mirror of https://github.com/axmolengine/axmol.git
change play interface name
This commit is contained in:
parent
ef743b84ce
commit
13408e4dc5
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@ -246,8 +246,12 @@ void ArmatureAnimation::play(const std::string& animationName, int durationTo,
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_armature->update(0);
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_armature->update(0);
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}
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}
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void ArmatureAnimation::playByIndex(int animationIndex, int durationTo, int loop)
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void ArmatureAnimation::playByIndex(int animationIndex, int durationTo, int loop)
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{
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playWithIndex(animationIndex, durationTo, loop);
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}
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void ArmatureAnimation::playWithIndex(int animationIndex, int durationTo, int loop)
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{
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{
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std::vector<std::string> &movName = _animationData->movementNames;
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std::vector<std::string> &movName = _animationData->movementNames;
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CC_ASSERT((animationIndex > -1) && ((unsigned int)animationIndex < movName.size()));
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CC_ASSERT((animationIndex > -1) && ((unsigned int)animationIndex < movName.size()));
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@ -257,7 +261,7 @@ void ArmatureAnimation::playByIndex(int animationIndex, int durationTo, int loop
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}
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}
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void ArmatureAnimation::play(const std::vector<std::string>& movementNames, int durationTo, bool loop)
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void ArmatureAnimation::playWithNames(const std::vector<std::string>& movementNames, int durationTo, bool loop)
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{
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{
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_movementList.clear();
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_movementList.clear();
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_movementListLoop = loop;
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_movementListLoop = loop;
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@ -270,7 +274,7 @@ void ArmatureAnimation::play(const std::vector<std::string>& movementNames, int
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updateMovementList();
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updateMovementList();
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}
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}
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void ArmatureAnimation::playByIndex(const std::vector<int>& movementIndexes, int durationTo, bool loop)
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void ArmatureAnimation::playWithIndexes(const std::vector<int>& movementIndexes, int durationTo, bool loop)
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{
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{
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_movementList.clear();
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_movementList.clear();
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_movementListLoop = loop;
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_movementListLoop = loop;
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@ -127,13 +127,14 @@ public:
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/**
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/**
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* Play animation by index, the other param is the same to play.
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* Play animation by index, the other param is the same to play.
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* Deprecated, please use
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* @param animationIndex the animation index you want to play
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* @param animationIndex the animation index you want to play
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*/
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*/
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virtual void playByIndex(int animationIndex, int durationTo = -1, int loop = -1);
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CC_DEPRECATED_ATTRIBUTE virtual void playByIndex(int animationIndex, int durationTo = -1, int loop = -1);
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virtual void playWithIndex(int animationIndex, int durationTo = -1, int loop = -1);
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virtual void playWithNames(const std::vector<std::string>& movementNames, int durationTo = -1, bool loop = true);
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virtual void play(const std::vector<std::string>& movementNames, int durationTo = -1, bool loop = true);
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virtual void playWithIndexes(const std::vector<int>& movementIndexes, int durationTo = -1, bool loop = true);
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virtual void playByIndex(const std::vector<int>& movementIndexes, int durationTo = -1, bool loop = true);
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/**
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/**
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* Go to specified frame and play current movement.
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* Go to specified frame and play current movement.
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@ -308,7 +308,7 @@ void TestDirectLoading::onEnter()
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ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/bear.ExportJson");
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ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/bear.ExportJson");
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Armature *armature = Armature::create("bear");
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Armature *armature = Armature::create("bear");
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armature->getAnimation()->playByIndex(0);
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armature->getAnimation()->playWithIndex(0);
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y));
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y));
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addChild(armature);
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addChild(armature);
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}
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}
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@ -323,7 +323,7 @@ void TestCSWithSkeleton::onEnter()
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ArmatureTestLayer::onEnter();
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ArmatureTestLayer::onEnter();
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Armature *armature = nullptr;
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Armature *armature = nullptr;
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armature = Armature::create("Cowboy");
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armature = Armature::create("Cowboy");
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armature->getAnimation()->playByIndex(0);
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armature->getAnimation()->playWithIndex(0);
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armature->setScale(0.2f);
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armature->setScale(0.2f);
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y/*-100*/));
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y/*-100*/));
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@ -344,7 +344,7 @@ void TestDragonBones20::onEnter()
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Armature *armature = nullptr;
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Armature *armature = nullptr;
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armature = Armature::create("Dragon");
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armature = Armature::create("Dragon");
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armature->getAnimation()->playByIndex(1);
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armature->getAnimation()->playWithIndex(1);
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armature->getAnimation()->setSpeedScale(0.4f);
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armature->getAnimation()->setSpeedScale(0.4f);
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armature->setPosition(VisibleRect::center().x, VisibleRect::center().y * 0.3f);
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armature->setPosition(VisibleRect::center().x, VisibleRect::center().y * 0.3f);
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armature->setScale(0.6f);
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armature->setScale(0.6f);
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@ -418,7 +418,7 @@ void TestPerformance::addArmature(int number)
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Armature *armature = nullptr;
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Armature *armature = nullptr;
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armature = new Armature();
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armature = new Armature();
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armature->init("Knight_f/Knight");
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armature->init("Knight_f/Knight");
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armature->getAnimation()->playByIndex(0);
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armature->getAnimation()->playWithIndex(0);
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armature->setPosition(50 + armatureCount * 2, 150);
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armature->setPosition(50 + armatureCount * 2, 150);
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armature->setScale(0.6f);
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armature->setScale(0.6f);
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addArmatureToParent(armature);
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addArmatureToParent(armature);
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@ -473,21 +473,21 @@ void TestChangeZorder::onEnter()
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currentTag = -1;
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currentTag = -1;
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armature = Armature::create("Knight_f/Knight");
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armature = Armature::create("Knight_f/Knight");
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armature->getAnimation()->playByIndex(0);
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armature->getAnimation()->playWithIndex(0);
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y - 100));
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y - 100));
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++currentTag;
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++currentTag;
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armature->setScale(0.6f);
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armature->setScale(0.6f);
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addChild(armature, currentTag, currentTag);
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addChild(armature, currentTag, currentTag);
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armature = Armature::create("Cowboy");
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armature = Armature::create("Cowboy");
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armature->getAnimation()->playByIndex(0);
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armature->getAnimation()->playWithIndex(0);
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armature->setScale(0.24f);
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armature->setScale(0.24f);
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y - 100));
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y - 100));
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++currentTag;
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++currentTag;
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addChild(armature, currentTag, currentTag);
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addChild(armature, currentTag, currentTag);
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armature = Armature::create("Dragon");
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armature = Armature::create("Dragon");
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armature->getAnimation()->playByIndex(0);
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armature->getAnimation()->playWithIndex(0);
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armature->setPosition(Point(VisibleRect::center().x , VisibleRect::center().y - 100));
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armature->setPosition(Point(VisibleRect::center().x , VisibleRect::center().y - 100));
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++currentTag;
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++currentTag;
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armature->setScale(0.6f);
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armature->setScale(0.6f);
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@ -626,7 +626,7 @@ void TestParticleDisplay::onEnter()
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animationID = 0;
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animationID = 0;
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armature = Armature::create("robot");
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armature = Armature::create("robot");
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armature->getAnimation()->playByIndex(0);
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armature->getAnimation()->playWithIndex(0);
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armature->setPosition(VisibleRect::center());
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armature->setPosition(VisibleRect::center());
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armature->setScale(0.48f);
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armature->setScale(0.48f);
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armature->getAnimation()->setSpeedScale(0.5f);
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armature->getAnimation()->setSpeedScale(0.5f);
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@ -672,7 +672,7 @@ void TestParticleDisplay::onTouchesEnded(const std::vector<Touch*>& touches, Eve
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{
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{
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++animationID;
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++animationID;
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animationID = animationID % armature->getAnimation()->getMovementCount();
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animationID = animationID % armature->getAnimation()->getMovementCount();
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armature->getAnimation()->playByIndex(animationID);
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armature->getAnimation()->playWithIndex(animationID);
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}
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}
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void TestUseMutiplePicture::onEnter()
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void TestUseMutiplePicture::onEnter()
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@ -686,7 +686,7 @@ void TestUseMutiplePicture::onEnter()
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displayIndex = 0;
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displayIndex = 0;
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armature = Armature::create("Knight_f/Knight");
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armature = Armature::create("Knight_f/Knight");
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armature->getAnimation()->playByIndex(0);
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armature->getAnimation()->playWithIndex(0);
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::left().y));
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::left().y));
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armature->setScale(1.2f);
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armature->setScale(1.2f);
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addChild(armature);
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addChild(armature);
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@ -1083,7 +1083,7 @@ void TestBoundingBox::onEnter()
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ArmatureTestLayer::onEnter();
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ArmatureTestLayer::onEnter();
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armature = Armature::create("Cowboy");
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armature = Armature::create("Cowboy");
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armature->getAnimation()->playByIndex(0);
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armature->getAnimation()->playWithIndex(0);
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armature->setPosition(VisibleRect::center());
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armature->setPosition(VisibleRect::center());
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armature->setScale(0.2f);
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armature->setScale(0.2f);
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addChild(armature);
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addChild(armature);
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@ -1114,7 +1114,7 @@ void TestAnchorPoint::onEnter()
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for (int i = 0; i < 5; i++)
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for (int i = 0; i < 5; i++)
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{
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{
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Armature *armature = Armature::create("Cowboy");
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Armature *armature = Armature::create("Cowboy");
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armature->getAnimation()->playByIndex(0);
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armature->getAnimation()->playWithIndex(0);
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armature->setPosition(VisibleRect::center());
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armature->setPosition(VisibleRect::center());
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armature->setScale(0.2f);
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armature->setScale(0.2f);
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addChild(armature, 0, i);
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addChild(armature, 0, i);
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@ -1141,7 +1141,7 @@ void TestArmatureNesting::onEnter()
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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armature = Armature::create("cyborg");
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armature = Armature::create("cyborg");
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armature->getAnimation()->playByIndex(1);
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armature->getAnimation()->playWithIndex(1);
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armature->setPosition(VisibleRect::center());
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armature->setPosition(VisibleRect::center());
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armature->setScale(1.2f);
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armature->setScale(1.2f);
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armature->getAnimation()->setSpeedScale(0.4f);
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armature->getAnimation()->setSpeedScale(0.4f);
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@ -1167,8 +1167,8 @@ void TestArmatureNesting::onTouchesEnded(const std::vector<Touch*>& touches, Eve
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if(armature != nullptr)
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if(armature != nullptr)
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{
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{
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armature->getBone("armInside")->getChildArmature()->getAnimation()->playByIndex(weaponIndex);
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armature->getBone("armInside")->getChildArmature()->getAnimation()->playWithIndex(weaponIndex);
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armature->getBone("armOutside")->getChildArmature()->getAnimation()->playByIndex(weaponIndex);
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armature->getBone("armOutside")->getChildArmature()->getAnimation()->playWithIndex(weaponIndex);
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}
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}
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}
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}
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@ -1199,7 +1199,7 @@ void Hero::changeMount(Armature *armature)
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{
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{
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retain();
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retain();
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playByIndex(0);
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playWithIndex(0);
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//Remove hero from display list
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//Remove hero from display list
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m_pMount->getBone("hero")->removeDisplay(0);
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m_pMount->getBone("hero")->removeDisplay(0);
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m_pMount->stopAllActions();
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m_pMount->stopAllActions();
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@ -1231,7 +1231,7 @@ void Hero::changeMount(Armature *armature)
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setPosition(Point(0,0));
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setPosition(Point(0,0));
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//Change animation
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//Change animation
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playByIndex(1);
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playWithIndex(1);
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setScale(1);
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setScale(1);
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@ -1240,12 +1240,12 @@ void Hero::changeMount(Armature *armature)
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}
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}
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void Hero::playByIndex(int index)
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void Hero::playWithIndex(int index)
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{
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{
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_animation->playByIndex(index);
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_animation->playWithIndex(index);
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if (m_pMount)
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if (m_pMount)
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{
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{
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m_pMount->getAnimation()->playByIndex(index);
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m_pMount->getAnimation()->playWithIndex(index);
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}
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}
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}
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}
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@ -1272,7 +1272,7 @@ void TestArmatureNesting2::onEnter()
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//Create a hero
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//Create a hero
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hero = Hero::create("hero");
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hero = Hero::create("hero");
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hero->setLayer(this);
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hero->setLayer(this);
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hero->playByIndex(0);
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hero->playWithIndex(0);
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hero->setPosition(Point(VisibleRect::left().x + 20, VisibleRect::left().y));
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hero->setPosition(Point(VisibleRect::left().x + 20, VisibleRect::left().y));
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addChild(hero);
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addChild(hero);
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@ -1345,7 +1345,7 @@ void TestArmatureNesting2::ChangeMountCallback(Object* pSender)
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Armature * TestArmatureNesting2::createMount(const char *name, Point position)
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Armature * TestArmatureNesting2::createMount(const char *name, Point position)
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{
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{
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Armature *armature = Armature::create(name);
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Armature *armature = Armature::create(name);
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armature->getAnimation()->playByIndex(0);
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armature->getAnimation()->playWithIndex(0);
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armature->setPosition(position);
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armature->setPosition(position);
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addChild(armature);
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addChild(armature);
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@ -1368,8 +1368,8 @@ void TestPlaySeveralMovement::onEnter()
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Armature *armature = NULL;
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Armature *armature = NULL;
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armature = Armature::create("Cowboy");
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armature = Armature::create("Cowboy");
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armature->getAnimation()->play(names);
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armature->getAnimation()->playWithNames(names);
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// armature->getAnimation()->playByIndex(indexes);
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// armature->getAnimation()->playWithIndexes(indexes);
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armature->setScale(0.2f);
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armature->setScale(0.2f);
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y/*-100*/));
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y/*-100*/));
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@ -1397,7 +1397,7 @@ void TestEasing::onEnter()
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animationID = 0;
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animationID = 0;
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armature = Armature::create("testEasing");
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armature = Armature::create("testEasing");
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armature->getAnimation()->playByIndex(0);
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armature->getAnimation()->playWithIndex(0);
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armature->setScale(0.8f);
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armature->setScale(0.8f);
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y));
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y));
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@ -1418,7 +1418,7 @@ void TestEasing::onTouchesEnded(const std::vector<Touch*>& touches, Event* event
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{
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{
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animationID++;
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animationID++;
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animationID = animationID % armature->getAnimation()->getMovementCount();
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animationID = animationID % armature->getAnimation()->getMovementCount();
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armature->getAnimation()->playByIndex(animationID);
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armature->getAnimation()->playWithIndex(animationID);
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updateSubTitle();
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updateSubTitle();
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}
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}
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@ -1439,7 +1439,7 @@ void TestChangeAnimationInternal::onEnter()
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Armature *armature = NULL;
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Armature *armature = NULL;
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armature = Armature::create("Cowboy");
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armature = Armature::create("Cowboy");
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armature->getAnimation()->playByIndex(0);
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armature->getAnimation()->playWithIndex(0);
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armature->setScale(0.2f);
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armature->setScale(0.2f);
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y));
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armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y));
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@ -324,7 +324,7 @@ public:
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Hero();
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Hero();
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virtual void changeMount(cocostudio::Armature *armature);
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virtual void changeMount(cocostudio::Armature *armature);
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virtual void playByIndex(int index);
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virtual void playWithIndex(int index);
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CC_SYNTHESIZE(cocostudio::Armature*, m_pMount, Mount);
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CC_SYNTHESIZE(cocostudio::Armature*, m_pMount, Mount);
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CC_SYNTHESIZE(cocos2d::Layer*, m_pLayer, Layer);
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CC_SYNTHESIZE(cocos2d::Layer*, m_pLayer, Layer);
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