#include "ActionsTest.h" #include "../testResource.h" #include "cocos2d.h" static std::function createFunctions[] = { CL(ActionManual), CL(ActionMove), CL(ActionRotate), CL(ActionScale), CL(ActionSkew), CL(ActionRotationalSkew), CL(ActionRotationalSkewVSStandardSkew), CL(ActionSkewRotateScale), CL(ActionJump), CL(ActionCardinalSpline), CL(ActionCatmullRom), CL(ActionBezier), CL(ActionBlink), CL(ActionFade), CL(ActionTint), CL(ActionAnimate), CL(ActionSequence), CL(ActionSequence2), CL(ActionRemoveSelf), CL(ActionSpawn), CL(ActionReverse), CL(ActionDelayTime), CL(ActionRepeat), CL(ActionRepeatForever), CL(ActionRotateToRepeat), CL(ActionRotateJerk), CL(ActionCallFunction), CL(ActionCallFuncN), CL(ActionCallFuncND), CL(ActionCallFuncO), CL(ActionReverseSequence), CL(ActionReverseSequence2), CL(ActionOrbit), CL(ActionFollow), CL(ActionTargeted), CL(ActionTargetedReverse), CL(ActionMoveStacked), CL(ActionMoveJumpStacked), CL(ActionMoveBezierStacked), CL(ActionCardinalSplineStacked), CL(ActionCatmullRomStacked), CL(PauseResumeActions), CL(Issue1305), CL(Issue1305_2), CL(Issue1288), CL(Issue1288_2), CL(Issue1327), CL(Issue1398) }; static int sceneIdx=-1; #define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0])) static Layer* nextAction() { sceneIdx++; sceneIdx = sceneIdx % MAX_LAYER; Layer* layer = (createFunctions[sceneIdx])(); layer->init(); layer->autorelease(); return layer; } static Layer* backAction() { sceneIdx--; int total = MAX_LAYER; if( sceneIdx < 0 ) sceneIdx += total; Layer* layer = (createFunctions[sceneIdx])(); layer->init(); layer->autorelease(); return layer; } static Layer* restartAction() { Layer* layer = (createFunctions[sceneIdx])(); layer->init(); layer->autorelease(); return layer; } void ActionsTestScene::runThisTest() { sceneIdx = -1; addChild(nextAction()); Director::getInstance()->replaceScene(this); } std::string ActionsDemo::title() { return "ActionsTest"; } std::string ActionsDemo::subtitle() { return ""; } void ActionsDemo::onEnter() { BaseTest::onEnter(); // Or you can create an sprite using a filename. only PNG is supported now. Probably TIFF too _grossini = Sprite::create(s_pathGrossini); _grossini->retain(); _tamara = Sprite::create(s_pathSister1); _tamara->retain(); _kathia = Sprite::create(s_pathSister2); _kathia->retain(); addChild(_grossini, 1); addChild(_tamara, 2); addChild(_kathia, 3); _grossini->setPosition(Point(VisibleRect::center().x, VisibleRect::bottom().y+VisibleRect::getVisibleRect().size.height/3)); _tamara->setPosition(Point(VisibleRect::center().x, VisibleRect::bottom().y+VisibleRect::getVisibleRect().size.height*2/3)); _kathia->setPosition(Point(VisibleRect::center().x, VisibleRect::bottom().y+VisibleRect::getVisibleRect().size.height/2)); } void ActionsDemo::onExit() { _grossini->release(); _tamara->release(); _kathia->release(); BaseTest::onExit(); } void ActionsDemo::restartCallback(Object* sender) { Scene* s = new ActionsTestScene(); s->addChild( restartAction() ); Director::getInstance()->replaceScene(s); s->release(); } void ActionsDemo::nextCallback(Object* sender) { Scene* s = new ActionsTestScene(); s->addChild( nextAction() ); Director::getInstance()->replaceScene(s); s->release(); } void ActionsDemo::backCallback(Object* sender) { Scene* s = new ActionsTestScene(); s->addChild( backAction() ); Director::getInstance()->replaceScene(s); s->release(); } void ActionsDemo::centerSprites(unsigned int numberOfSprites) { auto s = Director::getInstance()->getWinSize(); if( numberOfSprites == 0 ) { _tamara->setVisible(false); _kathia->setVisible(false); _grossini->setVisible(false); } else if ( numberOfSprites == 1 ) { _tamara->setVisible(false); _kathia->setVisible(false); _grossini->setPosition(Point(s.width/2, s.height/2)); } else if( numberOfSprites == 2 ) { _kathia->setPosition( Point(s.width/3, s.height/2)); _tamara->setPosition( Point(2*s.width/3, s.height/2)); _grossini->setVisible(false); } else if( numberOfSprites == 3 ) { _grossini->setPosition( Point(s.width/2, s.height/2)); _tamara->setPosition( Point(s.width/4, s.height/2)); _kathia->setPosition( Point(3 * s.width/4, s.height/2)); } } void ActionsDemo::alignSpritesLeft(unsigned int numberOfSprites) { auto s = Director::getInstance()->getWinSize(); if( numberOfSprites == 1 ) { _tamara->setVisible(false); _kathia->setVisible(false); _grossini->setPosition(Point(60, s.height/2)); } else if( numberOfSprites == 2 ) { _kathia->setPosition( Point(60, s.height/3)); _tamara->setPosition( Point(60, 2*s.height/3)); _grossini->setVisible( false ); } else if( numberOfSprites == 3 ) { _grossini->setPosition( Point(60, s.height/2)); _tamara->setPosition( Point(60, 2*s.height/3)); _kathia->setPosition( Point(60, s.height/3)); } } //------------------------------------------------------------------ // // ActionManual // //------------------------------------------------------------------ void ActionManual::onEnter() { ActionsDemo::onEnter(); auto s = Director::getInstance()->getWinSize(); _tamara->setScaleX( 2.5f); _tamara->setScaleY( -1.0f); _tamara->setPosition( Point(100,70) ); _tamara->setOpacity( 128); _grossini->setRotation( 120); _grossini->setPosition( Point(s.width/2, s.height/2)); _grossini->setColor( Color3B( 255,0,0)); _kathia->setPosition( Point(s.width-100, s.height/2)); _kathia->setColor( Color3B::BLUE); } std::string ActionManual::subtitle() { return "Manual Transformation"; } //------------------------------------------------------------------ // // ActionMove // //------------------------------------------------------------------ void ActionMove::onEnter() { ActionsDemo::onEnter(); centerSprites(3); auto s = Director::getInstance()->getWinSize(); auto actionTo = MoveTo::create(2, Point(s.width-40, s.height-40)); auto actionBy = MoveBy::create(2, Point(80,80)); auto actionByBack = actionBy->reverse(); _tamara->runAction( actionTo); _grossini->runAction( Sequence::create(actionBy, actionByBack, NULL)); _kathia->runAction(MoveTo::create(1, Point(40,40))); } std::string ActionMove::subtitle() { return "MoveTo / MoveBy"; } //------------------------------------------------------------------ // // ActionScale // //------------------------------------------------------------------ void ActionScale::onEnter() { ActionsDemo::onEnter(); centerSprites(3); auto actionTo = ScaleTo::create(2.0f, 0.5f); auto actionBy = ScaleBy::create(2.0f, 1.0f, 10.0f); auto actionBy2 = ScaleBy::create(2.0f, 5.0f, 1.0f); _grossini->runAction( actionTo); _tamara->runAction( Sequence::create(actionBy, actionBy->reverse(), NULL)); _kathia->runAction( Sequence::create(actionBy2, actionBy2->reverse(), NULL)); } std::string ActionScale::subtitle() { return "ScaleTo / ScaleBy"; } //------------------------------------------------------------------ // // ActionSkew // //------------------------------------------------------------------ void ActionSkew::onEnter() { ActionsDemo::onEnter(); centerSprites(3); auto actionTo = SkewTo::create(2, 37.2f, -37.2f); auto actionToBack = SkewTo::create(2, 0, 0); auto actionBy = SkewBy::create(2, 0.0f, -90.0f); auto actionBy2 = SkewBy::create(2, 45.0f, 45.0f); auto actionByBack = actionBy->reverse(); _tamara->runAction(Sequence::create(actionTo, actionToBack, NULL)); _grossini->runAction(Sequence::create(actionBy, actionByBack, NULL)); _kathia->runAction(Sequence::create(actionBy2, actionBy2->reverse(), NULL)); } string ActionSkew::subtitle() { return "SkewTo / SkewBy"; } // ActionRotationalSkew void ActionRotationalSkew::onEnter() { ActionsDemo::onEnter(); this->centerSprites(3); auto actionTo = RotateTo::create(2, 37.2f, -37.2f); auto actionToBack = RotateTo::create(2, 0, 0); auto actionBy = RotateBy::create(2, 0.0f, -90.0f); auto actionBy2 = RotateBy::create(2, 45.0f, 45.0f); auto actionByBack = actionBy->reverse(); _tamara->runAction( Sequence::create(actionTo, actionToBack, NULL) ); _grossini->runAction( Sequence::create(actionBy, actionByBack, NULL) ); _kathia->runAction( Sequence::create(actionBy2, actionBy2->reverse(), NULL) ); } std::string ActionRotationalSkew::subtitle() { return "RotationalSkewTo / RotationalSkewBy"; } //ActionRotationalSkewVSStandardSkew void ActionRotationalSkewVSStandardSkew::onEnter() { ActionsDemo::onEnter(); _tamara->removeFromParentAndCleanup(true); _grossini->removeFromParentAndCleanup(true); _kathia->removeFromParentAndCleanup(true); auto s = Director::getInstance()->getWinSize(); Size boxSize(100.0f, 100.0f); auto box = LayerColor::create(Color4B(255,255,0,255)); box->setAnchorPoint(Point(0.5,0.5)); box->setContentSize( boxSize ); box->ignoreAnchorPointForPosition(false); box->setPosition(Point(s.width/2, s.height - 100 - box->getContentSize().height/2)); this->addChild(box); auto label = LabelTTF::create("Standard cocos2d Skew", "Marker Felt", 16); label->setPosition(Point(s.width/2, s.height - 100 + label->getContentSize().height)); this->addChild(label); auto actionTo = SkewBy::create(2, 360, 0); auto actionToBack = SkewBy::create(2, -360, 0); box->runAction(Sequence::create(actionTo, actionToBack, NULL)); box = LayerColor::create(Color4B(255,255,0,255)); box->setAnchorPoint(Point(0.5,0.5)); box->setContentSize(boxSize); box->ignoreAnchorPointForPosition(false); box->setPosition(Point(s.width/2, s.height - 250 - box->getContentSize().height/2)); this->addChild(box); label = LabelTTF::create("Rotational Skew", "Marker Felt", 16); label->setPosition(Point(s.width/2, s.height - 250 + label->getContentSize().height/2)); this->addChild(label); auto actionTo2 = RotateBy::create(2, 360, 0); auto actionToBack2 = RotateBy::create(2, -360, 0); box->runAction(Sequence::create(actionTo2, actionToBack2, NULL)); } std::string ActionRotationalSkewVSStandardSkew::subtitle() { return "Skew Comparison"; } // ActionSkewRotateScale void ActionSkewRotateScale::onEnter() { ActionsDemo::onEnter(); _tamara->removeFromParentAndCleanup(true); _grossini->removeFromParentAndCleanup(true); _kathia->removeFromParentAndCleanup(true); Size boxSize(100.0f, 100.0f); auto box = LayerColor::create(Color4B(255, 255, 0, 255)); box->setAnchorPoint(Point(0, 0)); box->setPosition(Point(190, 110)); box->setContentSize(boxSize); static float markrside = 10.0f; auto uL = LayerColor::create(Color4B(255, 0, 0, 255)); box->addChild(uL); uL->setContentSize(Size(markrside, markrside)); uL->setPosition(Point(0.f, boxSize.height - markrside)); uL->setAnchorPoint(Point(0, 0)); auto uR = LayerColor::create(Color4B(0, 0, 255, 255)); box->addChild(uR); uR->setContentSize(Size(markrside, markrside)); uR->setPosition(Point(boxSize.width - markrside, boxSize.height - markrside)); uR->setAnchorPoint(Point(0, 0)); addChild(box); auto actionTo = SkewTo::create(2, 0.f, 2.f); auto rotateTo = RotateTo::create(2, 61.0f); auto actionScaleTo = ScaleTo::create(2, -0.44f, 0.47f); auto actionScaleToBack = ScaleTo::create(2, 1.0f, 1.0f); auto rotateToBack = RotateTo::create(2, 0); auto actionToBack = SkewTo::create(2, 0, 0); box->runAction(Sequence::create(actionTo, actionToBack, NULL)); box->runAction(Sequence::create(rotateTo, rotateToBack, NULL)); box->runAction(Sequence::create(actionScaleTo, actionScaleToBack, NULL)); } string ActionSkewRotateScale::subtitle() { return "Skew + Rotate + Scale"; } //------------------------------------------------------------------ // // ActionRotate // //------------------------------------------------------------------ void ActionRotate::onEnter() { ActionsDemo::onEnter(); centerSprites(3); auto actionTo = RotateTo::create( 2, 45); auto actionTo2 = RotateTo::create( 2, -45); auto actionTo0 = RotateTo::create(2 , 0); _tamara->runAction( Sequence::create(actionTo, actionTo0, NULL)); auto actionBy = RotateBy::create(2 , 360); auto actionByBack = actionBy->reverse(); _grossini->runAction( Sequence::create(actionBy, actionByBack, NULL)); _kathia->runAction( Sequence::create(actionTo2, actionTo0->clone(), NULL)); } std::string ActionRotate::subtitle() { return "RotateTo / RotateBy"; } //------------------------------------------------------------------ // // ActionJump // //------------------------------------------------------------------ void ActionJump::onEnter() { ActionsDemo::onEnter(); centerSprites(3); auto actionTo = JumpTo::create(2, Point(300,300), 50, 4); auto actionBy = JumpBy::create(2, Point(300,0), 50, 4); auto actionUp = JumpBy::create(2, Point(0,0), 80, 4); auto actionByBack = actionBy->reverse(); _tamara->runAction( actionTo); _grossini->runAction( Sequence::create(actionBy, actionByBack, NULL)); _kathia->runAction( RepeatForever::create(actionUp)); } std::string ActionJump::subtitle() { return "JumpTo / JumpBy"; } //------------------------------------------------------------------ // // ActionBezier // //------------------------------------------------------------------ void ActionBezier::onEnter() { ActionsDemo::onEnter(); auto s = Director::getInstance()->getWinSize(); // // startPosition can be any coordinate, but since the movement // is relative to the Bezier curve, make it (0,0) // centerSprites(3); // sprite 1 ccBezierConfig bezier; bezier.controlPoint_1 = Point(0, s.height/2); bezier.controlPoint_2 = Point(300, -s.height/2); bezier.endPosition = Point(300,100); auto bezierForward = BezierBy::create(3, bezier); auto bezierBack = bezierForward->reverse(); auto rep = RepeatForever::create(Sequence::create( bezierForward, bezierBack, NULL)); // sprite 2 _tamara->setPosition(Point(80,160)); ccBezierConfig bezier2; bezier2.controlPoint_1 = Point(100, s.height/2); bezier2.controlPoint_2 = Point(200, -s.height/2); bezier2.endPosition = Point(240,160); auto bezierTo1 = BezierTo::create(2, bezier2); // sprite 3 _kathia->setPosition(Point(400,160)); auto bezierTo2 = BezierTo::create(2, bezier2); _grossini->runAction( rep); _tamara->runAction(bezierTo1); _kathia->runAction(bezierTo2); } std::string ActionBezier::subtitle() { return "BezierBy / BezierTo"; } //------------------------------------------------------------------ // // ActionBlink // //------------------------------------------------------------------ void ActionBlink::onEnter() { ActionsDemo::onEnter(); centerSprites(2); auto action1 = Blink::create(2, 10); auto action2 = Blink::create(2, 5); _tamara->runAction( action1); _kathia->runAction(action2); } std::string ActionBlink::subtitle() { return "Blink"; } //------------------------------------------------------------------ // // ActionFade // //------------------------------------------------------------------ void ActionFade::onEnter() { ActionsDemo::onEnter(); centerSprites(2); _tamara->setOpacity( 0 ); auto action1 = FadeIn::create(1.0f); auto action1Back = action1->reverse(); auto action2 = FadeOut::create(1.0f); auto action2Back = action2->reverse(); _tamara->runAction( Sequence::create( action1, action1Back, NULL)); _kathia->runAction( Sequence::create( action2, action2Back, NULL)); } std::string ActionFade::subtitle() { return "FadeIn / FadeOut"; } //------------------------------------------------------------------ // // ActionTint // //------------------------------------------------------------------ void ActionTint::onEnter() { ActionsDemo::onEnter(); centerSprites(2); auto action1 = TintTo::create(2, 255, 0, 255); auto action2 = TintBy::create(2, -127, -255, -127); auto action2Back = action2->reverse(); _tamara->runAction( action1); _kathia->runAction( Sequence::create( action2, action2Back, NULL)); } std::string ActionTint::subtitle() { return "TintTo / TintBy"; } //------------------------------------------------------------------ // // ActionAnimate // //------------------------------------------------------------------ void ActionAnimate::onEnter() { ActionsDemo::onEnter(); centerSprites(3); // // Manual animation // Animation* animation = Animation::create(); for( int i=1;i<15;i++) { char szName[100] = {0}; sprintf(szName, "Images/grossini_dance_%02d.png", i); animation->addSpriteFrameWithFileName(szName); } // should last 2.8 seconds. And there are 14 frames. animation->setDelayPerUnit(2.8f / 14.0f); animation->setRestoreOriginalFrame(true); Animate* action = Animate::create(animation); _grossini->runAction(Sequence::create(action, action->reverse(), NULL)); // // File animation // // With 2 loops and reverse AnimationCache *cache = AnimationCache::getInstance(); cache->addAnimationsWithFile("animations/animations-2.plist"); Animation *animation2 = cache->animationByName("dance_1"); Animate* action2 = Animate::create(animation2); _tamara->runAction(Sequence::create(action2, action2->reverse(), NULL)); // TODO: // observer_ = [[NSNotificationCenter defaultCenter] addObserverForName:AnimationFrameDisplayedNotification object:nil queue:nil usingBlock:^(NSNotification* notification) { // // NSDictionary *userInfo = [notification userInfo); // NSLog(@"object %@ with data %@", [notification object), userInfo ); // }); // // File animation // // with 4 loops Animation *animation3 = animation2->clone(); animation3->setLoops(4); Animate* action3 = Animate::create(animation3); _kathia->runAction(action3); } void ActionAnimate::onExit() { ActionsDemo::onExit(); //TODO:[[NSNotificationCenter defaultCenter] removeObserver:observer_); } std::string ActionAnimate::title() { return "Animation"; } std::string ActionAnimate::subtitle() { return "Center: Manual animation. Border: using file format animation"; } //------------------------------------------------------------------ // // ActionSequence // //------------------------------------------------------------------ void ActionSequence::onEnter() { ActionsDemo::onEnter(); alignSpritesLeft(1); auto action = Sequence::create( MoveBy::create( 2, Point(240,0)), RotateBy::create( 2, 540), NULL); _grossini->runAction(action); } std::string ActionSequence::subtitle() { return "Sequence: Move + Rotate"; } //------------------------------------------------------------------ // // ActionSequence2 // //------------------------------------------------------------------ void ActionSequence2::onEnter() { ActionsDemo::onEnter(); alignSpritesLeft(1); _grossini->setVisible(false); auto action = Sequence::create( Place::create(Point(200,200)), Show::create(), MoveBy::create(1, Point(100,0)), CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback1,this)), CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback2,this,_grossini)), CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback3,this,_grossini,0xbebabeba)), NULL); _grossini->runAction(action); } void ActionSequence2::callback1() { auto s = Director::getInstance()->getWinSize(); auto label = LabelTTF::create("callback 1 called", "Marker Felt", 16); label->setPosition(Point( s.width/4*1,s.height/2)); addChild(label); } void ActionSequence2::callback2(Node* sender) { auto s = Director::getInstance()->getWinSize(); auto label = LabelTTF::create("callback 2 called", "Marker Felt", 16); label->setPosition(Point( s.width/4*2,s.height/2)); addChild(label); } void ActionSequence2::callback3(Node* sender, long data) { auto s = Director::getInstance()->getWinSize(); auto label = LabelTTF::create("callback 3 called", "Marker Felt", 16); label->setPosition(Point( s.width/4*3,s.height/2)); addChild(label); } std::string ActionSequence2::subtitle() { return "Sequence of InstantActions"; } //------------------------------------------------------------------ // // ActionCallFuncN // //------------------------------------------------------------------ void ActionCallFuncN::onEnter() { ActionsDemo::onEnter(); centerSprites(1); auto action = Sequence::create( MoveBy::create(2.0f, Point(150,0)), CallFuncN::create( CC_CALLBACK_1(ActionCallFuncN::callback, this)), NULL); _grossini->runAction(action); } std::string ActionCallFuncN::title() { return "CallFuncN"; } std::string ActionCallFuncN::subtitle() { return "Grossini should jump after moving"; } void ActionCallFuncN::callback(Node* sender ) { auto a = JumpBy::create(5, Point(0,0), 100, 5); sender->runAction(a); } //------------------------------------------------------------------ // // ActionCallFuncND // CallFuncND is no longer needed. It can simulated with std::bind() // //------------------------------------------------------------------ void ActionCallFuncND::onEnter() { ActionsDemo::onEnter(); centerSprites(1); auto action = Sequence::create( MoveBy::create(2.0f, Point(200,0)), CallFuncN::create( CC_CALLBACK_1(ActionCallFuncND::doRemoveFromParentAndCleanup, this, true)), NULL); _grossini->runAction(action); } std::string ActionCallFuncND::title() { return "CallFuncND + auto remove"; } std::string ActionCallFuncND::subtitle() { return "simulates CallFuncND with std::bind()"; } void ActionCallFuncND::doRemoveFromParentAndCleanup(Node* sender, bool cleanup) { _grossini->removeFromParentAndCleanup(cleanup); } //------------------------------------------------------------------ // // ActionCallFuncO // CallFuncO is no longer needed. It can simulated with std::bind() // //------------------------------------------------------------------ void ActionCallFuncO::onEnter() { ActionsDemo::onEnter(); centerSprites(1); auto action = Sequence::create( MoveBy::create(2.0f, Point(200,0)), CallFunc::create( CC_CALLBACK_0(ActionCallFuncO::callback, this, _grossini, true)), NULL); _grossini->runAction(action); } std::string ActionCallFuncO::title() { return "CallFuncO + autoremove"; } std::string ActionCallFuncO::subtitle() { return "simulates CallFuncO with std::bind()"; } void ActionCallFuncO::callback(Node* node, bool cleanup) { node->removeFromParentAndCleanup(cleanup); } //------------------------------------------------------------------ // // ActionCallFunction // //------------------------------------------------------------------ void ActionCallFunction::onEnter() { ActionsDemo::onEnter(); centerSprites(3); auto action1 = Sequence::create( MoveBy::create(2, Point(200,0)), CallFunc::create( std::bind(&ActionCallFunction::callback1, this) ), CallFunc::create( // lambda [&](){ auto s = Director::getInstance()->getWinSize(); auto label = LabelTTF::create("called:lambda callback", "Marker Felt", 16); label->setPosition(Point( s.width/4*1,s.height/2-40)); this->addChild(label); } ), NULL); auto action2 = Sequence::create( ScaleBy::create(2 , 2), FadeOut::create(2), CallFunc::create( std::bind(&ActionCallFunction::callback2, this, _tamara) ), NULL); auto action3 = Sequence::create( RotateBy::create(3 , 360), FadeOut::create(2), CallFunc::create( std::bind(&ActionCallFunction::callback3, this, _kathia, 42) ), NULL); _grossini->runAction(action1); _tamara->runAction(action2); _kathia->runAction(action3); } void ActionCallFunction::callback1() { auto s = Director::getInstance()->getWinSize(); auto label = LabelTTF::create("callback 1 called", "Marker Felt", 16); label->setPosition(Point( s.width/4*1,s.height/2)); addChild(label); } void ActionCallFunction::callback2(Node* sender) { auto s = Director::getInstance()->getWinSize(); auto label = LabelTTF::create("callback 2 called", "Marker Felt", 16); label->setPosition(Point( s.width/4*2,s.height/2)); addChild(label); CCLOG("sender is: %p", sender); } void ActionCallFunction::callback3(Node* sender, long data) { auto s = Director::getInstance()->getWinSize(); auto label = LabelTTF::create("callback 3 called", "Marker Felt", 16); label->setPosition(Point( s.width/4*3,s.height/2)); addChild(label); CCLOG("target is: %p, data is: %ld", sender, data); } std::string ActionCallFunction::subtitle() { return "Callbacks: CallFunc with std::function()"; } //------------------------------------------------------------------ // // ActionSpawn // //------------------------------------------------------------------ void ActionSpawn::onEnter() { ActionsDemo::onEnter(); alignSpritesLeft(1); auto action = Spawn::create( JumpBy::create(2, Point(300,0), 50, 4), RotateBy::create( 2, 720), NULL); _grossini->runAction(action); } std::string ActionSpawn::subtitle() { return "Spawn: Jump + Rotate"; } //------------------------------------------------------------------ // // ActionRepeatForever // //------------------------------------------------------------------ void ActionRepeatForever::onEnter() { ActionsDemo::onEnter(); centerSprites(1); auto action = Sequence::create( DelayTime::create(1), CallFunc::create( std::bind( &ActionRepeatForever::repeatForever, this, _grossini) ), NULL); _grossini->runAction(action); } void ActionRepeatForever::repeatForever(Node* sender) { auto repeat = RepeatForever::create( RotateBy::create(1.0f, 360) ); sender->runAction(repeat); } std::string ActionRepeatForever::subtitle() { return "CallFuncN + RepeatForever"; } //------------------------------------------------------------------ // // ActionRotateToRepeat // //------------------------------------------------------------------ void ActionRotateToRepeat::onEnter() { ActionsDemo::onEnter(); centerSprites(2); auto act1 = RotateTo::create(1, 90); auto act2 = RotateTo::create(1, 0); auto seq = Sequence::create(act1, act2, NULL); auto rep1 = RepeatForever::create(seq); auto rep2 = Repeat::create( seq->clone(), 10); _tamara->runAction(rep1); _kathia->runAction(rep2); } std::string ActionRotateToRepeat ::subtitle() { return "Repeat/RepeatForever + RotateTo"; } //------------------------------------------------------------------ // // ActionRotateJerk // //------------------------------------------------------------------ void ActionRotateJerk::onEnter() { ActionsDemo::onEnter(); centerSprites(2); auto seq = Sequence::create( RotateTo::create(0.5f, -20), RotateTo::create(0.5f, 20), NULL); auto rep1 = Repeat::create(seq, 10); auto rep2 = RepeatForever::create( seq->clone() ); _tamara->runAction(rep1); _kathia->runAction(rep2); } std::string ActionRotateJerk::subtitle() { return "RepeatForever / Repeat + Rotate"; } //------------------------------------------------------------------ // // ActionReverse // //------------------------------------------------------------------ void ActionReverse::onEnter() { ActionsDemo::onEnter(); alignSpritesLeft(1); auto jump = JumpBy::create(2, Point(300,0), 50, 4); auto action = Sequence::create( jump, jump->reverse(), NULL); _grossini->runAction(action); } std::string ActionReverse::subtitle() { return "Reverse an action"; } //------------------------------------------------------------------ // // ActionDelayTime // //------------------------------------------------------------------ void ActionDelayTime::onEnter() { ActionsDemo::onEnter(); alignSpritesLeft(1); auto move = MoveBy::create(1, Point(150,0)); auto action = Sequence::create( move, DelayTime::create(2), move, NULL); _grossini->runAction(action); } std::string ActionDelayTime::subtitle() { return "DelayTime: m + delay + m"; } //------------------------------------------------------------------ // // ActionReverseSequence // //------------------------------------------------------------------ void ActionReverseSequence::onEnter() { ActionsDemo::onEnter(); alignSpritesLeft(1); auto move1 = MoveBy::create(1, Point(250,0)); auto move2 = MoveBy::create(1, Point(0,50)); auto seq = Sequence::create( move1, move2, move1->reverse(), NULL); auto action = Sequence::create( seq, seq->reverse(), NULL); _grossini->runAction(action); } std::string ActionReverseSequence::subtitle() { return "Reverse a sequence"; } //------------------------------------------------------------------ // // ActionReverseSequence2 // //------------------------------------------------------------------ void ActionReverseSequence2::onEnter() { ActionsDemo::onEnter(); alignSpritesLeft(2); // Test: // Sequence should work both with IntervalAction and InstantActions auto move1 = MoveBy::create(1, Point(250,0)); auto move2 = MoveBy::create(1, Point(0,50)); auto tog1 = ToggleVisibility::create(); auto tog2 = ToggleVisibility::create(); auto seq = Sequence::create( move1, tog1, move2, tog2, move1->reverse(), NULL); auto action = Repeat::create(Sequence::create( seq, seq->reverse(), NULL), 3); // Test: // Also test that the reverse of Hide is Show, and vice-versa _kathia->runAction(action); auto move_tamara = MoveBy::create(1, Point(100,0)); auto move_tamara2 = MoveBy::create(1, Point(50,0)); auto hide = Hide::create(); auto seq_tamara = Sequence::create( move_tamara, hide, move_tamara2, NULL); auto seq_back = seq_tamara->reverse(); _tamara->runAction( Sequence::create( seq_tamara, seq_back, NULL)); } std::string ActionReverseSequence2::subtitle() { return "Reverse sequence 2"; } //------------------------------------------------------------------ // // ActionRepeat // //------------------------------------------------------------------ void ActionRepeat::onEnter() { ActionsDemo::onEnter(); alignSpritesLeft(2); auto a1 = MoveBy::create(1, Point(150,0)); auto action1 = Repeat::create( Sequence::create( Place::create(Point(60,60)), a1, NULL) , 3); auto action2 = RepeatForever::create( Sequence::create(a1->clone(), a1->reverse(), NULL) ); _kathia->runAction(action1); _tamara->runAction(action2); } std::string ActionRepeat::subtitle() { return "Repeat / RepeatForever actions"; } //------------------------------------------------------------------ // // ActionOrbit // //------------------------------------------------------------------ void ActionOrbit::onEnter() { ActionsDemo::onEnter(); centerSprites(3); auto orbit1 = OrbitCamera::create(2,1, 0, 0, 180, 0, 0); auto action1 = Sequence::create( orbit1, orbit1->reverse(), NULL); auto orbit2 = OrbitCamera::create(2,1, 0, 0, 180, -45, 0); auto action2 = Sequence::create( orbit2, orbit2->reverse(), NULL); auto orbit3 = OrbitCamera::create(2,1, 0, 0, 180, 90, 0); auto action3 = Sequence::create( orbit3, orbit3->reverse(), NULL); _kathia->runAction(RepeatForever::create(action1)); _tamara->runAction(RepeatForever::create(action2)); _grossini->runAction(RepeatForever::create(action3)); auto move = MoveBy::create(3, Point(100,-100)); auto move_back = move->reverse(); auto seq = Sequence::create(move, move_back, NULL); auto rfe = RepeatForever::create(seq); _kathia->runAction(rfe); _tamara->runAction(rfe->clone() ); _grossini->runAction( rfe->clone() ); } std::string ActionOrbit::subtitle() { return "OrbitCamera action"; } //------------------------------------------------------------------ // // ActionFollow // //------------------------------------------------------------------ void ActionFollow::onEnter() { ActionsDemo::onEnter(); centerSprites(1); auto s = Director::getInstance()->getWinSize(); _grossini->setPosition(Point(-200, s.height / 2)); auto move = MoveBy::create(2, Point(s.width * 3, 0)); auto move_back = move->reverse(); auto seq = Sequence::create(move, move_back, NULL); auto rep = RepeatForever::create(seq); _grossini->runAction(rep); this->runAction(Follow::create(_grossini, Rect(0, 0, s.width * 2 - 100, s.height))); } void ActionFollow::draw() { auto winSize = Director::getInstance()->getWinSize(); float x = winSize.width*2 - 100; float y = winSize.height; Point vertices[] = { Point(5,5), Point(x-5,5), Point(x-5,y-5), Point(5,y-5) }; DrawPrimitives::drawPoly(vertices, 4, true); } std::string ActionFollow::subtitle() { return "Follow action"; } void ActionTargeted::onEnter() { ActionsDemo::onEnter(); centerSprites(2); auto jump1 = JumpBy::create(2,Point::ZERO,100,3); auto jump2 = jump1->clone(); auto rot1 = RotateBy::create(1, 360); auto rot2 = rot1->clone(); auto t1 = TargetedAction::create(_kathia, jump2); auto t2 = TargetedAction::create(_kathia, rot2); auto seq = Sequence::create(jump1, t1, rot1, t2, NULL); auto always = RepeatForever::create(seq); _tamara->runAction(always); } std::string ActionTargeted::title() { return "ActionTargeted"; } std::string ActionTargeted::subtitle() { return "Action that runs on another target. Useful for sequences"; } void ActionTargetedReverse::onEnter() { ActionsDemo::onEnter(); centerSprites(2); auto jump1 = JumpBy::create(2,Point::ZERO,100,3); auto jump2 = jump1->clone(); auto rot1 = RotateBy::create(1, 360); auto rot2 = rot1->clone(); auto t1 = TargetedAction::create(_kathia, jump2); auto t2 = TargetedAction::create(_kathia, rot2); auto seq = Sequence::create(jump1, t1->reverse(), rot1, t2->reverse(), NULL); auto always = RepeatForever::create(seq); _tamara->runAction(always); } std::string ActionTargetedReverse::title() { return "ActionTargetedReverse"; } std::string ActionTargetedReverse::subtitle() { return "Action that runs reversely on another target. Useful for sequences"; } //#pragma mark - ActionStacked void ActionStacked::onEnter() { ActionsDemo::onEnter(); this->centerSprites(0); this->setTouchEnabled(true); auto s = Director::getInstance()->getWinSize(); this->addNewSpriteWithCoords(Point(s.width/2, s.height/2)); } void ActionStacked::addNewSpriteWithCoords(Point p) { int idx = CCRANDOM_0_1() * 1400 / 100; int x = (idx%5) * 85; int y = (idx/5) * 121; Sprite *sprite = Sprite::create("Images/grossini_dance_atlas.png", Rect(x,y,85,121)); sprite->setPosition(p); this->addChild(sprite); this->runActionsInSprite(sprite); } void ActionStacked::runActionsInSprite(Sprite *sprite) { // override me } void ActionStacked::ccTouchesEnded(Set* touches, Event* event) { for ( auto &item: *touches ) { const Touch *touch = static_cast(item); Point location = touch->getLocation(); addNewSpriteWithCoords( location ); } } std::string ActionStacked::title() { return "Override me"; } std::string ActionStacked::subtitle() { return "Tap screen"; } //#pragma mark - ActionMoveStacked void ActionMoveStacked::runActionsInSprite(Sprite *sprite) { sprite->runAction( RepeatForever::create( Sequence::create( MoveBy::create(0.05f, Point(10,10)), MoveBy::create(0.05f, Point(-10,-10)), NULL))); MoveBy* action = MoveBy::create(2.0f, Point(400,0)); MoveBy* action_back = action->reverse(); sprite->runAction( RepeatForever::create( Sequence::create(action, action_back, NULL) )); } std::string ActionMoveStacked::title() { return "Stacked MoveBy/To actions"; } //#pragma mark - ActionMoveJumpStacked void ActionMoveJumpStacked::runActionsInSprite(Sprite *sprite) { sprite->runAction( RepeatForever::create( Sequence::create( MoveBy::create(0.05f, Point(10,2)), MoveBy::create(0.05f, Point(-10,-2)), NULL))); auto jump = JumpBy::create(2.0f, Point(400,0), 100, 5); auto jump_back = jump->reverse(); sprite->runAction( RepeatForever::create( Sequence::create(jump, jump_back, NULL) )); } std::string ActionMoveJumpStacked::title() { return "tacked Move + Jump actions"; } //#pragma mark - ActionMoveBezierStacked void ActionMoveBezierStacked::runActionsInSprite(Sprite *sprite) { auto s = Director::getInstance()->getWinSize(); // sprite 1 ccBezierConfig bezier; bezier.controlPoint_1 = Point(0, s.height/2); bezier.controlPoint_2 = Point(300, -s.height/2); bezier.endPosition = Point(300,100); BezierBy* bezierForward = BezierBy::create(3, bezier); BezierBy* bezierBack = bezierForward->reverse(); auto seq = Sequence::create(bezierForward, bezierBack, NULL); RepeatForever* rep = RepeatForever::create(seq); sprite->runAction(rep); sprite->runAction( RepeatForever::create( Sequence::create( MoveBy::create(0.05f, Point(10,0)), MoveBy::create(0.05f, Point(-10,0)), NULL))); } std::string ActionMoveBezierStacked::title() { return "Stacked Move + Bezier actions"; } //#pragma mark - ActionCatmullRomStacked void ActionCatmullRomStacked::onEnter() { ActionsDemo::onEnter(); this->centerSprites(2); auto s = Director::getInstance()->getWinSize(); // // sprite 1 (By) // // startPosition can be any coordinate, but since the movement // is relative to the Catmull Rom curve, it is better to start with (0,0). // _tamara->setPosition(Point(50,50)); auto array = PointArray::create(20); array->addControlPoint(Point(0,0)); array->addControlPoint(Point(80,80)); array->addControlPoint(Point(s.width-80,80)); array->addControlPoint(Point(s.width-80,s.height-80)); array->addControlPoint(Point(80,s.height-80)); array->addControlPoint(Point(80,80)); array->addControlPoint(Point(s.width/2, s.height/2)); auto action = CatmullRomBy::create(3, array); auto reverse = action->reverse(); auto seq = Sequence::create(action, reverse, NULL); _tamara->runAction(seq); _tamara->runAction( RepeatForever::create( Sequence::create( MoveBy::create(0.05f, Point(10,0)), MoveBy::create(0.05f, Point(-10,0)), NULL))); // // sprite 2 (To) // // The startPosition is not important here, because it uses a "To" action. // The initial position will be the 1st point of the Catmull Rom path // auto array2 = PointArray::create(20); array2->addControlPoint(Point(s.width/2, 30)); array2->addControlPoint(Point(s.width-80,30)); array2->addControlPoint(Point(s.width-80,s.height-80)); array2->addControlPoint(Point(s.width/2,s.height-80)); array2->addControlPoint(Point(s.width/2, 30)); auto action2 = CatmullRomTo::create(3, array2); auto reverse2 = action2->reverse(); auto seq2 = Sequence::create(action2, reverse2, NULL); _kathia->runAction(seq2); _kathia->runAction( RepeatForever::create( Sequence::create( MoveBy::create(0.05f, Point(10,0)), MoveBy::create(0.05f, Point(-10,0)), NULL))); array->retain(); _array1 = array; array2->retain(); _array2 = array2; } ActionCatmullRomStacked::~ActionCatmullRomStacked() { CC_SAFE_RELEASE(_array1); CC_SAFE_RELEASE(_array2); } void ActionCatmullRomStacked::draw() { ActionsDemo::draw(); // move to 50,50 since the "by" path will start at 50,50 kmGLPushMatrix(); kmGLTranslatef(50, 50, 0); DrawPrimitives::drawCatmullRom(_array1,50); kmGLPopMatrix(); DrawPrimitives::drawCatmullRom(_array2,50); } std::string ActionCatmullRomStacked::title() { return "Stacked MoveBy + CatmullRom actions"; } std::string ActionCatmullRomStacked::subtitle() { return "MoveBy + CatmullRom at the same time in the same sprite"; } //#pragma mark - ActionCardinalSplineStacked void ActionCardinalSplineStacked::onEnter() { ActionsDemo::onEnter(); this->centerSprites(2); auto s = Director::getInstance()->getWinSize(); auto array = PointArray::create(20); array->addControlPoint(Point(0, 0)); array->addControlPoint(Point(s.width/2-30,0)); array->addControlPoint(Point(s.width/2-30,s.height-80)); array->addControlPoint(Point(0, s.height-80)); array->addControlPoint(Point(0, 0)); // // sprite 1 (By) // // Spline with no tension (tension==0) // auto action = CardinalSplineBy::create(3, array, 0); auto reverse = action->reverse(); auto seq = Sequence::create(action, reverse, NULL); _tamara->setPosition(Point(50,50)); _tamara->runAction(seq); _tamara->runAction( RepeatForever::create( Sequence::create( MoveBy::create(0.05f, Point(10,0)), MoveBy::create(0.05f, Point(-10,0)), NULL))); // // sprite 2 (By) // // Spline with high tension (tension==1) // auto *action2 = CardinalSplineBy::create(3, array, 1); auto reverse2 = action2->reverse(); auto seq2 = Sequence::create(action2, reverse2, NULL); _kathia->setPosition(Point(s.width/2,50)); _kathia->runAction(seq2); _kathia->runAction( RepeatForever::create( Sequence::create( MoveBy::create(0.05f, Point(10,0)), MoveBy::create(0.05f, Point(-10,0)), NULL))); array->retain(); _array = array; } ActionCardinalSplineStacked::~ActionCardinalSplineStacked() { CC_SAFE_RELEASE(_array); } void ActionCardinalSplineStacked::draw() { ActionsDemo::draw(); // move to 50,50 since the "by" path will start at 50,50 kmGLPushMatrix(); kmGLTranslatef(50, 50, 0); DrawPrimitives::drawCardinalSpline(_array, 0, 100); kmGLPopMatrix(); auto s = Director::getInstance()->getWinSize(); kmGLPushMatrix(); kmGLTranslatef(s.width/2, 50, 0); DrawPrimitives::drawCardinalSpline(_array, 1, 100); kmGLPopMatrix(); } std::string ActionCardinalSplineStacked::title() { return "Stacked MoveBy + CardinalSpline actions"; } std::string ActionCardinalSplineStacked::subtitle() { return "CCMoveBy + CardinalSplineBy/To at the same time"; } // Issue1305 void Issue1305::onEnter() { ActionsDemo::onEnter(); centerSprites(0); _spriteTmp = Sprite::create("Images/grossini.png"); /* c++ can't support block, so we use CallFuncN instead. [spriteTmp_ runAction:[CallBlockN actionWithBlock:^(Node* node) { NSLog(@"This message SHALL ONLY appear when the sprite is added to the scene, NOT BEFORE"); }] ); */ _spriteTmp->runAction(CallFunc::create(std::bind(&Issue1305::log, this, _spriteTmp))); _spriteTmp->retain(); scheduleOnce(schedule_selector(Issue1305::addSprite), 2); } void Issue1305::log(Node* sender) { cocos2d::log("This message SHALL ONLY appear when the sprite is added to the scene, NOT BEFORE"); } void Issue1305::onExit() { _spriteTmp->stopAllActions(); _spriteTmp->release(); ActionsDemo::onExit(); } void Issue1305::addSprite(float dt) { _spriteTmp->setPosition(Point(250,250)); addChild(_spriteTmp); } std::string Issue1305::title() { return "Issue 1305"; } std::string Issue1305::subtitle() { return "In two seconds you should see a message on the console. NOT BEFORE."; } void Issue1305_2::onEnter() { ActionsDemo::onEnter(); centerSprites(0); auto spr = Sprite::create("Images/grossini.png"); spr->setPosition(Point(200,200)); addChild(spr); auto act1 = MoveBy::create(2 ,Point(0, 100)); /* c++ can't support block, so we use CallFuncN instead. id act2 = [CallBlock actionWithBlock:^{ NSLog(@"1st block"); }); id act3 = [MoveBy create:2, Point(0, -100)); id act4 = [CallBlock actionWithBlock:^{ NSLog(@"2nd block"); }); id act5 = [MoveBy create:2, Point(100, -100)); id act6 = [CallBlock actionWithBlock:^{ NSLog(@"3rd block"); }); id act7 = [MoveBy create:2, Point(-100, 0)); id act8 = [CallBlock actionWithBlock:^{ NSLog(@"4th block"); }); */ auto act2 = CallFunc::create( std::bind( &Issue1305_2::printLog1, this)); auto act3 = MoveBy::create(2, Point(0, -100)); auto act4 = CallFunc::create( std::bind( &Issue1305_2::printLog2, this)); auto act5 = MoveBy::create(2, Point(100, -100)); auto act6 = CallFunc::create( std::bind( &Issue1305_2::printLog3, this)); auto act7 = MoveBy::create(2, Point(-100, 0)); auto act8 = CallFunc::create( std::bind( &Issue1305_2::printLog4, this)); auto actF = Sequence::create(act1, act2, act3, act4, act5, act6, act7, act8, NULL); // [spr runAction:actF); Director::getInstance()->getActionManager()->addAction(actF ,spr, false); } void Issue1305_2::printLog1() { log("1st block"); } void Issue1305_2::printLog2() { log("2nd block"); } void Issue1305_2::printLog3() { log("3rd block"); } void Issue1305_2::printLog4() { log("4th block"); } std::string Issue1305_2::title() { return "Issue 1305 #2"; } std::string Issue1305_2::subtitle() { return "See console. You should only see one message for each block"; } void Issue1288::onEnter() { ActionsDemo::onEnter(); centerSprites(0); Sprite *spr = Sprite::create("Images/grossini.png"); spr->setPosition(Point(100, 100)); addChild(spr); MoveBy* act1 = MoveBy::create(0.5, Point(100, 0)); MoveBy* act2 = act1->reverse(); auto act3 = Sequence::create(act1, act2, NULL); Repeat* act4 = Repeat::create(act3, 2); spr->runAction(act4); } std::string Issue1288::title() { return "Issue 1288"; } std::string Issue1288::subtitle() { return "Sprite should end at the position where it started."; } void Issue1288_2::onEnter() { ActionsDemo::onEnter(); centerSprites(0); auto spr = Sprite::create("Images/grossini.png"); spr->setPosition(Point(100, 100)); addChild(spr); auto act1 = MoveBy::create(0.5, Point(100, 0)); spr->runAction(Repeat::create(act1, 1)); } std::string Issue1288_2::title() { return "Issue 1288 #2"; } std::string Issue1288_2::subtitle() { return "Sprite should move 100 pixels, and stay there"; } void Issue1327::onEnter() { ActionsDemo::onEnter(); centerSprites(0); auto spr = Sprite::create("Images/grossini.png"); spr->setPosition(Point(100, 100)); addChild(spr); auto act1 = CallFunc::create( std::bind(&Issue1327::logSprRotation, this, spr)); auto act2 = RotateBy::create(0.25, 45); auto act3 = CallFunc::create( std::bind(&Issue1327::logSprRotation, this, spr)); auto act4 = RotateBy::create(0.25, 45); auto act5 = CallFunc::create( std::bind(&Issue1327::logSprRotation, this, spr)); auto act6 = RotateBy::create(0.25, 45); auto act7 = CallFunc::create( std::bind(&Issue1327::logSprRotation, this, spr)); auto act8 = RotateBy::create(0.25, 45); auto act9 = CallFunc::create( std::bind(&Issue1327::logSprRotation, this, spr)); auto actF = Sequence::create(act1, act2, act3, act4, act5, act6, act7, act8, act9, NULL); spr->runAction(actF); } std::string Issue1327::title() { return "Issue 1327"; } std::string Issue1327::subtitle() { return "See console: You should see: 0, 45, 90, 135, 180"; } void Issue1327::logSprRotation(Sprite* sender) { log("%f", sender->getRotation()); } //Issue1398 void Issue1398::incrementInteger() { _testInteger++; log("incremented to %d", _testInteger); } void Issue1398::onEnter() { ActionsDemo::onEnter(); this->centerSprites(0); _testInteger = 0; log("testInt = %d", _testInteger); this->runAction( Sequence::create( CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"1")), CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"2")), CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"3")), CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"4")), CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"5")), CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"6")), CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"7")), CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"8")), NULL)); } void Issue1398::incrementIntegerCallback(void* data) { this->incrementInteger(); log("%s", (char*)data); } std::string Issue1398::subtitle() { return "See console: You should see an 8"; } std::string Issue1398::title() { return "Issue 1398"; } /** ActionCatmullRom */ void ActionCatmullRom::onEnter() { ActionsDemo::onEnter(); this->centerSprites(2); auto s = Director::getInstance()->getWinSize(); // // sprite 1 (By) // // startPosition can be any coordinate, but since the movement // is relative to the Catmull Rom curve, it is better to start with (0,0). // _tamara->setPosition(Point(50, 50)); auto array = PointArray::create(20); array->addControlPoint(Point(0, 0)); array->addControlPoint(Point(80, 80)); array->addControlPoint(Point(s.width - 80, 80)); array->addControlPoint(Point(s.width - 80, s.height - 80)); array->addControlPoint(Point(80, s.height - 80)); array->addControlPoint(Point(80, 80)); array->addControlPoint(Point(s.width / 2, s.height / 2)); auto action = CatmullRomBy::create(3, array); auto reverse = action->reverse(); auto seq = Sequence::create(action, reverse, NULL); _tamara->runAction(seq); // // sprite 2 (To) // // The startPosition is not important here, because it uses a "To" action. // The initial position will be the 1st point of the Catmull Rom path // auto array2 = PointArray::create(20); array2->addControlPoint(Point(s.width / 2, 30)); array2->addControlPoint(Point(s.width -80, 30)); array2->addControlPoint(Point(s.width - 80, s.height - 80)); array2->addControlPoint(Point(s.width / 2, s.height - 80)); array2->addControlPoint(Point(s.width / 2, 30)); auto action2 = CatmullRomTo::create(3, array2); auto reverse2 = action2->reverse(); auto seq2 = Sequence::create(action2, reverse2, NULL); _kathia->runAction(seq2); _array1 = array; _array1->retain(); _array2 = array2; _array2->retain(); } ActionCatmullRom::~ActionCatmullRom() { _array1->release(); _array2->release(); } void ActionCatmullRom::draw() { ActionsDemo::draw(); // move to 50,50 since the "by" path will start at 50,50 kmGLPushMatrix(); kmGLTranslatef(50, 50, 0); DrawPrimitives::drawCatmullRom(_array1, 50); kmGLPopMatrix(); DrawPrimitives::drawCatmullRom(_array2,50); } string ActionCatmullRom::title() { return "CatmullRomBy / CatmullRomTo"; } string ActionCatmullRom::subtitle() { return "Catmull Rom spline paths. Testing reverse too"; } /** ActionCardinalSpline */ void ActionCardinalSpline::onEnter() { ActionsDemo::onEnter(); this->centerSprites(2); auto s = Director::getInstance()->getWinSize(); auto array = PointArray::create(20); array->addControlPoint(Point(0, 0)); array->addControlPoint(Point(s.width/2-30, 0)); array->addControlPoint(Point(s.width/2-30, s.height-80)); array->addControlPoint(Point(0, s.height-80)); array->addControlPoint(Point(0, 0)); // // sprite 1 (By) // // Spline with no tension (tension==0) // auto action = CardinalSplineBy::create(3, array, 0); auto reverse = action->reverse(); auto seq = Sequence::create(action, reverse, NULL); _tamara->setPosition(Point(50, 50)); _tamara->runAction(seq); // // sprite 2 (By) // // Spline with high tension (tension==1) // CardinalSplineBy *action2 = CardinalSplineBy::create(3, array, 1); auto reverse2 = action2->reverse(); auto seq2 = Sequence::create(action2, reverse2, NULL); _kathia->setPosition(Point(s.width/2, 50)); _kathia->runAction(seq2); _array = array; array->retain(); } ActionCardinalSpline::~ActionCardinalSpline() { _array->release(); } void ActionCardinalSpline::draw() { ActionsDemo::draw(); // move to 50,50 since the "by" path will start at 50,50 kmGLPushMatrix(); kmGLTranslatef(50, 50, 0); DrawPrimitives::drawCardinalSpline(_array, 0, 100); kmGLPopMatrix(); auto s = Director::getInstance()->getWinSize(); kmGLPushMatrix(); kmGLTranslatef(s.width/2, 50, 0); DrawPrimitives::drawCardinalSpline(_array, 1, 100); kmGLPopMatrix(); } string ActionCardinalSpline::title() { return "CardinalSplineBy / CardinalSplineTo"; } string ActionCardinalSpline::subtitle() { return "Cardinal Spline paths. Testing different tensions for one array"; } /** PauseResumeActions */ PauseResumeActions::PauseResumeActions() : _pausedTargets(NULL) { } PauseResumeActions::~PauseResumeActions() { CC_SAFE_RELEASE(_pausedTargets); } void PauseResumeActions::onEnter() { ActionsDemo::onEnter(); this->centerSprites(3); _tamara->runAction(RepeatForever::create(RotateBy::create(3, 360))); _grossini->runAction(RepeatForever::create(RotateBy::create(3, -360))); _kathia->runAction(RepeatForever::create(RotateBy::create(3, 360))); this->schedule(schedule_selector(PauseResumeActions::pause), 3, false, 0); this->schedule(schedule_selector(PauseResumeActions::resume), 5, false, 0); } string PauseResumeActions::title() { return "PauseResumeActions"; } string PauseResumeActions::subtitle() { return "All actions pause at 3s and resume at 5s"; } void PauseResumeActions::pause(float dt) { log("Pausing"); Director *director = Director::getInstance(); CC_SAFE_RELEASE(_pausedTargets); _pausedTargets = director->getActionManager()->pauseAllRunningActions(); CC_SAFE_RETAIN(_pausedTargets); } void PauseResumeActions::resume(float dt) { log("Resuming"); Director *director = Director::getInstance(); director->getActionManager()->resumeTargets(_pausedTargets); } //------------------------------------------------------------------ // // ActionRemoveSelf // //------------------------------------------------------------------ void ActionRemoveSelf::onEnter() { ActionsDemo::onEnter(); alignSpritesLeft(1); auto action = Sequence::create( MoveBy::create( 2, Point(240,0)), RotateBy::create( 2, 540), ScaleTo::create(1,0.1f), RemoveSelf::create(), NULL); _grossini->runAction(action); } std::string ActionRemoveSelf::subtitle() { return "Sequence: Move + Rotate + Scale + RemoveSelf"; }