mirror of https://github.com/axmolengine/axmol.git
690 lines
18 KiB
C++
690 lines
18 KiB
C++
#include "CCConfiguration.h"
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#include "RenderTextureTest.h"
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#include "../testBasic.h"
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// Test #1 by Jason Booth (slipster216)
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// Test #3 by David Deaco (ddeaco)
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static std::function<Layer*()> createFunctions[] = {
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CL(RenderTextureSave),
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CL(RenderTextureIssue937),
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CL(RenderTextureZbuffer),
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CL(RenderTextureTestDepthStencil),
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CL(RenderTextureTargetNode),
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CL(SpriteRenderTextureBug),
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};
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#define MAX_LAYER (sizeof(createFunctions)/sizeof(createFunctions[0]))
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static int sceneIdx = -1;
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static Layer* nextTestCase()
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{
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sceneIdx++;
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sceneIdx = sceneIdx % MAX_LAYER;
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auto layer = (createFunctions[sceneIdx])();
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layer->autorelease();
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return layer;
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}
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static Layer* backTestCase()
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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 = (createFunctions[sceneIdx])();
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layer->autorelease();
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return layer;
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}
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static Layer* restartTestCase()
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{
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auto layer = (createFunctions[sceneIdx])();
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layer->autorelease();
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return layer;
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}
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void RenderTextureTest::onEnter()
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{
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BaseTest::onEnter();
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}
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void RenderTextureTest::restartCallback(Object* sender)
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{
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auto s = new RenderTextureScene();
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s->addChild(restartTestCase());
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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void RenderTextureTest::nextCallback(Object* sender)
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{
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auto s = new RenderTextureScene();
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s->addChild( nextTestCase() );
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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void RenderTextureTest::backCallback(Object* sender)
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{
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auto s = new RenderTextureScene();
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s->addChild( backTestCase() );
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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std::string RenderTextureTest::title()
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{
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return "No title";
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}
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std::string RenderTextureTest::subtitle()
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{
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return "";
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}
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/**
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* Impelmentation of RenderTextureSave
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*/
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RenderTextureSave::RenderTextureSave()
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{
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auto s = Director::getInstance()->getWinSize();
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// create a render texture, this is what we are going to draw into
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_target = RenderTexture::create(s.width, s.height, Texture2D::PixelFormat::RGBA8888);
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_target->retain();
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_target->setPosition(Point(s.width / 2, s.height / 2));
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// note that the render texture is a Node, and contains a sprite of its texture for convience,
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// so we can just parent it to the scene like any other Node
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this->addChild(_target, -1);
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// create a brush image to draw into the texture with
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_brush = Sprite::create("Images/fire.png");
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_brush->retain();
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_brush->setColor(Color3B::RED);
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_brush->setOpacity(20);
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this->setTouchEnabled(true);
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// Save Image menu
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MenuItemFont::setFontSize(16);
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auto item1 = MenuItemFont::create("Save Image", CC_CALLBACK_1(RenderTextureSave::saveImage, this));
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auto item2 = MenuItemFont::create("Clear", CC_CALLBACK_1(RenderTextureSave::clearImage, this));
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auto menu = Menu::create(item1, item2, NULL);
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this->addChild(menu);
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menu->alignItemsVertically();
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menu->setPosition(Point(VisibleRect::rightTop().x - 80, VisibleRect::rightTop().y - 30));
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}
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string RenderTextureSave::title()
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{
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return "Touch the screen";
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}
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string RenderTextureSave::subtitle()
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{
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return "Press 'Save Image' to create an snapshot of the render texture";
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}
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void RenderTextureSave::clearImage(cocos2d::Object *pSender)
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{
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_target->clear(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1());
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}
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void RenderTextureSave::saveImage(cocos2d::Object *pSender)
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{
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static int counter = 0;
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char png[20];
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sprintf(png, "image-%d.png", counter);
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char jpg[20];
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sprintf(jpg, "image-%d.jpg", counter);
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_target->saveToFile(png, Image::Format::PNG);
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_target->saveToFile(jpg, Image::Format::JPG);
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auto pImage = _target->newImage();
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auto tex = TextureCache::getInstance()->addUIImage(pImage, png);
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CC_SAFE_DELETE(pImage);
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auto sprite = Sprite::createWithTexture(tex);
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sprite->setScale(0.3f);
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addChild(sprite);
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sprite->setPosition(Point(40, 40));
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sprite->setRotation(counter * 3);
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CCLOG("Image saved %s and %s", png, jpg);
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counter++;
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}
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RenderTextureSave::~RenderTextureSave()
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{
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_brush->release();
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_target->release();
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TextureCache::getInstance()->removeUnusedTextures();
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}
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void RenderTextureSave::ccTouchesMoved(Set* touches, Event* event)
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{
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auto touch = static_cast<Touch*>( touches->anyObject() );
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auto start = touch->getLocation();
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auto end = touch->getPreviousLocation();
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// begin drawing to the render texture
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_target->begin();
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// for extra points, we'll draw this smoothly from the last position and vary the sprite's
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// scale/rotation/offset
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float distance = start.getDistance(end);
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if (distance > 1)
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{
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int d = (int)distance;
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for (int i = 0; i < d; i++)
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{
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float difx = end.x - start.x;
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float dify = end.y - start.y;
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float delta = (float)i / distance;
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_brush->setPosition(Point(start.x + (difx * delta), start.y + (dify * delta)));
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_brush->setRotation(rand() % 360);
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float r = (float)(rand() % 50 / 50.f) + 0.25f;
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_brush->setScale(r);
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/*_brush->setColor(Color3B(CCRANDOM_0_1() * 127 + 128, 255, 255));*/
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// Use CCRANDOM_0_1() will cause error when loading libtests.so on android, I don't know why.
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_brush->setColor(Color3B(rand() % 127 + 128, 255, 255));
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// Call visit to draw the brush, don't call draw..
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_brush->visit();
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}
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}
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// finish drawing and return context back to the screen
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_target->end();
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}
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/**
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* Impelmentation of RenderTextureIssue937
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*/
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RenderTextureIssue937::RenderTextureIssue937()
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{
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/*
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* 1 2
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* A: A1 A2
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*
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* B: B1 B2
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*
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* A1: premulti sprite
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* A2: premulti render
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*
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* B1: non-premulti sprite
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* B2: non-premulti render
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*/
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auto background = LayerColor::create(Color4B(200,200,200,255));
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addChild(background);
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auto spr_premulti = Sprite::create("Images/fire.png");
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spr_premulti->setPosition(Point(16,48));
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auto spr_nonpremulti = Sprite::create("Images/fire.png");
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spr_nonpremulti->setPosition(Point(16,16));
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/* A2 & B2 setup */
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auto rend = RenderTexture::create(32, 64, Texture2D::PixelFormat::RGBA8888);
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if (NULL == rend)
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{
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return;
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}
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// It's possible to modify the RenderTexture blending function by
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// [[rend sprite] setBlendFunc:(BlendFunc) {GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
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rend->begin();
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spr_premulti->visit();
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spr_nonpremulti->visit();
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rend->end();
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auto s = Director::getInstance()->getWinSize();
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/* A1: setup */
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spr_premulti->setPosition(Point(s.width/2-16, s.height/2+16));
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/* B1: setup */
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spr_nonpremulti->setPosition(Point(s.width/2-16, s.height/2-16));
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rend->setPosition(Point(s.width/2+16, s.height/2));
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addChild(spr_nonpremulti);
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addChild(spr_premulti);
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addChild(rend);
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}
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std::string RenderTextureIssue937::title()
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{
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return "Testing issue #937";
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}
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std::string RenderTextureIssue937::subtitle()
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{
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return "All images should be equal...";
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}
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void RenderTextureScene::runThisTest()
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{
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auto layer = nextTestCase();
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addChild(layer);
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Director::getInstance()->replaceScene(this);
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}
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/**
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* Impelmentation of RenderTextureZbuffer
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*/
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RenderTextureZbuffer::RenderTextureZbuffer()
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{
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this->setTouchEnabled(true);
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auto size = Director::getInstance()->getWinSize();
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auto label = LabelTTF::create("vertexZ = 50", "Marker Felt", 64);
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label->setPosition(Point(size.width / 2, size.height * 0.25f));
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this->addChild(label);
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auto label2 = LabelTTF::create("vertexZ = 0", "Marker Felt", 64);
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label2->setPosition(Point(size.width / 2, size.height * 0.5f));
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this->addChild(label2);
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auto label3 = LabelTTF::create("vertexZ = -50", "Marker Felt", 64);
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label3->setPosition(Point(size.width / 2, size.height * 0.75f));
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this->addChild(label3);
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label->setVertexZ(50);
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label2->setVertexZ(0);
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label3->setVertexZ(-50);
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SpriteFrameCache::getInstance()->addSpriteFramesWithFile("Images/bugs/circle.plist");
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mgr = SpriteBatchNode::create("Images/bugs/circle.png", 9);
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this->addChild(mgr);
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sp1 = Sprite::createWithSpriteFrameName("circle.png");
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sp2 = Sprite::createWithSpriteFrameName("circle.png");
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sp3 = Sprite::createWithSpriteFrameName("circle.png");
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sp4 = Sprite::createWithSpriteFrameName("circle.png");
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sp5 = Sprite::createWithSpriteFrameName("circle.png");
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sp6 = Sprite::createWithSpriteFrameName("circle.png");
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sp7 = Sprite::createWithSpriteFrameName("circle.png");
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sp8 = Sprite::createWithSpriteFrameName("circle.png");
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sp9 = Sprite::createWithSpriteFrameName("circle.png");
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mgr->addChild(sp1, 9);
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mgr->addChild(sp2, 8);
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mgr->addChild(sp3, 7);
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mgr->addChild(sp4, 6);
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mgr->addChild(sp5, 5);
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mgr->addChild(sp6, 4);
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mgr->addChild(sp7, 3);
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mgr->addChild(sp8, 2);
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mgr->addChild(sp9, 1);
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sp1->setVertexZ(400);
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sp2->setVertexZ(300);
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sp3->setVertexZ(200);
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sp4->setVertexZ(100);
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sp5->setVertexZ(0);
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sp6->setVertexZ(-100);
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sp7->setVertexZ(-200);
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sp8->setVertexZ(-300);
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sp9->setVertexZ(-400);
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sp9->setScale(2);
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sp9->setColor(Color3B::YELLOW);
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}
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string RenderTextureZbuffer::title()
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{
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return "Testing Z Buffer in Render Texture";
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}
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string RenderTextureZbuffer::subtitle()
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{
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return "Touch screen. It should be green";
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}
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void RenderTextureZbuffer::ccTouchesBegan(cocos2d::Set *touches, cocos2d::Event *event)
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{
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for (auto &item: *touches)
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{
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auto touch = static_cast<Touch*>(item);
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auto location = touch->getLocation();
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sp1->setPosition(location);
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sp2->setPosition(location);
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sp3->setPosition(location);
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sp4->setPosition(location);
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sp5->setPosition(location);
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sp6->setPosition(location);
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sp7->setPosition(location);
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sp8->setPosition(location);
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sp9->setPosition(location);
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}
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}
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void RenderTextureZbuffer::ccTouchesMoved(Set* touches, Event* event)
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{
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for (auto &item: *touches)
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{
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auto touch = static_cast<Touch*>(item);
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auto location = touch->getLocation();
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sp1->setPosition(location);
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sp2->setPosition(location);
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sp3->setPosition(location);
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sp4->setPosition(location);
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sp5->setPosition(location);
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sp6->setPosition(location);
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sp7->setPosition(location);
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sp8->setPosition(location);
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sp9->setPosition(location);
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}
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}
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void RenderTextureZbuffer::ccTouchesEnded(Set* touches, Event* event)
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{
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this->renderScreenShot();
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}
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void RenderTextureZbuffer::renderScreenShot()
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{
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auto texture = RenderTexture::create(512, 512);
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if (NULL == texture)
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{
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return;
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}
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texture->setAnchorPoint(Point(0, 0));
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texture->begin();
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this->visit();
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texture->end();
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auto sprite = Sprite::createWithTexture(texture->getSprite()->getTexture());
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sprite->setPosition(Point(256, 256));
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sprite->setOpacity(182);
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sprite->setFlipY(1);
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this->addChild(sprite, 999999);
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sprite->setColor(Color3B::GREEN);
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sprite->runAction(Sequence::create(FadeTo::create(2, 0),
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Hide::create(),
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NULL));
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}
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// RenderTextureTestDepthStencil
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RenderTextureTestDepthStencil::RenderTextureTestDepthStencil()
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{
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auto s = Director::getInstance()->getWinSize();
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auto sprite = Sprite::create("Images/fire.png");
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sprite->setPosition(Point(s.width * 0.25f, 0));
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sprite->setScale(10);
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auto rend = RenderTexture::create(s.width, s.height, Texture2D::PixelFormat::RGBA4444, GL_DEPTH24_STENCIL8);
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glStencilMask(0xFF);
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rend->beginWithClear(0, 0, 0, 0, 0, 0);
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//! mark sprite quad into stencil buffer
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_NEVER, 1, 0xFF);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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sprite->visit();
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//! move sprite half width and height, and draw only where not marked
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sprite->setPosition(sprite->getPosition() + Point(sprite->getContentSize().width * sprite->getScale() * 0.5, sprite->getContentSize().height * sprite->getScale() * 0.5));
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glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
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sprite->visit();
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rend->end();
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glDisable(GL_STENCIL_TEST);
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rend->setPosition(Point(s.width * 0.5f, s.height * 0.5f));
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this->addChild(rend);
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}
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std::string RenderTextureTestDepthStencil::title()
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{
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return "Testing depthStencil attachment";
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}
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std::string RenderTextureTestDepthStencil::subtitle()
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{
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return "Circle should be missing 1/4 of its region";
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}
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// RenderTextureTest
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RenderTextureTargetNode::RenderTextureTargetNode()
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{
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/*
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* 1 2
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* A: A1 A2
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*
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* B: B1 B2
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*
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* A1: premulti sprite
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* A2: premulti render
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*
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* B1: non-premulti sprite
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* B2: non-premulti render
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*/
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auto background = LayerColor::create(Color4B(40,40,40,255));
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addChild(background);
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// sprite 1
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sprite1 = Sprite::create("Images/fire.png");
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// sprite 2
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sprite2 = Sprite::create("Images/fire_rgba8888.pvr");
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auto s = Director::getInstance()->getWinSize();
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/* Create the render texture */
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auto renderTexture = RenderTexture::create(s.width, s.height, Texture2D::PixelFormat::RGBA4444);
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this->renderTexture = renderTexture;
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renderTexture->setPosition(Point(s.width/2, s.height/2));
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// [renderTexture setPosition:Point(s.width, s.height)];
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// renderTexture.scale = 2;
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/* add the sprites to the render texture */
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renderTexture->addChild(sprite1);
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renderTexture->addChild(sprite2);
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renderTexture->setClearColor(Color4F(0, 0, 0, 0));
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renderTexture->setClearFlags(GL_COLOR_BUFFER_BIT);
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/* add the render texture to the scene */
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addChild(renderTexture);
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renderTexture->setAutoDraw(true);
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scheduleUpdate();
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// Toggle clear on / off
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auto item = MenuItemFont::create("Clear On/Off", CC_CALLBACK_1(RenderTextureTargetNode::touched, this));
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auto menu = Menu::create(item, NULL);
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addChild(menu);
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menu->setPosition(Point(s.width/2, s.height/2));
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}
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void RenderTextureTargetNode::touched(Object* sender)
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{
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if (renderTexture->getClearFlags() == 0)
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{
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renderTexture->setClearFlags(GL_COLOR_BUFFER_BIT);
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}
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else
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{
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renderTexture->setClearFlags(0);
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renderTexture->setClearColor(Color4F( CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1));
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}
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}
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void RenderTextureTargetNode::update(float dt)
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{
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static float time = 0;
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float r = 80;
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sprite1->setPosition(Point(cosf(time * 2) * r, sinf(time * 2) * r));
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sprite2->setPosition(Point(sinf(time * 2) * r, cosf(time * 2) * r));
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time += dt;
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}
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string RenderTextureTargetNode::title()
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{
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return "Testing Render Target Node";
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}
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string RenderTextureTargetNode::subtitle()
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{
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return "Sprites should be equal and move with each frame";
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}
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// SpriteRenderTextureBug
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SpriteRenderTextureBug::SimpleSprite::SimpleSprite() : rt(NULL) {}
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SpriteRenderTextureBug::SimpleSprite* SpriteRenderTextureBug::SimpleSprite::create(const char* filename, const Rect &rect)
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{
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auto sprite = new SimpleSprite();
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if (sprite && sprite->initWithFile(filename, rect))
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{
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sprite->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(sprite);
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}
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return sprite;
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}
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void SpriteRenderTextureBug::SimpleSprite::draw()
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{
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if (rt == NULL)
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{
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auto s = Director::getInstance()->getWinSize();
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rt = new RenderTexture();
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rt->initWithWidthAndHeight(s.width, s.height, Texture2D::PixelFormat::RGBA8888);
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}
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rt->beginWithClear(0.0f, 0.0f, 0.0f, 1.0f);
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rt->end();
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CC_NODE_DRAW_SETUP();
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BlendFunc blend = getBlendFunc();
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GL::blendFunc(blend.src, blend.dst);
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GL::bindTexture2D(getTexture()->getName());
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//
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// Attributes
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//
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GL::enableVertexAttribs(cocos2d::GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
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#define kQuadSize sizeof(_quad.bl)
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long offset = (long)&_quad;
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// vertex
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int diff = offsetof( V3F_C4B_T2F, vertices);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
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// texCoods
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diff = offsetof( V3F_C4B_T2F, texCoords);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
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// color
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diff = offsetof( V3F_C4B_T2F, colors);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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SpriteRenderTextureBug::SpriteRenderTextureBug()
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{
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setTouchEnabled(true);
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auto s = Director::getInstance()->getWinSize();
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addNewSpriteWithCoords(Point(s.width/2, s.height/2));
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}
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SpriteRenderTextureBug::SimpleSprite* SpriteRenderTextureBug::addNewSpriteWithCoords(const Point& p)
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{
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int idx = CCRANDOM_0_1() * 1400 / 100;
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int x = (idx%5) * 85;
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int y = (idx/5) * 121;
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auto sprite = SpriteRenderTextureBug::SimpleSprite::create("Images/grossini_dance_atlas.png",
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Rect(x,y,85,121));
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addChild(sprite);
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sprite->setPosition(p);
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FiniteTimeAction *action = NULL;
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float rd = CCRANDOM_0_1();
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if (rd < 0.20)
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action = ScaleBy::create(3, 2);
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else if (rd < 0.40)
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action = RotateBy::create(3, 360);
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else if (rd < 0.60)
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action = Blink::create(1, 3);
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else if (rd < 0.8 )
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action = TintBy::create(2, 0, -255, -255);
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else
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action = FadeOut::create(2);
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auto action_back = action->reverse();
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auto seq = Sequence::create(action, action_back, NULL);
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sprite->runAction(RepeatForever::create(seq));
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//return sprite;
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return NULL;
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}
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void SpriteRenderTextureBug::ccTouchesEnded(Set* touches, Event* event)
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{
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for (auto &item: *touches)
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|
{
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auto touch = static_cast<Touch*>(item);
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auto location = touch->getLocation();
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addNewSpriteWithCoords(location);
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|
}
|
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}
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std::string SpriteRenderTextureBug::title()
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{
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return "SpriteRenderTextureBug";
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|
}
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std::string SpriteRenderTextureBug::subtitle()
|
|
{
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return "Touch the screen. Sprite should appear on under the touch";
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}
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