axmol/samples/Lua/TestLua/Resources/luaScript/ActionsProgressTest/ActionsProgressTest.lua

299 lines
12 KiB
Lua

local s = cc.Director:getInstance():getWinSize()
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-- SpriteProgressToRadial
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local function SpriteProgressToRadial()
local layer = cc.Layer:create()
Helper.initWithLayer(layer)
local to1 = cc.ProgressTo:create(2, 100)
local to2 = cc.ProgressTo:create(2, 100)
local left = cc.ProgressTimer:create(cc.Sprite:create(s_pPathSister1))
left:setType(cc.PROGRESS_TIMER_TYPE_RADIAL)
left:setPosition(cc.p(100, s.height / 2))
left:runAction(cc.RepeatForever:create(to1))
layer:addChild(left)
local right = cc.ProgressTimer:create(cc.Sprite:create(s_pPathBlock))
right:setType(cc.PROGRESS_TIMER_TYPE_RADIAL)
-- Makes the ridial CCW
right:setReverseDirection(true)
right:setPosition(cc.p(s.width - 100, s.height / 2))
right:runAction(cc.RepeatForever:create(to2))
layer:addChild(right)
Helper.subtitleLabel:setString("ProgressTo Radial")
return layer
end
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-- SpriteProgressToHorizontal
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local function SpriteProgressToHorizontal()
local layer = cc.Layer:create()
Helper.initWithLayer(layer)
local to1 = cc.ProgressTo:create(2, 100)
local to2 = cc.ProgressTo:create(2, 100)
local left = cc.ProgressTimer:create(cc.Sprite:create(s_pPathSister1))
left:setType(cc.PROGRESS_TIMER_TYPE_BAR)
-- Setup for a bar starting from the left since the midpoint is 0 for the x
left:setMidpoint(cc.p(0, 0))
-- Setup for a horizontal bar since the bar change rate is 0 for y meaning no vertical change
left:setBarChangeRate(cc.p(1, 0))
left:setPosition(cc.p(100, s.height / 2))
left:runAction(cc.RepeatForever:create(to1))
layer:addChild(left)
local right = cc.ProgressTimer:create(cc.Sprite:create(s_pPathSister2))
right:setType(cc.PROGRESS_TIMER_TYPE_BAR)
-- Setup for a bar starting from the left since the midpoint is 1 for the x
right:setMidpoint(cc.p(1, 0))
-- Setup for a horizontal bar since the bar change rate is 0 for y meaning no vertical change
right:setBarChangeRate(cc.p(1, 0))
right:setPosition(cc.p(s.width - 100, s.height / 2))
right:runAction(cc.RepeatForever:create(to2))
layer:addChild(right)
Helper.subtitleLabel:setString("ProgressTo Horizontal")
return layer
end
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-- SpriteProgressToVertical
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local function SpriteProgressToVertical()
local layer = cc.Layer:create()
Helper.initWithLayer(layer)
local to1 = cc.ProgressTo:create(2, 100)
local to2 = cc.ProgressTo:create(2, 100)
local left = cc.ProgressTimer:create(cc.Sprite:create(s_pPathSister1))
left:setType(cc.PROGRESS_TIMER_TYPE_BAR)
-- Setup for a bar starting from the bottom since the midpoint is 0 for the y
left:setMidpoint(cc.p(0,0))
-- Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
left:setBarChangeRate(cc.p(0, 1))
left:setPosition(cc.p(100, s.height / 2))
left:runAction(cc.RepeatForever:create(to1))
layer:addChild(left)
local right = cc.ProgressTimer:create(cc.Sprite:create(s_pPathSister2))
right:setType(cc.PROGRESS_TIMER_TYPE_BAR)
-- Setup for a bar starting from the bottom since the midpoint is 0 for the y
right:setMidpoint(cc.p(0, 1))
-- Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
right:setBarChangeRate(cc.p(0, 1))
right:setPosition(cc.p(s.width - 100, s.height / 2))
right:runAction(cc.RepeatForever:create(to2))
layer:addChild(right)
Helper.subtitleLabel:setString("ProgressTo Vertical")
return layer
end
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-- SpriteProgressToRadialMidpointChanged
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local function SpriteProgressToRadialMidpointChanged()
local layer = cc.Layer:create()
Helper.initWithLayer(layer)
local action = cc.ProgressTo:create(2, 100)
-- Our image on the left should be a radial progress indicator, clockwise
local left = cc.ProgressTimer:create(cc.Sprite:create(s_pPathBlock))
left:setType(cc.PROGRESS_TIMER_TYPE_RADIAL)
left:setMidpoint(cc.p(0.25, 0.75))
left:setPosition(cc.p(100, s.height / 2))
left:runAction(cc.RepeatForever:create(cc.ProgressTo:create(2, 100)))
layer:addChild(left)
-- Our image on the left should be a radial progress indicator, counter clockwise
local right = cc.ProgressTimer:create(cc.Sprite:create(s_pPathBlock))
right:setType(cc.PROGRESS_TIMER_TYPE_RADIAL)
right:setMidpoint(cc.p(0.75, 0.25))
--[[
Note the reverse property (default=NO) is only added to the right image. That's how
we get a counter clockwise progress.
]]
right:setPosition(cc.p(s.width - 100, s.height / 2))
right:runAction(cc.RepeatForever:create(cc.ProgressTo:create(2, 100)))
layer:addChild(right)
Helper.subtitleLabel:setString("Radial w/ Different Midpoints")
return layer
end
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-- SpriteProgressBarVarious
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local function SpriteProgressBarVarious()
local layer = cc.Layer:create()
Helper.initWithLayer(layer)
local to = cc.ProgressTo:create(2, 100)
local left = cc.ProgressTimer:create(cc.Sprite:create(s_pPathSister1))
left:setType(cc.PROGRESS_TIMER_TYPE_BAR)
-- Setup for a bar starting from the bottom since the midpoint is 0 for the y
left:setMidpoint(cc.p(0.5, 0.5))
-- Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
left:setBarChangeRate(cc.p(1, 0))
left:setPosition(cc.p(100, s.height / 2))
left:runAction(cc.RepeatForever:create(cc.ProgressTo:create(2, 100)))
layer:addChild(left)
local middle = cc.ProgressTimer:create(cc.Sprite:create(s_pPathSister2))
middle:setType(cc.PROGRESS_TIMER_TYPE_BAR)
-- Setup for a bar starting from the bottom since the midpoint is 0 for the y
middle:setMidpoint(cc.p(0.5, 0.5))
-- Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
middle:setBarChangeRate(cc.p(1, 1))
middle:setPosition(cc.p(s.width/2, s.height/2))
middle:runAction(cc.RepeatForever:create(cc.ProgressTo:create(2, 100)))
layer:addChild(middle)
local right = cc.ProgressTimer:create(cc.Sprite:create(s_pPathSister2))
right:setType(cc.PROGRESS_TIMER_TYPE_BAR)
-- Setup for a bar starting from the bottom since the midpoint is 0 for the y
right:setMidpoint(cc.p(0.5, 0.5))
-- Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
right:setBarChangeRate(cc.p(0, 1))
right:setPosition(cc.p(s.width-100, s.height/2))
right:runAction(cc.RepeatForever:create(cc.ProgressTo:create(2, 100)))
layer:addChild(right)
Helper.subtitleLabel:setString("ProgressTo Bar Mid")
return layer
end
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-- SpriteProgressBarTintAndFade
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local function SpriteProgressBarTintAndFade()
local layer = cc.Layer:create()
Helper.initWithLayer(layer)
local to = cc.ProgressTo:create(6, 100)
local tint = cc.Sequence:create(cc.TintTo:create(1, 255, 0, 0), cc.TintTo:create(1, 0, 255, 0), cc.TintTo:create(1, 0, 0, 255))
local fade = cc.Sequence:create(cc.FadeTo:create(1.0, 0),cc.FadeTo:create(1.0, 255))
local left = cc.ProgressTimer:create(cc.Sprite:create(s_pPathSister1))
left:setType(cc.PROGRESS_TIMER_TYPE_BAR)
-- Setup for a bar starting from the bottom since the midpoint is 0 for the y
left:setMidpoint(cc.p(0.5, 0.5))
-- Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
left:setBarChangeRate(cc.p(1, 0))
left:setPosition(cc.p(100, s.height / 2))
left:runAction(cc.RepeatForever:create(cc.ProgressTo:create(6, 100)))
left:runAction(cc.RepeatForever:create(cc.Sequence:create(cc.TintTo:create(1, 255, 0, 0), cc.TintTo:create(1, 0, 255, 0), cc.TintTo:create(1, 0, 0, 255))))
layer:addChild(left)
left:addChild(cc.LabelTTF:create("Tint", "Marker Felt", 20.0))
local middle = cc.ProgressTimer:create(cc.Sprite:create(s_pPathSister2))
middle:setType(cc.PROGRESS_TIMER_TYPE_BAR)
-- Setup for a bar starting from the bottom since the midpoint is 0 for the y
middle:setMidpoint(cc.p(0.5, 0.5))
-- Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
middle:setBarChangeRate(cc.p(1, 1))
middle:setPosition(cc.p(s.width / 2, s.height / 2))
middle:runAction(cc.RepeatForever:create(cc.ProgressTo:create(6, 100)))
local fade2 = cc.Sequence:create(cc.FadeTo:create(1.0, 0), cc.FadeTo:create(1.0, 255))
middle:runAction(cc.RepeatForever:create(fade2))
layer:addChild(middle)
middle:addChild(cc.LabelTTF:create("Fade", "Marker Felt", 20.0))
local right = cc.ProgressTimer:create(cc.Sprite:create(s_pPathSister2))
right:setType(cc.PROGRESS_TIMER_TYPE_BAR)
-- Setup for a bar starting from the bottom since the midpoint is 0 for the y
right:setMidpoint(cc.p(0.5, 0.5))
-- Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
right:setBarChangeRate(cc.p(0, 1))
right:setPosition(cc.p(s.width - 100, s.height / 2))
right:runAction(cc.RepeatForever:create(cc.ProgressTo:create(6, 100)))
right:runAction(cc.RepeatForever:create(cc.Sequence:create(cc.TintTo:create(1, 255, 0, 0), cc.TintTo:create(1, 0, 255, 0), cc.TintTo:create(1, 0, 0, 255))))
right:runAction(cc.RepeatForever:create(cc.Sequence:create(cc.FadeTo:create(1.0, 0), cc.FadeTo:create(1.0, 255))))
layer:addChild(right)
right:addChild(cc.LabelTTF:create("Tint and Fade", "Marker Felt", 20.0))
Helper.subtitleLabel:setString("ProgressTo Bar Mid")
return layer
end
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-- SpriteProgressWithSpriteFrame
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local function SpriteProgressWithSpriteFrame()
local layer = cc.Layer:create()
Helper.initWithLayer(layer)
local to = cc.ProgressTo:create(6, 100)
cc.SpriteFrameCache:getInstance():addSpriteFrames("zwoptex/grossini.plist")
local left = cc.ProgressTimer:create(cc.Sprite:createWithSpriteFrameName("grossini_dance_01.png"))
left:setType(cc.PROGRESS_TIMER_TYPE_BAR)
-- Setup for a bar starting from the bottom since the midpoint is 0 for the y
left:setMidpoint(cc.p(0.5, 0.5))
-- Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
left:setBarChangeRate(cc.p(1, 0))
left:setPosition(cc.p(100, s.height / 2))
left:runAction(cc.RepeatForever:create(cc.ProgressTo:create(6, 100)))
layer:addChild(left)
local middle = cc.ProgressTimer:create(cc.Sprite:createWithSpriteFrameName("grossini_dance_02.png"))
middle:setType(cc.PROGRESS_TIMER_TYPE_BAR)
-- Setup for a bar starting from the bottom since the midpoint is 0 for the y
middle:setMidpoint(cc.p(0.5, 0.5))
-- Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
middle:setBarChangeRate(cc.p(1, 1))
middle:setPosition(cc.p(s.width / 2, s.height / 2))
middle:runAction(cc.RepeatForever:create(cc.ProgressTo:create(6, 100)))
layer:addChild(middle)
local right = cc.ProgressTimer:create(cc.Sprite:createWithSpriteFrameName("grossini_dance_03.png"))
right:setType(cc.PROGRESS_TIMER_TYPE_BAR)
-- Setup for a bar starting from the bottom since the midpoint is 0 for the y
right:setMidpoint(cc.p(0.5, 0.5))
-- Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
right:setBarChangeRate(cc.p(0, 1))
right:setPosition(cc.p(s.width - 100, s.height / 2))
right:runAction(cc.RepeatForever:create(cc.ProgressTo:create(6, 100)))
layer:addChild(right)
Helper.subtitleLabel:setString("Progress With Sprite Frame")
return layer
end
function ProgressActionsTest()
local scene = cc.Scene:create()
Helper.createFunctionTable = {
SpriteProgressToRadial,
SpriteProgressToHorizontal,
SpriteProgressToVertical,
SpriteProgressToRadialMidpointChanged,
SpriteProgressBarVarious,
SpriteProgressBarTintAndFade,
SpriteProgressWithSpriteFrame
}
scene:addChild(SpriteProgressToRadial())
scene:addChild(CreateBackMenuItem())
cc.Director:getInstance():replaceScene(scene)
end