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