#include "ArmatureScene.h" #include "../../testResource.h" #include "cocostudio/CocoStudio.h" using namespace cocos2d; using namespace cocostudio; Layer *NextTest(); Layer *BackTest(); Layer *RestartTest(); static int s_nActionIdx = -1; Layer *CreateLayer(int index) { Layer *pLayer = nullptr; switch(index) { case TEST_ASYNCHRONOUS_LOADING: pLayer = new TestAsynchronousLoading(); break; case TEST_DIRECT_LOADING: pLayer = new TestDirectLoading(); 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_PERFORMANCE_BATCHNODE: // pLayer = new TestPerformanceBatchNode(); // break; case TEST_CHANGE_ZORDER: pLayer = new TestChangeZorder(); break; case TEST_ANIMATION_EVENT: pLayer = new TestAnimationEvent(); break; case TEST_FRAME_EVENT: pLayer = new TestFrameEvent(); break; case TEST_PARTICLE_DISPLAY: pLayer = new TestParticleDisplay(); break; case TEST_USE_DIFFERENT_PICTURE: pLayer = new TestUseMutiplePicture(); break; case TEST_COLLIDER_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; case TEST_ARMATURE_NESTING_2: pLayer = new TestArmatureNesting2(); break; case TEST_PLAY_SEVERAL_MOVEMENT: pLayer = new TestPlaySeveralMovement(); break; case TEST_EASING: pLayer = new TestEasing(); break; case TEST_CHANGE_ANIMATION_INTERNAL: pLayer = new TestChangeAnimationInternal(); 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(Ref *pSender) { //TestScene::MainMenuCallback(pSender); removeAllChildren(); ArmatureDataManager::destroyInstance(); } void ArmatureTestLayer::onEnter() { Layer::onEnter(); // add title and subtitle std::string str = title(); const char *pTitle = str.c_str(); auto label = Label::createWithTTF(pTitle, "fonts/arial.ttf", 18); label->setColor(Color3B::BLACK); addChild(label, 1, 10000); label->setPosition( Vec2(VisibleRect::center().x, VisibleRect::top().y - 30) ); std::string strSubtitle = subtitle(); if( ! strSubtitle.empty() ) { auto l = Label::createWithTTF(strSubtitle.c_str(), "fonts/arial.ttf", 18); l->setColor(Color3B::BLACK); addChild(l, 1, 10001); l->setPosition( Vec2(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, nullptr); menu->setPosition(Vec2::ZERO); backItem->setPosition(Vec2(VisibleRect::center().x - restartItem->getContentSize().width * 2, VisibleRect::bottom().y + restartItem->getContentSize().height / 2)); restartItem->setPosition(Vec2(VisibleRect::center().x, VisibleRect::bottom().y + restartItem->getContentSize().height / 2)); nextItem->setPosition(Vec2(VisibleRect::center().x + restartItem->getContentSize().width * 2, VisibleRect::bottom().y + restartItem->getContentSize().height / 2)); addChild(menu, 100); setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR)); } void ArmatureTestLayer::onExit() { removeAllChildren(); backItem = restartItem = nextItem = nullptr; Layer::onExit(); } std::string ArmatureTestLayer::title() const { return "Armature Test Bed"; } std::string ArmatureTestLayer::subtitle() const { return ""; } void ArmatureTestLayer::restartCallback(Ref *pSender) { Scene *s = new ArmatureTestScene(); s->addChild( RestartTest() ); Director::getInstance()->replaceScene(s); s->release(); } void ArmatureTestLayer::nextCallback(Ref *pSender) { Scene *s = new ArmatureTestScene(); s->addChild( NextTest() ); Director::getInstance()->replaceScene(s); s->release(); } void ArmatureTestLayer::backCallback(Ref *pSender) { Scene *s = new ArmatureTestScene(); s->addChild( BackTest() ); Director::getInstance()->replaceScene(s); s->release(); } 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); auto label = (Label *)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)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/hero.ExportJson", this, schedule_selector(TestAsynchronousLoading::dataLoaded)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/horse.ExportJson", this, schedule_selector(TestAsynchronousLoading::dataLoaded)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/bear.ExportJson", this, schedule_selector(TestAsynchronousLoading::dataLoaded)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/HeroAnimation.ExportJson", this, schedule_selector(TestAsynchronousLoading::dataLoaded)); ArmatureDataManager::getInstance()->addArmatureFileInfoAsync("armature/testEasing.ExportJson", this, schedule_selector(TestAsynchronousLoading::dataLoaded)); } std::string TestAsynchronousLoading::title() const { return "Test Asynchronous Loading"; } std::string TestAsynchronousLoading::subtitle() const { return "current percent : "; } void TestAsynchronousLoading::restartCallback(Ref* pSender) { ArmatureDataManager::destroyInstance(); ArmatureTestLayer::restartCallback(pSender); } void TestAsynchronousLoading::dataLoaded(float percent) { auto label = (Label *)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 TestDirectLoading::onEnter() { ArmatureTestLayer::onEnter(); // remove sigle resource ArmatureDataManager::getInstance()->removeArmatureFileInfo("armature/bear.ExportJson"); // load resource directly ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/bear.ExportJson"); Armature *armature = Armature::create("bear"); armature->getAnimation()->playWithIndex(0); armature->setPosition(Vec2(VisibleRect::center().x, VisibleRect::center().y)); addChild(armature); } std::string TestDirectLoading::title() const { return "Test Direct Loading"; } void TestCSWithSkeleton::onEnter() { ArmatureTestLayer::onEnter(); Armature *armature = nullptr; armature = Armature::create("Cowboy"); armature->getAnimation()->playWithIndex(0); armature->setScale(0.2f); armature->setPosition(Vec2(VisibleRect::center().x, VisibleRect::center().y/*-100*/)); addChild(armature); } std::string TestCSWithSkeleton::title() const { return "Test Export From CocoStudio With Skeleton Effect"; } void TestDragonBones20::onEnter() { ArmatureTestLayer::onEnter(); Armature *armature = nullptr; armature = Armature::create("Dragon"); armature->getAnimation()->playWithIndex(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() const { return "Test Export From DragonBones version 2.0"; } #define ArmaturePerformanceTag 20000 TestPerformance::~TestPerformance() { } void TestPerformance::onEnter() { ArmatureTestLayer::onEnter(); MenuItemFont::setFontSize(65); MenuItemFont *decrease = MenuItemFont::create(" - ", CC_CALLBACK_1(TestPerformance::onDecrease, this)); decrease->setColor(Color3B(0,200,20)); MenuItemFont *increase = MenuItemFont::create(" + ", CC_CALLBACK_1(TestPerformance::onIncrease, this)); increase->setColor(Color3B(0,200,20)); Menu *menu = Menu::create(decrease, increase, nullptr); menu->alignItemsHorizontally(); menu->setPosition(Vec2(VisibleRect::getVisibleRect().size.width/2, VisibleRect::getVisibleRect().size.height-100)); addChild(menu, 10000); armatureCount = frames = times = lastTimes = 0; generated = false; addArmature(100); } std::string TestPerformance::title() const { return "Test Performance"; } std::string TestPerformance::subtitle() const { return "Current Armature Count : "; } void TestPerformance::onIncrease(Ref* pSender) { addArmature(20); } void TestPerformance::onDecrease(Ref* pSender) { if (armatureCount == 0) return; for (int i = 0; i<20; i++) { removeArmatureFromParent(ArmaturePerformanceTag + armatureCount); armatureCount --; refreshTitle(); } } void TestPerformance::addArmature(int number) { for (int i = 0; iinit("Knight_f/Knight"); armature->getAnimation()->playWithIndex(0); armature->setPosition(50 + armatureCount * 2, 150); armature->setScale(0.6f); addArmatureToParent(armature); armature->release(); } refreshTitle(); } void TestPerformance::addArmatureToParent(cocostudio::Armature *armature) { addChild(armature, 0, ArmaturePerformanceTag + armatureCount); } void TestPerformance::removeArmatureFromParent(int tag) { removeChildByTag(ArmaturePerformanceTag + armatureCount); } void TestPerformance::refreshTitle() { char pszCount[255]; sprintf(pszCount, "%s %i", subtitle().c_str(), armatureCount); auto label = (Label *)getChildByTag(10001); label->setString(pszCount); } void TestPerformanceBatchNode::onEnter() { batchNode = BatchNode::create(); addChild(batchNode); TestPerformance::onEnter(); } std::string TestPerformanceBatchNode::title() const { return "Test Performance of using BatchNode"; } void TestPerformanceBatchNode::addArmatureToParent(cocostudio::Armature *armature) { batchNode->addChild(armature, 0, ArmaturePerformanceTag + armatureCount); } void TestPerformanceBatchNode::removeArmatureFromParent(int tag) { batchNode->removeChildByTag(ArmaturePerformanceTag + armatureCount); } void TestChangeZorder::onEnter() { ArmatureTestLayer::onEnter(); Armature *armature = nullptr; currentTag = -1; armature = Armature::create("Knight_f/Knight"); armature->getAnimation()->playWithIndex(0); armature->setPosition(Vec2(VisibleRect::center().x, VisibleRect::center().y - 100)); ++currentTag; armature->setScale(0.6f); addChild(armature, currentTag, currentTag); armature = Armature::create("Cowboy"); armature->getAnimation()->playWithIndex(0); armature->setScale(0.24f); armature->setPosition(Vec2(VisibleRect::center().x, VisibleRect::center().y - 100)); ++currentTag; addChild(armature, currentTag, currentTag); armature = Armature::create("Dragon"); armature->getAnimation()->playWithIndex(0); armature->setPosition(Vec2(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() const { return "Test Change ZOrder Of Different Armature"; } void TestChangeZorder::changeZorder(float dt) { Node *node = getChildByTag(currentTag); node->setLocalZOrder(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(Vec2(VisibleRect::left().x + 50, VisibleRect::left().y)); /* * Set armature's movement event callback function * To disconnect this event, just setMovementEventCallFunc(nullptr, nullptr); */ armature->getAnimation()->setMovementEventCallFunc(CC_CALLBACK_0(TestAnimationEvent::animationEvent, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)); addChild(armature); } std::string TestAnimationEvent::title() const { return "Test Armature Animation Event"; } void TestAnimationEvent::animationEvent(Armature *armature, MovementEventType movementType, const std::string& movementID) { if (movementType == LOOP_COMPLETE) { if (movementID == "Fire") { ActionInterval *actionToRight = MoveTo::create(2, Vec2(VisibleRect::right().x - 50, VisibleRect::right().y)); armature->stopAllActions(); armature->runAction(Sequence::create(actionToRight, CallFunc::create( CC_CALLBACK_0(TestAnimationEvent::callback1, this)), nullptr)); armature->getAnimation()->play("Walk"); } else if (movementID == "FireMax") { ActionInterval *actionToLeft = MoveTo::create(2, Vec2(VisibleRect::left().x + 50, VisibleRect::left().y)); armature->stopAllActions(); armature->runAction(Sequence::create(actionToLeft, CallFunc::create( CC_CALLBACK_0(TestAnimationEvent::callback2, this)), nullptr)); 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); } #define FRAME_EVENT_ACTION_TAG 10000 void TestFrameEvent::onEnter() { ArmatureTestLayer::onEnter(); _gridNode = NodeGrid::create(); Armature *armature = Armature::create("HeroAnimation"); armature->getAnimation()->play("attack"); armature->getAnimation()->setSpeedScale(0.5); armature->setPosition(Vec2(VisibleRect::center().x - 50, VisibleRect::center().y -100)); /* * Set armature's frame event callback function * To disconnect this event, just setFrameEventCallFunc(nullptr); */ armature->getAnimation()->setFrameEventCallFunc(CC_CALLBACK_0(TestFrameEvent::onFrameEvent, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3, std::placeholders::_4)); _gridNode->addChild(armature); addChild(_gridNode); schedule( schedule_selector(TestFrameEvent::checkAction) ); } std::string TestFrameEvent::title() const { return "Test Frame Event"; } void TestFrameEvent::onFrameEvent(Bone *bone, const std::string& evt, int originFrameIndex, int currentFrameIndex) { CCLOG("(%s) emit a frame event (%s) at frame index (%d).", bone->getName().c_str(), evt.c_str(), currentFrameIndex); if (!_gridNode->getActionByTag(FRAME_EVENT_ACTION_TAG) || _gridNode->getActionByTag(FRAME_EVENT_ACTION_TAG)->isDone()) { _gridNode->stopAllActions(); ActionInterval *action = ShatteredTiles3D::create(0.2f, Size(16,12), 5, false); action->setTag(FRAME_EVENT_ACTION_TAG); _gridNode->runAction(action); } } void TestFrameEvent::checkAction(float dt) { if ( _gridNode->getNumberOfRunningActions() == 0 && _gridNode->getGrid() != nullptr) _gridNode->setGrid(nullptr); } void TestParticleDisplay::onEnter() { ArmatureTestLayer::onEnter(); auto listener = EventListenerTouchAllAtOnce::create(); listener->onTouchesEnded = CC_CALLBACK_2(TestParticleDisplay::onTouchesEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); animationID = 0; armature = Armature::create("robot"); armature->getAnimation()->playWithIndex(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->changeDisplayWithIndex(0, true); bone->setIgnoreMovementBoneData(true); bone->setLocalZOrder(100); bone->setScale(1.2f); armature->addBone(bone, "bady-a3"); bone = Bone::create("p2"); bone->addDisplay(p2, 0); bone->changeDisplayWithIndex(0, true); bone->setIgnoreMovementBoneData(true); bone->setLocalZOrder(100); bone->setScale(1.2f); armature->addBone(bone, "bady-a30"); } void TestParticleDisplay::onExit() { ArmatureTestLayer::onExit(); } std::string TestParticleDisplay::title() const { return "Test Particle Display"; } std::string TestParticleDisplay::subtitle() const { return "Touch to change animation"; } void TestParticleDisplay::onTouchesEnded(const std::vector& touches, Event* event) { ++animationID; animationID = animationID % armature->getAnimation()->getMovementCount(); armature->getAnimation()->playWithIndex(animationID); } void TestUseMutiplePicture::onEnter() { ArmatureTestLayer::onEnter(); auto listener = EventListenerTouchAllAtOnce::create(); listener->onTouchesEnded = CC_CALLBACK_2(TestUseMutiplePicture::onTouchesEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); displayIndex = 0; armature = Armature::create("Knight_f/Knight"); armature->getAnimation()->playWithIndex(0); armature->setPosition(Vec2(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); // } auto l = Label::createWithTTF("This is a weapon!", "fonts/arial.ttf", 18); l->setAnchorPoint(Vec2(0.2f, 0.5f)); armature->getBone("weapon")->addDisplay(l, 7); } void TestUseMutiplePicture::onExit() { ArmatureTestLayer::onExit(); } std::string TestUseMutiplePicture::title() const { return "Test One Armature Use Different Picture"; } std::string TestUseMutiplePicture::subtitle() const { return "weapon and armature are in different picture"; } void TestUseMutiplePicture::onTouchesEnded(const std::vector& touches, Event* event) { ++displayIndex; displayIndex = (displayIndex) % 8; armature->getBone("weapon")->changeDisplayWithIndex(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(Vec2(VisibleRect::left().x + 70, VisibleRect::left().y)); /* * Set armature's frame event callback function * To disconnect this event, just setFrameEventCallFunc(nullptr); */ armature->getAnimation()->setFrameEventCallFunc(CC_CALLBACK_0(TestColliderDetector::onFrameEvent, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3, std::placeholders::_4)); addChild(armature); armature2 = Armature::create("Cowboy"); armature2->getAnimation()->play("Walk"); armature2->setScaleX(-0.2f); armature2->setScaleY(0.2f); armature2->setPosition(Vec2(VisibleRect::right().x - 60, VisibleRect::left().y)); addChild(armature2); #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT bullet = cocos2d::extension::PhysicsSprite::createWithSpriteFrameName("25.png"); #elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX bullet = Sprite::createWithSpriteFrameName("25.png"); #endif addChild(bullet); initWorld(); } std::string TestColliderDetector::title() const { return "Test Collider Detector"; } void TestColliderDetector::onFrameEvent(Bone *bone, const std::string& evt, int originFrameIndex, int currentFrameIndex) { CCLOG("(%s) emit a frame event (%s) at frame index (%d).", bone->getName().c_str(), evt.c_str(), 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. */ Vec2 p = armature->getBone("Layer126")->getDisplayRenderNode()->convertToWorldSpaceAR(Vec2(0, 0)); bullet->setPosition(Vec2(p.x + 60, p.y)); bullet->stopAllActions(); bullet->runAction(CCMoveBy::create(1.5f, Vec2(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(Renderer *renderer, const Mat4 &transform, bool transformUpdated) { GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION ); Director* director = Director::getInstance(); CCASSERT(nullptr != director, "Director is null when seting matrix stack"); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); world->DrawDebugData(); director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); } 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 *bb = static_cast(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( Vec2( -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); #if CC_ENABLE_CHIPMUNK_INTEGRATION // Physics debug layer cocos2d::extension::PhysicsDebugNode *debugLayer = cocos2d::extension::PhysicsDebugNode::create(space); this->addChild(debugLayer, INT_MAX); #endif 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(1.0f, INFINITY); cpSpaceAddBody(space, body); armature2->setBody(body); ColliderFilter filter = ColliderFilter(eEnemyTag); armature2->setColliderFilter(&filter); cpSpaceAddCollisionHandler(space, eEnemyTag, eBulletTag, beginHit, nullptr, nullptr, endHit, nullptr); } #elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX void TestColliderDetector::update(float delta) { armature2->setVisible(true); Rect rect = bullet->getBoundingBox(); // This code is just telling how to get the vertex. // For a more accurate collider detection, you need to implemente yourself. const Map& map = armature2->getBoneDic(); for(const auto& element : map) { Bone *bone = element.second; ColliderDetector *detector = bone->getColliderDetector(); if (!detector) continue; const cocos2d::Vector& bodyList = detector->getColliderBodyList(); for (const auto& object : bodyList) { ColliderBody *body = static_cast(object); const std::vector &vertexList = body->getCalculatedVertexList(); float minx = 0, miny = 0, maxx = 0, maxy = 0; size_t length = vertexList.size(); for (size_t i = 0; i maxx ? vertex.x : maxx; maxy = vertex.y > maxy ? vertex.y : maxy; } } Rect temp = Rect(minx, miny, maxx - minx, maxy - miny); if (temp.intersectsRect(rect)) { armature2->setVisible(false); } } } } void TestColliderDetector::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) { _customCommand.init(_globalZOrder); _customCommand.func = CC_CALLBACK_0(TestColliderDetector::onDraw, this, transform, transformUpdated); renderer->addCommand(&_customCommand); } void TestColliderDetector::onDraw(const Mat4 &transform, bool transformUpdated) { Director* director = Director::getInstance(); CCASSERT(nullptr != director, "Director is null when seting matrix stack"); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform); armature2->drawContour(); director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); } #endif void TestBoundingBox::onEnter() { ArmatureTestLayer::onEnter(); armature = Armature::create("Cowboy"); armature->getAnimation()->playWithIndex(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() const { return "Test BoundingBox"; } void TestBoundingBox::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) { _customCommand.init(_globalZOrder); _customCommand.func = CC_CALLBACK_0(TestBoundingBox::onDraw, this, transform, transformUpdated); renderer->addCommand(&_customCommand); } void TestBoundingBox::onDraw(const Mat4 &transform, bool transformUpdated) { getGLProgram()->use(); getGLProgram()->setUniformsForBuiltins(transform); rect = armature->getBoundingBox(); DrawPrimitives::setDrawColor4B(100, 100, 100, 255); DrawPrimitives::drawRect(rect.origin, Vec2(rect.getMaxX(), rect.getMaxY())); } void TestAnchorPoint::onEnter() { ArmatureTestLayer::onEnter(); for (int i = 0; i < 5; i++) { Armature *armature = Armature::create("Cowboy"); armature->getAnimation()->playWithIndex(0); armature->setPosition(VisibleRect::center()); armature->setScale(0.2f); addChild(armature, 0, i); } getChildByTag(0)->setAnchorPoint(Vec2(0, 0)); getChildByTag(1)->setAnchorPoint(Vec2(0, 1)); getChildByTag(2)->setAnchorPoint(Vec2(1, 0)); getChildByTag(3)->setAnchorPoint(Vec2(1, 1)); getChildByTag(4)->setAnchorPoint(Vec2(0.5, 0.5)); } std::string TestAnchorPoint::title() const { return "Test Set AnchorPoint"; } void TestArmatureNesting::onEnter() { ArmatureTestLayer::onEnter(); auto listener = EventListenerTouchAllAtOnce::create(); listener->onTouchesEnded = CC_CALLBACK_2(TestArmatureNesting::onTouchesEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); armature = Armature::create("cyborg"); armature->getAnimation()->playWithIndex(1); armature->setPosition(VisibleRect::center()); armature->setScale(1.2f); armature->getAnimation()->setSpeedScale(0.4f); addChild(armature); weaponIndex = 0; } void TestArmatureNesting::onExit() { ArmatureTestLayer::onExit(); } std::string TestArmatureNesting::title() const { return "Test Armature Nesting"; } void TestArmatureNesting::onTouchesEnded(const std::vector& touches, Event* event) { ++weaponIndex; weaponIndex = weaponIndex % 4; if(armature != nullptr) { armature->getBone("armInside")->getChildArmature()->getAnimation()->playWithIndex(weaponIndex); armature->getBone("armOutside")->getChildArmature()->getAnimation()->playWithIndex(weaponIndex); } } Hero *Hero::create(const char *name) { Hero *hero = new Hero(); if (hero && hero->init(name)) { hero->autorelease(); return hero; } CC_SAFE_DELETE(hero); return nullptr; } Hero::Hero() : m_pMount(nullptr) , m_pLayer(nullptr) { } void Hero::changeMount(Armature *armature) { if (armature == nullptr) { retain(); playWithIndex(0); //Remove hero from display list m_pMount->getBone("hero")->removeDisplay(0); m_pMount->stopAllActions(); //Set position to current position setPosition(m_pMount->getPosition()); //Add to layer m_pLayer->addChild(this); release(); setMount(armature); } else { setMount(armature); retain(); //Remove from layer removeFromParentAndCleanup(false); //Get the hero bone Bone *bone = armature->getBone("hero"); //Add hero as a display to this bone bone->addDisplay(this, 0); //Change this bone's display bone->changeDisplayWithIndex(0, true); bone->setIgnoreMovementBoneData(true); setPosition(Vec2(0,0)); //Change animation playWithIndex(1); setScale(1); release(); } } void Hero::playWithIndex(int index) { _animation->playWithIndex(index); if (m_pMount) { m_pMount->getAnimation()->playWithIndex(index); } } void TestArmatureNesting2::onEnter() { ArmatureTestLayer::onEnter(); auto listener = EventListenerTouchAllAtOnce::create(); listener->onTouchesEnded = CC_CALLBACK_2(TestArmatureNesting2::onTouchesEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); touchedMenu = false; auto label = Label::createWithTTF("Change Mount", "fonts/arial.ttf", 20); MenuItemLabel* pMenuItem = CCMenuItemLabel::create(label, CC_CALLBACK_1(TestArmatureNesting2::changeMountCallback, this)); Menu* pMenu =Menu::create(pMenuItem, nullptr); pMenu->setPosition( Vec2() ); pMenuItem->setPosition( Vec2( VisibleRect::right().x - 67, VisibleRect::bottom().y + 50) ); addChild(pMenu, 2); //Create a hero hero = Hero::create("hero"); hero->setLayer(this); hero->playWithIndex(0); hero->setPosition(Vec2(VisibleRect::left().x + 20, VisibleRect::left().y)); addChild(hero); //Create 3 mount horse = createMount("horse", VisibleRect::center()); horse2 = createMount("horse", Vec2(120, 200)); horse2->setOpacity(200); bear = createMount("bear", Vec2(300,70)); } void TestArmatureNesting2::onExit() { ArmatureTestLayer::onExit(); } std::string TestArmatureNesting2::title() const { return "Test CCArmature Nesting 2"; } std::string TestArmatureNesting2::subtitle() const { return "Move to a mount and press the ChangeMount Button."; } void TestArmatureNesting2::onTouchesEnded(const std::vector& touches, Event* event) { Vec2 point = touches[0]->getLocation(); Armature *armature = hero->getMount() == nullptr ? hero : hero->getMount(); //Set armature direction if (point.x < armature->getPositionX()) { armature->setScaleX(-1); } else { armature->setScaleX(1); } ActionInterval *move = CCMoveTo::create(2, point); armature->stopAllActions(); armature->runAction(Sequence::create(move, nullptr)); } void TestArmatureNesting2::changeMountCallback(Ref* pSender) { hero->stopAllActions(); if (hero->getMount()) { hero->changeMount(nullptr); } else { if (hero->getPosition().getDistance(horse->getPosition()) < 20) { hero->changeMount(horse); } else if (hero->getPosition().getDistance(horse2->getPosition()) < 20) { hero->changeMount(horse2); } else if (hero->getPosition().getDistance(bear->getPosition()) < 30) { hero->changeMount(bear); } } } Armature * TestArmatureNesting2::createMount(const char *name, Vec2 position) { Armature *armature = Armature::create(name); armature->getAnimation()->playWithIndex(0); armature->setPosition(position); addChild(armature); return armature; } void TestPlaySeveralMovement::onEnter() { ArmatureTestLayer::onEnter(); auto listener = EventListenerTouchAllAtOnce::create(); listener->onTouchesEnded = CC_CALLBACK_2(TestPlaySeveralMovement::onTouchesEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); std::string name[] = {"Walk", "FireMax", "Fire"}; std::vector names(name, name+3); // int index[] = {0, 1, 2}; // std::vector indexes(index, index+3); Armature *armature = NULL; armature = Armature::create("Cowboy"); armature->getAnimation()->playWithNames(names); // armature->getAnimation()->playWithIndexes(indexes); armature->setScale(0.2f); armature->setPosition(Vec2(VisibleRect::center().x, VisibleRect::center().y/*-100*/)); addChild(armature); } std::string TestPlaySeveralMovement::title() const { return "Test play several movement"; } std::string TestPlaySeveralMovement::subtitle()const { return "Movement is played one by one"; } void TestEasing::onEnter() { ArmatureTestLayer::onEnter(); auto listener = EventListenerTouchAllAtOnce::create(); listener->onTouchesEnded = CC_CALLBACK_2(TestPlaySeveralMovement::onTouchesEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); animationID = 0; armature = Armature::create("testEasing"); armature->getAnimation()->playWithIndex(0); armature->setScale(0.8f); armature->setPosition(Vec2(VisibleRect::center().x, VisibleRect::center().y)); addChild(armature); updateSubTitle(); } std::string TestEasing::title() const { return "Test easing effect"; } std::string TestEasing::subtitle() const { return "Current easing : "; } void TestEasing::onTouchesEnded(const std::vector& touches, Event* event) { animationID++; animationID = animationID % armature->getAnimation()->getMovementCount(); armature->getAnimation()->playWithIndex(animationID); updateSubTitle(); } void TestEasing::updateSubTitle() { std::string str = subtitle() + armature->getAnimation()->getCurrentMovementID(); auto label = (Label *)getChildByTag(10001); label->setString(str.c_str()); } void TestChangeAnimationInternal::onEnter() { ArmatureTestLayer::onEnter(); auto listener = EventListenerTouchAllAtOnce::create(); listener->onTouchesEnded = CC_CALLBACK_2(TestPlaySeveralMovement::onTouchesEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); Armature *armature = NULL; armature = Armature::create("Cowboy"); armature->getAnimation()->playWithIndex(0); armature->setScale(0.2f); armature->setPosition(Vec2(VisibleRect::center().x, VisibleRect::center().y)); addChild(armature); } void TestChangeAnimationInternal::onExit() { Director::getInstance()->setAnimationInterval(1/60.0f); ArmatureTestLayer::onExit(); } std::string TestChangeAnimationInternal::title() const { return "Test change animation internal"; } std::string TestChangeAnimationInternal::subtitle() const { return "Touch to change animation internal"; } void TestChangeAnimationInternal::onTouchesEnded(const std::vector& touches, Event* event) { if (Director::getInstance()->getAnimationInterval() == 1/30.0f) { Director::getInstance()->setAnimationInterval(1/60.0f); } else { Director::getInstance()->setAnimationInterval(1/30.0f); } }