axmol/tests/lua-tests/src/TransitionsTest/TransitionsTest.lua

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require "src/TransitionsTest/TransitionsName"
local SceneIdx = -1
local CurSceneNo = 2
local TRANSITION_DURATION = 1.2
local s = cc.Director:getInstance():getWinSize()
local function switchSceneTypeNo()
if CurSceneNo == 1 then
CurSceneNo = 2
else
CurSceneNo = 1
end
end
local function backAction()
SceneIdx = SceneIdx - 1
if SceneIdx < 0 then
SceneIdx = SceneIdx + Transition_Table.MAX_LAYER
end
switchSceneTypeNo()
return generateTranScene()
end
local function restartAction()
return generateTranScene()
end
local function nextAction()
SceneIdx = SceneIdx + 1
SceneIdx = math.mod(SceneIdx, Transition_Table.MAX_LAYER)
switchSceneTypeNo()
return generateTranScene()
end
local function backCallback(sender)
local scene = backAction()
cc.Director:getInstance():replaceScene(scene)
end
local function restartCallback(sender)
local scene = restartAction()
cc.Director:getInstance():replaceScene(scene)
end
local function nextCallback(sender)
local scene = nextAction()
cc.Director:getInstance():replaceScene(scene)
end
-----------------------------
-- TestLayer1
-----------------------------
local function createLayer1()
local layer = cc.Layer:create()
local x, y = s.width, s.height
local bg1 = cc.Sprite:create(s_back1)
bg1:setPosition(cc.p(s.width / 2, s.height / 2))
layer:addChild(bg1, -1)
local titleLabel = cc.Label:createWithTTF(Transition_Name[SceneIdx], s_thonburiPath, 32)
layer:addChild(titleLabel)
titleLabel:setColor(cc.c3b(255,32,32))
titleLabel:setAnchorPoint(cc.p(0.5, 0.5))
titleLabel:setPosition(x / 2, y - 100)
local label = cc.Label:createWithTTF("SCENE 1", s_markerFeltFontPath, 38)
label:setColor(cc.c3b(16,16,255))
label:setAnchorPoint(cc.p(0.5, 0.5))
label:setPosition(x / 2, y / 2)
layer:addChild(label)
-- menu
local item1 = cc.MenuItemImage:create(s_pPathB1, s_pPathB2)
local item2 = cc.MenuItemImage:create(s_pPathR1, s_pPathR2)
local item3 = cc.MenuItemImage:create(s_pPathF1, s_pPathF2)
item1:registerScriptTapHandler(backCallback)
item2:registerScriptTapHandler(restartCallback)
item3:registerScriptTapHandler(nextCallback)
local menu = cc.Menu:create()
menu:addChild(item1)
menu:addChild(item2)
menu:addChild(item3)
menu:setPosition(cc.p(0, 0))
item1:setPosition(cc.p(s.width / 2 - item2:getContentSize().width * 2, item2:getContentSize().height / 2))
item2:setPosition(cc.p(s.width / 2, item2:getContentSize().height / 2))
item3:setPosition(cc.p(s.width / 2 + item2:getContentSize().width * 2, item2:getContentSize().height / 2))
layer:addChild(menu, 1)
return layer
end
-----------------------------
-- TestLayer2
-----------------------------
local function createLayer2()
local layer = cc.Layer:create()
local x, y = s.width, s.height
local bg1 = cc.Sprite:create(s_back2)
bg1:setPosition(cc.p(s.width / 2, s.height / 2))
layer:addChild(bg1, -1)
local titleLabel = cc.Label:createWithTTF(Transition_Name[SceneIdx], s_thonburiPath, 32 )
layer:addChild(titleLabel)
titleLabel:setAnchorPoint(cc.p(0.5, 0.5))
titleLabel:setColor(cc.c3b(255,32,32))
titleLabel:setPosition(x / 2, y - 100)
local label = cc.Label:createWithTTF("SCENE 2", s_markerFeltFontPath, 38)
label:setColor(cc.c3b(16,16,255))
label:setAnchorPoint(cc.p(0.5, 0.5))
label:setPosition(x / 2, y / 2)
layer:addChild(label)
-- menu
local item1 = cc.MenuItemImage:create(s_pPathB1, s_pPathB2)
local item2 = cc.MenuItemImage:create(s_pPathR1, s_pPathR2)
local item3 = cc.MenuItemImage:create(s_pPathF1, s_pPathF2)
item1:registerScriptTapHandler(backCallback)
item2:registerScriptTapHandler(restartCallback)
item3:registerScriptTapHandler(nextCallback)
local menu = cc.Menu:create()
menu:addChild(item1)
menu:addChild(item2)
menu:addChild(item3)
menu:setPosition(cc.p(0, 0))
item1:setPosition(cc.p(s.width / 2 - item2:getContentSize().width * 2, item2:getContentSize().height / 2))
item2:setPosition(cc.p(s.width / 2, item2:getContentSize().height / 2))
item3:setPosition(cc.p(s.width / 2 + item2:getContentSize().width * 2, item2:getContentSize().height / 2))
layer:addChild(menu, 1)
return layer
end
-----------------------------
-- Create Transition Test
-----------------------------
local function createTransition(index, t, scene)
cc.Director:getInstance():setDepthTest(false)
if firstEnter == true then
firstEnter = false
return scene
end
if index == Transition_Table.CCTransitionJumpZoom then
scene = cc.TransitionJumpZoom:create(t, scene)
elseif index == Transition_Table.CCTransitionProgressRadialCCW then
scene = cc.TransitionProgressRadialCCW:create(t, scene)
elseif index == Transition_Table.CCTransitionProgressRadialCW then
scene = cc.TransitionProgressRadialCW:create(t, scene)
elseif index == Transition_Table.CCTransitionProgressHorizontal then
scene = cc.TransitionProgressHorizontal:create(t, scene)
elseif index == Transition_Table.CCTransitionProgressVertical then
scene = cc.TransitionProgressVertical:create(t, scene)
elseif index == Transition_Table.CCTransitionProgressInOut then
scene = cc.TransitionProgressInOut:create(t, scene)
elseif index == Transition_Table.CCTransitionProgressOutIn then
scene = cc.TransitionProgressOutIn:create(t, scene)
elseif index == Transition_Table.CCTransitionCrossFade then
scene = cc.TransitionCrossFade:create(t, scene)
elseif index == Transition_Table.TransitionPageForward then
cc.Director:getInstance():setDepthTest(true)
scene = cc.TransitionPageTurn:create(t, scene, false)
elseif index == Transition_Table.TransitionPageBackward then
cc.Director:getInstance():setDepthTest(true)
scene = cc.TransitionPageTurn:create(t, scene, true)
elseif index == Transition_Table.CCTransitionFadeTR then
scene = cc.TransitionFadeTR:create(t, scene)
elseif index == Transition_Table.CCTransitionFadeBL then
scene = cc.TransitionFadeBL:create(t, scene)
elseif index == Transition_Table.CCTransitionFadeUp then
scene = cc.TransitionFadeUp:create(t, scene)
elseif index == Transition_Table.CCTransitionFadeDown then
scene = cc.TransitionFadeDown:create(t, scene)
elseif index == Transition_Table.CCTransitionTurnOffTiles then
scene = cc.TransitionTurnOffTiles:create(t, scene)
elseif index == Transition_Table.CCTransitionSplitRows then
scene = cc.TransitionSplitRows:create(t, scene)
elseif index == Transition_Table.CCTransitionSplitCols then
scene = cc.TransitionSplitCols:create(t, scene)
elseif index == Transition_Table.CCTransitionFade then
scene = cc.TransitionFade:create(t, scene)
elseif index == Transition_Table.FadeWhiteTransition then
scene = cc.TransitionFade:create(t, scene, cc.c3b(255, 255, 255))
elseif index == Transition_Table.FlipXLeftOver then
scene = cc.TransitionFlipX:create(t, scene, cc.TRANSITION_ORIENTATION_LEFT_OVER )
elseif index == Transition_Table.FlipXRightOver then
scene = cc.TransitionFlipX:create(t, scene, cc.TRANSITION_ORIENTATION_RIGHT_OVER )
elseif index == Transition_Table.FlipYUpOver then
scene = cc.TransitionFlipY:create(t, scene, cc.TRANSITION_ORIENTATION_UP_OVER)
elseif index == Transition_Table.FlipYDownOver then
scene = cc.TransitionFlipY:create(t, scene, cc.TRANSITION_ORIENTATION_DOWN_OVER )
elseif index == Transition_Table.FlipAngularLeftOver then
scene = cc.TransitionFlipAngular:create(t, scene, cc.TRANSITION_ORIENTATION_LEFT_OVER )
elseif index == Transition_Table.FlipAngularRightOver then
scene = cc.TransitionFlipAngular:create(t, scene, cc.TRANSITION_ORIENTATION_RIGHT_OVER )
elseif index == Transition_Table.ZoomFlipXLeftOver then
scene = cc.TransitionZoomFlipX:create(t, scene, cc.TRANSITION_ORIENTATION_LEFT_OVER )
elseif index == Transition_Table.ZoomFlipXRightOver then
scene = cc.TransitionZoomFlipX:create(t, scene, cc.TRANSITION_ORIENTATION_RIGHT_OVER )
elseif index == Transition_Table.ZoomFlipYUpOver then
scene = cc.TransitionZoomFlipY:create(t, scene, cc.TRANSITION_ORIENTATION_UP_OVER)
elseif index == Transition_Table.ZoomFlipYDownOver then
scene = cc.TransitionZoomFlipY:create(t, scene, cc.TRANSITION_ORIENTATION_DOWN_OVER )
elseif index == Transition_Table.ZoomFlipAngularLeftOver then
scene = cc.TransitionZoomFlipAngular:create(t, scene, cc.TRANSITION_ORIENTATION_LEFT_OVER )
elseif index == Transition_Table.ZoomFlipAngularRightOver then
scene = cc.TransitionZoomFlipAngular:create(t, scene, cc.TRANSITION_ORIENTATION_RIGHT_OVER )
elseif index == Transition_Table.CCTransitionShrinkGrow then
scene = cc.TransitionShrinkGrow:create(t, scene)
elseif index == Transition_Table.CCTransitionRotoZoom then
scene = cc.TransitionRotoZoom:create(t, scene)
elseif index == Transition_Table.CCTransitionMoveInL then
scene = cc.TransitionMoveInL:create(t, scene)
elseif index == Transition_Table.CCTransitionMoveInR then
scene = cc.TransitionMoveInR:create(t, scene)
elseif index == Transition_Table.CCTransitionMoveInT then
scene = cc.TransitionMoveInT:create(t, scene)
elseif index == Transition_Table.CCTransitionMoveInB then
scene = cc.TransitionMoveInB:create(t, scene)
elseif index == Transition_Table.CCTransitionSlideInL then
scene = cc.TransitionSlideInL:create(t, scene)
elseif index == Transition_Table.CCTransitionSlideInR then
scene = cc.TransitionSlideInR:create(t, scene)
elseif index == Transition_Table.CCTransitionSlideInT then
scene = cc.TransitionSlideInT:create(t, scene)
elseif index == Transition_Table.CCTransitionSlideInB then
scene = cc.TransitionSlideInB:create(t, scene)
end
return scene
end
function generateTranScene()
local scene = cc.Scene:create()
local layer = nil
if CurSceneNo == 1 then
layer = createLayer1()
elseif CurSceneNo == 2 then
layer = createLayer2()
end
scene:addChild(layer)
scene:addChild(CreateBackMenuItem())
return createTransition(SceneIdx, TRANSITION_DURATION, scene)
end
function TransitionsTest()
cclog("TransitionsTest")
local scene = cc.Scene:create()
SceneIdx = -1
CurSceneNo = 2
firstEnter = true
return nextAction()
end