#include "ArmatureScene.h" #include "../../testResource.h" using namespace cocos2d; using namespace cocos2d::extension::armature; Layer* NextTest(); Layer* BackTest(); Layer* RestartTest(); static int s_nActionIdx = -1; Layer *CreateLayer(int index) { Layer *pLayer = NULL; switch(index) { case TEST_DRAGON_BONES_2_0: pLayer = new TestDragonBones20(); break; case TEST_COCOSTUDIO_WITH_SKELETON: pLayer = new TestCSWithSkeleton(); break; case TEST_COCOSTUDIO_WITHOUT_SKELETON: pLayer = new TestCSWithoutSkeleton(); break; case TEST_PERFORMANCE: pLayer = new TestPerformance(); break; case TEST_CHANGE_ZORDER: pLayer = new TestChangeZorder(); break; case TEST_ANIMATION_EVENT: pLayer = new TestAnimationEvent(); break; case TEST_PARTICLE_DISPLAY: pLayer = new TestParticleDisplay(); break; case TEST_USE_DIFFERENT_PICTURE: pLayer = new TestUseMutiplePicture(); break; case TEST_BOX2D_DETECTOR: pLayer = new TestBox2DDetector(); break; case TEST_BOUDINGBOX: pLayer = new TestBoundingBox(); break; case TEST_ANCHORPOINT: pLayer = new TestAnchorPoint(); break; case TEST_ARMATURE_NESTING: pLayer = new TestArmatureNesting(); 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() { ArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/TestBone0.png", "armature/TestBone0.plist", "armature/TestBone.json"); ArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/Cowboy0.png", "armature/Cowboy0.plist", "armature/Cowboy.json"); ArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/knight.png", "armature/knight.plist", "armature/knight.xml"); ArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/weapon.png", "armature/weapon.plist", "armature/weapon.xml"); ArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/robot.png", "armature/robot.plist", "armature/robot.xml"); ArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/cyborg.png", "armature/cyborg.plist", "armature/cyborg.xml"); ArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/Dragon.png", "armature/Dragon.plist", "armature/Dragon.xml"); s_nActionIdx = -1; addChild(NextTest()); Director::sharedDirector()->replaceScene(this); } void ArmatureTestScene::MainMenuCallback(Object* pSender) { removeAllChildren(); ArmatureDataManager::sharedArmatureDataManager()->purgeArmatureSystem(); } void ArmatureTestLayer::onEnter() { Layer::onEnter(); // add title and subtitle std::string str = title(); const char * pTitle = str.c_str(); LabelTTF* label = LabelTTF::create(pTitle, "Arial", 18); label->setColor(Color3B(0, 0, 0)); addChild(label, 1, 10000); label->setPosition( ccp(VisibleRect::center().x, VisibleRect::top().y - 30) ); std::string strSubtitle = subtitle(); if( ! strSubtitle.empty() ) { LabelTTF* l = LabelTTF::create(strSubtitle.c_str(), "Arial", 18); l->setColor(Color3B(0, 0, 0)); addChild(l, 1, 10001); l->setPosition( ccp(VisibleRect::center().x, VisibleRect::top().y - 60) ); } // add menu MenuItemImage *item1 = MenuItemImage::create(s_pPathB1, s_pPathB2, CC_CALLBACK_1(ArmatureTestLayer::backCallback,this)); MenuItemImage *item2 = MenuItemImage::create(s_pPathR1, s_pPathR2, CC_CALLBACK_1(ArmatureTestLayer::restartCallback, this)); MenuItemImage *item3 = MenuItemImage::create(s_pPathF1, s_pPathF2, CC_CALLBACK_1(ArmatureTestLayer::nextCallback, this)); Menu *menu = Menu::create(item1, item2, item3, NULL); menu->setPosition(PointZero); item1->setPosition(ccp(VisibleRect::center().x - item2->getContentSize().width*2, VisibleRect::bottom().y+item2->getContentSize().height/2)); item2->setPosition(ccp(VisibleRect::center().x, VisibleRect::bottom().y+item2->getContentSize().height/2)); item3->setPosition(ccp(VisibleRect::center().x + item2->getContentSize().width*2, VisibleRect::bottom().y+item2->getContentSize().height/2)); addChild(menu, 100); setShaderProgram(ShaderCache::sharedShaderCache()->programForKey(kShader_PositionTextureColor)); } void ArmatureTestLayer::onExit() { } std::string ArmatureTestLayer::title() { return "CSArmature Test Bed"; } std::string ArmatureTestLayer::subtitle() { return ""; } void ArmatureTestLayer::restartCallback(Object* pSender) { Scene* s = new ArmatureTestScene(); s->addChild( RestartTest() ); Director::sharedDirector()->replaceScene(s); s->release(); } void ArmatureTestLayer::nextCallback(Object* pSender) { Scene* s = new ArmatureTestScene(); s->addChild( NextTest() ); Director::sharedDirector()->replaceScene(s); s->release(); } void ArmatureTestLayer::backCallback(Object* pSender) { Scene* s = new ArmatureTestScene(); s->addChild( BackTest() ); Director::sharedDirector()->replaceScene(s); s->release(); } void ArmatureTestLayer::draw() { Layer::draw(); } void TestDragonBones20::onEnter() { ArmatureTestLayer::onEnter(); Armature *armature = NULL; armature = Armature::create("Dragon"); armature->getAnimation()->playByIndex(1); armature->getAnimation()->setAnimationScale(0.4f); armature->setPosition(VisibleRect::center().x, VisibleRect::center().y * 0.3f); armature->setScale(0.6f); addChild(armature); } std::string TestDragonBones20::title() { return "Test Export From DragonBones version 2.0"; } void TestCSWithSkeleton::onEnter() { ArmatureTestLayer::onEnter(); Armature *armature = NULL; armature = Armature::create("Cowboy"); armature->getAnimation()->playByIndex(0); armature->setScale(0.2f); armature->setPosition(ccp(VisibleRect::center().x, VisibleRect::center().y/*-100*/)); addChild(armature); } std::string TestCSWithSkeleton::title() { return "Test Export From CocoStudio With Skeleton Effect"; } void TestCSWithoutSkeleton::onEnter() { ArmatureTestLayer::onEnter(); Armature *armature = NULL; armature = Armature::create("TestBone"); armature->getAnimation()->playByIndex(0); armature->setAnchorPoint(ccp(0.5, -0.1)); armature->setScale(0.2f); armature->setPosition(ccp(VisibleRect::center().x, VisibleRect::center().y-100)); addChild(armature); } std::string TestCSWithoutSkeleton::title() { return "Test Export From CocoStudio Without Skeleton Effect"; } TestPerformance::~TestPerformance() { } void TestPerformance::onEnter() { ArmatureTestLayer::onEnter(); armatureCount = frames = times = lastTimes = 0; generated = false; scheduleUpdate(); } std::string TestPerformance::title() { return "Test Performance"; } std::string TestPerformance::subtitle() { return "Current Armature Count : "; } void TestPerformance::addArmature(Armature *armature) { armatureCount++; addChild(armature, armatureCount); } void TestPerformance::update(float delta) { frames ++; times += delta; if (frames/times > 58) { Armature *armature = NULL; armature = new Armature(); armature->init("Knight_f/Knight"); armature->getAnimation()->playByIndex(0); armature->setPosition(50 + armatureCount * 2, 150); armature->setScale(0.6f); addArmature(armature); armature->release(); char pszCount[255]; sprintf(pszCount, "%s %i", subtitle().c_str(), armatureCount); LabelTTF *label = (LabelTTF*)getChildByTag(10001); label->setString(pszCount); } } void TestChangeZorder::onEnter() { ArmatureTestLayer::onEnter(); Armature *armature = NULL; currentTag = -1; armature = Armature::create("Knight_f/Knight"); armature->getAnimation()->playByIndex(0); armature->setPosition(ccp(VisibleRect::center().x, VisibleRect::center().y-100)); ++currentTag; armature->setScale(0.6f); addChild(armature, currentTag, currentTag); armature = Armature::create("TestBone"); armature->getAnimation()->playByIndex(0); armature->setScale(0.24f); armature->setPosition(ccp(VisibleRect::center().x, VisibleRect::center().y-100)); ++currentTag; addChild(armature, currentTag, currentTag); armature = Armature::create("Dragon"); armature->getAnimation()->playByIndex(0); armature->setPosition(ccp(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() { return "Test Change ZOrder Of Different Armature"; } void TestChangeZorder::changeZorder(float dt) { Node *node = getChildByTag(currentTag); node->setZOrder(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(ccp(VisibleRect::left().x + 50, VisibleRect::left().y)); armature->getAnimation()->MovementEventSignal.connect(this, &TestAnimationEvent::animationEvent); addChild(armature); } std::string TestAnimationEvent::title() { return "Test Armature Animation Event"; } void TestAnimationEvent::animationEvent(Armature *armature, MovementEventType movementType, const char *movementID) { std::string id = movementID; if (movementType == LOOP_COMPLETE) { if (id.compare("Fire") == 0) { ActionInterval *actionToRight = MoveTo::create(2, ccp(VisibleRect::right().x - 50, VisibleRect::right().y)); armature->stopAllActions(); armature->runAction(Sequence::create(actionToRight, CallFunc::create(this, callfunc_selector(TestAnimationEvent::callback1)), NULL)); armature->getAnimation()->play("Walk"); } else if (id.compare("FireMax") == 0) { ActionInterval *actionToLeft = MoveTo::create(2, ccp(VisibleRect::left().x + 50, VisibleRect::left().y)); armature->stopAllActions(); armature->runAction(Sequence::create(actionToLeft, CallFunc::create(this, callfunc_selector(TestAnimationEvent::callback2)), NULL)); armature->getAnimation()->play("Walk"); } } } void TestAnimationEvent::callback1() { armature->runAction(ScaleTo::create(0.3f, 0.3f, 0.3f)); armature->getAnimation()->play("FireMax", 10); } void TestAnimationEvent::callback2() { armature->runAction(ScaleTo::create(0.3f, -0.3f, 0.3f)); armature->getAnimation()->play("Fire", 10); } void TestParticleDisplay::onEnter() { ArmatureTestLayer::onEnter(); setTouchEnabled(true); animationID = 0; armature = Armature::create("robot"); armature->getAnimation()->playByIndex(0); armature->setPosition(VisibleRect::center()); armature->setScale(0.48f); addChild(armature); ParticleDisplayData displayData; displayData.setParam("Particles/SmallSun.plist"); Bone *bone = Bone::create("p1"); bone->addDisplay(&displayData, 0); bone->changeDisplayByIndex(0, true); bone->setIgnoreMovementBoneData(true); bone->setZOrder(100); bone->setScale(1.2f); armature->addBone(bone, "bady-a3"); bone = Bone::create("p2"); bone->addDisplay(&displayData, 0); bone->changeDisplayByIndex(0, true); bone->setIgnoreMovementBoneData(true); bone->setZOrder(100); bone->setScale(1.2f); armature->addBone(bone, "bady-a30"); } std::string TestParticleDisplay::title() { return "Test Particle Display"; } std::string TestParticleDisplay::subtitle() { return "Touch to change animation"; } bool TestParticleDisplay::ccTouchBegan(Touch *pTouch, Event *pEvent) { ++animationID; animationID = animationID % armature->getAnimation()->getMovementCount(); armature->getAnimation()->playByIndex(animationID); return false; } void TestParticleDisplay::registerWithTouchDispatcher() { Director::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, INT_MIN+1, true); } void TestUseMutiplePicture::onEnter() { ArmatureTestLayer::onEnter(); setTouchEnabled(true); displayIndex = 0; armature = Armature::create("Knight_f/Knight"); armature->getAnimation()->playByIndex(0); armature->setPosition(ccp(VisibleRect::left().x+70, 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"}; SpriteDisplayData displayData; for (int i = 0; i < 7; i++) { displayData.setParam(weapon[i].c_str()); armature->getBone("weapon")->addDisplay(&displayData, i); } } std::string TestUseMutiplePicture::title() { return "Test One Armature Use Different Picture"; } std::string TestUseMutiplePicture::subtitle() { return "weapon and armature are in different picture"; } bool TestUseMutiplePicture::ccTouchBegan(Touch *pTouch, Event *pEvent) { ++displayIndex; displayIndex = (displayIndex) % 6; armature->getBone("weapon")->changeDisplayByIndex(displayIndex, true); return false; } void TestUseMutiplePicture::registerWithTouchDispatcher() { Director::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, INT_MIN+1, true); } void TestBox2DDetector::onEnter() { ArmatureTestLayer::onEnter(); scheduleUpdate(); armature = Armature::create("Cowboy"); armature->getAnimation()->play("Fire"); armature->getAnimation()->setAnimationScale(0.1f); armature->setScaleX(-0.2f); armature->setScaleY(0.2f); armature->setPosition(ccp(VisibleRect::left().x + 70, VisibleRect::left().y)); addChild(armature); armature2 = Armature::create("Cowboy"); armature2->getAnimation()->play("Walk"); armature2->setScaleX(-0.2f); armature2->setScaleY(0.2f); armature2->setPosition(ccp(VisibleRect::right().x - 30, VisibleRect::left().y)); addChild(armature2); PhysicsWorld::sharedPhysicsWorld()->BoneColliderSignal.connect(this, &TestBox2DDetector::onHit); } std::string TestBox2DDetector::title() { return "Test Box2D Detector"; } void TestBox2DDetector::draw() { ccGLEnableVertexAttribs( kVertexAttribFlag_Position ); kmGLPushMatrix(); PhysicsWorld::sharedPhysicsWorld()->drawDebug(); kmGLPopMatrix(); } void TestBox2DDetector::update(float delta) { armature2->setVisible(true); PhysicsWorld::sharedPhysicsWorld()->update(delta); } void TestBox2DDetector::onHit(Bone *bone, Bone *bone2) { armature2->setVisible(false); } void TestBoundingBox::onEnter() { ArmatureTestLayer::onEnter(); armature = Armature::create("Cowboy"); armature->getAnimation()->playByIndex(0); armature->setPosition(VisibleRect::center()); armature->setScale(0.2f); addChild(armature); } std::string TestBoundingBox::title() { return "Test BoundingBox"; } void TestBoundingBox::draw() { CC_NODE_DRAW_SETUP(); rect = RectApplyAffineTransform(armature->boundingBox(), armature->nodeToParentTransform()); ccDrawColor4B(100, 100, 100, 255); ccDrawRect(rect.origin, ccp(rect.getMaxX(), rect.getMaxY())); } void TestAnchorPoint::onEnter() { ArmatureTestLayer::onEnter(); for (int i = 0; i<5; i++) { Armature *armature = Armature::create("Cowboy"); armature->getAnimation()->playByIndex(0); armature->setPosition(VisibleRect::center()); armature->setScale(0.2f); addChild(armature, 0, i); } getChildByTag(0)->setAnchorPoint(ccp(0,0)); getChildByTag(1)->setAnchorPoint(ccp(0,1)); getChildByTag(2)->setAnchorPoint(ccp(1,0)); getChildByTag(3)->setAnchorPoint(ccp(1,1)); getChildByTag(4)->setAnchorPoint(ccp(0.5,0.5)); } std::string TestAnchorPoint::title() { return "Test Set AnchorPoint"; } void TestArmatureNesting::onEnter() { ArmatureTestLayer::onEnter(); setTouchEnabled(true); armature = Armature::create("cyborg"); armature->getAnimation()->playByIndex(1); armature->setPosition(VisibleRect::center()); armature->setScale(1.2f); armature->getAnimation()->setAnimationScale(0.4f); addChild(armature); weaponIndex = 0; } std::string TestArmatureNesting::title() { return "Test Armature Nesting"; } bool TestArmatureNesting::ccTouchBegan(Touch *pTouch, Event *pEvent) { ++weaponIndex; weaponIndex = weaponIndex % 4; armature->getBone("armInside")->getChildArmature()->getAnimation()->playByIndex(weaponIndex); armature->getBone("armOutside")->getChildArmature()->getAnimation()->playByIndex(weaponIndex); return false; } void TestArmatureNesting::registerWithTouchDispatcher() { Director::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, INT_MIN+1, true); }