mirror of https://github.com/axmolengine/axmol.git
266 lines
9.6 KiB
Lua
266 lines
9.6 KiB
Lua
require "luaScript/TransitionsTest/TransitionsName"
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local SceneIdx = -1
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local CurSceneNo = 2
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local TRANSITION_DURATION = 1.2
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local s = CCDirector:sharedDirector():getWinSize()
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local function switchSceneTypeNo()
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if CurSceneNo == 1 then
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CurSceneNo = 2
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else
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CurSceneNo = 1
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end
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end
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local function backAction()
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SceneIdx = SceneIdx - 1
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if SceneIdx < 0 then
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SceneIdx = SceneIdx + Transition_Table.MAX_LAYER
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end
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switchSceneTypeNo()
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return generateTranScene()
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end
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local function restartAction()
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return generateTranScene()
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end
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local function nextAction()
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SceneIdx = SceneIdx + 1
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SceneIdx = math.mod(SceneIdx, Transition_Table.MAX_LAYER)
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switchSceneTypeNo()
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return generateTranScene()
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end
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local function backCallback(sender)
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local scene = backAction()
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CCDirector:sharedDirector():replaceScene(scene)
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end
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local function restartCallback(sender)
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local scene = restartAction()
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CCDirector:sharedDirector():replaceScene(scene)
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end
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local function nextCallback(sender)
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local scene = nextAction()
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CCDirector:sharedDirector():replaceScene(scene)
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end
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-----------------------------
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-- TestLayer1
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-----------------------------
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local function createLayer1()
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local layer = CCLayer:create()
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local x, y = s.width, s.height
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local bg1 = CCSprite:create(s_back1)
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bg1:setPosition(CCPointMake(s.width / 2, s.height / 2))
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layer:addChild(bg1, -1)
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local titleLabel = CCLabelTTF:create(Transition_Name[SceneIdx], "Thonburi", 32)
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layer:addChild(titleLabel)
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titleLabel:setColor(ccc3(255,32,32))
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titleLabel:setPosition(x / 2, y - 100)
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local label = CCLabelTTF:create("SCENE 1", "Marker Felt", 38)
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label:setColor(ccc3(16,16,255))
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label:setPosition(x / 2, y / 2)
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layer:addChild(label)
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-- menu
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local item1 = CCMenuItemImage:create(s_pPathB1, s_pPathB2)
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local item2 = CCMenuItemImage:create(s_pPathR1, s_pPathR2)
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local item3 = CCMenuItemImage:create(s_pPathF1, s_pPathF2)
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item1:registerScriptTapHandler(backCallback)
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item2:registerScriptTapHandler(restartCallback)
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item3:registerScriptTapHandler(nextCallback)
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local menu = CCMenu:create()
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menu:addChild(item1)
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menu:addChild(item2)
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menu:addChild(item3)
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menu:setPosition(CCPointMake(0, 0))
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item1:setPosition(CCPointMake(s.width / 2 - item2:getContentSize().width * 2, item2:getContentSize().height / 2))
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item2:setPosition(CCPointMake(s.width / 2, item2:getContentSize().height / 2))
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item3:setPosition(CCPointMake(s.width / 2 + item2:getContentSize().width * 2, item2:getContentSize().height / 2))
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layer:addChild(menu, 1)
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return layer
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end
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-----------------------------
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-- TestLayer2
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-----------------------------
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local function createLayer2()
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local layer = CCLayer:create()
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local x, y = s.width, s.height
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local bg1 = CCSprite:create(s_back2)
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bg1:setPosition(CCPointMake(s.width / 2, s.height / 2))
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layer:addChild(bg1, -1)
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local titleLabel = CCLabelTTF:create(Transition_Name[SceneIdx], "Thonburi", 32 )
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layer:addChild(titleLabel)
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titleLabel:setColor(ccc3(255,32,32))
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titleLabel:setPosition(x / 2, y - 100)
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local label = CCLabelTTF:create("SCENE 2", "Marker Felt", 38)
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label:setColor(ccc3(16,16,255))
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label:setPosition(x / 2, y / 2)
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layer:addChild(label)
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-- menu
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local item1 = CCMenuItemImage:create(s_pPathB1, s_pPathB2)
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local item2 = CCMenuItemImage:create(s_pPathR1, s_pPathR2)
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local item3 = CCMenuItemImage:create(s_pPathF1, s_pPathF2)
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item1:registerScriptTapHandler(backCallback)
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item2:registerScriptTapHandler(restartCallback)
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item3:registerScriptTapHandler(nextCallback)
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local menu = CCMenu:create()
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menu:addChild(item1)
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menu:addChild(item2)
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menu:addChild(item3)
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menu:setPosition(CCPointMake(0, 0))
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item1:setPosition(CCPointMake(s.width / 2 - item2:getContentSize().width * 2, item2:getContentSize().height / 2))
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item2:setPosition(CCPointMake(s.width / 2, item2:getContentSize().height / 2))
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item3:setPosition(CCPointMake(s.width / 2 + item2:getContentSize().width * 2, item2:getContentSize().height / 2))
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layer:addChild(menu, 1)
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return layer
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end
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-----------------------------
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-- Create Transition Test
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-----------------------------
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local function createTransition(index, t, scene)
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CCDirector:sharedDirector():setDepthTest(false)
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if firstEnter == true then
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firstEnter = false
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return scene
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end
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if index == Transition_Table.CCTransitionJumpZoom then
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scene = CCTransitionJumpZoom:create(t, scene)
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elseif index == Transition_Table.CCTransitionProgressRadialCCW then
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scene = CCTransitionProgressRadialCCW:create(t, scene)
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elseif index == Transition_Table.CCTransitionProgressRadialCW then
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scene = CCTransitionProgressRadialCW:create(t, scene)
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elseif index == Transition_Table.CCTransitionProgressHorizontal then
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scene = CCTransitionProgressHorizontal:create(t, scene)
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elseif index == Transition_Table.CCTransitionProgressVertical then
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scene = CCTransitionProgressVertical:create(t, scene)
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elseif index == Transition_Table.CCTransitionProgressInOut then
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scene = CCTransitionProgressInOut:create(t, scene)
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elseif index == Transition_Table.CCTransitionProgressOutIn then
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scene = CCTransitionProgressOutIn:create(t, scene)
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elseif index == Transition_Table.CCTransitionCrossFade then
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scene = CCTransitionCrossFade:create(t, scene)
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elseif index == Transition_Table.TransitionPageForward then
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CCDirector:sharedDirector():setDepthTest(true)
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scene = CCTransitionPageTurn:create(t, scene, false)
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elseif index == Transition_Table.TransitionPageBackward then
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CCDirector:sharedDirector():setDepthTest(true)
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scene = CCTransitionPageTurn:create(t, scene, true)
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elseif index == Transition_Table.CCTransitionFadeTR then
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scene = CCTransitionFadeTR:create(t, scene)
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elseif index == Transition_Table.CCTransitionFadeBL then
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scene = CCTransitionFadeBL:create(t, scene)
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elseif index == Transition_Table.CCTransitionFadeUp then
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scene = CCTransitionFadeUp:create(t, scene)
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elseif index == Transition_Table.CCTransitionFadeDown then
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scene = CCTransitionFadeDown:create(t, scene)
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elseif index == Transition_Table.CCTransitionTurnOffTiles then
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scene = CCTransitionTurnOffTiles:create(t, scene)
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elseif index == Transition_Table.CCTransitionSplitRows then
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scene = CCTransitionSplitRows:create(t, scene)
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elseif index == Transition_Table.CCTransitionSplitCols then
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scene = CCTransitionSplitCols:create(t, scene)
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elseif index == Transition_Table.CCTransitionFade then
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scene = CCTransitionFade:create(t, scene)
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elseif index == Transition_Table.FadeWhiteTransition then
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scene = CCTransitionFade:create(t, scene, ccc3(255, 255, 255))
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elseif index == Transition_Table.FlipXLeftOver then
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scene = CCTransitionFlipX:create(t, scene, kOrientationLeftOver)
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elseif index == Transition_Table.FlipXRightOver then
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scene = CCTransitionFlipX:create(t, scene, kOrientationRightOver)
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elseif index == Transition_Table.FlipYUpOver then
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scene = CCTransitionFlipY:create(t, scene, kOrientationUpOver)
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elseif index == Transition_Table.FlipYDownOver then
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scene = CCTransitionFlipY:create(t, scene, kOrientationDownOver)
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elseif index == Transition_Table.FlipAngularLeftOver then
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scene = CCTransitionFlipAngular:create(t, scene, kOrientationLeftOver)
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elseif index == Transition_Table.FlipAngularRightOver then
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scene = CCTransitionFlipAngular:create(t, scene, kOrientationRightOver)
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elseif index == Transition_Table.ZoomFlipXLeftOver then
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scene = CCTransitionZoomFlipX:create(t, scene, kOrientationLeftOver)
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elseif index == Transition_Table.ZoomFlipXRightOver then
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scene = CCTransitionZoomFlipX:create(t, scene, kOrientationRightOver)
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elseif index == Transition_Table.ZoomFlipYUpOver then
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scene = CCTransitionZoomFlipY:create(t, scene, kOrientationUpOver)
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elseif index == Transition_Table.ZoomFlipYDownOver then
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scene = CCTransitionZoomFlipY:create(t, scene, kOrientationDownOver)
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elseif index == Transition_Table.ZoomFlipAngularLeftOver then
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scene = CCTransitionZoomFlipAngular:create(t, scene, kOrientationLeftOver)
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elseif index == Transition_Table.ZoomFlipAngularRightOver then
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scene = CCTransitionZoomFlipAngular:create(t, scene, kOrientationRightOver)
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elseif index == Transition_Table.CCTransitionShrinkGrow then
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scene = CCTransitionShrinkGrow:create(t, scene)
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elseif index == Transition_Table.CCTransitionRotoZoom then
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scene = CCTransitionRotoZoom:create(t, scene)
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elseif index == Transition_Table.CCTransitionMoveInL then
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scene = CCTransitionMoveInL:create(t, scene)
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elseif index == Transition_Table.CCTransitionMoveInR then
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scene = CCTransitionMoveInR:create(t, scene)
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elseif index == Transition_Table.CCTransitionMoveInT then
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scene = CCTransitionMoveInT:create(t, scene)
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elseif index == Transition_Table.CCTransitionMoveInB then
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scene = CCTransitionMoveInB:create(t, scene)
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elseif index == Transition_Table.CCTransitionSlideInL then
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scene = CCTransitionSlideInL:create(t, scene)
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elseif index == Transition_Table.CCTransitionSlideInR then
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scene = CCTransitionSlideInR:create(t, scene)
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elseif index == Transition_Table.CCTransitionSlideInT then
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scene = CCTransitionSlideInT:create(t, scene)
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elseif index == Transition_Table.CCTransitionSlideInB then
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scene = CCTransitionSlideInB:create(t, scene)
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end
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return scene
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end
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function generateTranScene()
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local scene = CCScene:create()
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local layer = nil
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if CurSceneNo == 1 then
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layer = createLayer1()
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elseif CurSceneNo == 2 then
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layer = createLayer2()
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end
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scene:addChild(layer)
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scene:addChild(CreateBackMenuItem())
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return createTransition(SceneIdx, TRANSITION_DURATION, scene)
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end
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function TransitionsTest()
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cclog("TransitionsTest")
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local scene = CCScene:create()
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SceneIdx = -1
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CurSceneNo = 2
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firstEnter = true
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return nextAction()
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end
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