require "luaScript/TransitionsTest/TransitionsName" local SceneIdx = -1 local CurSceneNo = 2 local TRANSITION_DURATION = 1.2 local s = CCDirector:sharedDirector():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() CCDirector:sharedDirector():replaceScene(scene) end local function restartCallback(sender) local scene = restartAction() CCDirector:sharedDirector():replaceScene(scene) end local function nextCallback(sender) local scene = nextAction() CCDirector:sharedDirector():replaceScene(scene) end ----------------------------- -- TestLayer1 ----------------------------- local function createLayer1() local layer = CCLayer:create() local x, y = s.width, s.height local bg1 = CCSprite:create(s_back1) bg1:setPosition(CCPointMake(s.width / 2, s.height / 2)) layer:addChild(bg1, -1) local titleLabel = CCLabelTTF:create(Transition_Name[SceneIdx], "Thonburi", 32) layer:addChild(titleLabel) titleLabel:setColor(ccc3(255,32,32)) titleLabel:setPosition(x / 2, y - 100) local label = CCLabelTTF:create("SCENE 1", "Marker Felt", 38) label:setColor(ccc3(16,16,255)) label:setPosition(x / 2, y / 2) layer:addChild(label) -- menu local item1 = CCMenuItemImage:create(s_pPathB1, s_pPathB2) local item2 = CCMenuItemImage:create(s_pPathR1, s_pPathR2) local item3 = CCMenuItemImage:create(s_pPathF1, s_pPathF2) item1:registerScriptTapHandler(backCallback) item2:registerScriptTapHandler(restartCallback) item3:registerScriptTapHandler(nextCallback) local menu = CCMenu:create() menu:addChild(item1) menu:addChild(item2) menu:addChild(item3) menu:setPosition(CCPointMake(0, 0)) item1:setPosition(CCPointMake(s.width / 2 - item2:getContentSize().width * 2, item2:getContentSize().height / 2)) item2:setPosition(CCPointMake(s.width / 2, item2:getContentSize().height / 2)) item3:setPosition(CCPointMake(s.width / 2 + item2:getContentSize().width * 2, item2:getContentSize().height / 2)) layer:addChild(menu, 1) return layer end ----------------------------- -- TestLayer2 ----------------------------- local function createLayer2() local layer = CCLayer:create() local x, y = s.width, s.height local bg1 = CCSprite:create(s_back2) bg1:setPosition(CCPointMake(s.width / 2, s.height / 2)) layer:addChild(bg1, -1) local titleLabel = CCLabelTTF:create(Transition_Name[SceneIdx], "Thonburi", 32 ) layer:addChild(titleLabel) titleLabel:setColor(ccc3(255,32,32)) titleLabel:setPosition(x / 2, y - 100) local label = CCLabelTTF:create("SCENE 2", "Marker Felt", 38) label:setColor(ccc3(16,16,255)) label:setPosition(x / 2, y / 2) layer:addChild(label) -- menu local item1 = CCMenuItemImage:create(s_pPathB1, s_pPathB2) local item2 = CCMenuItemImage:create(s_pPathR1, s_pPathR2) local item3 = CCMenuItemImage:create(s_pPathF1, s_pPathF2) item1:registerScriptTapHandler(backCallback) item2:registerScriptTapHandler(restartCallback) item3:registerScriptTapHandler(nextCallback) local menu = CCMenu:create() menu:addChild(item1) menu:addChild(item2) menu:addChild(item3) menu:setPosition(CCPointMake(0, 0)) item1:setPosition(CCPointMake(s.width / 2 - item2:getContentSize().width * 2, item2:getContentSize().height / 2)) item2:setPosition(CCPointMake(s.width / 2, item2:getContentSize().height / 2)) item3:setPosition(CCPointMake(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) CCDirector:sharedDirector():setDepthTest(false) if firstEnter == true then firstEnter = false return scene end if index == Transition_Table.CCTransitionJumpZoom then scene = CCTransitionJumpZoom:create(t, scene) elseif index == Transition_Table.CCTransitionProgressRadialCCW then scene = CCTransitionProgressRadialCCW:create(t, scene) elseif index == Transition_Table.CCTransitionProgressRadialCW then scene = CCTransitionProgressRadialCW:create(t, scene) elseif index == Transition_Table.CCTransitionProgressHorizontal then scene = CCTransitionProgressHorizontal:create(t, scene) elseif index == Transition_Table.CCTransitionProgressVertical then scene = CCTransitionProgressVertical:create(t, scene) elseif index == Transition_Table.CCTransitionProgressInOut then scene = CCTransitionProgressInOut:create(t, scene) elseif index == Transition_Table.CCTransitionProgressOutIn then scene = CCTransitionProgressOutIn:create(t, scene) elseif index == Transition_Table.CCTransitionCrossFade then scene = CCTransitionCrossFade:create(t, scene) elseif index == Transition_Table.TransitionPageForward then CCDirector:sharedDirector():setDepthTest(true) scene = CCTransitionPageTurn:create(t, scene, false) elseif index == Transition_Table.TransitionPageBackward then CCDirector:sharedDirector():setDepthTest(true) scene = CCTransitionPageTurn:create(t, scene, true) elseif index == Transition_Table.CCTransitionFadeTR then scene = CCTransitionFadeTR:create(t, scene) elseif index == Transition_Table.CCTransitionFadeBL then scene = CCTransitionFadeBL:create(t, scene) elseif index == Transition_Table.CCTransitionFadeUp then scene = CCTransitionFadeUp:create(t, scene) elseif index == Transition_Table.CCTransitionFadeDown then scene = CCTransitionFadeDown:create(t, scene) elseif index == Transition_Table.CCTransitionTurnOffTiles then scene = CCTransitionTurnOffTiles:create(t, scene) elseif index == Transition_Table.CCTransitionSplitRows then scene = CCTransitionSplitRows:create(t, scene) elseif index == Transition_Table.CCTransitionSplitCols then scene = CCTransitionSplitCols:create(t, scene) elseif index == Transition_Table.CCTransitionFade then scene = CCTransitionFade:create(t, scene) elseif index == Transition_Table.FadeWhiteTransition then scene = CCTransitionFade:create(t, scene, ccc3(255, 255, 255)) elseif index == Transition_Table.FlipXLeftOver then scene = CCTransitionFlipX:create(t, scene, kCCTransitionOrientationLeftOver) elseif index == Transition_Table.FlipXRightOver then scene = CCTransitionFlipX:create(t, scene, kCCTransitionOrientationRightOver) elseif index == Transition_Table.FlipYUpOver then scene = CCTransitionFlipY:create(t, scene, kCCTransitionOrientationUpOver) elseif index == Transition_Table.FlipYDownOver then scene = CCTransitionFlipY:create(t, scene, kCCTransitionOrientationDownOver) elseif index == Transition_Table.FlipAngularLeftOver then scene = CCTransitionFlipAngular:create(t, scene, kCCTransitionOrientationLeftOver) elseif index == Transition_Table.FlipAngularRightOver then scene = CCTransitionFlipAngular:create(t, scene, kCCTransitionOrientationRightOver) elseif index == Transition_Table.ZoomFlipXLeftOver then scene = CCTransitionZoomFlipX:create(t, scene, kCCTransitionOrientationLeftOver) elseif index == Transition_Table.ZoomFlipXRightOver then scene = CCTransitionZoomFlipX:create(t, scene, kCCTransitionOrientationRightOver) elseif index == Transition_Table.ZoomFlipYUpOver then scene = CCTransitionZoomFlipY:create(t, scene, kCCTransitionOrientationUpOver) elseif index == Transition_Table.ZoomFlipYDownOver then scene = CCTransitionZoomFlipY:create(t, scene, kCCTransitionOrientationDownOver) elseif index == Transition_Table.ZoomFlipAngularLeftOver then scene = CCTransitionZoomFlipAngular:create(t, scene, kCCTransitionOrientationLeftOver) elseif index == Transition_Table.ZoomFlipAngularRightOver then scene = CCTransitionZoomFlipAngular:create(t, scene, kCCTransitionOrientationRightOver) elseif index == Transition_Table.CCTransitionShrinkGrow then scene = CCTransitionShrinkGrow:create(t, scene) elseif index == Transition_Table.CCTransitionRotoZoom then scene = CCTransitionRotoZoom:create(t, scene) elseif index == Transition_Table.CCTransitionMoveInL then scene = CCTransitionMoveInL:create(t, scene) elseif index == Transition_Table.CCTransitionMoveInR then scene = CCTransitionMoveInR:create(t, scene) elseif index == Transition_Table.CCTransitionMoveInT then scene = CCTransitionMoveInT:create(t, scene) elseif index == Transition_Table.CCTransitionMoveInB then scene = CCTransitionMoveInB:create(t, scene) elseif index == Transition_Table.CCTransitionSlideInL then scene = CCTransitionSlideInL:create(t, scene) elseif index == Transition_Table.CCTransitionSlideInR then scene = CCTransitionSlideInR:create(t, scene) elseif index == Transition_Table.CCTransitionSlideInT then scene = CCTransitionSlideInT:create(t, scene) elseif index == Transition_Table.CCTransitionSlideInB then scene = CCTransitionSlideInB:create(t, scene) end return scene end function generateTranScene() local scene = CCScene: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 = CCScene:create() SceneIdx = -1 CurSceneNo = 2 firstEnter = true return nextAction() end