriteFrame *frame5 = CCSpriteFrame::frameWithTexture(texture, CGRectMake(132*1, 132*1, 132, 132), CGPointZero);
//
// Animation using Sprite Sheet
//
CCSprite* sprite = CCSprite::spriteWithSpriteFrame(frame0);
sprite->setPosition( ccp( s.width/2-80, s.height/2) );
addChild(sprite);
NSMutableArray<CCSpriteFrame*> *animFrames = new NSMutableArray<CCSpriteFrame*>(6);
animFrames->addObject(frame0);
animFrames->addObject(frame1);
animFrames->addObject(frame2);
animFrames->addObject(frame3);
animFrames->addObject(frame4);
animFrames->addObject(frame5);
CCAnimation *animation = CCAnimation::animationWithName("fly", 0.2f, animFrames);
CCAnimate *animate = CCAnimate::actionWithAnimation(animation, false);
CCIntervalAction* seq = (CCIntervalAction*)(CCSequence::actions( animate,
CCFlipX::actionWithFlipX(true),
animate->copy()->autorelease(),
CCFlipX::actionWithFlipX(false),
NULL) );
sprite->runAction(CCRepeatForever::actionWithAction( seq ) );
animFrames->release(); // win32 : memory leak 2010-0415
}
void SpriteAnimationSplit::onExit()
{
SpriteTestDemo::onExit();
CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
}
std::string SpriteAnimationSplit::title()
{
return "Sprite: Animation + flip";
}
//------------------------------------------------------------------
//
// SpriteHybrid
//
//------------------------------------------------------------------
SpriteHybrid::SpriteHybrid()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
// parents
CCNode *parent1 = CCNode::node();
CCSpriteSheet *parent2 = CCSpriteSheet::spriteSheetWithFile("animations/grossini.png", 50);
addChild(parent1, 0, kTagNode);
addChild(parent2, 0, kTagSpriteSheet);
// IMPORTANT:
// The sprite frames will be cached AND RETAINED, and they won't be released unless you call
// CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames);
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini.plist");
// create 250 sprites
// only show 80% of them
for(int i = 0; i < 250; i++)
{
int spriteIdx = CCRANDOM_0_1() * 14;
char str[25] = {0};
sprintf(str, "grossini_dance_%02d.png", (spriteIdx+1));
CCSpriteFrame* frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(str);
CCSprite* sprite = CCSprite::spriteWithSpriteFrame(frame);
parent1->addChild(sprite, i, i);
float x=-1000;
float y=-1000;
if( CCRANDOM_0_1() < 0.2f )
{
x = CCRANDOM_0_1() * s.width;
y = CCRANDOM_0_1() * s.height;
}
sprite->setPosition( ccp(x,y) );
CCIntervalAction* action = CCRotateBy::actionWithDuration(4, 360);
sprite->runAction( CCRepeatForever::actionWithAction(action) );
}
m_usingSpriteSheet = false;
schedule( schedule_selector(SpriteHybrid::reparentSprite), 2);
}
void SpriteHybrid::reparentSprite(ccTime dt)
{
CCNode *p1 = getChildByTag(kTagNode);
CCNode *p2 = getChildByTag( kTagSpriteSheet );
NSMutableArray<CCNode*>* retArray = new NSMutableArray<CCNode*>(250);
if( m_usingSpriteSheet )
CC_SWAP(p1,p2, CCNode*);
////----UXLOG("New parent is: %x", p2);
CCNode* node;
NSMutableArray<CCNode*>::NSMutableArrayIterator it;
NSMutableArray<CCNode*>* children = p1->getChildren();
for(it = children->begin(); it != children->end(); it++)
{
node = (CCNode*)(*it);
if(! node )
break;
retArray->addObject(node);
}
int i=0;
p1->removeAllChildrenWithCleanup(false);
for(it = retArray->begin(); it != retArray->end(); it++)
{
node = (CCNode*)(*it);
if(! node)
break;
p2->addChild(node, i, i);
i++;
}
m_usingSpriteSheet = ! m_usingSpriteSheet;
retArray->release();
}
void SpriteHybrid::onExit()
{
SpriteTestDemo::onExit();
CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
}
std::string SpriteHybrid::title()
{
return "HybrCCSprite* sprite Test";
}
//------------------------------------------------------------------
//
// SpriteSheetChildren
//
//------------------------------------------------------------------
SpriteSheetChildren::SpriteSheetChildren()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
// parents
CCSpriteSheet* sheet = CCSpriteSheet::spriteSheetWithFile("animations/grossini.png", 50);
addChild(sheet, 0, kTagSpriteSheet);
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini.plist");
CCSprite* sprite1 = CCSprite::spriteWithSpriteFrameName("grossini_dance_01.png");
sprite1->setPosition(ccp( s.width/3, s.height/2));
CCSprite* sprite2 = CCSprite::spriteWithSpriteFrameName("grossini_dance_02.png");
sprite2->setPosition(ccp(50,50));
CCSprite* sprite3 = CCSprite::spriteWithSpriteFrameName("grossini_dance_03.png");
sprite3->setPosition(ccp(-50,-50));
sheet->addChild(sprite1);
sprite1->addChild(sprite2);
sprite1->addChild(sprite3);
// BEGIN NEW CODE
NSMutableArray<CCSpriteFrame*> *animFrames = new NSMutableArray<CCSpriteFrame*>();
char str[100] = {0};
for(int i = 1; i < 15; i++)
{
sprintf(str, "grossini_dance_%02d.png",i);
CCSpriteFrame* frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(str);
animFrames->addObject(frame);
}
CCAnimation* animation = CCAnimation::animationWithName("dance", 0.2f, animFrames);
sprite1->runAction(CCRepeatForever::actionWithAction( CCAnimate::actionWithAnimation(animation, false) ) );
// END NEW CODE
CCIntervalAction* action = CCMoveBy::actionWithDuration(2, ccp(200,0));
CCIntervalAction* action_back = action->reverse();
CCIntervalAction* action_rot = CCRotateBy::actionWithDuration(2, 360);
CCIntervalAction* action_s = CCScaleBy::actionWithDuration(2, 2);
CCIntervalAction* action_s_back = action_s->reverse();
CCIntervalAction* seq2 = action_rot->reverse();
sprite2->runAction( CCRepeatForever::actionWithAction(seq2) );
sprite1->runAction( (CCAction*)(CCRepeatForever::actionWithAction(action_rot)) );
sprite1->runAction( (CCAction*)(CCRepeatForever::actionWithAction((CCIntervalAction*)(CCSequence::actions(action, action_back,NULL)) )));
sprite1->runAction( (CCAction*)(CCRepeatForever::actionWithAction((CCIntervalAction*)(CCSequence::actions(action_s, action_s_back,NULL)))) );
animFrames->release();
}
void SpriteSheetChildren::onExit()
{
SpriteTestDemo::onExit();
CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
}
std::string SpriteSheetChildren::title()
{
return "SpriteSheet Grand Children";
}
//------------------------------------------------------------------
//
// SpriteSheetChildren2
//
//------------------------------------------------------------------
SpriteSheetChildren2::SpriteSheetChildren2()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
// parents
CCSpriteSheet* sheet = CCSpriteSheet::spriteSheetWithFile("animations/grossini.png", 50);
sheet->getTexture()->generateMipmap();
addChild(sheet, 0, kTagSpriteSheet);
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini.plist");
CCSprite* sprite11 = CCSprite::spriteWithSpriteFrameName("grossini_dance_01.png");
sprite11->setPosition(ccp( s.width/3, s.height/2));
CCSprite* sprite12 = CCSprite::spriteWithSpriteFrameName("grossini_dance_02.png");
sprite12->setPosition(ccp(20,30));
sprite12->setScale( 0.2f );
CCSprite* sprite13 = CCSprite::spriteWithSpriteFrameName("grossini_dance_03.png");
sprite13->setPosition(ccp(-20,30));
sprite13->setScale( 0.2f );
sheet->addChild(sprite11);
sprite11->addChild(sprite12, -2);
sprite11->addChild(sprite13, 2);
// don't rotate with it's parent
sprite12->setHornorParentTransform((ccHonorParentTransform) (sprite12->getHornorParentTransform() & ~CC_HONOR_PARENT_TRANSFORM_ROTATE));
// don't scale and rotate with it's parent
sprite13->setHornorParentTransform((ccHonorParentTransform) (sprite13->getHornorParentTransform() & ~(CC_HONOR_PARENT_TRANSFORM_SCALE | CC_HONOR_PARENT_TRANSFORM_ROTATE) ));
CCIntervalAction* action = CCMoveBy::actionWithDuration(2, ccp(200,0));
CCIntervalAction* action_back = action->reverse();
CCIntervalAction* action_rot = CCRotateBy::actionWithDuration(2, 360);
CCIntervalAction* action_s = CCScaleBy::actionWithDuration(2, 2);
CCIntervalAction* action_s_back = action_s->reverse();
sprite11->runAction( CCRepeatForever::actionWithAction(action_rot));
sprite11->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)(CCSequence::actions(action, action_back,NULL))));
sprite11->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)(CCSequence::actions(action_s, action_s_back,NULL))));
//
// another set of parent / children
//
CCSprite* sprite21 = CCSprite::spriteWithSpriteFrameName("grossini_dance_01.png");
sprite21->setPosition(ccp( 2*s.width/3, s.height/2-50));
CCSprite* sprite22 = CCSprite::spriteWithSpriteFrameName("grossini_dance_02.png");
sprite22->setPosition(ccp(20,30));
sprite22->setScale( 0.8f );
CCSprite* sprite23 = CCSprite::spriteWithSpriteFrameName("grossini_dance_03.png");
sprite23->setPosition(ccp(-20,30));
sprite23->setScale( 0.8f );
sheet->addChild(sprite21);
sprite21->addChild(sprite22, -2);
sprite21->addChild(sprite23, 2);
// don't rotate with it's parent
sprite22->setHornorParentTransform((ccHonorParentTransform) (sprite22->getHornorParentTransform() & ~CC_HONOR_PARENT_TRANSFORM_TRANSLATE));
// don't scale and rotate with it's parent
sprite23->setHornorParentTransform((ccHonorParentTransform) (sprite23->getHornorParentTransform() & ~CC_HONOR_PARENT_TRANSFORM_SCALE));
sprite21->runAction(CCRepeatForever::actionWithAction(CCRotateBy::actionWithDuration(1, 360) ));
sprite21->runAction(CCRepeatForever::actionWithAction((CCIntervalAction*)(CCSequence::actions( CCScaleTo::actionWithDuration(0.5f, 5.0f), CCScaleTo::actionWithDuration(0.5f, 1), NULL ) )) );
}
void SpriteSheetChildren2::onExit()
{
SpriteTestDemo::onExit();
CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
}
std::string SpriteSheetChildren2::title()
{
return "SpriteSheet HonorTransform";
}
//------------------------------------------------------------------
//
// SpriteSheetChildrenZ
//
//------------------------------------------------------------------
SpriteSheetChildrenZ::SpriteSheetChildrenZ()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
// parents
CCSpriteSheet* sheet;
CCSprite* sprite1, *sprite2, *sprite3;
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini.plist");
// test 1
sheet = CCSpriteSheet::spriteSheetWithFile("animations/grossini.png", 50);
addChild(sheet, 0, kTagSpriteSheet);
sprite1 = CCSprite::spriteWithSpriteFrameName("grossini_dance_01.png");
sprite1->setPosition(ccp( s.width/3, s.height/2));
sprite2 = CCSprite::spriteWithSpriteFrameName("grossini_dance_02.png");
sprite2->setPosition(ccp(20,30));
sprite3 = CCSprite::spriteWithSpriteFrameName("grossini_dance_03.png");
sprite3->setPosition(ccp(-20,30));
sheet->addChild(sprite1);
sprite1->addChild(sprite2, 2);
sprite1->addChild(sprite3, -2);
// test 2
sheet = CCSpriteSheet::spriteSheetWithFile("animations/grossini.png", 50);
addChild(sheet, 0, kTagSpriteSheet);
sprite1 = CCSprite::spriteWithSpriteFrameName("grossini_dance_01.png");
sprite1->setPosition(ccp( 2*s.width/3, s.height/2));
sprite2 = CCSprite::spriteWithSpriteFrameName("grossini_dance_02.png");
sprite2->setPosition(ccp(20,30));
sprite3 = CCSprite::spriteWithSpriteFrameName("grossini_dance_03.png");
sprite3->setPosition(ccp(-20,30));
sheet->addChild(sprite1);
sprite1->addChild(sprite2, -2);
sprite1->addChild(sprite3, 2);
// test 3
sheet = CCSpriteSheet::spriteSheetWithFile("animations/grossini.png", 50);
addChild(sheet, 0, kTagSpriteSheet);
sprite1 = CCSprite::spriteWithSpriteFrameName("grossini_dance_01.png");
sprite1->setPosition(ccp( s.width/2 - 90, s.height/4));
sprite2 = CCSprite::spriteWithSpriteFrameName("grossini_dance_02.png");
sprite2->setPosition(ccp( s.width/2 - 60,s.height/4));
sprite3 = CCSprite::spriteWithSpriteFrameName("grossini_dance_03.png");
sprite3->setPosition(ccp( s.width/2 - 30, s.height/4));
sheet->addChild(sprite1, 10);
sheet->addChild(sprite2, -10);
sheet->addChild(sprite3, -5);
// test 4
sheet = CCSpriteSheet::spriteSheetWithFile("animations/grossini.png", 50);
addChild(sheet, 0, kTagSpriteSheet);
sprite1 = CCSprite::spriteWithSpriteFrameName("grossini_dance_01.png");
sprite1->setPosition(ccp( s.width/2 +30, s.height/4));
sprite2 = CCSprite::spriteWithSpriteFrameName("grossini_dance_02.png");
sprite2->setPosition(ccp( s.width/2 +60,s.height/4));
sprite3 = CCSprite::spriteWithSpriteFrameName("grossini_dance_03.png");
sprite3->setPosition(ccp( s.width/2 +90, s.height/4));
sheet->addChild(sprite1, -10);
sheet->addChild(sprite2, -5);
sheet->addChild(sprite3, -2);
}
void SpriteSheetChildrenZ::onExit()
{
SpriteTestDemo::onExit();
CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
}
std::string SpriteSheetChildrenZ::title()
{
return "SpriteSheet Children Z";
}
//------------------------------------------------------------------
//
// SpriteChildrenVisibility
//
//------------------------------------------------------------------
SpriteChildrenVisibility::SpriteChildrenVisibility()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini.plist");
CCNode *aParent;
CCSprite* sprite1, *sprite2, *sprite3;
//
// SpriteSheet
//
// parents
aParent = CCSpriteSheet::spriteSheetWithFile("animations/grossini.png", 50);
aParent->setPosition( ccp(s.width/3, s.height/2) );
addChild(aParent, 0);
sprite1 = CCSprite::spriteWithSpriteFrameName("grossini_dance_01.png");
sprite1->setPosition(ccp(0,0));
sprite2 = CCSprite::spriteWithSpriteFrameName("grossini_dance_02.png");
sprite2->setPosition(ccp(20,30));
sprite3 = CCSprite::spriteWithSpriteFrameName("grossini_dance_03.png");
sprite3->setPosition(ccp(-20,30));
aParent->addChild(sprite1);
sprite1->addChild(sprite2, -2);
sprite1->addChild(sprite3, 2);
sprite1->runAction(CCBlink::actionWithDuration(5, 10));
//
// Sprite
//
aParent = CCNode::node();
aParent->setPosition( ccp(2*s.width/3, s.height/2) );
addChild(aParent, 0);
sprite1 = CCSprite::spriteWithSpriteFrameName("grossini_dance_01.png");
sprite1->setPosition(ccp(0,0));
sprite2 = CCSprite::spriteWithSpriteFrameName("grossini_dance_02.png");
sprite2->setPosition(ccp(20,30));
sprite3 = CCSprite::spriteWithSpriteFrameName("grossini_dance_03.png");
sprite3->setPosition(ccp(-20,30));
aParent->addChild(sprite1);
sprite1->addChild(sprite2, -2);
sprite1->addChild(sprite3, 2);
sprite1->runAction(CCBlink::actionWithDuration(5, 10));
}
void SpriteChildrenVisibility::onExit()
{
SpriteTestDemo::onExit();
CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
}
std::string SpriteChildrenVisibility::title()
{
return "Sprite & SpriteSheet Visibility";
}
//------------------------------------------------------------------
//
// SpriteChildrenAnchorPoint
//
//------------------------------------------------------------------
SpriteChildrenAnchorPoint::SpriteChildrenAnchorPoint()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini.plist");
CCNode *aParent;
CCSprite* sprite1, *sprite2, *sprite3, *sprite4, *point;
//
// SpriteSheet
//
// parents
aParent = CCNode::node();
addChild(aParent, 0);
// anchor (0,0)
sprite1 = CCSprite::spriteWithSpriteFrameName("grossini_dance_08.png");
sprite1->setPosition(ccp(s.width/4,s.height/2));
sprite1->setAnchorPoint( ccp(0,0) );
sprite2 = CCSprite::spriteWithSpriteFrameName("grossini_dance_02.png");
sprite2->setPosition(ccp(20,30));
sprite3 = CCSprite::spriteWithSpriteFrameName("grossini_dance_03.png");
sprite3->setPosition(ccp(-20,30));
sprite4 = CCSprite::spriteWithSpriteFrameName("grossini_dance_04.png");
sprite4->setPosition(ccp(0,0));
sprite4->setScale( 0.5f );
aParent->addChild(sprite1);
sprite1->addChild(sprite2, -2);
sprite1->addChild(sprite3, -2);
sprite1->addChild(sprite4, 3);
point = CCSprite::spriteWithFile("Images/r1.png");
point->setScale( 0.25f );
point->setPosition( sprite1->getPosition() );
addChild(point, 10);
// anchor (0.5, 0.5)
sprite1 = CCSprite::spriteWithSpriteFrameName("grossini_dance_08.png");
sprite1->setPosition(ccp(s.width/2,s.height/2));
sprite1->setAnchorPoint( ccp(0.5f, 0.5f) );
sprite2 = CCSprite::spriteWithSpriteFrameName("grossini_dance_02.png");
sprite2->setPosition(ccp(20,30));
sprite3 = CCSprite::spriteWithSpriteFrameName("grossini_dance_03.png");
sprite3->setPosition(ccp(-20,30));
sprite4 = CCSprite::spriteWithSpriteFrameName("grossini_dance_04.png");
sprite4->setPosition(ccp(0,0));
sprite4->setScale( 0.5f );
aParent->addChild(sprite1);
sprite1->addChild(sprite2, -2);
sprite1->addChild(sprite3, -2);
sprite1->addChild(sprite4, 3);
point = CCSprite::spriteWithFile("Images/r1.png");
point->setScale( 0.25f );
point->setPosition( sprite1->getPosition() );
addChild(point, 10);
// anchor (1,1)
sprite1 = CCSprite::spriteWithSpriteFrameName("grossini_dance_08.png");
sprite1->setPosition(ccp(s.width/2+s.width/4,s.height/2));
sprite1->setAnchorPoint( ccp(1,1) );
sprite2 = CCSprite::spriteWithSpriteFrameName("grossini_dance_02.png");
sprite2->setPosition(ccp(20,30));
sprite3 = CCSprite::spriteWithSpriteFrameName("grossini_dance_03.png");
sprite3->setPosition(ccp(-20,30));
sprite4 = CCSprite::spriteWithSpriteFrameName("grossini_dance_04.png");
sprite4->setPosition(ccp(0,0));
sprite4->setScale( 0.5f );
aParent->addChild(sprite1);
sprite1->addChild(sprite2, -2);
sprite1->addChild(sprite3, -2);
sprite1->addChild(sprite4, 3);
point = CCSprite::spriteWithFile("Images/r1.png");
point->setScale( 0.25f );
point->setPosition( sprite1->getPosition() );
addChild(point, 10);
}
void SpriteChildrenAnchorPoint::onExit()
{
SpriteTestDemo::onExit();
CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
}
std::string SpriteChildrenAnchorPoint::title()
{
return "Sprite: children + anchor";
}
//------------------------------------------------------------------
//
// SpriteSheetChildrenAnchorPoint
//
//------------------------------------------------------------------
SpriteSheetChildrenAnchorPoint::SpriteSheetChildrenAnchorPoint()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini.plist");
CCNode *aParent;
CCSprite* sprite1, *sprite2, *sprite3, *sprite4, *point;
//
// SpriteSheet
//
// parents
aParent = CCSpriteSheet::spriteSheetWithFile("animations/grossini.png", 50);
addChild(aParent, 0);
// anchor (0,0)
sprite1 = CCSprite::spriteWithSpriteFrameName("grossini_dance_08.png");
sprite1->setPosition(ccp(s.width/4,s.height/2));
sprite1->setAnchorPoint( ccp(0,0) );
sprite2 = CCSprite::spriteWithSpriteFrameName("grossini_dance_02.png");
sprite2->setPosition(ccp(20,30));
sprite3 = CCSprite::spriteWithSpriteFrameName("grossini_dance_03.png");
sprite3->setPosition(ccp(-20,30));
sprite4 = CCSprite::spriteWithSpriteFrameName("grossini_dance_04.png");
sprite4->setPosition(ccp(0,0));
sprite4->setScale( 0.5f );
aParent->addChild(sprite1);
sprite1->addChild(sprite2, -2);
sprite1->addChild(sprite3, -2);
sprite1->addChild(sprite4, 3);
point = CCSprite::spriteWithFile("Images/r1.png");
point->setScale( 0.25f );
point->setPosition( sprite1->getPosition() );
addChild(point, 10);
// anchor (0.5, 0.5)
sprite1 = CCSprite::spriteWithSpriteFrameName("grossini_dance_08.png");
sprite1->setPosition(ccp(s.width/2,s.height/2));
sprite1->setAnchorPoint( ccp(0.5f, 0.5f) );
sprite2 = CCSprite::spriteWithSpriteFrameName("grossini_dance_02.png");
sprite2->setPosition(ccp(20,30));
sprite3 = CCSprite::spriteWithSpriteFrameName("grossini_dance_03.png");
sprite3->setPosition(ccp(-20,30));
sprite4 = CCSprite::spriteWithSpriteFrameName("grossini_dance_04.png");
sprite4->setPosition(ccp(0,0));
sprite4->setScale( 0.5f );
aParent->addChild(sprite1);
sprite1->addChild(sprite2, -2);
sprite1->addChild(sprite3, -2);
sprite1->addChild(sprite4, 3);
point = CCSprite::spriteWithFile("Images/r1.png");
point->setScale( 0.25f );
point->setPosition( sprite1->getPosition() );
addChild(point, 10);
// anchor (1,1)
sprite1 = CCSprite::spriteWithSpriteFrameName("grossini_dance_08.png");
sprite1->setPosition(ccp(s.width/2+s.width/4,s.height/2));
sprite1->setAnchorPoint( ccp(1,1) );
sprite2 = CCSprite::spriteWithSpriteFrameName("grossini_dance_02.png");
sprite2->setPosition(ccp(20,30));
sprite3 = CCSprite::spriteWithSpriteFrameName("grossini_dance_03.png");
sprite3->setPosition(ccp(-20,30));
sprite4 = CCSprite::spriteWithSpriteFrameName("grossini_dance_04.png");
sprite4->setPosition(ccp(0,0));
sprite4->setScale( 0.5f );
aParent->addChild(sprite1);
sprite1->addChild(sprite2, -2);
sprite1->addChild(sprite3, -2);
sprite1->addChild(sprite4, 3);
point = CCSprite::spriteWithFile("Images/r1.png");
point->setScale( 0.25f );
point->setPosition( sprite1->getPosition() );
addChild(point, 10);
}
void SpriteSheetChildrenAnchorPoint::onExit()
{
SpriteTestDemo::onExit();
CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
}
std::string SpriteSheetChildrenAnchorPoint::title()
{
return "SpriteSheet: children + anchor";
}
//------------------------------------------------------------------
//
// SpriteSheetChildrenScale
//
//------------------------------------------------------------------
SpriteSheetChildrenScale::SpriteSheetChildrenScale()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/grossini_family.plist");
CCNode *aParent;
CCSprite* sprite1, *sprite2;
CCIntervalAction* rot = CCRotateBy::actionWithDuration(10, 360);
CCAction* seq = CCRepeatForever::actionWithAction(rot);
//
// Children + Scale using Sprite
// Test 1
//
aParent = CCNode::node();
sprite1 = CCSprite::spriteWithSpriteFrameName("grossinis_sister1.png");
sprite1->setPosition( ccp( s.width/4, s.height/4) );
sprite1->setScaleX( -0.5f );
sprite1->setScaleY( 2.0f );
sprite1->runAction(seq);
sprite2 = CCSprite::spriteWithSpriteFrameName("grossinis_sister2.png");
sprite2->setPosition( ccp( 50,0) );
addChild(aParent);
aParent->addChild(sprite1);
sprite1->addChild(sprite2);
//
// Children + Scale using SpriteSheet
// Test 2
//
aParent = CCSpriteSheet::spriteSheetWithFile("animations/grossini_family.png");
sprite1 = CCSprite::spriteWithSpriteFrameName("grossinis_sister1.png");
sprite1->setPosition( ccp( 3*s.width/4, s.height/4) );
sprite1->setScaleX( -0.5f );
sprite1->setScaleY( 2.0f );
sprite1->runAction( (CCAction*)(seq->copy()->autorelease()) );
sprite2 = CCSprite::spriteWithSpriteFrameName("grossinis_sister2.png");
sprite2->setPosition( ccp( 50,0) );
addChild(aParent);
aParent->addChild(sprite1);
sprite1->addChild(sprite2);
//
// Children + Scale using Sprite
// Test 3
//
aParent = CCNode::node();
sprite1 = CCSprite::spriteWithSpriteFrameName("grossinis_sister1.png");
sprite1->setPosition( ccp( s.width/4, 2*s.height/3) );
sprite1->setScaleX( 1.5f );
sprite1->setScaleY( -0.5f );
sprite1->runAction( (CCAction*)(seq->copy()->autorelease()) );
sprite2 = CCSprite::spriteWithSpriteFrameName("grossinis_sister2.png");
sprite2->setPosition( ccp( 50,0) );
addChild(aParent);
aParent->addChild(sprite1);
sprite1->addChild(sprite2);
//
// Children + Scale using Sprite
// Test 4
//
aParent = CCSpriteSheet::spriteSheetWithFile("animations/grossini_family.png");
sprite1 = CCSprite::spriteWithSpriteFrameName("grossinis_sister1.png");
sprite1->setPosition( ccp( 3*s.width/4, 2*s.height/3) );
sprite1->setScaleX( 1.5f );
sprite1->setScaleY( -0.5f);
sprite1->runAction( (CCAction*)(seq->copy()->autorelease()) );
sprite2 = CCSprite::spriteWithSpriteFrameName("grossinis_sister2.png");
sprite2->setPosition( ccp( 50,0) );
addChild(aParent);
aParent->addChild(sprite1);
sprite1->addChild(sprite2);
}
std::string SpriteSheetChildrenScale::title()
{
return "Sprite/Sheet + child + scale + rot";
}
//------------------------------------------------------------------
//
// SpriteChildrenChildren
//
//------------------------------------------------------------------
SpriteChildrenChildren::SpriteChildrenChildren()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/ghosts.plist");
CCNode *aParent;
CCSprite *l1, *l2a, *l2b, *l3a1, *l3a2, *l3b1, *l3b2;
CCIntervalAction* rot = CCRotateBy::actionWithDuration(10, 360);
CCAction* seq = CCRepeatForever::actionWithAction(rot);
CCIntervalAction* rot_back = rot->reverse();
CCAction* rot_back_fe = CCRepeatForever::actionWithAction(rot_back);
//
// SpriteSheet: 3 levels of children
//
aParent = CCNode::node();
addChild(aParent);
// parent
l1 = CCSprite::spriteWithSpriteFrameName("father.gif");
l1->setPosition( ccp( s.width/2, s.height/2) );
l1->runAction( (CCAction*)(seq->copy()->autorelease()) );
aParent->addChild(l1);
CGSize l1Size = l1->getContentSize();
// child left
l2a = CCSprite::spriteWithSpriteFrameName("sister1.gif");
l2a->setPosition( ccp( -50 + l1Size.width/2, 0 + l1Size.height/2) );
l2a->runAction( (CCAction*)(rot_back_fe->copy()->autorelease()) );
l1->addChild(l2a);
CGSize l2aSize = l2a->getContentSize();
// child right
l2b = CCSprite::spriteWithSpriteFrameName("sister2.gif");
l2b->setPosition( ccp( +50 + l1Size.width/2, 0 + l1Size.height/2) );
l2b->runAction( (CCAction*)(rot_back_fe->copy()->autorelease()) );
l1->addChild(l2b);
CGSize l2bSize = l2a->getContentSize();
// child left bottom
l3a1 = CCSprite::spriteWithSpriteFrameName("child1.gif");
l3a1->setScale( 0.45f );
l3a1->setPosition( ccp(0+l2aSize.width/2,-100+l2aSize.height/2) );
l2a->addChild(l3a1);
// child left top
l3a2 = CCSprite::spriteWithSpriteFrameName("child1.gif");
l3a2->setScale( 0.45f );
l3a1->setPosition( ccp(0+l2aSize.width/2,+100+l2aSize.height/2) );
l2a->addChild(l3a2);
// child right bottom
l3b1 = CCSprite::spriteWithSpriteFrameName("child1.gif");
l3b1->setScale( 0.45f);
l3b1->setFlipY( true );
l3b1->setPosition( ccp(0+l2bSize.width/2,-100+l2bSize.height/2) );
l2b->addChild(l3b1);
// child right top
l3b2 = CCSprite::spriteWithSpriteFrameName("child1.gif");
l3b2->setScale( 0.45f );
l3b2->setFlipY( true );
l3b1->setPosition( ccp(0+l2bSize.width/2,+100+l2bSize.height/2) );
l2b->addChild(l3b2);
}
std::string SpriteChildrenChildren::title()
{
return "Sprite multiple levels of children";
}
//------------------------------------------------------------------
//
// SpriteSheetChildrenChildren
//
//------------------------------------------------------------------
SpriteSheetChildrenChildren::SpriteSheetChildrenChildren()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animations/ghosts.plist");
CCSpriteSheet *aParent;
CCSprite *l1, *l2a, *l2b, *l3a1, *l3a2, *l3b1, *l3b2;
CCIntervalAction* rot = CCRotateBy::actionWithDuration(10, 360);
CCAction* seq = CCRepeatForever::actionWithAction(rot);
CCIntervalAction* rot_back = rot->reverse();
CCAction* rot_back_fe = CCRepeatForever::actionWithAction(rot_back);
//
// SpriteSheet: 3 levels of children
//
aParent = CCSpriteSheet::spriteSheetWithFile("animations/ghosts.png");
aParent->getTexture()->generateMipmap();
addChild(aParent);
// parent
l1 = CCSprite::spriteWithSpriteFrameName("father.gif");
l1->setPosition( ccp( s.width/2, s.height/2) );
l1->runAction( (CCAction*)(seq->copy()->autorelease()) );
aParent->addChild(l1);
CGSize l1Size = l1->getContentSize();
// child left
l2a = CCSprite::spriteWithSpriteFrameName("sister1.gif");
l2a->setPosition( ccp( -50 + l1Size.width/2, 0 + l1Size.height/2) );
l2a->runAction( (CCAction*)(rot_back_fe->copy()->autorelease()) );
l1->addChild(l2a);
CGSize l2aSize = l2a->getContentSize();
// child right
l2b = CCSprite::spriteWithSpriteFrameName("sister2.gif");
l2b->setPosition( ccp( +50 + l1Size.width/2, 0 + l1Size.height/2) );
l2b->runAction( (CCAction*)(rot_back_fe->copy()->autorelease()) );
l1->addChild(l2b);
CGSize l2bSize = l2a->getContentSize();
// child left bottom
l3a1 = CCSprite::spriteWithSpriteFrameName("child1.gif");
l3a1->setScale( 0.45f );
l3a1->setPosition( ccp(0+l2aSize.width/2,-100+l2aSize.height/2) );
l2a->addChild(l3a1);
// child left top
l3a2 = CCSprite::spriteWithSpriteFrameName("child1.gif");
l3a2->setScale( 0.45f );
l3a1->setPosition( ccp(0+l2aSize.width/2,+100+l2aSize.height/2) );
l2a->addChild(l3a2);
// child right bottom
l3b1 = CCSprite::spriteWithSpriteFrameName("child1.gif");
l3b1->setScale( 0.45f );
l3b1->setFlipY( true );
l3b1->setPosition( ccp(0+l2bSize.width/2,-100+l2bSize.height/2) );
l2b->addChild(l3b1);
// child right top
l3b2 = CCSprite::spriteWithSpriteFrameName("child1.gif");
l3b2->setScale( 0.45f );
l3b2->setFlipY( true );
l3b1->setPosition( ccp(0+l2bSize.width/2,+100+l2bSize.height/2) );
l2b->addChild(l3b2);
}
std::string SpriteSheetChildrenChildren::title()
{
return "SpriteSheet multiple levels of children";
}
//------------------------------------------------------------------
//
// SpriteNilTexture
//
//------------------------------------------------------------------
SpriteNilTexture::SpriteNilTexture()
{
CGSize s = CCDirector::getSharedDirector()->getWinSize();
CCSprite* sprite = NULL;
// TEST: If no texture is given, then Opacity + Color should work.
sprite = new CCSprite();
sprite->setTextureRect( CGRectMake(0, 0, 300,300) );
sprite->setColor(ccRED);
sprite->setOpacity(128);
sprite->setPosition(ccp(3*s.width/4, s.height/2));
addChild(sprite, 100);
sprite->release();
sprite = new CCSprite();
sprite->setTextureRect(CGRectMake(0, 0, 300,300));
sprite->setColor(ccBLUE);
sprite->setOpacity(128);
sprite->setPosition(ccp(1*s.width/4, s.height/2));
addChild(sprite, 100);
sprite->release();
}
std::string SpriteNilTexture::title()
{
return "Sprite without texture";
}
std::string SpriteNilTexture::subtitle()
{
return "opacity and color should work";
}
void SpriteTestScene::runThisTest()
{
CCLayer* pLayer = nextSpriteTestAction();
addChild(pLayer);
CCDirector::getSharedDirector()->replaceScene(this);
}