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

266 lines
9.7 KiB
Lua

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