mirror of https://github.com/axmolengine/axmol.git
306 lines
9.3 KiB
Lua
306 lines
9.3 KiB
Lua
local size = cc.Director:getInstance():getWinSize()
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local scheduler = cc.Director:getInstance():getScheduler()
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----------------------------------------
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----Sprite3DBasicTest
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----------------------------------------
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local Sprite3DBasicTest = {}
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Sprite3DBasicTest.__index = Sprite3DBasicTest
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function Sprite3DBasicTest.onTouchesEnd(touches, event)
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for i = 1,table.getn(touches) do
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local location = touches[i]:getLocation()
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Sprite3DBasicTest.addNewSpriteWithCoords(Helper.currentLayer, location.x, location.y )
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end
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end
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function Sprite3DBasicTest.addNewSpriteWithCoords(parent,x,y)
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local sprite = cc.Sprite3D:create("Sprite3DTest/boss1.obj")
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sprite:setScale(3.0)
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sprite:setTexture("Sprite3DTest/boss.png")
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parent:addChild(sprite)
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sprite:setPosition(cc.p(x,y))
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local random = math.random()
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local action = nil
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if random < 0.2 then
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action = cc.ScaleBy:create(3,2)
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elseif random < 0.4 then
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action = cc.RotateBy:create(3, 360)
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elseif random < 0.6 then
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action = cc.Blink:create(1, 3)
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elseif random < 0.8 then
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action = cc.TintBy:create(2, 0, -255, -255)
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else
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action = cc.FadeOut:create(2)
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end
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local action_back = action:reverse()
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local seq = cc.Sequence:create(action, action_back)
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sprite:runAction(cc.RepeatForever:create(seq))
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end
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function Sprite3DBasicTest.create()
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local layer = cc.Layer:create()
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Helper.initWithLayer(layer)
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Helper.titleLabel:setString("Testing Sprite3D")
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Helper.subtitleLabel:setString("Tap screen to add more sprites")
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local listener = cc.EventListenerTouchAllAtOnce:create()
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listener:registerScriptHandler(Sprite3DBasicTest.onTouchesEnd,cc.Handler.EVENT_TOUCHES_ENDED )
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local eventDispatcher = layer:getEventDispatcher()
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eventDispatcher:addEventListenerWithSceneGraphPriority(listener, layer)
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Sprite3DBasicTest.addNewSpriteWithCoords(layer, size.width / 2, size.height / 2)
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return layer
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end
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----------------------------------------
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----Sprite3DWithSkinTest
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----------------------------------------
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local Sprite3DWithSkinTest = {}
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Sprite3DWithSkinTest.__index = Sprite3DWithSkinTest
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function Sprite3DWithSkinTest.onTouchesEnd(touches, event)
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for i = 1,table.getn(touches) do
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local location = touches[i]:getLocation()
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Sprite3DWithSkinTest.addNewSpriteWithCoords(Helper.currentLayer, location.x, location.y )
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end
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end
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function Sprite3DWithSkinTest.addNewSpriteWithCoords(parent,x,y)
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local sprite = cc.Sprite3D:create("Sprite3DTest/orc.c3b")
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sprite:setScale(3)
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sprite:setRotation3D({x = 0, y = 180, z = 0})
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sprite:setPosition(cc.p(x, y))
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parent:addChild(sprite)
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local animation = cc.Animation3D:create("Sprite3DTest/orc.c3b")
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if nil ~= animation then
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local animate = cc.Animate3D:create(animation)
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local inverse = false
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if math.random() == 0 then
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inverse = true
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end
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local rand2 = math.random()
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local speed = 1.0
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if rand2 < 1/3 then
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speed = animate:getSpeed() + math.random()
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elseif rand2 < 2/3 then
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speed = animate:getSpeed() - 0.5 * math.random()
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end
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if inverse then
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animate:setSpeed(-speed)
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else
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animate:setSpeed(speed)
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end
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sprite:runAction(cc.RepeatForever:create(animate))
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end
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end
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function Sprite3DWithSkinTest.create()
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local layer = cc.Layer:create()
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Helper.initWithLayer(layer)
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Helper.titleLabel:setString("Testing Sprite3D for animation from c3t")
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Helper.subtitleLabel:setString("Tap screen to add more sprite3D")
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local listener = cc.EventListenerTouchAllAtOnce:create()
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listener:registerScriptHandler(Sprite3DWithSkinTest.onTouchesEnd,cc.Handler.EVENT_TOUCHES_ENDED )
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local eventDispatcher = layer:getEventDispatcher()
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eventDispatcher:addEventListenerWithSceneGraphPriority(listener, layer)
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Sprite3DWithSkinTest.addNewSpriteWithCoords(layer, size.width / 2, size.height / 2)
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return layer
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end
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----------------------------------------
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----Animate3DTest
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----------------------------------------
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local State =
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{
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SWIMMING = 0,
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SWIMMING_TO_HURT = 1,
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HURT = 2,
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HURT_TO_SWIMMING = 3,
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}
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local Animate3DTest = {}
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Animate3DTest.__index = Animate3DTest
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function Animate3DTest.extend(target)
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local t = tolua.getpeer(target)
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if not t then
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t = {}
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tolua.setpeer(target, t)
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end
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setmetatable(t, Animate3DTest)
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return target
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end
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function Animate3DTest:onEnter()
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self._hurt = nil
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self._swim = nil
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self._sprite = nil
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self._moveAction = nil
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self._transTime = 0.1
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self._elapseTransTime = 0.0
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local function renewCallBack()
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self._sprite:stopActionByTag(101)
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self._state = State.HURT_TO_SWIMMING
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end
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local function onTouchesEnd(touches, event )
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for i = 1,table.getn(touches) do
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local location = touches[i]:getLocation()
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if self._sprite ~= nil then
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local len = cc.pGetLength(cc.pSub(cc.p(self._sprite:getPosition()), location))
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if len < 40 then
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if self._state == State.SWIMMING then
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self._sprite:runAction(self._hurt)
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local delay = cc.DelayTime:create(self._hurt:getDuration() - 0.1)
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local seq = cc.Sequence:create(delay, cc.CallFunc:create(renewCallBack))
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seq:setTag(101)
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self._sprite:runAction(seq)
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self._state = State.SWIMMING_TO_HURT
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end
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return
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end
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end
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end
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end
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self:addSprite3D()
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local listener = cc.EventListenerTouchAllAtOnce:create()
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listener:registerScriptHandler(onTouchesEnd,cc.Handler.EVENT_TOUCHES_ENDED )
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local eventDispatcher = self:getEventDispatcher()
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eventDispatcher:addEventListenerWithSceneGraphPriority(listener, self)
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local function update(dt)
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if self._state == State.HURT_TO_SWIMMING then
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self._elapseTransTime = self._elapseTransTime + dt
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local t = self._elapseTransTime / self._transTime
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if t >= 1.0 then
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t = 1.0
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self._sprite:stopAction(self._hurt)
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self._state = State.SWIMMING
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end
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self._swim:setWeight(t)
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self._hurt:setWeight(1.0 - t)
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elseif self._state == State.SWIMMING_TO_HURT then
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self._elapseTransTime = self._elapseTransTime + dt
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local t = self._elapseTransTime / self._transTime
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if t >= 1.0 then
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t = 1.0
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self._state = State.HURT
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end
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self._swim:setWeight(1.0 - t)
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self._hurt:setWeight(t)
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end
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end
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self:scheduleUpdateWithPriorityLua(update,0)
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end
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function Animate3DTest:onExit()
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self._moveAction:release()
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self._hurt:release()
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self._swim:release()
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self:unscheduleUpdate()
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end
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function Animate3DTest:addSprite3D()
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-- body
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local fileName = "Sprite3DTest/tortoise.c3b"
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local sprite = cc.Sprite3D:create(fileName)
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sprite:setScale(0.1)
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local winSize = cc.Director:getInstance():getWinSize()
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sprite:setPosition(cc.p(winSize.width * 4.0 / 5.0, winSize.height / 2.0))
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self:addChild(sprite)
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self._sprite = sprite
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local animation = cc.Animation3D:create(fileName)
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if nil ~= animation then
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local animate = cc.Animate3D:create(animation, 0.0, 1.933)
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sprite:runAction(cc.RepeatForever:create(animate))
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self._swim = animate
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self._swim:retain()
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self._hurt = cc.Animate3D:create(animation, 1.933, 2.8)
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self._hurt:retain()
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self._state = State.SWIMMING
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end
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self._moveAction = cc.MoveTo:create(4.0, cc.p(winSize.width / 5.0, winSize.height / 2.0))
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self._moveAction:retain()
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local function reachEndCallBack()
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self._sprite:stopActionByTag(100)
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local inverse = self._moveAction:reverse()
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inverse:retain()
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self._moveAction:release()
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self._moveAction = inverse
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local rot = cc.RotateBy:create(1.0, { x = 0.0, y = 180.0, z = 0.0})
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local seq = cc.Sequence:create(rot, self._moveAction, cc.CallFunc:create(reachEndCallBack))
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seq:setTag(100)
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self._sprite:runAction(seq)
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end
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local seq = cc.Sequence:create(self._moveAction, cc.CallFunc:create(reachEndCallBack))
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seq:setTag(100)
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sprite:runAction(seq)
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end
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function Animate3DTest.create()
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local layer = Animate3DTest.extend(cc.Layer:create())
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if nil ~= layer then
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Helper.initWithLayer(layer)
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Helper.titleLabel:setString("Testing Animate3D")
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Helper.subtitleLabel:setString("Touch to beat the tortoise")
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local function onNodeEvent(event)
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if "enter" == event then
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layer:onEnter()
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elseif "exit" == event then
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layer:onExit()
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end
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end
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layer:registerScriptHandler(onNodeEvent)
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end
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return layer
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end
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function Sprite3DTest()
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local scene = cc.Scene:create()
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Helper.createFunctionTable =
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{
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Sprite3DBasicTest.create,
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Sprite3DWithSkinTest.create,
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Animate3DTest.create,
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}
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scene:addChild(Sprite3DBasicTest.create())
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scene:addChild(CreateBackMenuItem())
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return scene
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end
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