#include "ActionsTest.h" #include "CCIntervalAction.h" #include "CCInstantAction.h" #include "touch_dispatcher/CCTouchDispatcher.h" static Int32 s_nActionIdx = -1; CCLayer* CreateLayer(Int32 nIndex) { CCLayer * pLayer = NULL; switch (nIndex) { case ACTION_MANUAL_LAYER: pLayer = new ActionManual(); break; case ACTION_MOVE_LAYER: pLayer = new ActionMove(); break; case ACTION_SCALE_LAYER: pLayer = new ActionScale(); break; case ACTION_ROTATE_LAYER: pLayer = new ActionRotate(); break; case ACTION_JUMP_LAYER: pLayer = new ActionJump(); break; case ACTION_BEZIER_LAYER: pLayer = new ActionBezier(); break; case ACTION_BLINK_LAYER: pLayer = new ActionBlink(); break; case ACTION_FADE_LAYER: pLayer = new ActionFade(); break; case ACTION_TINT_LAYER: pLayer = new ActionTint(); break; case ACTION_ANIMATE_LAYER: pLayer = new ActionAnimate(); break; case ACTION_SEQUENCE_LAYER: pLayer = new ActionSequence(); break; case ACTION_SEQUENCE2_LAYER: pLayer = new ActionSequence2(); break; case ACTION_SPAWN_LAYER: pLayer = new ActionSpawn(); break; case ACTION_REVERSE: pLayer = new ActionReverse(); break; case ACTION_DELAYTIME_LAYER: pLayer = new ActionDelayTime(); break; case ACTION_REPEAT_LAYER: pLayer = new ActionRepeat(); break; case ACTION_REPEATEFOREVER_LAYER: pLayer = new ActionRepeatForever(); break; case ACTION_ROTATETOREPEATE_LAYER: pLayer = new ActionRotateToRepeat(); break; case ACTION_ROTATEJERK_LAYER: pLayer = new ActionRotateJerk(); break; case ACTION_CALLFUNC_LAYER: pLayer = new ActionCallFunc(); break; case ACTION_REVERSESEQUENCE_LAYER: pLayer = new ActionReverseSequence(); break; case ACTION_REVERSESEQUENCE2_LAYER: pLayer = new ActionReverseSequence2(); break; case ACTION_ORBIT_LAYER: pLayer = new ActionOrbit(); break; default: break; } return pLayer; } CCLayer* NextAction() { ++s_nActionIdx; s_nActionIdx = s_nActionIdx % ACTION_LAYER_COUNT; CCLayer* pLayer = CreateLayer(s_nActionIdx); pLayer->autorelease(); return pLayer; } CCLayer* BackAction() { --s_nActionIdx; if( s_nActionIdx < 0 ) s_nActionIdx += ACTION_LAYER_COUNT; CCLayer* pLayer = CreateLayer(s_nActionIdx); pLayer->autorelease(); return pLayer; } CCLayer* RestartAction() { CCLayer* pLayer = CreateLayer(s_nActionIdx); pLayer->autorelease(); return pLayer; } std::string ActionsDemo::title() { return "ActionsTest"; } std::string ActionsDemo::subtitle() { return ""; } void ActionsDemo::onEnter() { __super::onEnter(); // Example: // You can create a sprite using a Texture2D CCTexture2D *tex = new CCTexture2D(); UIImage* pImage = new UIImage(); pImage->initWithContentsOfFile("/NEWPLUS/TDA_DATA/UserData/grossini.png"); tex->initWithImage( pImage ); m_grossini = CCSprite::spriteWithTexture(tex); m_grossini->retain(); delete pImage; tex->release(); // Example: // Or you can create an sprite using a filename. PNG, JPEG and BMP files are supported. Probably TIFF too m_tamara = CCSprite::spriteWithFile("/NEWPLUS/TDA_DATA/UserData/grossinis_sister1.png"); m_tamara->retain(); m_kathia = CCSprite::spriteWithFile("/NEWPLUS/TDA_DATA/UserData/grossinis_sister2.png"); m_kathia->retain(); addChild(m_grossini, 1); addChild(m_tamara, 2); addChild(m_kathia, 3); centerSprites(3); setIsTouchEnabled(true); /** @todo add title and menu */ // CCLabel* label = CCLabel::labelWithString(title(), "Arial", 28); // addChild(label, 1); // label->setPosition( CGPointMake(s.width/2, s.height-50) ); // // std::stringstrSubtitle = subtitle(); // if( ! strSubtitle.empty() ) // { // CCLabel* l = CCLabel::labelWithString(strSubtitle, "Thonburi", 16); // addChild(l, 1); // l->setPosition( CGPointMake(s.width/2, s.height-80) ); // } // // CCMenuItemImage *item1 = CCMenuItemImage::itemFromNormalImage("images/b1.png", "images/b2.png", this, menu_selector(ActionDemo::backCallback) ); // CCMenuItemImage *item2 = CCMenuItemImage::itemFromNormalImage("images/r1.png","images/r2.png", this, menu_selector(ActionDemo::restartCallback) ); // CCMenuItemImage *item3 = CCMenuItemImage::itemFromNormalImage("images/f1.png", "images/f2.png", this, menu_selector(ActionDemo::nextCallback) ); // // CCMenu *menu = CCMenu::menuWithItems(item1, item2, item3, NULL); // // menu->setPosition( CGPointZero ); // item1->setPosition( CGPointMake( s.width/2 - 100,30) ); // item2->setPosition( CGPointMake( s.width/2, 30) ); // item3->setPosition( CGPointMake( s.width/2 + 100,30) ); // // addChild(menu, 1); } void ActionsDemo::registerWithTouchDispatcher() { CCTouchDispatcher::getSharedDispatcher()->addTargetedDelegate(dynamic_cast(this), 0, true); } bool ActionsDemo::ccTouchBegan(CCTouch *pTouch, UIEvent *pEvent) { CCScene* s = CCScene::node(); s->addChild( NextAction() ); CCDirector::getSharedDirector()->replaceScene(s); return true; } void ActionsDemo::centerSprites(unsigned int numberOfSprites) { CGSize s = CCDirector::getSharedDirector()->getWinSize(); if( numberOfSprites == 1 ) { m_tamara->setIsVisible(false); m_kathia->setIsVisible(false); m_grossini->setPosition(CGPointMake(s.width/2, s.height/2)); } else if( numberOfSprites == 2 ) { m_kathia->setPosition( CGPointMake(s.width/3, s.height/2)); m_tamara->setPosition( CGPointMake(2*s.width/3, s.height/2)); m_grossini->setIsVisible(false); } else if( numberOfSprites == 3 ) { m_grossini->setPosition( CGPointMake(s.width/4, s.height/2)); m_tamara->setPosition( CGPointMake(s.width/2, s.height/2)); m_kathia->setPosition( CGPointMake(3 * s.width/4, s.height/2)); } } void ActionsDemo::alignSpritesLeft(unsigned int numberOfSprites) { CGSize s = CCDirector::getSharedDirector()->getWinSize(); if( numberOfSprites == 1 ) { m_tamara->setIsVisible(false); m_kathia->setIsVisible(false); m_grossini->setPosition(CGPointMake(60, s.height/2)); } else if( numberOfSprites == 2 ) { m_kathia->setPosition( CGPointMake(60, s.height/3)); m_tamara->setPosition( CGPointMake(60, 2*s.height/3)); m_grossini->setIsVisible( false ); } else if( numberOfSprites == 3 ) { m_grossini->setPosition( CGPointMake(60, s.height/2)); m_tamara->setPosition( CGPointMake(60, 2*s.height/3)); m_kathia->setPosition( CGPointMake(60, s.height/3)); } } //------------------------------------------------------------------ // // ActionManual // //------------------------------------------------------------------ void ActionManual::onEnter() { __super::onEnter(); CGSize s = CCDirector::getSharedDirector()->getWinSize(); m_tamara->setScaleX( 2.5f); m_tamara->setScaleY( -1.0f); m_tamara->setPosition( CGPointMake(100,70) ); m_tamara->setOpacity( 128); m_grossini->setRotation( 120); m_grossini->setPosition( CGPointMake(s.width/2, s.height/2)); m_grossini->setColor( ccc3( 255,0,0)); m_kathia->setPosition( CGPointMake(s.width-100, s.height/2)); m_kathia->setColor( ccBLUE); } std::string ActionManual::subtitle() { return "Manual Transformation"; } //------------------------------------------------------------------ // // ActionMove // //------------------------------------------------------------------ void ActionMove::onEnter() { __super::onEnter(); centerSprites(3); CGSize s = CCDirector::getSharedDirector()->getWinSize(); CCIntervalAction* actionTo = CCMoveTo::actionWithDuration(2, CGPointMake(s.width-40, s.height-40)); CCIntervalAction* actionBy = CCMoveBy::actionWithDuration(2, CGPointMake(80,80)); CCIntervalAction* actionByBack = actionBy->reverse(); m_tamara->runAction( actionTo); m_grossini->runAction( CCSequence::actions(actionBy, actionByBack, NULL)); m_kathia->runAction(CCMoveTo::actionWithDuration(1, CGPointMake(40,40))); } std::string ActionMove::subtitle() { return "MoveTo / MoveBy"; } //------------------------------------------------------------------ // // ActionScale // //------------------------------------------------------------------ void ActionScale::onEnter() { __super::onEnter(); centerSprites(3); CCIntervalAction* actionTo = CCScaleTo::actionWithDuration( 2, 0.5f); CCIntervalAction* actionBy = CCScaleBy::actionWithDuration(2 , 2); CCIntervalAction* actionBy2 = CCScaleBy::actionWithDuration(2, 0.25f, 4.5f); CCIntervalAction* actionByBack = actionBy->reverse(); m_tamara->runAction( actionTo); m_grossini->runAction( CCSequence::actions(actionBy, actionByBack, NULL)); m_kathia->runAction( CCSequence::actions(actionBy2, actionBy2->reverse(), NULL)); } std::string ActionScale::subtitle() { return "ScaleTo / ScaleBy"; } //------------------------------------------------------------------ // // ActionRotate // //------------------------------------------------------------------ void ActionRotate::onEnter() { __super::onEnter(); centerSprites(3); CCIntervalAction* actionTo = CCRotateTo::actionWithDuration( 2, 45); CCIntervalAction* actionTo2 = CCRotateTo::actionWithDuration( 2, -45); CCIntervalAction* actionTo0 = CCRotateTo::actionWithDuration(2 , 0); m_grossini->runAction( CCSequence::actions(actionTo, actionTo0, NULL)); // CCIntervalAction* actionBy = CCRotateBy::actionWithDuration(2 , 360); // CCIntervalAction* actionByBack = actionBy->reverse(); // m_grossini->runAction( CCSequence::actions(actionBy, actionByBack, NULL)); //m_kathia->runAction( CCSequence::actions(actionTo2, actionTo0->copy()->autorelease(), NULL)); } std::string ActionRotate::subtitle() { return "RotateTo / RotateBy"; } //------------------------------------------------------------------ // // ActionJump // //------------------------------------------------------------------ void ActionJump::onEnter() { __super::onEnter(); centerSprites(1); CCIntervalAction* actionTo = CCJumpTo::actionWithDuration(2, CGPointMake(300,300), 50, 4); CCIntervalAction* actionBy = CCJumpBy::actionWithDuration(2, CGPointMake(300,0), 50, 4); CCIntervalAction* actionUp = CCJumpBy::actionWithDuration(2, CGPointMake(0,0), 80, 4); CCIntervalAction* actionByBack = actionBy->reverse(); m_tamara->runAction( actionTo); m_grossini->runAction( CCSequence::actions(actionBy, actionByBack, NULL)); m_kathia->runAction( CCRepeatForever::actionWithAction(actionUp)); } std::string ActionJump::subtitle() { return "JumpTo / JumpBy"; } //------------------------------------------------------------------ // // ActionBezier // //------------------------------------------------------------------ void ActionBezier::onEnter() { __super::onEnter(); CGSize s = CCDirector::getSharedDirector()->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 = CGPointMake(0, s.height/2); bezier.controlPoint_2 = CGPointMake(300, -s.height/2); bezier.endPosition = CGPointMake(300,100); CCIntervalAction* bezierForward = CCBezierBy::actionWithDuration(3, bezier); CCIntervalAction* bezierBack = bezierForward->reverse(); CCIntervalAction* seq = dynamic_cast(CCSequence::actions( bezierForward, bezierBack, NULL)); CCAction* rep = CCRepeatForever::actionWithAction(seq); // sprite 2 m_tamara->setPosition(CGPointMake(80,160)); ccBezierConfig bezier2; bezier2.controlPoint_1 = CGPointMake(100, s.height/2); bezier2.controlPoint_2 = CGPointMake(200, -s.height/2); bezier2.endPosition = CGPointMake(240,160); CCIntervalAction* bezierTo1 = CCBezierTo::actionWithDuration(2, bezier2); // sprite 3 m_kathia->setPosition(CGPointMake(400,160)); CCIntervalAction* bezierTo2 = CCBezierTo::actionWithDuration(2, bezier2); m_grossini->runAction( rep); m_tamara->runAction(bezierTo1); m_kathia->runAction(bezierTo2); } std::string ActionBezier::subtitle() { return "BezierBy / BezierTo"; } //------------------------------------------------------------------ // // ActionBlink // //------------------------------------------------------------------ void ActionBlink::onEnter() { __super::onEnter(); centerSprites(2); CCIntervalAction* action1 = CCBlink::actionWithDuration(2, 10); CCIntervalAction* action2 = CCBlink::actionWithDuration(2, 5); m_tamara->runAction( action1); m_kathia->runAction(action2); } std::string ActionBlink::subtitle() { return "Blink"; } //------------------------------------------------------------------ // // ActionFade // //------------------------------------------------------------------ void ActionFade::onEnter() { __super::onEnter(); centerSprites(2); m_tamara->setOpacity( 0 ); CCIntervalAction* action1 = CCFadeIn::actionWithDuration(1.0f); CCIntervalAction* action1Back = action1->reverse(); CCIntervalAction* action2 = CCFadeOut::actionWithDuration(1.0f); CCIntervalAction* action2Back = action2->reverse(); m_tamara->runAction( CCSequence::actions( action1, action1Back, NULL)); m_kathia->runAction( CCSequence::actions( action2, action2Back, NULL)); } std::string ActionFade::subtitle() { return "FadeIn / FadeOut"; } //------------------------------------------------------------------ // // ActionTint // //------------------------------------------------------------------ void ActionTint::onEnter() { __super::onEnter(); centerSprites(2); CCIntervalAction* action1 = CCTintTo::actionWithDuration(2, 255, 0, 255); CCIntervalAction* action2 = CCTintBy::actionWithDuration(2, -127, -255, -127); CCIntervalAction* action2Back = action2->reverse(); m_tamara->runAction( action1); m_kathia->runAction( CCSequence::actions( action2, action2Back, NULL)); } std::string ActionTint::subtitle() { return "TintTo / TintBy"; } //------------------------------------------------------------------ // // ActionAnimate // //------------------------------------------------------------------ void ActionAnimate::onEnter() { __super::onEnter(); centerSprites(1); // CCAnimation* animation = CCAnimation::animationWithName("dance", 0.2f); // for( int i=1;i<15;i++) // animation->addFrameWithFilename( UxString::stringWithFormat("images/grossini_dance_%02d.png", i) ); // // CCIntervalAction* action = CCAnimate::actionWithAnimation( animation, NO); // CCIntervalAction* action_back = action->reverse(); // // m_grossini->runAction( CCSequence::actions( action, action_back, NULL)); } std::string ActionAnimate::subtitle() { return "Animation"; } //------------------------------------------------------------------ // // ActionSequence // //------------------------------------------------------------------ void ActionSequence::onEnter() { __super::onEnter(); alignSpritesLeft(1); CCIntervalAction* action = dynamic_cast(CCSequence::actions( CCMoveBy::actionWithDuration( 2, CGPointMake(240,0)), CCRotateBy::actionWithDuration( 2, 540), NULL)); m_grossini->runAction(action); } std::string ActionSequence::subtitle() { return "Sequence: Move + Rotate"; } //------------------------------------------------------------------ // // ActionSequence2 // //------------------------------------------------------------------ void ActionSequence2::onEnter() { __super::onEnter(); alignSpritesLeft(1); m_grossini->setIsVisible(false); // CCIntervalAction* action = dynamic_cast(CCSequence::actions( // CCPlace::actionWithPosition(CGPointMake(200,200)), // CCShow::action(), // CCMoveBy::actionWithDuration(1, CGPointMake(100,0)), // CCCallFunc::actionWithTarget(this, callfunc_selector(ActionSequence2::callback1)), //self selector:@selector(callback1)], // CCCallFuncN::actionWithTarget(this, callfuncN_selector(ActionSequence2::callback2)), //self selector:@selector(callback2:)], // CCCallFuncND::actionWithTarget(this, callfuncND_selector(ActionSequence2::callback3), (void*)0xbebabeba), // self selector:@selector(callback3:data:) data:(void*)0xbebabeba], // NULL) ); // // m_grossini->runAction(action); } std::string ActionSequence2::subtitle() { return "Sequence of InstantActions"; } //------------------------------------------------------------------ // // ActionCallFunc // //------------------------------------------------------------------ void ActionCallFunc::onEnter() { __super::onEnter(); centerSprites(3); // CCIntervalAction* action = dynamic_cast(CCSequence::actions( // CCMoveBy::actionWithDuration(2, CGPointMake(200,0)), // CCCallFunc::actionWithTarget(this, callfunc_selector(ActionCallFunc::callback1)), // NULL)); // // CCIntervalAction* action2 = dynamic_cast(CCSequence::actions( // CCScaleBy::actionWithDuration(2 , 2), // CCFadeOut::actionWithDuration(2), // CCCallFuncN::actionWithTarget(this, callfuncN_selector(ActionSequence2::callback2)), // NULL)); // // CCIntervalAction* action3 = dynamic_cast(CCSequence::actions( // CCRotateBy::actionWithDuration(3 , 360), // CCFadeOut::actionWithDuration(2), // CCCallFuncND::actionWithTarget(this, callfuncND_selector(ActionSequence2::callback3), (void*)0xbebabeba), // NULL)); // // m_grossini->runAction(action); // m_tamara->runAction(action2); // m_kathia->runAction(action3); } std::string ActionCallFunc::subtitle() { return "Callbacks: CallFunc and friends"; } //------------------------------------------------------------------ // // ActionSpawn // //------------------------------------------------------------------ void ActionSpawn::onEnter() { __super::onEnter(); alignSpritesLeft(1); CCAction* action = CCSpawn::actions( CCJumpBy::actionWithDuration(2, CGPointMake(300,0), 50, 4), CCRotateBy::actionWithDuration( 2, 720), NULL); m_grossini->runAction(action); } std::string ActionSpawn::subtitle() { return "Spawn: Jump + Rotate"; } //------------------------------------------------------------------ // // ActionRepeatForever // //------------------------------------------------------------------ void ActionRepeatForever::onEnter() { __super::onEnter(); centerSprites(1); CCIntervalAction* action = dynamic_cast( CCSequence::actions( CCDelayTime::actionWithDuration(1), CCCallFuncN::actionWithTarget( this, callfuncN_selector(ActionRepeatForever::repeatForever) ), NULL)); m_grossini->runAction(action); } void ActionRepeatForever::repeatForever(CCNode* pSender) { CCRepeatForever *repeat = CCRepeatForever::actionWithAction( CCRotateBy::actionWithDuration(1.0f, 360) ); pSender->runAction(repeat); } std::string ActionRepeatForever::subtitle() { return "CallFuncN + RepeatForever"; } //------------------------------------------------------------------ // // ActionRotateToRepeat // //------------------------------------------------------------------ void ActionRotateToRepeat::onEnter() { __super::onEnter(); centerSprites(2); CCIntervalAction* act1 = CCRotateTo::actionWithDuration(1, 90); CCIntervalAction* act2 = CCRotateTo::actionWithDuration(1, 0); CCIntervalAction* seq = dynamic_cast(CCSequence::actions(act1, act2, NULL)); CCAction* rep1 = CCRepeatForever::actionWithAction(seq); CCIntervalAction* rep2 = CCRepeat::actionWithAction(dynamic_cast(seq->copy()->autorelease()), 10); m_tamara->runAction(rep1); m_kathia->runAction(rep2); } std::string ActionRotateToRepeat ::subtitle() { return "Repeat/RepeatForever + RotateTo"; } //------------------------------------------------------------------ // // ActionRotateJerk // //------------------------------------------------------------------ void ActionRotateJerk::onEnter() { __super::onEnter(); centerSprites(2); CCIntervalAction* seq = dynamic_cast(CCSequence::actions( CCRotateTo::actionWithDuration(0.5f, -20), CCRotateTo::actionWithDuration(0.5f, 20), NULL)); CCIntervalAction* rep1 = CCRepeat::actionWithAction(seq, 10); CCAction* rep2 = CCRepeatForever::actionWithAction( dynamic_cast(seq->copy()->autorelease()) ); m_tamara->runAction(rep1); m_kathia->runAction(rep2); } std::string ActionRotateJerk::subtitle() { return "RepeatForever / Repeat + Rotate"; } //------------------------------------------------------------------ // // ActionReverse // //------------------------------------------------------------------ void ActionReverse::onEnter() { __super::onEnter(); alignSpritesLeft(1); CCIntervalAction* jump = CCJumpBy::actionWithDuration(2, CGPointMake(300,0), 50, 4); CCIntervalAction* action = dynamic_cast(CCSequence::actions( jump, jump->reverse(), NULL)); m_grossini->runAction(action); } std::string ActionReverse::subtitle() { return "Reverse an action"; } //------------------------------------------------------------------ // // ActionDelayTime // //------------------------------------------------------------------ void ActionDelayTime::onEnter() { __super::onEnter(); alignSpritesLeft(1); CCIntervalAction* move = CCMoveBy::actionWithDuration(1, CGPointMake(150,0)); CCIntervalAction* action = dynamic_cast(CCSequence::actions( move, CCDelayTime::actionWithDuration(2), move, NULL)); m_grossini->runAction(action); } std::string ActionDelayTime::subtitle() { return "DelayTime: m + delay + m"; } //------------------------------------------------------------------ // // ActionReverseSequence // //------------------------------------------------------------------ void ActionReverseSequence::onEnter() { __super::onEnter(); alignSpritesLeft(1); CCIntervalAction* move1 = CCMoveBy::actionWithDuration(1, CGPointMake(250,0)); CCIntervalAction* move2 = CCMoveBy::actionWithDuration(1, CGPointMake(0,50)); CCIntervalAction* seq = dynamic_cast(CCSequence::actions( move1, move2, move1->reverse(), NULL)); CCIntervalAction* action = dynamic_cast(CCSequence::actions( seq, seq->reverse(), NULL)); m_grossini->runAction(action); } std::string ActionReverseSequence::subtitle() { return "Reverse a sequence"; } //------------------------------------------------------------------ // // ActionReverseSequence2 // //------------------------------------------------------------------ void ActionReverseSequence2::onEnter() { __super::onEnter(); alignSpritesLeft(2); // Test: // Sequence should work both with IntervalAction and InstantActions // CCIntervalAction* move1 = CCMoveBy::actionWithDuration(1, CGPointMake(250,0)); // CCIntervalAction* move2 = CCMoveBy::actionWithDuration(1, CGPointMake(0,50)); // CCToggleVisibility* tog1 = CCToggleVisibility::action(); // CCToggleVisibility* tog2 = CCToggleVisibility::action(); // CCIntervalAction* seq = dynamic_cast(CCSequence::actions( move1, tog1, move2, tog2, move1->reverse(), NULL)); // CCIntervalAction* action = CCRepeat::actionWithAction(dynamic_cast(CCSequence::actions( seq, seq->reverse(), NULL)), 3); // // // // Test: // // Also test that the reverse of Hide is Show, and vice-versa // m_kathia->runAction(action); // // CCIntervalAction* move_tamara = CCMoveBy::actionWithDuration(1, CGPointMake(100,0)); // CCIntervalAction* move_tamara2 = CCMoveBy::actionWithDuration(1, CGPointMake(50,0)); // CCInstantAction* hide = CCHide::action(); // CCIntervalAction* seq_tamara = dynamic_cast(CCSequence::actions( move_tamara, hide, move_tamara2, NULL)); // CCIntervalAction* seq_back = seq_tamara->reverse(); // m_tamara->runAction( CCSequence::actions( seq_tamara, seq_back, NULL)); } std::string ActionReverseSequence2::subtitle() { return "Reverse sequence 2"; } //------------------------------------------------------------------ // // ActionRepeat // //------------------------------------------------------------------ void ActionRepeat::onEnter() { __super::onEnter(); alignSpritesLeft(2); CCIntervalAction* a1 = CCMoveBy::actionWithDuration(1, CGPointMake(150,0)); CCIntervalAction* action1 = CCRepeat::actionWithAction( CCSequence::actions( CCPlace::actionWithPosition(CGPointMake(60,60)), a1, NULL) , 3); CCAction* action2 = CCRepeatForever::actionWithAction( dynamic_cast(CCSequence::actions( dynamic_cast(a1->copy()->autorelease()), a1->reverse(), NULL)) ); m_kathia->runAction(action1); m_tamara->runAction(action2); } std::string ActionRepeat::subtitle() { return "Repeat / RepeatForever actions"; } //------------------------------------------------------------------ // // ActionOrbit // //------------------------------------------------------------------ void ActionOrbit::onEnter() { __super::onEnter(); centerSprites(3); // CCIntervalAction* orbit1 = CCOrbitCamera::actionWithDuration(2,1, 0, 0, 180, 0, 0); // CCIntervalAction* action1 = dynamic_cast(CCSequence::actions( // orbit1, // orbit1->reverse(), // NULL)); // // CCIntervalAction* orbit2 = CCOrbitCamera::actionWithDuration(2,1, 0, 0, 180, -45, 0); // CCIntervalAction* action2 = dynamic_cast(CCSequence::actions( // orbit2, // orbit2->reverse(), // NULL)); // // CCIntervalAction* orbit3 = CCOrbitCamera::actionWithDuration(2,1, 0, 0, 180, 90, 0); // CCIntervalAction* action3 = dynamic_cast(CCSequence::actions( // orbit3, // orbit3->reverse(), // NULL)); // // m_kathia->runAction(CCRepeatForever::actionWithAction(action1)); // m_tamara->runAction(CCRepeatForever::actionWithAction(action2)); // m_grossini->runAction(CCRepeatForever::actionWithAction(action3)); // // CCIntervalAction* move = CCMoveBy::actionWithDuration(3, CGPointMake(100,-100)); // CCIntervalAction* move_back = move->reverse(); // CCIntervalAction* seq = dynamic_cast(CCSequence::actions(move, move_back, NULL)); // CCAction* rfe = CCRepeatForever::actionWithAction(seq); // m_kathia->runAction(rfe); // m_tamara->runAction(dynamic_cast(rfe->copy()->autorelease())); // m_grossini->runAction(dynamic_cast(rfe->copy()->autorelease())); } std::string ActionOrbit::subtitle() { return "OrbitCamera action"; }