#ifndef _ActionsTest_H_ #define _ActionsTest_H_ #include "../testBasic.h" ////----#include "cocos2d.h" using namespace cocos2d; enum { ACTION_MANUAL_LAYER = 0, ACTION_MOVE_LAYER, ACTION_SCALE_LAYER, ACTION_ROTATE_LAYER, ACTION_JUMP_LAYER, ACTION_BEZIER_LAYER, ACTION_BLINK_LAYER, ACTION_FADE_LAYER, ACTION_TINT_LAYER, ACTION_ANIMATE_LAYER, ACTION_SEQUENCE_LAYER, ACTION_SEQUENCE2_LAYER, ACTION_SPAWN_LAYER, ACTION_REVERSE, ACTION_DELAYTIME_LAYER, ACTION_REPEAT_LAYER, ACTION_REPEATEFOREVER_LAYER, ACTION_ROTATETOREPEATE_LAYER, ACTION_ROTATEJERK_LAYER, ACTION_CALLFUNC_LAYER, ACTION_REVERSESEQUENCE_LAYER, ACTION_REVERSESEQUENCE2_LAYER, ACTION_ORBIT_LAYER, ACTION_FLLOW_LAYER, ACTION_LAYER_COUNT, }; // the class inherit from TestScene // every Scene each test used must inherit from TestScene, // make sure the test have the menu item for back to main menu class ActionsTestScene : public TestScene { public: virtual void runThisTest(); }; class ActionsDemo : public CCLayer { protected: CCSprite* m_grossini; CCSprite* m_tamara; CCSprite* m_kathia; public: virtual void onEnter(); virtual void onExit(); void centerSprites(unsigned int numberOfSprites); void alignSpritesLeft(unsigned int numberOfSprites); virtual std::string title(); virtual std::string subtitle(); void restartCallback(NSObject* pSender); void nextCallback(NSObject* pSender); void backCallback(NSObject* pSender); }; class ActionManual : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionMove : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionScale : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionRotate : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionJump : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionBezier : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionBlink : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionFade : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionTint : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionAnimate : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionSequence : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionSequence2 : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); void callback1(); void callback2(CCNode* sender); void callback3(CCNode* sender, void* data); }; class ActionSpawn : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionReverse : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionRepeat : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionDelayTime : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionReverseSequence : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionReverseSequence2 : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionOrbit : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionRepeatForever : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); void repeatForever(CCNode* pTarget); }; class ActionRotateToRepeat : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionRotateJerk : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; class ActionCallFunc : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); void callback1(); void callback2(CCNode* pTarget); void callback3(CCNode* pTarget, void* data); }; class ActionFollow : public ActionsDemo { public: virtual void onEnter(); virtual std::string subtitle(); }; #endif