#include "ArmatureScene.h" #include "../../testResource.h" using namespace cocos2d; using namespace cocos2d::extension::armature; Layer *NextTest(); Layer *BackTest(); Layer *RestartTest(); static int s_nActionIdx = -1; Layer *CreateLayer(int index) { Layer *pLayer = NULL; switch(index) { case TEST_ASYNCHRONOUS_LOADING: pLayer = new TestAsynchronousLoading(); break; case TEST_DRAGON_BONES_2_0: pLayer = new TestDragonBones20(); break; case TEST_COCOSTUDIO_WITH_SKELETON: pLayer = new TestCSWithSkeleton(); break; case TEST_PERFORMANCE: pLayer = new TestPerformance(); break; case TEST_CHANGE_ZORDER: pLayer = new TestChangeZorder(); break; case TEST_ANIMATION_EVENT: pLayer = new TestAnimationEvent(); break; case TEST_PARTICLE_DISPLAY: pLayer = new TestParticleDisplay(); break; case TEST_USE_DIFFERENT_PICTURE: pLayer = new TestUseMutiplePicture(); break; case TEST_BCOLLIDER_DETECTOR: pLayer = new TestColliderDetector(); break; case TEST_BOUDINGBOX: pLayer = new TestBoundingBox(); break; case TEST_ANCHORPOINT: pLayer = new TestAnchorPoint(); break; case TEST_ARMATURE_NESTING: pLayer = new TestArmatureNesting(); break; default: break; } return pLayer; } Layer *NextTest() { ++s_nActionIdx; s_nActionIdx = s_nActionIdx % TEST_LAYER_COUNT; Layer *pLayer = CreateLayer(s_nActionIdx); pLayer->autorelease(); return pLayer; } Layer *BackTest() { --s_nActionIdx; if( s_nActionIdx < 0 ) s_nActionIdx += TEST_LAYER_COUNT; Layer *pLayer = CreateLayer(s_nActionIdx); pLayer->autorelease(); return pLayer; } Layer *RestartTest() { Layer *pLayer = CreateLayer(s_nActionIdx); pLayer->autorelease(); return pLayer; } ArmatureTestScene::ArmatureTestScene(bool bPortrait) { TestScene::init(); Sprite *bg = Sprite::create("armature/bg.jpg"); bg->setPosition(VisibleRect::center()); float scaleX = VisibleRect::getVisibleRect().size.width / bg->getContentSize().width; float scaleY = VisibleRect::getVisibleRect().size.height / bg->getContentSize().height; bg->setScaleX(scaleX); bg->setScaleY(scaleY); addChild(bg); } void ArmatureTestScene::runThisTest() { s_nActionIdx = -1; addChild(NextTest()); Director::getInstance()->replaceScene(this); } void ArmatureTestScene::MainMenuCallback(Object *pSender) { //TestScene::MainMenuCallback(pSender); removeAllChildren(); ArmatureDataManager::purge(); } void ArmatureTestLayer::onEnter() { Layer::onEnter(); // add title and subtitle std::string str = title(); const char *pTitle = str.c_str(); LabelTTF *label = LabelTTF::create(pTitle, "Arial", 18); label->setColor(Color3B(0, 0, 0)); addChild(label, 1, 10000); label->setPosition( Point(VisibleRect::center().x, VisibleRect::top().y - 30) ); std::string strSubtitle = subtitle(); if( ! strSubtitle.empty() ) { LabelTTF *l = LabelTTF::create(strSubtitle.c_str(), "Arial", 18); l->setColor(Color3B(0, 0, 0)); addChild(l, 1, 10001); l->setPosition( Point(VisibleRect::center().x, VisibleRect::top().y - 60) ); } // add menu backItem = MenuItemImage::create(s_pathB1, s_pathB2, CC_CALLBACK_1(ArmatureTestLayer::backCallback, this) ); restartItem = MenuItemImage::create(s_pathR1, s_pathR2, CC_CALLBACK_1(ArmatureTestLayer::restartCallback, this) ); nextItem = MenuItemImage::create(s_pathF1, s_pathF2, CC_CALLBACK_1(ArmatureTestLayer::nextCallback, this) ); Menu *menu = Menu::create(backItem, restartItem, nextItem, NULL); menu->setPosition(Point::ZERO); backItem->setPosition(Point(VisibleRect::center().x - restartItem->getContentSize().width * 2, VisibleRect::bottom().y + restartItem->getContentSize().height / 2)); restartItem->setPosition(Point(VisibleRect::center().x, VisibleRect::bottom().y + restartItem->getContentSize().height / 2)); nextItem->setPosition(Point(VisibleRect::center().x + restartItem->getContentSize().width * 2, VisibleRect::bottom().y + restartItem->getContentSize().height / 2)); addChild(menu, 100); setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR)); } void ArmatureTestLayer::onExit() { removeAllChildren(); backItem = restartItem = nextItem = NULL; } std::string ArmatureTestLayer::title() { return "Armature Test Bed"; } std::string ArmatureTestLayer::subtitle() { return ""; } void ArmatureTestLayer::restartCallback(Object *pSender) { Scene *s = new ArmatureTestScene(); s->addChild( RestartTest() ); Director::getInstance()->replaceScene(s); s->release(); } void ArmatureTestLayer::nextCallback(Object *pSender) { Scene *s = new ArmatureTestScene(); s->addChild( NextTest() ); Director::getInstance()->replaceScene(s); s->release(); } void ArmatureTestLayer::backCallback(Object *pSender) { Scene *s = new ArmatureTestScene(); s->addChild( BackTest() ); Director::getInstance()->replaceScene(s); s->release(); } void ArmatureTestLayer::draw() { Layer::draw(); } void TestAsynchronousLoading::onEnter() { ArmatureTestLayer::onEnter(); //CCLOG("armature version : %s", armatureVersion()); backItem->setEnabled(false); restartItem->setEnabled(false); nextItem->setEnabled(false); char pszPercent[255]; sprintf(pszPercent, "%s %f", subtitle().c_str(), 0.0f); LabelTTF *label = (LabelTTF *)getChildByTag(10001); label->setString(pszPercent); //! create a new thread to load data ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/knight.png", "armature/knight.plist", "armature/knight.xml", this, schedule_selector(TestAsynchronousLoading::dataLoaded)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/weapon.png", "armature/weapon.plist", "armature/weapon.xml", this, schedule_selector(TestAsynchronousLoading::dataLoaded)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/robot.png", "armature/robot.plist", "armature/robot.xml", this, schedule_selector(TestAsynchronousLoading::dataLoaded)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/cyborg.png", "armature/cyborg.plist", "armature/cyborg.xml", this, schedule_selector(TestAsynchronousLoading::dataLoaded)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/Dragon.png", "armature/Dragon.plist", "armature/Dragon.xml", this, schedule_selector(TestAsynchronousLoading::dataLoaded)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/Cowboy.ExportJson", this, schedule_selector(TestAsynchronousLoading::dataLoaded)); //! load data directly // ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/knight.png", "armature/knight.plist", "armature/knight.xml"); // ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/weapon.png", "armature/weapon.plist", "armature/weapon.xml"); // ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/robot.png", "armature/robot.plist", "armature/robot.xml"); // ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/cyborg.png", "armature/cyborg.plist", "armature/cyborg.xml"); // ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/Dragon.png", "armature/Dragon.plist", "armature/Dragon.xml"); // ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/Cowboy.ExportJson"); } std::string TestAsynchronousLoading::title() { return "Test Asynchronous Loading"; } std::string TestAsynchronousLoading::subtitle() { return "current percent : "; } void TestAsynchronousLoading::dataLoaded(float percent) { LabelTTF *label = (LabelTTF *)getChildByTag(10001); if (label) { char pszPercent[255]; sprintf(pszPercent, "%s %f", subtitle().c_str(), percent * 100); label->setString(pszPercent); } if (percent >= 1 && backItem && restartItem && nextItem) { backItem->setEnabled(true); restartItem->setEnabled(true); nextItem->setEnabled(true); } } void TestCSWithSkeleton::onEnter() { ArmatureTestLayer::onEnter(); Armature *armature = NULL; armature = Armature::create("Cowboy"); armature->getAnimation()->playByIndex(0); armature->setScale(0.2f); armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y/*-100*/)); addChild(armature); } std::string TestCSWithSkeleton::title() { return "Test Export From CocoStudio With Skeleton Effect"; } void TestDragonBones20::onEnter() { ArmatureTestLayer::onEnter(); Armature *armature = NULL; armature = Armature::create("Dragon"); armature->getAnimation()->playByIndex(1); armature->getAnimation()->setSpeedScale(0.4f); armature->setPosition(VisibleRect::center().x, VisibleRect::center().y * 0.3f); armature->setScale(0.6f); addChild(armature); } std::string TestDragonBones20::title() { return "Test Export From DragonBones version 2.0"; } TestPerformance::~TestPerformance() { } void TestPerformance::onEnter() { ArmatureTestLayer::onEnter(); armatureCount = frames = times = lastTimes = 0; generated = false; scheduleUpdate(); } std::string TestPerformance::title() { return "Test Performance"; } std::string TestPerformance::subtitle() { return "Current Armature Count : "; } void TestPerformance::addArmature(Armature *armature) { armatureCount++; addChild(armature, armatureCount); } void TestPerformance::update(float delta) { frames ++; times += delta; if (frames / times > 58) { Armature *armature = NULL; armature = new Armature(); armature->init("Knight_f/Knight"); armature->getAnimation()->playByIndex(0); armature->setPosition(50 + armatureCount * 2, 150); armature->setScale(0.6f); addArmature(armature); armature->release(); char pszCount[255]; sprintf(pszCount, "%s %i", subtitle().c_str(), armatureCount); LabelTTF *label = (LabelTTF *)getChildByTag(10001); label->setString(pszCount); } } void TestChangeZorder::onEnter() { ArmatureTestLayer::onEnter(); Armature *armature = NULL; currentTag = -1; armature = Armature::create("Knight_f/Knight"); armature->getAnimation()->playByIndex(0); armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y - 100)); ++currentTag; armature->setScale(0.6f); addChild(armature, currentTag, currentTag); armature = Armature::create("Cowboy"); armature->getAnimation()->playByIndex(0); armature->setScale(0.24f); armature->setPosition(Point(VisibleRect::center().x, VisibleRect::center().y - 100)); ++currentTag; addChild(armature, currentTag, currentTag); armature = Armature::create("Dragon"); armature->getAnimation()->playByIndex(0); armature->setPosition(Point(VisibleRect::center().x , VisibleRect::center().y - 100)); ++currentTag; armature->setScale(0.6f); addChild(armature, currentTag, currentTag); schedule( schedule_selector(TestChangeZorder::changeZorder), 1); currentTag = 0; } std::string TestChangeZorder::title() { return "Test Change ZOrder Of Different Armature"; } void TestChangeZorder::changeZorder(float dt) { Node *node = getChildByTag(currentTag); node->setZOrder(CCRANDOM_0_1() * 3); currentTag ++; currentTag = currentTag % 3; } void TestAnimationEvent::onEnter() { ArmatureTestLayer::onEnter(); armature = Armature::create("Cowboy"); armature->getAnimation()->play("Fire"); armature->setScaleX(-0.24f); armature->setScaleY(0.24f); armature->setPosition(Point(VisibleRect::left().x + 50, VisibleRect::left().y)); /* * Set armature's movement event callback function * To disconnect this event, just setMovementEventCallFunc(NULL, NULL); */ armature->getAnimation()->setMovementEventCallFunc(this, movementEvent_selector(TestAnimationEvent::animationEvent)); addChild(armature); } std::string TestAnimationEvent::title() { return "Test Armature Animation Event"; } void TestAnimationEvent::animationEvent(Armature *armature, MovementEventType movementType, const char *movementID) { std::string id = movementID; if (movementType == LOOP_COMPLETE) { if (id.compare("Fire") == 0) { ActionInterval *actionToRight = MoveTo::create(2, Point(VisibleRect::right().x - 50, VisibleRect::right().y)); armature->stopAllActions(); armature->runAction(Sequence::create(actionToRight, CallFunc::create( CC_CALLBACK_0(TestAnimationEvent::callback1, this)), NULL)); armature->getAnimation()->play("Walk"); } else if (id.compare("FireMax") == 0) { ActionInterval *actionToLeft = MoveTo::create(2, Point(VisibleRect::left().x + 50, VisibleRect::left().y)); armature->stopAllActions(); armature->runAction(Sequence::create(actionToLeft, CallFunc::create( CC_CALLBACK_0(TestAnimationEvent::callback2, this)), NULL)); armature->getAnimation()->play("Walk"); } } } void TestAnimationEvent::callback1() { armature->runAction(ScaleTo::create(0.3f, 0.24f, 0.24f)); armature->getAnimation()->play("FireMax", 10); } void TestAnimationEvent::callback2() { armature->runAction(ScaleTo::create(0.3f, -0.24f, 0.24f)); armature->getAnimation()->play("Fire", 10); } void TestParticleDisplay::onEnter() { ArmatureTestLayer::onEnter(); setTouchEnabled(true); animationID = 0; armature = Armature::create("robot"); armature->getAnimation()->playByIndex(0); armature->setPosition(VisibleRect::center()); armature->setScale(0.48f); armature->getAnimation()->setSpeedScale(0.5f); addChild(armature); ParticleSystem *p1 = CCParticleSystemQuad::create("Particles/SmallSun.plist"); ParticleSystem *p2 = CCParticleSystemQuad::create("Particles/SmallSun.plist"); Bone *bone = Bone::create("p1"); bone->addDisplay(p1, 0); bone->changeDisplayByIndex(0, true); bone->setIgnoreMovementBoneData(true); bone->setZOrder(100); bone->setScale(1.2f); armature->addBone(bone, "bady-a3"); bone = Bone::create("p2"); bone->addDisplay(p2, 0); bone->changeDisplayByIndex(0, true); bone->setIgnoreMovementBoneData(true); bone->setZOrder(100); bone->setScale(1.2f); armature->addBone(bone, "bady-a30"); } void TestParticleDisplay::onExit() { Director::getInstance()->getTouchDispatcher()->removeDelegate(this); ArmatureTestLayer::onExit(); } std::string TestParticleDisplay::title() { return "Test Particle Display"; } std::string TestParticleDisplay::subtitle() { return "Touch to change animation"; } void TestParticleDisplay::ccTouchesEnded(Set* touches, Event* event) { ++animationID; animationID = animationID % armature->getAnimation()->getMovementCount(); armature->getAnimation()->playByIndex(animationID); } void TestUseMutiplePicture::onEnter() { ArmatureTestLayer::onEnter(); setTouchEnabled(true); displayIndex = 0; armature = Armature::create("Knight_f/Knight"); armature->getAnimation()->playByIndex(0); armature->setPosition(Point(VisibleRect::center().x, VisibleRect::left().y)); armature->setScale(1.2f); addChild(armature); std::string weapon[] = {"weapon_f-sword.png", "weapon_f-sword2.png", "weapon_f-sword3.png", "weapon_f-sword4.png", "weapon_f-sword5.png", "weapon_f-knife.png", "weapon_f-hammer.png"}; for (int i = 0; i < 7; i++) { Skin *skin = Skin::createWithSpriteFrameName(weapon[i].c_str()); armature->getBone("weapon")->addDisplay(skin, i); } // CCSpriteDisplayData displayData; // for (int i = 0; i < 7; i++) // { // displayData.setParam(weapon[i].c_str()); // armature->getBone("weapon")->addDisplay(&displayData, i); // } LabelTTF *l = LabelTTF::create("This is a weapon!", "Arial", 18); l->setAnchorPoint(Point(0.2f, 0.5f)); armature->getBone("weapon")->addDisplay(l, 7); } void TestUseMutiplePicture::onExit() { Director::getInstance()->getTouchDispatcher()->removeDelegate(this); ArmatureTestLayer::onExit(); } std::string TestUseMutiplePicture::title() { return "Test One Armature Use Different Picture"; } std::string TestUseMutiplePicture::subtitle() { return "weapon and armature are in different picture"; } void TestUseMutiplePicture::ccTouchesEnded(Set* touches, Event* event) { ++displayIndex; displayIndex = (displayIndex) % 8; armature->getBone("weapon")->changeDisplayByIndex(displayIndex, true); } TestColliderDetector::~TestColliderDetector() { } void TestColliderDetector::onEnter() { ArmatureTestLayer::onEnter(); scheduleUpdate(); armature = Armature::create("Cowboy"); armature->getAnimation()->play("FireWithoutBullet"); armature->getAnimation()->setSpeedScale(0.2f); armature->setScaleX(-0.2f); armature->setScaleY(0.2f); armature->setPosition(Point(VisibleRect::left().x + 70, VisibleRect::left().y)); /* * Set armature's frame event callback function * To disconnect this event, just setFrameEventCallFunc(NULL, NULL); */ armature->getAnimation()->setFrameEventCallFunc(this, frameEvent_selector(TestColliderDetector::onFrameEvent)); addChild(armature); armature2 = Armature::create("Cowboy"); armature2->getAnimation()->play("Walk"); armature2->setScaleX(-0.2f); armature2->setScaleY(0.2f); armature2->setPosition(Point(VisibleRect::right().x - 60, VisibleRect::left().y)); addChild(armature2); bullet = cocos2d::extension::PhysicsSprite::createWithSpriteFrameName("25.png"); addChild(bullet); initWorld(); } std::string TestColliderDetector::title() { return "Test Collider Detector"; } void TestColliderDetector::onFrameEvent(Bone *bone, const char *evt, int originFrameIndex, int currentFrameIndex) { CCLOG("(%s) emit a frame event (%s) at frame index (%d).", bone->getName().c_str(), evt, currentFrameIndex); /* * originFrameIndex is the frame index editted in Action Editor * currentFrameIndex is the current index animation played to * frame event may be delay emit, so originFrameIndex may be different from currentFrameIndex. */ Point p = armature->getBone("Layer126")->getDisplayRenderNode()->convertToWorldSpaceAR(Point(0, 0)); bullet->setPosition(Point(p.x + 60, p.y)); bullet->stopAllActions(); bullet->runAction(CCMoveBy::create(1.5f, Point(350, 0))); } #if ENABLE_PHYSICS_BOX2D_DETECT class Contact { public: b2Fixture *fixtureA; b2Fixture *fixtureB; }; class ContactListener : public b2ContactListener { //! Callbacks for derived classes. virtual void BeginContact(b2Contact *contact) { if (contact) { Contact c; c.fixtureA = contact->GetFixtureA(); c.fixtureB = contact->GetFixtureB(); contact_list.push_back(c); } B2_NOT_USED(contact); } virtual void EndContact(b2Contact *contact) { contact_list.clear(); B2_NOT_USED(contact); } virtual void PreSolve(b2Contact *contact, const b2Manifold *oldManifold) { B2_NOT_USED(contact); B2_NOT_USED(oldManifold); } virtual void PostSolve(const b2Contact *contact, const b2ContactImpulse *impulse) { B2_NOT_USED(contact); B2_NOT_USED(impulse); } public: std::list contact_list; }; void TestColliderDetector::onExit() { CC_SAFE_DELETE(world); CC_SAFE_DELETE(listener); CC_SAFE_DELETE(debugDraw); ArmatureTestLayer::onExit(); } void TestColliderDetector::draw() { ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position ); kmGLPushMatrix(); world->DrawDebugData(); kmGLPopMatrix(); } void TestColliderDetector::update(float delta) { armature2->setVisible(true); world->Step(delta, 0, 0); for (std::list::iterator it = listener->contact_list.begin(); it != listener->contact_list.end(); ++it) { Contact &contact = *it; Bone *ba = (Bone *)contact.fixtureA->GetUserData(); Bone *bb = (Bone *)contact.fixtureB->GetUserData(); bb->getArmature()->setVisible(false); } } void TestColliderDetector::initWorld() { b2Vec2 noGravity(0, 0); world = new b2World(noGravity); world->SetAllowSleeping(true); listener = new ContactListener(); world->SetContactListener(listener); debugDraw = new GLESDebugDraw( PT_RATIO ); world->SetDebugDraw(debugDraw); uint32 flags = 0; flags += b2Draw::e_shapeBit; // flags += b2Draw::e_jointBit; // flags += b2Draw::e_aabbBit; // flags += b2Draw::e_pairBit; // flags += b2Draw::e_centerOfMassBit; debugDraw->SetFlags(flags); // Define the dynamic body. //Set up a 1m squared box in the physics world b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; b2Body *body = world->CreateBody(&bodyDef); // Define another box shape for our dynamic body. b2PolygonShape dynamicBox; dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box // Define the dynamic body fixture. b2FixtureDef fixtureDef; fixtureDef.shape = &dynamicBox; fixtureDef.isSensor = true; body->CreateFixture(&fixtureDef); bullet->setB2Body(body); bullet->setPTMRatio(PT_RATIO); bullet->setPosition( Point( -100, -100) ); body = world->CreateBody(&bodyDef); armature2->setBody(body); } #elif ENABLE_PHYSICS_CHIPMUNK_DETECT enum ColliderType { eBulletTag, eEnemyTag }; int TestColliderDetector::beginHit(cpArbiter *arb, cpSpace *space, void *unused) { CP_ARBITER_GET_SHAPES(arb, a, b); Bone *bone = (Bone *)a->data; bone->getArmature()->setVisible(false); return 0; } void TestColliderDetector::endHit(cpArbiter *arb, cpSpace *space, void *unused) { CP_ARBITER_GET_SHAPES(arb, a, b); Bone *bone = (Bone *)a->data; bone->getArmature()->setVisible(true); } void TestColliderDetector::destroyCPBody(cpBody *body) { cpShape *shape = body->shapeList_private; while(shape) { cpShape *temp = shape->next_private; cpSpaceRemoveShape(space, shape); cpShapeFree(shape); shape = temp; } cpSpaceRemoveBody(space, body); cpBodyFree(body); } void TestColliderDetector::onExit() { destroyCPBody(armature2->getBody()); destroyCPBody(bullet->getCPBody()); cpSpaceFree(space); ArmatureTestLayer::onExit(); } void TestColliderDetector::update(float delta) { cpSpaceStep(space, delta); } void TestColliderDetector::initWorld() { space = cpSpaceNew(); space->gravity = cpv(0, 0); // Physics debug layer cocos2d::extension::PhysicsDebugNode *debugLayer = cocos2d::extension::PhysicsDebugNode::create(space); this->addChild(debugLayer, INT_MAX); Size size = bullet->getContentSize(); int num = 4; cpVect verts[] = { cpv(-size.width / 2, -size.height / 2), cpv(-size.width / 2, size.height / 2), cpv(size.width / 2, size.height / 2), cpv(size.width / 2, -size.height / 2), }; cpBody *body = cpBodyNew(1.0f, cpMomentForPoly(1.0f, num, verts, cpvzero)); cpSpaceAddBody(space, body); cpShape *shape = cpPolyShapeNew(body, num, verts, cpvzero); shape->collision_type = eBulletTag; cpSpaceAddShape(space, shape); bullet->setCPBody(body); body = cpBodyNew(INFINITY, INFINITY); cpSpaceAddBody(space, body); armature2->setBody(body); shape = armature2->getShapeList(); while(shape) { cpShape *next = shape->next_private; shape->collision_type = eEnemyTag; shape = next; } cpSpaceAddCollisionHandler(space, eEnemyTag, eBulletTag, beginHit, NULL, NULL, endHit, NULL); } #endif void TestBoundingBox::onEnter() { ArmatureTestLayer::onEnter(); armature = Armature::create("Cowboy"); armature->getAnimation()->playByIndex(0); armature->setPosition(VisibleRect::center()); armature->setScale(0.2f); addChild(armature); Sprite *sprite = Sprite::create("Images/background3.png"); armature->addChild(sprite); } std::string TestBoundingBox::title() { return "Test BoundingBox"; } void TestBoundingBox::draw() { CC_NODE_DRAW_SETUP(); rect = RectApplyAffineTransform(armature->getBoundingBox(), armature->getNodeToParentTransform()); DrawPrimitives::setDrawColor4B(100, 100, 100, 255); DrawPrimitives::drawRect(rect.origin, Point(rect.getMaxX(), rect.getMaxY())); } void TestAnchorPoint::onEnter() { ArmatureTestLayer::onEnter(); for (int i = 0; i < 5; i++) { Armature *armature = Armature::create("Cowboy"); armature->getAnimation()->playByIndex(0); armature->setPosition(VisibleRect::center()); armature->setScale(0.2f); addChild(armature, 0, i); } getChildByTag(0)->setAnchorPoint(Point(0, 0)); getChildByTag(1)->setAnchorPoint(Point(0, 1)); getChildByTag(2)->setAnchorPoint(Point(1, 0)); getChildByTag(3)->setAnchorPoint(Point(1, 1)); getChildByTag(4)->setAnchorPoint(Point(0.5, 0.5)); } std::string TestAnchorPoint::title() { return "Test Set AnchorPoint"; } void TestArmatureNesting::onEnter() { ArmatureTestLayer::onEnter(); setTouchEnabled(true); armature = Armature::create("cyborg"); armature->getAnimation()->playByIndex(1); armature->setPosition(VisibleRect::center()); armature->setScale(1.2f); armature->getAnimation()->setSpeedScale(0.4f); addChild(armature); weaponIndex = 0; } void TestArmatureNesting::onExit() { Director::getInstance()->getTouchDispatcher()->removeDelegate(this); ArmatureTestLayer::onExit(); } std::string TestArmatureNesting::title() { return "Test Armature Nesting"; } void TestArmatureNesting::ccTouchesEnded(Set* touches, Event* event) { ++weaponIndex; weaponIndex = weaponIndex % 4; if(armature != NULL) { armature->getBone("armInside")->getChildArmature()->getAnimation()->playByIndex(weaponIndex); armature->getBone("armOutside")->getChildArmature()->getAnimation()->playByIndex(weaponIndex); } }