mirror of https://github.com/axmolengine/axmol.git
336 lines
8.5 KiB
C++
336 lines
8.5 KiB
C++
#include "ParallaxTest.h"
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#include "../testResource.h"
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enum
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{
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kTagNode,
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kTagGrossini,
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};
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Layer* nextParallaxAction();
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Layer* backParallaxAction();
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Layer* restartParallaxAction();
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//------------------------------------------------------------------
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//
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// Parallax1
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//
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//------------------------------------------------------------------
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Parallax1::Parallax1()
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{
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// Top Layer, a simple image
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auto cocosImage = Sprite::create(s_Power);
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// scale the image (optional)
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cocosImage->setScale( 2.5f );
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// change the transform anchor point to 0,0 (optional)
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cocosImage->setAnchorPoint( Point(0,0) );
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// Middle layer: a Tile map atlas
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auto tilemap = TileMapAtlas::create(s_TilesPng, s_LevelMapTga, 16, 16);
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tilemap->releaseMap();
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// change the transform anchor to 0,0 (optional)
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tilemap->setAnchorPoint( Point(0, 0) );
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// Anti Aliased images
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tilemap->getTexture()->setAntiAliasTexParameters();
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// background layer: another image
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auto background = Sprite::create(s_back);
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// scale the image (optional)
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background->setScale( 1.5f );
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// change the transform anchor point (optional)
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background->setAnchorPoint( Point(0,0) );
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// create a void node, a parent node
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auto voidNode = ParallaxNode::create();
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// NOW add the 3 layers to the 'void' node
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// background image is moved at a ratio of 0.4x, 0.5y
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voidNode->addChild(background, -1, Point(0.4f,0.5f), Point::ZERO);
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// tiles are moved at a ratio of 2.2x, 1.0y
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voidNode->addChild(tilemap, 1, Point(2.2f,1.0f), Point(0,-200) );
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// top image is moved at a ratio of 3.0x, 2.5y
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voidNode->addChild(cocosImage, 2, Point(3.0f,2.5f), Point(200,800) );
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// now create some actions that will move the 'void' node
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// and the children of the 'void' node will move at different
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// speed, thus, simulation the 3D environment
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auto goUp = MoveBy::create(4, Point(0,-500) );
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auto goDown = goUp->reverse();
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auto go = MoveBy::create(8, Point(-1000,0) );
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auto goBack = go->reverse();
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auto seq = Sequence::create(goUp, go, goDown, goBack, NULL);
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voidNode->runAction( (RepeatForever::create(seq) ));
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addChild( voidNode );
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}
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std::string Parallax1::title() const
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{
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return "Parallax: parent and 3 children";
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}
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//------------------------------------------------------------------
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//
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// Parallax2
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//
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//------------------------------------------------------------------
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Parallax2::Parallax2()
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{
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auto listener = EventListenerTouchAllAtOnce::create();
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listener->onTouchesMoved = CC_CALLBACK_2(Parallax2::onTouchesMoved, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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// Top Layer, a simple image
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auto cocosImage = Sprite::create(s_Power);
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// scale the image (optional)
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cocosImage->setScale( 2.5f );
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// change the transform anchor point to 0,0 (optional)
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cocosImage->setAnchorPoint( Point(0,0) );
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// Middle layer: a Tile map atlas
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auto tilemap = TileMapAtlas::create(s_TilesPng, s_LevelMapTga, 16, 16);
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tilemap->releaseMap();
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// change the transform anchor to 0,0 (optional)
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tilemap->setAnchorPoint( Point(0, 0) );
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// Anti Aliased images
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tilemap->getTexture()->setAntiAliasTexParameters();
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// background layer: another image
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auto background = Sprite::create(s_back);
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// scale the image (optional)
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background->setScale( 1.5f );
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// change the transform anchor point (optional)
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background->setAnchorPoint( Point(0,0) );
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// create a void node, a parent node
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auto voidNode = ParallaxNode::create();
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// NOW add the 3 layers to the 'void' node
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// background image is moved at a ratio of 0.4x, 0.5y
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voidNode->addChild(background, -1, Point(0.4f,0.5f), Point::ZERO);
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// tiles are moved at a ratio of 1.0, 1.0y
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voidNode->addChild(tilemap, 1, Point(1.0f,1.0f), Point(0,-200) );
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// top image is moved at a ratio of 3.0x, 2.5y
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voidNode->addChild( cocosImage, 2, Point(3.0f,2.5f), Point(200,1000) );
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addChild(voidNode, 0, kTagNode);
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}
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void Parallax2::onTouchesMoved(const std::vector<Touch*>& touches, Event *event)
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{
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auto diff = touches[0]->getDelta();
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auto node = getChildByTag(kTagNode);
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auto currentPos = node->getPosition();
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node->setPosition(currentPos + diff);
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}
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std::string Parallax2::title() const
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{
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return "Parallax: drag screen";
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}
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//------------------------------------------------------------------
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//
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// Issue2572
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//
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//------------------------------------------------------------------
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Issue2572::Issue2572()
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: _preListSize(0)
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, _printCount(0)
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, _moveTimer(0.0f)
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, _addTimer(0.0f)
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{
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_addChildStep = 1.0f;
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_wholeMoveTime = 3.0f;
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_wholeMoveSize = Point(-300, 0);
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// create a parallax node, a parent node
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_paraNode = ParallaxNode::create();
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addChild(_paraNode, 0, kTagNode);
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this->scheduleUpdate();
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}
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void Issue2572::update(float dt)
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{
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_addTimer += dt;
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_moveTimer += dt;
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if (_moveTimer >= _wholeMoveTime) {
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this->unscheduleUpdate();
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return;
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}
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_paraNode->setPosition(_paraNode->getPosition() + _wholeMoveSize * dt / _wholeMoveTime);
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if (_addTimer >= _addChildStep) {
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_addTimer = 0.0f;
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auto child = Sprite::create("Images/Icon.png");
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Size viewSize = Director::getInstance()->getVisibleSize();
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Point offset = Point(viewSize.width / 2, viewSize.height/2);
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_paraNode->addChild(child, 1, Point( 1, 0 ), offset );
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_childList.pushBack(child);
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}
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// After a child added, output the position of the children 3 times.
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// Bug : The first output is much different with the second one & the third one.
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if (_childList.size() != _preListSize) {
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switch (_printCount) {
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case 0:
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case 1:
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case 2:
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log( "--child count-- %zd", _childList.size());
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for (const auto& obj : _childList)
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{
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Sprite* obstacle = dynamic_cast<Sprite*>( obj );
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log("child position : (%.2f, %.2f)", obstacle->getPositionX(), obstacle->getPositionY());
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}
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log("-------------------");
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_printCount++;
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break;
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case 3:
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_preListSize = _childList.size();
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_printCount = 0;
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break;
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default:
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break;
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}
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}
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}
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std::string Issue2572::title() const
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{
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return "Issue 2572";
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}
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std::string Issue2572::subtitle() const
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{
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return "Look at the output in console";
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}
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//------------------------------------------------------------------
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//
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// ParallaxDemo
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//
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//------------------------------------------------------------------
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static int sceneIdx = -1;
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#define MAX_LAYER 3
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Layer* createParallaxTestLayer(int nIndex)
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{
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switch(nIndex)
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{
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case 0: return new Parallax1();
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case 1: return new Parallax2();
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case 2: return new Issue2572();
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}
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return NULL;
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}
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Layer* nextParallaxAction()
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{
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sceneIdx++;
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sceneIdx = sceneIdx % MAX_LAYER;
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auto layer = createParallaxTestLayer(sceneIdx);
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layer->autorelease();
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return layer;
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}
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Layer* backParallaxAction()
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{
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sceneIdx--;
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int total = MAX_LAYER;
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if( sceneIdx < 0 )
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sceneIdx += total;
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auto layer = createParallaxTestLayer(sceneIdx);
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layer->autorelease();
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return layer;
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}
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Layer* restartParallaxAction()
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{
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auto layer = createParallaxTestLayer(sceneIdx);
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layer->autorelease();
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return layer;
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}
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ParallaxDemo::ParallaxDemo(void)
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{
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}
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ParallaxDemo::~ParallaxDemo(void)
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{
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}
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std::string ParallaxDemo::title() const
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{
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return "No title";
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}
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void ParallaxDemo::onEnter()
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{
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BaseTest::onEnter();
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}
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void ParallaxDemo::restartCallback(Object* sender)
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{
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auto s = new ParallaxTestScene();
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s->addChild(restartParallaxAction());
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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void ParallaxDemo::nextCallback(Object* sender)
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{
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auto s = new ParallaxTestScene();
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s->addChild( nextParallaxAction() );
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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void ParallaxDemo::backCallback(Object* sender)
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{
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auto s = new ParallaxTestScene();
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s->addChild( backParallaxAction() );
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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void ParallaxTestScene::runThisTest()
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{
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auto layer = nextParallaxAction();
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addChild(layer);
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Director::getInstance()->replaceScene(this);
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}
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