#include "EaseActionsTest.h" #include "../testResource.h" enum { kTagAction1 = 1, kTagAction2 = 2, kTagSlider = 1, }; //------------------------------------------------------------------ // // SpriteEase // //------------------------------------------------------------------ void SpriteEase::onEnter() { EaseSpriteDemo::onEnter(); CCIntervalAction* move = CCMoveBy::actionWithDuration(3, CGPointMake(350,0) ); CCIntervalAction* move_back = move->reverse(); CCIntervalAction* move_ease_in = (CCIntervalAction*)CCEaseIn::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()), 3.0f); CCIntervalAction* move_ease_in_back = move_ease_in->reverse(); CCIntervalAction* move_ease_out = CCEaseOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()), 3.0f); CCIntervalAction* move_ease_out_back = move_ease_out->reverse(); CCFiniteTimeAction* seq1 = CCSequence::actions(move, move_back, NULL); CCFiniteTimeAction* seq2 = CCSequence::actions(move_ease_in, move_ease_in_back, NULL); CCFiniteTimeAction* seq3 = CCSequence::actions(move_ease_out, move_ease_out_back, NULL); CCAction *a2 = m_grossini->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq1) ); a2->setTag(1); CCAction *a1 = m_tamara->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq2) ); a1->setTag(1); CCAction *a = m_kathia->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq3) ); a->setTag(1); schedule(schedule_selector(SpriteEase::testStopAction), 6); } void SpriteEase::testStopAction(ccTime dt) { unschedule(schedule_selector(SpriteEase::testStopAction)); m_tamara->stopActionByTag(1); m_kathia->stopActionByTag(1); m_grossini->stopActionByTag(1); } std::string SpriteEase::title() { return "EaseIn - EaseOut - Stop"; } //------------------------------------------------------------------ // // SpriteEaseInOut // //------------------------------------------------------------------ void SpriteEaseInOut::onEnter() { EaseSpriteDemo::onEnter(); CCIntervalAction* move = CCMoveBy::actionWithDuration(3, CGPointMake(350,0)); // id move_back = move->reverse(); CCIntervalAction* move_ease_inout1 = CCEaseInOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()), 2.0f); CCIntervalAction* move_ease_inout_back1 = move_ease_inout1->reverse(); CCIntervalAction* move_ease_inout2 = CCEaseInOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()), 3.0f); CCIntervalAction* move_ease_inout_back2 = move_ease_inout2->reverse(); CCIntervalAction* move_ease_inout3 = CCEaseInOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()), 4.0f); CCIntervalAction* move_ease_inout_back3 = move_ease_inout3->reverse(); CCFiniteTimeAction* seq1 = CCSequence::actions( move_ease_inout1, move_ease_inout_back1, NULL); CCFiniteTimeAction* seq2 = CCSequence::actions( move_ease_inout2, move_ease_inout_back2, NULL); CCFiniteTimeAction* seq3 = CCSequence::actions( move_ease_inout3, move_ease_inout_back3, NULL); m_tamara->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq1) ); m_kathia->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq2) ); m_grossini->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq3) ); } std::string SpriteEaseInOut::title() { return "EaseInOut and rates"; } //------------------------------------------------------------------ // // SpriteEaseExponential // //------------------------------------------------------------------ void SpriteEaseExponential::onEnter() { EaseSpriteDemo::onEnter(); CCIntervalAction* move = CCMoveBy::actionWithDuration(3, CGPointMake(350,0)); CCIntervalAction* move_back = move->reverse(); CCIntervalAction* move_ease_in = CCEaseExponentialIn::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()) ); CCIntervalAction* move_ease_in_back = move_ease_in->reverse(); CCIntervalAction* move_ease_out = CCEaseExponentialOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()) ); CCIntervalAction* move_ease_out_back = move_ease_out->reverse(); CCFiniteTimeAction* seq1 = CCSequence::actions( move, move_back, NULL); CCFiniteTimeAction* seq2 = CCSequence::actions( move_ease_in, move_ease_in_back, NULL); CCFiniteTimeAction* seq3 = CCSequence::actions( move_ease_out, move_ease_out_back, NULL); m_grossini->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq1) ); m_tamara->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq2) ); m_kathia->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq3) ); } std::string SpriteEaseExponential::title() { return "ExpIn - ExpOut actions"; } //------------------------------------------------------------------ // // SpriteEaseExponentialInOut // //------------------------------------------------------------------ void SpriteEaseExponentialInOut::onEnter() { EaseSpriteDemo::onEnter(); CCIntervalAction* move = CCMoveBy::actionWithDuration(3, CGPointMake(350,0)); CCIntervalAction* move_back = move->reverse(); CCIntervalAction* move_ease = CCEaseExponentialInOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()) ); CCIntervalAction* move_ease_back = move_ease->reverse(); //--> reverse() CCFiniteTimeAction* seq1 = CCSequence::actions( move, move_back, NULL); CCFiniteTimeAction* seq2 = CCSequence::actions( move_ease, move_ease_back, NULL); this->positionForTwo(); m_grossini->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq1)); m_tamara->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq2)); } std::string SpriteEaseExponentialInOut::title() { return "EaseExponentialInOut action"; } //------------------------------------------------------------------ // // SpriteEaseSine // //------------------------------------------------------------------ void SpriteEaseSine::onEnter() { EaseSpriteDemo::onEnter(); CCIntervalAction* move = CCMoveBy::actionWithDuration(3, CGPointMake(350,0)); CCIntervalAction* move_back = move->reverse(); CCIntervalAction* move_ease_in = CCEaseSineIn::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()) ); CCIntervalAction* move_ease_in_back = move_ease_in->reverse(); CCIntervalAction* move_ease_out = CCEaseSineOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()) ); CCIntervalAction* move_ease_out_back = move_ease_out->reverse(); CCFiniteTimeAction* seq1 = CCSequence::actions( move, move_back, NULL); CCFiniteTimeAction* seq2 = CCSequence::actions( move_ease_in, move_ease_in_back, NULL); CCFiniteTimeAction* seq3 = CCSequence::actions( move_ease_out, move_ease_out_back, NULL); m_grossini->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq1)); m_tamara->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq2)); m_kathia->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq3)); } std::string SpriteEaseSine::title() { return "EaseSineIn - EaseSineOut"; } //------------------------------------------------------------------ // // SpriteEaseSineInOut // //------------------------------------------------------------------ void SpriteEaseSineInOut::onEnter() { EaseSpriteDemo::onEnter(); CCIntervalAction* move = CCMoveBy::actionWithDuration(3, CGPointMake(350,0)); CCIntervalAction* move_back = move->reverse(); CCIntervalAction* move_ease = CCEaseSineInOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()) ); CCIntervalAction* move_ease_back = move_ease->reverse(); CCFiniteTimeAction* seq1 = CCSequence::actions( move, move_back, NULL); CCFiniteTimeAction* seq2 = CCSequence::actions( move_ease, move_ease_back, NULL); this->positionForTwo(); m_grossini->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq1)); m_tamara->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq2)); } std::string SpriteEaseSineInOut::title() { return "EaseSineInOut action"; } //------------------------------------------------------------------ // // SpriteEaseElastic // //------------------------------------------------------------------ void SpriteEaseElastic::onEnter() { EaseSpriteDemo::onEnter(); CCIntervalAction* move = CCMoveBy::actionWithDuration(3, CGPointMake(350,0)); CCIntervalAction* move_back = move->reverse(); CCIntervalAction* move_ease_in = CCEaseElasticIn::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()) ); CCIntervalAction* move_ease_in_back = move_ease_in->reverse(); CCIntervalAction* move_ease_out = CCEaseElasticOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()) ); CCIntervalAction* move_ease_out_back = move_ease_out->reverse(); CCFiniteTimeAction* seq1 = CCSequence::actions( move, move_back, NULL); CCFiniteTimeAction* seq2 = CCSequence::actions( move_ease_in, move_ease_in_back, NULL); CCFiniteTimeAction* seq3 = CCSequence::actions( move_ease_out, move_ease_out_back, NULL); m_grossini->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq1)); m_tamara->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq2)); m_kathia->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq3)); } std::string SpriteEaseElastic::title() { return "Elastic In - Out actions"; } //------------------------------------------------------------------ // // SpriteEaseElasticInOut // //------------------------------------------------------------------ void SpriteEaseElasticInOut::onEnter() { EaseSpriteDemo::onEnter(); CCIntervalAction* move = CCMoveBy::actionWithDuration(3, CGPointMake(350,0)); CCIntervalAction* move_ease_inout1 = CCEaseElasticInOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()), 0.3f); CCIntervalAction* move_ease_inout_back1 = move_ease_inout1->reverse(); CCIntervalAction* move_ease_inout2 = CCEaseElasticInOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()), 0.45f); CCIntervalAction* move_ease_inout_back2 = move_ease_inout2->reverse(); CCIntervalAction* move_ease_inout3 = CCEaseElasticInOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()), 0.6f); CCIntervalAction* move_ease_inout_back3 = move_ease_inout3->reverse(); CCFiniteTimeAction* seq1 = CCSequence::actions( move_ease_inout1, move_ease_inout_back1, NULL); CCFiniteTimeAction* seq2 = CCSequence::actions( move_ease_inout2, move_ease_inout_back2, NULL); CCFiniteTimeAction* seq3 = CCSequence::actions( move_ease_inout3, move_ease_inout_back3, NULL); m_tamara->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq1)); m_kathia->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq2)); m_grossini->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq3)); } std::string SpriteEaseElasticInOut::title() { return "EaseElasticInOut action"; } //------------------------------------------------------------------ // // SpriteEaseBounce // //------------------------------------------------------------------ void SpriteEaseBounce::onEnter() { EaseSpriteDemo::onEnter(); CCIntervalAction* move = CCMoveBy::actionWithDuration(3, CGPointMake(350,0)); CCIntervalAction* move_back = move->reverse(); CCIntervalAction* move_ease_in = CCEaseBounceIn::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()) ); CCIntervalAction* move_ease_in_back = move_ease_in->reverse(); CCIntervalAction* move_ease_out = CCEaseBounceOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()) ); CCIntervalAction* move_ease_out_back = move_ease_out->reverse(); CCFiniteTimeAction* seq1 = CCSequence::actions( move, move_back, NULL); CCFiniteTimeAction* seq2 = CCSequence::actions( move_ease_in, move_ease_in_back, NULL); CCFiniteTimeAction* seq3 = CCSequence::actions( move_ease_out, move_ease_out_back, NULL); m_grossini->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq1)); m_tamara->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq2)); m_kathia->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq3)); } std::string SpriteEaseBounce::title() { return "Bounce In - Out actions"; } //------------------------------------------------------------------ // // SpriteEaseBounceInOut // //------------------------------------------------------------------ void SpriteEaseBounceInOut::onEnter() { EaseSpriteDemo::onEnter(); CCIntervalAction* move = CCMoveBy::actionWithDuration(3, CGPointMake(350,0)); CCIntervalAction* move_back = move->reverse(); CCIntervalAction* move_ease = CCEaseBounceInOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()) ); CCIntervalAction* move_ease_back = move_ease->reverse(); CCFiniteTimeAction* seq1 = CCSequence::actions( move, move_back, NULL); CCFiniteTimeAction* seq2 = CCSequence::actions( move_ease, move_ease_back, NULL); this->positionForTwo(); m_grossini->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq1)); m_tamara->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq2)); } std::string SpriteEaseBounceInOut::title() { return "EaseBounceInOut action"; } //------------------------------------------------------------------ // // SpriteEaseBack // //------------------------------------------------------------------ void SpriteEaseBack::onEnter() { EaseSpriteDemo::onEnter(); CCIntervalAction* move = CCMoveBy::actionWithDuration(3, CGPointMake(350,0)); CCIntervalAction* move_back = move->reverse(); CCIntervalAction* move_ease_in = CCEaseBackIn::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()) ); CCIntervalAction* move_ease_in_back = move_ease_in->reverse(); CCIntervalAction* move_ease_out = CCEaseBackOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()) ); CCIntervalAction* move_ease_out_back = move_ease_out->reverse(); CCFiniteTimeAction* seq1 = CCSequence::actions( move, move_back, NULL); CCFiniteTimeAction* seq2 = CCSequence::actions( move_ease_in, move_ease_in_back, NULL); CCFiniteTimeAction* seq3 = CCSequence::actions( move_ease_out, move_ease_out_back, NULL); m_grossini->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq1)); m_tamara->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq2)); m_kathia->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq3)); } std::string SpriteEaseBack::title() { return "Back In - Out actions"; } //------------------------------------------------------------------ // // SpriteEaseBackInOut // //------------------------------------------------------------------ void SpriteEaseBackInOut::onEnter() { EaseSpriteDemo::onEnter(); CCIntervalAction* move = CCMoveBy::actionWithDuration(3, CGPointMake(350,0)); CCIntervalAction* move_back = move->reverse(); CCIntervalAction* move_ease = CCEaseBackInOut::actionWithAction((CCIntervalAction*)(move->copy()->autorelease()) ); CCIntervalAction* move_ease_back = move_ease->reverse(); CCFiniteTimeAction* seq1 = CCSequence::actions( move, move_back, NULL); CCFiniteTimeAction* seq2 = CCSequence::actions( move_ease, move_ease_back, NULL); this->positionForTwo(); m_grossini->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq1)); m_tamara->runAction( CCRepeatForever::actionWithAction((CCIntervalAction*)seq2)); } std::string SpriteEaseBackInOut::title() { return "EaseBackInOut action"; } //------------------------------------------------------------------ // // SpeedTest // //------------------------------------------------------------------ void SpeedTest::onEnter() { EaseSpriteDemo::onEnter(); // rotate and jump CCIntervalAction *jump1 = CCJumpBy::actionWithDuration(4, CGPointMake(-400,0), 100, 4); CCIntervalAction *jump2 = jump1->reverse(); CCIntervalAction *rot1 = CCRotateBy::actionWithDuration(4, 360*2); CCIntervalAction *rot2 = rot1->reverse(); CCFiniteTimeAction* seq3_1 = CCSequence::actions(jump2, jump1, NULL); CCFiniteTimeAction* seq3_2 = CCSequence::actions( rot1, rot2, NULL); CCFiniteTimeAction* spawn = CCSpawn::actions(seq3_1, seq3_2, NULL); CCSpeed* action = CCSpeed::actionWithAction(CCRepeatForever::actionWithAction((CCIntervalAction*)spawn), 1.0f); action->setTag(kTagAction1); CCAction* action2 = (CCAction*)(action->copy()->autorelease()); CCAction* action3 = (CCAction*)(action->copy()->autorelease()); action2->setTag(kTagAction1); action3->setTag(kTagAction1); m_grossini->runAction( action2 ); m_tamara->runAction( action3 ); m_kathia->runAction( action ); this->schedule(schedule_selector(SpeedTest::altertime), 1.0f);//:@selector(altertime:) interval:1.0f]; } void SpeedTest::altertime(ccTime dt) { CCSpeed* action1 = (CCSpeed*)(m_grossini->getActionByTag(kTagAction1)); CCSpeed* action2 = (CCSpeed*)(m_tamara->getActionByTag(kTagAction1)); CCSpeed* action3 = (CCSpeed*)(m_kathia->getActionByTag(kTagAction1)); action1->setSpeed( CCRANDOM_0_1() * 2 ); action2->setSpeed( CCRANDOM_0_1() * 2 ); action3->setSpeed( CCRANDOM_0_1() * 2 ); } std::string SpeedTest::title() { return "Speed action"; } //------------------------------------------------------------------ // // SchedulerTest // //------------------------------------------------------------------ void SchedulerTest::onEnter() { EaseSpriteDemo::onEnter(); // rotate and jump CCIntervalAction* jump1 = CCJumpBy::actionWithDuration(4, CGPointMake(-400,0), 100, 4); CCIntervalAction* jump2 = jump1->reverse(); CCIntervalAction* rot1 = CCRotateBy::actionWithDuration(4, 360*2); CCIntervalAction* rot2 = rot1->reverse(); CCFiniteTimeAction* seq3_1 = CCSequence::actions(jump2, jump1, NULL); CCFiniteTimeAction* seq3_2 = CCSequence::actions( rot1, rot2, NULL); CCFiniteTimeAction* spawn = CCSpawn::actions(seq3_1, seq3_2, NULL); CCFiniteTimeAction* action = CCRepeatForever::actionWithAction((CCIntervalAction*)spawn); CCRepeatForever* action2 = (CCRepeatForever*)(action->copy()->autorelease()); CCRepeatForever* action3 = (CCRepeatForever*)(action->copy()->autorelease()); m_grossini->runAction( CCSpeed::actionWithAction((CCIntervalAction*)action, 0.5f) ); m_tamara->runAction( CCSpeed::actionWithAction((CCIntervalAction*)action2, 1.5f) ); m_kathia->runAction( CCSpeed::actionWithAction((CCIntervalAction*)action3, 1.0f) ); CCParticleSystem* emitter = CCParticleFireworks::node(); emitter->setTexture(CCTextureCache::sharedTextureCache()->addImage("Images/fire.png")); addChild(emitter); //sliderCtl = [self sliderCtl]; //[[[[Director sharedDirector] openGLView] window] addSubview: sliderCtl]; } std::string SchedulerTest::title() { return "Scheduler scaleTime Test"; } //------------------------------------------------------------------ // // EaseSpriteDemo // //------------------------------------------------------------------ enum { IDC_NEXT = 100, IDC_BACK, IDC_RESTART }; static int sceneIdx = -1; #define MAX_LAYER 14 CCLayer* createEaseLayer(int nIndex) { switch(nIndex) { case 0: return new SpriteEase(); case 1: return new SpriteEaseInOut(); case 2: return new SpriteEaseExponential(); case 3: return new SpriteEaseExponentialInOut(); case 4: return new SpriteEaseSine(); case 5: return new SpriteEaseSineInOut(); case 6: return new SpriteEaseElastic(); case 7: return new SpriteEaseElasticInOut(); case 8: return new SpriteEaseBounce(); case 9: return new SpriteEaseBounceInOut(); case 10: return new SpriteEaseBack(); case 11: return new SpriteEaseBackInOut(); case 12: return new SpeedTest(); case 13: return new SchedulerTest(); } return NULL; } CCLayer* nextEaseAction() { sceneIdx++; sceneIdx = sceneIdx % MAX_LAYER; CCLayer* pLayer = createEaseLayer(sceneIdx); pLayer->autorelease(); return pLayer; } CCLayer* backEaseAction() { sceneIdx--; int total = MAX_LAYER; if( sceneIdx < 0 ) sceneIdx += total; CCLayer* pLayer = createEaseLayer(sceneIdx); pLayer->autorelease(); return pLayer; } CCLayer* restartEaseAction() { CCLayer* pLayer = createEaseLayer(sceneIdx); pLayer->autorelease(); return pLayer; } EaseSpriteDemo::EaseSpriteDemo(void) { } EaseSpriteDemo::~EaseSpriteDemo(void) { m_grossini->release(); m_tamara->release(); m_kathia->release(); } void EaseSpriteDemo::positionForTwo() { m_grossini->setPosition( CGPointMake( 60, 120 ) ); m_tamara->setPosition( CGPointMake( 60, 220) ); m_kathia->setIsVisible(false); } std::string EaseSpriteDemo::title() { return "No title"; } void EaseSpriteDemo::onEnter() { CCLayer::onEnter(); // Example: // You can create a sprite using a Texture2D CCTexture2D* tex = new CCTexture2D(); UIImage* pImage = new UIImage(); if(pImage->initWithContentsOfFile(CCFileUtils::fullPathFromRelativePath(s_pPathGrossini))) { tex->initWithImage(pImage); m_grossini = CCSprite::spriteWithTexture(tex); m_grossini->retain(); } tex->release(); delete pImage; // Example: // Or you can create an sprite using a filename. PNG and BMP files are supported. Probably TIFF too m_tamara = CCSprite::spriteWithFile(s_pPathSister1); m_tamara->retain(); m_kathia = CCSprite::spriteWithFile(s_pPathSister2); m_kathia->retain(); addChild( m_grossini, 3); addChild( m_kathia, 2); addChild( m_tamara, 1); CGSize s = CCDirector::getSharedDirector()->getWinSize(); m_grossini->setPosition( CGPointMake(60, 50) ); m_kathia->setPosition( CGPointMake(60, 150) ); m_tamara->setPosition( CGPointMake(60, 250) ); CCLabel* label = CCLabel::labelWithString(title().c_str(), "Arial", 32); addChild(label); label->setPosition( CGPointMake(s.width/2, s.height-50) ); CCMenuItemImage *item1 = CCMenuItemImage::itemFromNormalImage(s_pPathB1, s_pPathB2, this, menu_selector(EaseSpriteDemo::backCallback) ); CCMenuItemImage *item2 = CCMenuItemImage::itemFromNormalImage(s_pPathR1, s_pPathR2, this, menu_selector(EaseSpriteDemo::restartCallback) ); CCMenuItemImage *item3 = CCMenuItemImage::itemFromNormalImage(s_pPathF1, s_pPathF2, this, menu_selector(EaseSpriteDemo::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 EaseSpriteDemo::restartCallback(NSObject* pSender) { CCScene* s = new EaseActionsTestScene();//CCScene::node(); s->addChild(restartEaseAction()); CCDirector::getSharedDirector()->replaceScene(s); s->release(); } void EaseSpriteDemo::nextCallback(NSObject* pSender) { CCScene* s = new EaseActionsTestScene();//CCScene::node(); s->addChild( nextEaseAction() ); CCDirector::getSharedDirector()->replaceScene(s); s->release(); } void EaseSpriteDemo::backCallback(NSObject* pSender) { CCScene* s = new EaseActionsTestScene();//CCScene::node(); s->addChild( backEaseAction() ); CCDirector::getSharedDirector()->replaceScene(s); s->release(); } void EaseActionsTestScene::runThisTest() { CCLayer* pLayer = nextEaseAction(); addChild(pLayer); CCDirector::getSharedDirector()->replaceScene(this); }