mirror of https://github.com/axmolengine/axmol.git
165 lines
4.1 KiB
JavaScript
165 lines
4.1 KiB
JavaScript
/*
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* showcasing sound
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*/
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/**
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* simple wrappers
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*/
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cocos.Point.create = function (x, y) {
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var pt = new cocos.Point();
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pt.x = x;
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pt.y = y;
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return pt;
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};
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cocos.Size.create = function (w, h) {
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var sz = new cocos.Size();
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sz.width = w;
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sz.height = h;
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return sz;
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};
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cocos.Sprite.create = function (file) {
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var s = new cocos.Sprite();
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s.initWithFile(file);
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return s;
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};
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var pointZero = cocos.Point.create(0, 0);
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var sizeZero = cocos.Size.create(0, 0);
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var director = cocos.Director.sharedDirector();
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var winSize = director.winSize;
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var scenes = {};
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scenes.currentScene = 1;
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/**
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* tests the most basic function: moveTo and moveBy
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*/
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scenes['test_move'] = function () {
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var audioEngine = cocos.SimpleAudioEngine.sharedEngine();
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audioEngine.preloadBackgroundMusic("Silly Fun Theme A.mp3");
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audioEngine.preloadEffect("ballbounce.wav");
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var layer = new cocos.Layer(); layer.init();
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layer.isTouchEnabled = true;
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layer.ccTouchesBegan = function (touches) {
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for (var i in touches) {
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// no loop
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audioEngine.playEffect("ballbounce.wav", false);
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}
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};
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var scene = new cocos.Scene(); scene.init();
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scene.addChild(layer);
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// add the menu
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var menu = createMenu("Test Sounds - Touch for SFX");
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scene.addChild(menu, 1);
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// play the bg music - loop
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audioEngine.playBackgroundMusic("Silly Fun Theme A.mp3", true);
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return scene;
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};
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/**
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* from here on there's code that can be shared between different tests
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* basically is the hud and the scene handling
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*/
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// changes to the next scene
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var nextScene = function () {
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var l = Object.keys(scenes).length;
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scenes.currentScene = (scenes.currentScene + 1) % l;
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if (scenes.currentScene === 0) {
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scenes.currentScene = 1;
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}
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playCurrentScene();
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};
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// changes to the previous scene
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var prevScene = function () {
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var l = Object.keys(scenes).length;
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scenes.currentScene -= 1;
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if (scenes.currentScene < 1) {
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scenes.currentScene = l - 1;
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}
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playCurrentScene();
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};
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var playCurrentScene = function () {
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var name = Object.keys(scenes)[scenes.currentScene];
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var scene = scenes[name]();
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// cocos.log("running scene: " + name + "(" + scene + ")");
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if (director.runningScene === null) {
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director.runWithScene(scene);
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} else {
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director.replaceScene(scene);
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}
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};
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// creates the hud
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var createMenu = function (labelText) {
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var hudMenu = new cocos.Menu();
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hudMenu.init();
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var b1 = new cocos.Sprite(); b1.initWithFile("b1.png");
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var b2 = new cocos.Sprite(); b2.initWithFile("b2.png");
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item1 = new cocos.MenuItemSprite();
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item1.initWithNormalSprite(b1, b2);
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item1.action = function () {
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prevScene();
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};
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var r1 = new cocos.Sprite(); r1.initWithFile("r1.png");
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var r2 = new cocos.Sprite(); r2.initWithFile("r2.png");
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item2 = new cocos.MenuItemSprite();
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item2.initWithNormalSprite(r1, r2);
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item2.action = function () {
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// cocos.executeScript("JS/1to1/test_actions.js");
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playCurrentScene();
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};
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var f1 = new cocos.Sprite(); f1.initWithFile("f1.png");
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var f2 = new cocos.Sprite(); f2.initWithFile("f2.png");
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item3 = new cocos.MenuItemSprite();
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item3.initWithNormalSprite(f1, f2);
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item3.action = function () {
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nextScene();
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};
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var c1 = new cocos.Sprite(); c1.initWithFile("r1.png");
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var c2 = new cocos.Sprite(); c2.initWithFile("r2.png");
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item4 = new cocos.MenuItemSprite();
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item4.initWithNormalSprite(c1, c2);
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item4.action = function () {
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cocos.executeScript("JS/1to1/test_actions.js");
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};
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item1.position = cocos.Point.create(winSize.width / 2 - 100, 30);
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item2.position = cocos.Point.create(winSize.width / 2 , 30);
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item3.position = cocos.Point.create(winSize.width / 2 + 100, 30);
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item4.position = cocos.Point.create(30, winSize.height - 30);
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hudMenu.addChild(item1);
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hudMenu.addChild(item2);
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hudMenu.addChild(item3);
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hudMenu.addChild(item4);
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hudMenu.position = pointZero;
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if (labelText) {
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var label = new cocos.LabelTTF();
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// initWithString: text, size, alignment, font, fontSize
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label.initWithString(labelText, sizeZero, 0, "Arial", 18.0);
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label.position = cocos.Point.create(winSize.width / 2, winSize.height - 30);
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hudMenu.addChild(label);
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}
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// just to avoid GC
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hudMenu.items = [item1, item2, item3];
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return hudMenu;
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};
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playCurrentScene();
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