#ifndef __HELLOWORLD_SCENE_H__ #define __HELLOWORLD_SCENE_H__ #include "cocos2d.h" #include "extensions/cocos-ext.h" #include "../../VisibleRect.h" #include "../../testBasic.h" #include "cocostudio/CocoStudio.h" #if ENABLE_PHYSICS_BOX2D_DETECT #include "../../Box2DTestBed/GLES-Render.h" #include "Box2D/Box2D.h" #elif ENABLE_PHYSICS_CHIPMUNK_DETECT #include "chipmunk.h" #endif class ArmatureTestScene : public TestScene { public: ArmatureTestScene(bool bPortrait = false); virtual void runThisTest(); // The CallBack for back to the main menu scene virtual void MainMenuCallback(Object* pSender); }; enum { TEST_ASYNCHRONOUS_LOADING = 0, TEST_DIRECT_LOADING, TEST_COCOSTUDIO_WITH_SKELETON, TEST_DRAGON_BONES_2_0, TEST_PERFORMANCE, TEST_PERFORMANCE_BATCHNODE, TEST_CHANGE_ZORDER, TEST_ANIMATION_EVENT, TEST_FRAME_EVENT, TEST_PARTICLE_DISPLAY, TEST_USE_DIFFERENT_PICTURE, TEST_BCOLLIDER_DETECTOR, TEST_BOUDINGBOX, TEST_ANCHORPOINT, TEST_ARMATURE_NESTING, TEST_ARMATURE_NESTING_2, TEST_LAYER_COUNT }; class ArmatureTestLayer : public Layer { public: virtual void onEnter(); virtual void onExit(); virtual std::string title(); virtual std::string subtitle(); virtual void restartCallback(Object* pSender); virtual void nextCallback(Object* pSender); virtual void backCallback(Object* pSender); virtual void draw(); protected: MenuItemImage *restartItem; MenuItemImage *nextItem; MenuItemImage *backItem; }; class TestAsynchronousLoading : public ArmatureTestLayer { public: virtual void onEnter(); virtual std::string title(); virtual std::string subtitle(); virtual void restartCallback(Object* pSender); void dataLoaded(float percent); }; class TestDirectLoading : public ArmatureTestLayer { public: virtual void onEnter(); virtual std::string title(); }; class TestCSWithSkeleton : public ArmatureTestLayer { virtual void onEnter(); virtual std::string title(); }; class TestDragonBones20 : public ArmatureTestLayer { public: virtual void onEnter(); virtual std::string title(); }; class TestPerformance : public ArmatureTestLayer { public: ~TestPerformance(); virtual void onEnter(); virtual std::string title(); virtual std::string subtitle(); virtual void onIncrease(Object* pSender); virtual void onDecrease(Object* pSender); virtual void addArmature(int number); virtual void addArmatureToParent(cocostudio::Armature *armature); virtual void removeArmatureFromParent(int tag); virtual void refreshTitile(); int armatureCount; int frames; float times; float lastTimes; bool generated; }; class TestPerformanceBatchNode : public TestPerformance { virtual void onEnter(); virtual std::string title(); virtual void addArmatureToParent(cocostudio::Armature *armature); virtual void removeArmatureFromParent(int tag); cocostudio::BatchNode *batchNode; }; class TestChangeZorder : public ArmatureTestLayer { virtual void onEnter(); virtual std::string title(); void changeZorder(float dt); int currentTag; }; class TestAnimationEvent : public ArmatureTestLayer { public: virtual void onEnter(); virtual std::string title(); void animationEvent(cocostudio::Armature *armature, cocostudio::MovementEventType movementType, const char *movementID); void callback1(); void callback2(); cocostudio::Armature *armature; }; class TestFrameEvent : public ArmatureTestLayer { public: virtual void onEnter(); virtual std::string title(); void onFrameEvent(cocostudio::Bone *bone, const char *evt, int originFrameIndex, int currentFrameIndex); void checkAction(float dt); }; class TestUseMutiplePicture : public ArmatureTestLayer { virtual void onEnter(); virtual void onExit(); virtual std::string title(); virtual std::string subtitle(); void onTouchesEnded(const std::vector& touches, Event* event); int displayIndex; cocostudio::Armature *armature; }; class TestParticleDisplay : public ArmatureTestLayer { virtual void onEnter(); virtual void onExit(); virtual std::string title(); virtual std::string subtitle(); void onTouchesEnded(const std::vector& touches, Event* event); int animationID; cocostudio::Armature *armature; }; #if ENABLE_PHYSICS_BOX2D_DETECT class ContactListener; class TestColliderDetector : public ArmatureTestLayer { public: ~TestColliderDetector(); virtual void onEnter(); virtual void onExit(); virtual std::string title(); virtual void draw(); virtual void update(float delta); void onFrameEvent(cocostudio::Bone *bone, const char *evt, int originFrameIndex, int currentFrameIndex); void initWorld(); cocostudio::Armature *armature; cocostudio::Armature *armature2; cocos2d::extension::PhysicsSprite *bullet; b2World *world; ContactListener *listener; GLESDebugDraw *debugDraw; }; #elif ENABLE_PHYSICS_CHIPMUNK_DETECT class TestColliderDetector : public ArmatureTestLayer { public: ~TestColliderDetector(); virtual void onEnter(); virtual void onExit(); virtual std::string title(); virtual void update(float delta); void onFrameEvent(cocostudio::Bone *bone, const char *evt, int originFrameIndex, int currentFrameIndex); void initWorld(); cocostudio::Armature *armature; cocostudio::Armature *armature2; cocos2d::extension::PhysicsSprite *bullet; cpSpace *space; static int beginHit(cpArbiter *arb, cpSpace *space, void *unused); static void endHit(cpArbiter *arb, cpSpace *space, void *unused); void destroyCPBody(cpBody *body); }; #endif class TestBoundingBox : public ArmatureTestLayer { public: virtual void onEnter(); virtual std::string title(); virtual void draw(); cocostudio::Armature *armature; Rect rect; }; class TestAnchorPoint : public ArmatureTestLayer { public: virtual void onEnter(); virtual std::string title(); }; class TestArmatureNesting : public ArmatureTestLayer { public: virtual void onEnter(); virtual void onExit(); virtual std::string title(); void onTouchesEnded(const std::vector& touches, Event* event); cocostudio::Armature *armature; int weaponIndex; }; class Hero : public cocostudio::Armature { public: static Hero *create(const char *name); Hero(); virtual void changeMount(cocostudio::Armature *armature); virtual void playByIndex(int index); CC_SYNTHESIZE(cocostudio::Armature*, m_pMount, Mount); CC_SYNTHESIZE(cocos2d::Layer*, m_pLayer, Layer); }; class TestArmatureNesting2 : public ArmatureTestLayer { public: virtual void onEnter(); virtual void onExit(); virtual std::string title(); virtual std::string subtitle(); void onTouchesEnded(const std::vector& touches, Event* event); virtual void ChangeMountCallback(Object* pSender); virtual cocostudio::Armature *createMount(const char *name, Point position); Hero *hero; cocostudio::Armature *horse; cocostudio::Armature *horse2; cocostudio::Armature *bear; bool touchedMenu; }; #endif // __HELLOWORLD_SCENE_H__