mirror of https://github.com/axmolengine/axmol.git
1033 lines
31 KiB
C++
1033 lines
31 KiB
C++
#include "ActionsTest.h"
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#include "../testResource.h"
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static Int32 s_nActionIdx = -1;
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CCLayer* CreateLayer(Int32 nIndex)
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{
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CCLayer * pLayer = NULL;
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switch (nIndex)
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{
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case ACTION_MANUAL_LAYER:
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pLayer = new ActionManual(); break;
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case ACTION_MOVE_LAYER:
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pLayer = new ActionMove(); break;
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case ACTION_SCALE_LAYER:
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pLayer = new ActionScale(); break;
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case ACTION_ROTATE_LAYER:
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pLayer = new ActionRotate(); break;
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case ACTION_JUMP_LAYER:
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pLayer = new ActionJump(); break;
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case ACTION_BEZIER_LAYER:
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pLayer = new ActionBezier(); break;
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case ACTION_BLINK_LAYER:
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pLayer = new ActionBlink(); break;
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case ACTION_FADE_LAYER:
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pLayer = new ActionFade(); break;
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case ACTION_TINT_LAYER:
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pLayer = new ActionTint(); break;
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case ACTION_ANIMATE_LAYER:
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pLayer = new ActionAnimate(); break;
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case ACTION_SEQUENCE_LAYER:
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pLayer = new ActionSequence(); break;
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case ACTION_SEQUENCE2_LAYER:
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pLayer = new ActionSequence2(); break;
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case ACTION_SPAWN_LAYER:
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pLayer = new ActionSpawn(); break;
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case ACTION_REVERSE:
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pLayer = new ActionReverse(); break;
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case ACTION_DELAYTIME_LAYER:
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pLayer = new ActionDelayTime(); break;
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case ACTION_REPEAT_LAYER:
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pLayer = new ActionRepeat(); break;
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case ACTION_REPEATEFOREVER_LAYER:
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pLayer = new ActionRepeatForever(); break;
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case ACTION_ROTATETOREPEATE_LAYER:
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pLayer = new ActionRotateToRepeat(); break;
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case ACTION_ROTATEJERK_LAYER:
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pLayer = new ActionRotateJerk(); break;
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case ACTION_CALLFUNC_LAYER:
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pLayer = new ActionCallFunc(); break;
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case ACTION_REVERSESEQUENCE_LAYER:
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pLayer = new ActionReverseSequence(); break;
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case ACTION_REVERSESEQUENCE2_LAYER:
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pLayer = new ActionReverseSequence2(); break;
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case ACTION_ORBIT_LAYER:
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pLayer = new ActionOrbit(); break;
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case ACTION_FLLOW_LAYER:
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pLayer = new ActionFollow(); break;
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default:
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break;
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}
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return pLayer;
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}
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CCLayer* NextAction()
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{
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++s_nActionIdx;
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s_nActionIdx = s_nActionIdx % ACTION_LAYER_COUNT;
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CCLayer* pLayer = CreateLayer(s_nActionIdx);
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pLayer->autorelease();
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return pLayer;
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}
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CCLayer* BackAction()
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{
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--s_nActionIdx;
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if( s_nActionIdx < 0 )
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s_nActionIdx += ACTION_LAYER_COUNT;
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CCLayer* pLayer = CreateLayer(s_nActionIdx);
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pLayer->autorelease();
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return pLayer;
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}
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CCLayer* RestartAction()
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{
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CCLayer* pLayer = CreateLayer(s_nActionIdx);
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pLayer->autorelease();
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return pLayer;
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}
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void ActionsTestScene::runThisTest()
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{
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s_nActionIdx = -1;
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addChild(NextAction());
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CCDirector::getSharedDirector()->replaceScene(this);
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}
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std::string ActionsDemo::title()
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{
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return "ActionsTest";
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}
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std::string ActionsDemo::subtitle()
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{
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return "";
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}
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void ActionsDemo::onEnter()
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{
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CCLayer::onEnter();
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// Example:
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// You can create a sprite using a Texture2D
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CCTexture2D *tex = new CCTexture2D();
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UIImage* pImage = new UIImage();
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std::string fullpath( CCFileUtils::fullPathFromRelativePath(s_pPathGrossini));
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pImage->initWithContentsOfFile(fullpath);
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tex->initWithImage( pImage );
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m_grossini = CCSprite::spriteWithTexture(tex);
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m_grossini->retain();
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delete pImage;
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tex->release();
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// Example:
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// Or you can create an sprite using a filename. only PNG is supported now. Probably TIFF too
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m_tamara = CCSprite::spriteWithFile(s_pPathSister1);
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m_tamara->retain();
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m_kathia = CCSprite::spriteWithFile(s_pPathSister2);
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m_kathia->retain();
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addChild(m_grossini, 1);
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addChild(m_tamara, 2);
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addChild(m_kathia, 3);
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CGSize s = CCDirector::getSharedDirector()->getWinSize();
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m_grossini->setPosition( CGPointMake(s.width/2, s.height/3));
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m_tamara->setPosition( CGPointMake(s.width/2, 2*s.height/3));
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m_kathia->setPosition( CGPointMake(s.width/2, s.height/2));
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// add title and subtitle
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std::string str = title();
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const char * pTitle = str.c_str();
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CCLabel* label = CCLabel::labelWithString(pTitle, "Arial", 18);
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addChild(label, 1);
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label->setPosition( CGPointMake(s.width/2, s.height - 30) );
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std::string strSubtitle = subtitle();
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if( ! strSubtitle.empty() )
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{
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CCLabel* l = CCLabel::labelWithString(strSubtitle.c_str(), "Thonburi", 22);
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addChild(l, 1);
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l->setPosition( CGPointMake(s.width/2, s.height - 60) );
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}
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// add menu
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CCMenuItemImage *item1 = CCMenuItemImage::itemFromNormalImage(s_pPathB1, s_pPathB2, this, menu_selector(ActionsDemo::backCallback) );
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CCMenuItemImage *item2 = CCMenuItemImage::itemFromNormalImage(s_pPathR1, s_pPathR2, this, menu_selector(ActionsDemo::restartCallback) );
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CCMenuItemImage *item3 = CCMenuItemImage::itemFromNormalImage(s_pPathF1, s_pPathF2, this, menu_selector(ActionsDemo::nextCallback) );
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CCMenu *menu = CCMenu::menuWithItems(item1, item2, item3, NULL);
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menu->setPosition( CGPointZero );
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item1->setPosition( CGPointMake( s.width/2 - 100,30) );
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item2->setPosition( CGPointMake( s.width/2, 30) );
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item3->setPosition( CGPointMake( s.width/2 + 100,30) );
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addChild(menu, 1);
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}
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void ActionsDemo::onExit()
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{
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m_grossini->release();
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m_tamara->release();
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m_kathia->release();
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CCLayer::onExit();
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}
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void ActionsDemo::restartCallback(NSObject* pSender)
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{
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CCScene* s = new ActionsTestScene();
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s->addChild( RestartAction() );
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CCDirector::getSharedDirector()->replaceScene(s);
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s->release();
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}
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void ActionsDemo::nextCallback(NSObject* pSender)
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{
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CCScene* s = new ActionsTestScene();
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s->addChild( NextAction() );
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CCDirector::getSharedDirector()->replaceScene(s);
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s->release();
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}
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void ActionsDemo::backCallback(NSObject* pSender)
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{
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CCScene* s = new ActionsTestScene();
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s->addChild( BackAction() );
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CCDirector::getSharedDirector()->replaceScene(s);
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s->release();
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}
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void ActionsDemo::centerSprites(unsigned int numberOfSprites)
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{
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CGSize s = CCDirector::getSharedDirector()->getWinSize();
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if( numberOfSprites == 1 )
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{
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m_tamara->setIsVisible(false);
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m_kathia->setIsVisible(false);
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m_grossini->setPosition(CGPointMake(s.width/2, s.height/2));
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}
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else if( numberOfSprites == 2 )
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{
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m_kathia->setPosition( CGPointMake(s.width/3, s.height/2));
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m_tamara->setPosition( CGPointMake(2*s.width/3, s.height/2));
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m_grossini->setIsVisible(false);
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}
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else if( numberOfSprites == 3 )
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{
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m_grossini->setPosition( CGPointMake(s.width/2, s.height/2));
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m_tamara->setPosition( CGPointMake(s.width/4, s.height/2));
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m_kathia->setPosition( CGPointMake(3 * s.width/4, s.height/2));
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}
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}
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void ActionsDemo::alignSpritesLeft(unsigned int numberOfSprites)
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{
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CGSize s = CCDirector::getSharedDirector()->getWinSize();
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if( numberOfSprites == 1 )
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{
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m_tamara->setIsVisible(false);
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m_kathia->setIsVisible(false);
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m_grossini->setPosition(CGPointMake(60, s.height/2));
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}
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else if( numberOfSprites == 2 )
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{
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m_kathia->setPosition( CGPointMake(60, s.height/3));
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m_tamara->setPosition( CGPointMake(60, 2*s.height/3));
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m_grossini->setIsVisible( false );
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}
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else if( numberOfSprites == 3 )
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{
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m_grossini->setPosition( CGPointMake(60, s.height/2));
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m_tamara->setPosition( CGPointMake(60, 2*s.height/3));
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m_kathia->setPosition( CGPointMake(60, s.height/3));
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}
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}
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//------------------------------------------------------------------
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//
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// ActionManual
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//
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//------------------------------------------------------------------
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void ActionManual::onEnter()
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{
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ActionsDemo::onEnter();
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CGSize s = CCDirector::getSharedDirector()->getWinSize();
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m_tamara->setScaleX( 2.5f);
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m_tamara->setScaleY( -1.0f);
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m_tamara->setPosition( CGPointMake(100,70) );
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m_tamara->setOpacity( 128);
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m_grossini->setRotation( 120);
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m_grossini->setPosition( CGPointMake(s.width/2, s.height/2));
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m_grossini->setColor( ccc3( 255,0,0));
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m_kathia->setPosition( CGPointMake(s.width-100, s.height/2));
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m_kathia->setColor( ccBLUE);
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}
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std::string ActionManual::subtitle()
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{
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return "Manual Transformation";
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}
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//------------------------------------------------------------------
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//
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// ActionMove
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//
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//------------------------------------------------------------------
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void ActionMove::onEnter()
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{
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ActionsDemo::onEnter();
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centerSprites(3);
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CGSize s = CCDirector::getSharedDirector()->getWinSize();
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CCIntervalAction* actionTo = CCMoveTo::actionWithDuration(2, CGPointMake(s.width-40, s.height-40));
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CCIntervalAction* actionBy = CCMoveBy::actionWithDuration(2, CGPointMake(80,80));
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CCIntervalAction* actionByBack = actionBy->reverse();
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m_tamara->runAction( actionTo);
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m_grossini->runAction( CCSequence::actions(actionBy, actionByBack, NULL));
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m_kathia->runAction(CCMoveTo::actionWithDuration(1, CGPointMake(40,40)));
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}
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std::string ActionMove::subtitle()
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{
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return "MoveTo / MoveBy";
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}
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//------------------------------------------------------------------
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//
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// ActionScale
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//
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//------------------------------------------------------------------
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void ActionScale::onEnter()
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{
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ActionsDemo::onEnter();
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centerSprites(3);
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CCIntervalAction* actionTo = CCScaleTo::actionWithDuration( 2, 0.5f);
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CCIntervalAction* actionBy = CCScaleBy::actionWithDuration(2 , 2);
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CCIntervalAction* actionBy2 = CCScaleBy::actionWithDuration(2, 0.25f, 4.5f);
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CCIntervalAction* actionByBack = actionBy->reverse();
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m_tamara->runAction( actionTo);
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m_grossini->runAction( CCSequence::actions(actionBy, actionByBack, NULL));
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m_kathia->runAction( CCSequence::actions(actionBy2, actionBy2->reverse(), NULL));
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}
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std::string ActionScale::subtitle()
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{
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return "ScaleTo / ScaleBy";
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}
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//------------------------------------------------------------------
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//
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// ActionRotate
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//
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//------------------------------------------------------------------
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void ActionRotate::onEnter()
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{
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ActionsDemo::onEnter();
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centerSprites(3);
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CCIntervalAction* actionTo = CCRotateTo::actionWithDuration( 2, 45);
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CCIntervalAction* actionTo2 = CCRotateTo::actionWithDuration( 2, -45);
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CCIntervalAction* actionTo0 = CCRotateTo::actionWithDuration(2 , 0);
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m_tamara->runAction( CCSequence::actions(actionTo, actionTo0, NULL));
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CCIntervalAction* actionBy = CCRotateBy::actionWithDuration(2 , 360);
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CCIntervalAction* actionByBack = actionBy->reverse();
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m_grossini->runAction( CCSequence::actions(actionBy, actionByBack, NULL));
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m_kathia->runAction( CCSequence::actions(actionTo2, actionTo0->copy()->autorelease(), NULL));
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}
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std::string ActionRotate::subtitle()
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{
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return "RotateTo / RotateBy";
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}
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//------------------------------------------------------------------
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//
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// ActionJump
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//
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//------------------------------------------------------------------
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void ActionJump::onEnter()
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{
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ActionsDemo::onEnter();
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centerSprites(3);
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CCIntervalAction* actionTo = CCJumpTo::actionWithDuration(2, CGPointMake(300,300), 50, 4);
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CCIntervalAction* actionBy = CCJumpBy::actionWithDuration(2, CGPointMake(300,0), 50, 4);
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CCIntervalAction* actionUp = CCJumpBy::actionWithDuration(2, CGPointMake(0,0), 80, 4);
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CCIntervalAction* actionByBack = actionBy->reverse();
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m_tamara->runAction( actionTo);
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m_grossini->runAction( CCSequence::actions(actionBy, actionByBack, NULL));
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m_kathia->runAction( CCRepeatForever::actionWithAction(actionUp));
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}
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std::string ActionJump::subtitle()
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{
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return "JumpTo / JumpBy";
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}
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//------------------------------------------------------------------
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//
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// ActionBezier
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//
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//------------------------------------------------------------------
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void ActionBezier::onEnter()
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{
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ActionsDemo::onEnter();
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CGSize s = CCDirector::getSharedDirector()->getWinSize();
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//
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// startPosition can be any coordinate, but since the movement
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// is relative to the Bezier curve, make it (0,0)
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//
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centerSprites(3);
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// sprite 1
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ccBezierConfig bezier;
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bezier.controlPoint_1 = CGPointMake(0, s.height/2);
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bezier.controlPoint_2 = CGPointMake(300, -s.height/2);
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bezier.endPosition = CGPointMake(300,100);
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CCIntervalAction* bezierForward = CCBezierBy::actionWithDuration(3, bezier);
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CCIntervalAction* bezierBack = bezierForward->reverse();
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CCAction* rep = CCRepeatForever::actionWithAction((CCIntervalAction*)CCSequence::actions( bezierForward, bezierBack, NULL));
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// sprite 2
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m_tamara->setPosition(CGPointMake(80,160));
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ccBezierConfig bezier2;
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bezier2.controlPoint_1 = CGPointMake(100, s.height/2);
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bezier2.controlPoint_2 = CGPointMake(200, -s.height/2);
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bezier2.endPosition = CGPointMake(240,160);
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CCIntervalAction* bezierTo1 = CCBezierTo::actionWithDuration(2, bezier2);
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// sprite 3
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m_kathia->setPosition(CGPointMake(400,160));
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CCIntervalAction* bezierTo2 = CCBezierTo::actionWithDuration(2, bezier2);
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m_grossini->runAction( rep);
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m_tamara->runAction(bezierTo1);
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m_kathia->runAction(bezierTo2);
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}
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std::string ActionBezier::subtitle()
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{
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return "BezierBy / BezierTo";
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}
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//------------------------------------------------------------------
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//
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// ActionBlink
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//
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//------------------------------------------------------------------
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void ActionBlink::onEnter()
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{
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ActionsDemo::onEnter();
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centerSprites(2);
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CCIntervalAction* action1 = CCBlink::actionWithDuration(2, 10);
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CCIntervalAction* action2 = CCBlink::actionWithDuration(2, 5);
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m_tamara->runAction( action1);
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m_kathia->runAction(action2);
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}
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std::string ActionBlink::subtitle()
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{
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return "Blink";
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}
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//------------------------------------------------------------------
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//
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// ActionFade
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//
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//------------------------------------------------------------------
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void ActionFade::onEnter()
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{
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ActionsDemo::onEnter();
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centerSprites(2);
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m_tamara->setOpacity( 0 );
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CCIntervalAction* action1 = CCFadeIn::actionWithDuration(1.0f);
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CCIntervalAction* action1Back = action1->reverse();
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CCIntervalAction* action2 = CCFadeOut::actionWithDuration(1.0f);
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CCIntervalAction* action2Back = action2->reverse();
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m_tamara->runAction( CCSequence::actions( action1, action1Back, NULL));
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m_kathia->runAction( CCSequence::actions( action2, action2Back, NULL));
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}
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std::string ActionFade::subtitle()
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{
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return "FadeIn / FadeOut";
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}
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//------------------------------------------------------------------
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//
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// ActionTint
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//
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//------------------------------------------------------------------
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void ActionTint::onEnter()
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{
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ActionsDemo::onEnter();
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centerSprites(2);
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CCIntervalAction* action1 = CCTintTo::actionWithDuration(2, 255, 0, 255);
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CCIntervalAction* action2 = CCTintBy::actionWithDuration(2, -127, -255, -127);
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CCIntervalAction* action2Back = action2->reverse();
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m_tamara->runAction( action1);
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m_kathia->runAction( CCSequence::actions( action2, action2Back, NULL));
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}
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std::string ActionTint::subtitle()
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{
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return "TintTo / TintBy";
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}
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//------------------------------------------------------------------
|
|
//
|
|
// ActionAnimate
|
|
//
|
|
//------------------------------------------------------------------
|
|
void ActionAnimate::onEnter()
|
|
{
|
|
ActionsDemo::onEnter();
|
|
|
|
centerSprites(1);
|
|
|
|
CCAnimation* animation = CCAnimation::animationWithName("dance", 0.2f);
|
|
char frameName[100] = {0};
|
|
for( int i=1;i<15;i++)
|
|
{
|
|
sprintf(frameName, "/NEWPLUS/TDA_DATA/Data/cocos2d_tests/Images/grossini_dance_%02d.png", i);
|
|
animation->addFrameWithFileName(frameName);
|
|
}
|
|
|
|
CCIntervalAction* action = CCAnimate::actionWithAnimation( animation, false);
|
|
CCIntervalAction* action_back = action->reverse();
|
|
|
|
m_grossini->runAction( CCSequence::actions( action, action_back, NULL));
|
|
}
|
|
|
|
std::string ActionAnimate::subtitle()
|
|
{
|
|
return "Animation";
|
|
}
|
|
|
|
//------------------------------------------------------------------
|
|
//
|
|
// ActionSequence
|
|
//
|
|
//------------------------------------------------------------------
|
|
void ActionSequence::onEnter()
|
|
{
|
|
ActionsDemo::onEnter();
|
|
|
|
alignSpritesLeft(1);
|
|
|
|
CCFiniteTimeAction* action = CCSequence::actions(
|
|
CCMoveBy::actionWithDuration( 2, CGPointMake(240,0)),
|
|
CCRotateBy::actionWithDuration( 2, 540),
|
|
NULL);
|
|
|
|
m_grossini->runAction(action);
|
|
}
|
|
|
|
std::string ActionSequence::subtitle()
|
|
{
|
|
return "Sequence: Move + Rotate";
|
|
}
|
|
|
|
//------------------------------------------------------------------
|
|
//
|
|
// ActionSequence2
|
|
//
|
|
//------------------------------------------------------------------
|
|
void ActionSequence2::onEnter()
|
|
{
|
|
ActionsDemo::onEnter();
|
|
|
|
alignSpritesLeft(1);
|
|
|
|
m_grossini->setIsVisible(false);
|
|
|
|
CCFiniteTimeAction* action = CCSequence::actions(
|
|
CCPlace::actionWithPosition(CGPointMake(200,200)),
|
|
CCShow::action(),
|
|
CCMoveBy::actionWithDuration(1, CGPointMake(100,0)),
|
|
CCCallFunc::actionWithTarget(this, callfunc_selector(ActionSequence2::callback1)),
|
|
CCCallFuncN::actionWithTarget(this, callfuncN_selector(ActionSequence2::callback2)),
|
|
CCCallFuncND::actionWithTarget(this, callfuncND_selector(ActionSequence2::callback3), (void*)0xbebabeba),
|
|
NULL);
|
|
|
|
m_grossini->runAction(action);
|
|
}
|
|
|
|
void ActionSequence2::callback1()
|
|
{
|
|
CGSize s = CCDirector::getSharedDirector()->getWinSize();
|
|
CCLabel *label = CCLabel::labelWithString("callback 1 called", "Marker Felt", 16);
|
|
label->setPosition(CGPointMake( s.width/4*1,s.height/2));
|
|
|
|
addChild(label);
|
|
}
|
|
|
|
void ActionSequence2::callback2(CCNode* sender)
|
|
{
|
|
CGSize s = CCDirector::getSharedDirector()->getWinSize();
|
|
CCLabel *label = CCLabel::labelWithString("callback 2 called", "Marker Felt", 16);
|
|
label->setPosition(CGPointMake( s.width/4*2,s.height/2));
|
|
|
|
addChild(label);
|
|
}
|
|
|
|
void ActionSequence2::callback3(CCNode* sender, void* data)
|
|
{
|
|
CGSize s = CCDirector::getSharedDirector()->getWinSize();
|
|
CCLabel *label = CCLabel::labelWithString("callback 3 called", "Marker Felt", 16);
|
|
label->setPosition(CGPointMake( s.width/4*3,s.height/2));
|
|
|
|
addChild(label);
|
|
}
|
|
|
|
std::string ActionSequence2::subtitle()
|
|
{
|
|
return "Sequence of InstantActions";
|
|
}
|
|
|
|
//------------------------------------------------------------------
|
|
//
|
|
// ActionCallFunc
|
|
//
|
|
//------------------------------------------------------------------
|
|
void ActionCallFunc::onEnter()
|
|
{
|
|
ActionsDemo::onEnter();
|
|
|
|
centerSprites(3);
|
|
|
|
CCFiniteTimeAction* action = CCSequence::actions(
|
|
CCMoveBy::actionWithDuration(2, CGPointMake(200,0)),
|
|
CCCallFunc::actionWithTarget(this, callfunc_selector(ActionCallFunc::callback1)),
|
|
NULL);
|
|
|
|
CCFiniteTimeAction* action2 = CCSequence::actions(
|
|
CCScaleBy::actionWithDuration(2 , 2),
|
|
CCFadeOut::actionWithDuration(2),
|
|
CCCallFuncN::actionWithTarget(this, callfuncN_selector(ActionSequence2::callback2)),
|
|
NULL);
|
|
|
|
CCFiniteTimeAction* action3 = CCSequence::actions(
|
|
CCRotateBy::actionWithDuration(3 , 360),
|
|
CCFadeOut::actionWithDuration(2),
|
|
CCCallFuncND::actionWithTarget(this, callfuncND_selector(ActionSequence2::callback3), (void*)0xbebabeba),
|
|
NULL);
|
|
|
|
m_grossini->runAction(action);
|
|
m_tamara->runAction(action2);
|
|
m_kathia->runAction(action3);
|
|
}
|
|
|
|
|
|
void ActionCallFunc::callback1()
|
|
{
|
|
CGSize s = CCDirector::getSharedDirector()->getWinSize();
|
|
CCLabel *label = CCLabel::labelWithString("callback 1 called", "Marker Felt", 16);
|
|
label->setPosition(CGPointMake( s.width/4*1,s.height/2));
|
|
|
|
addChild(label);
|
|
}
|
|
|
|
void ActionCallFunc::callback2(CCNode* pSender)
|
|
{
|
|
CGSize s = CCDirector::getSharedDirector()->getWinSize();
|
|
CCLabel *label = CCLabel::labelWithString("callback 2 called", "Marker Felt", 16);
|
|
label->setPosition(CGPointMake( s.width/4*2,s.height/2));
|
|
|
|
addChild(label);
|
|
}
|
|
|
|
void ActionCallFunc::callback3(CCNode* pTarget, void* data)
|
|
{
|
|
CGSize s = CCDirector::getSharedDirector()->getWinSize();
|
|
CCLabel *label = CCLabel::labelWithString("callback 3 called", "Marker Felt", 16);
|
|
label->setPosition(CGPointMake( s.width/4*3,s.height/2));
|
|
addChild(label);
|
|
}
|
|
|
|
std::string ActionCallFunc::subtitle()
|
|
{
|
|
return "Callbacks: CallFunc and friends";
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------
|
|
//
|
|
// ActionSpawn
|
|
//
|
|
//------------------------------------------------------------------
|
|
|
|
void ActionSpawn::onEnter()
|
|
{
|
|
ActionsDemo::onEnter();
|
|
|
|
alignSpritesLeft(1);
|
|
|
|
|
|
CCAction* action = CCSpawn::actions(
|
|
CCJumpBy::actionWithDuration(2, CGPointMake(300,0), 50, 4),
|
|
CCRotateBy::actionWithDuration( 2, 720),
|
|
NULL);
|
|
|
|
m_grossini->runAction(action);
|
|
}
|
|
|
|
std::string ActionSpawn::subtitle()
|
|
{
|
|
return "Spawn: Jump + Rotate";
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------
|
|
//
|
|
// ActionRepeatForever
|
|
//
|
|
//------------------------------------------------------------------
|
|
void ActionRepeatForever::onEnter()
|
|
{
|
|
ActionsDemo::onEnter();
|
|
|
|
centerSprites(1);
|
|
|
|
CCFiniteTimeAction* action = CCSequence::actions(
|
|
CCDelayTime::actionWithDuration(1),
|
|
CCCallFuncN::actionWithTarget( this, callfuncN_selector(ActionRepeatForever::repeatForever) ),
|
|
NULL);
|
|
|
|
m_grossini->runAction(action);
|
|
}
|
|
|
|
void ActionRepeatForever::repeatForever(CCNode* pSender)
|
|
{
|
|
CCRepeatForever *repeat = CCRepeatForever::actionWithAction( CCRotateBy::actionWithDuration(1.0f, 360) );
|
|
|
|
pSender->runAction(repeat);
|
|
}
|
|
|
|
std::string ActionRepeatForever::subtitle()
|
|
{
|
|
return "CallFuncN + RepeatForever";
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------
|
|
//
|
|
// ActionRotateToRepeat
|
|
//
|
|
//------------------------------------------------------------------
|
|
void ActionRotateToRepeat::onEnter()
|
|
{
|
|
ActionsDemo::onEnter();
|
|
|
|
centerSprites(2);
|
|
|
|
CCIntervalAction* act1 = CCRotateTo::actionWithDuration(1, 90);
|
|
CCIntervalAction* act2 = CCRotateTo::actionWithDuration(1, 0);
|
|
CCIntervalAction* seq = (CCIntervalAction*)(CCSequence::actions(act1, act2, NULL));
|
|
CCAction* rep1 = CCRepeatForever::actionWithAction(seq);
|
|
CCIntervalAction* rep2 = CCRepeat::actionWithAction((CCFiniteTimeAction*)(seq->copy()->autorelease()), 10);
|
|
|
|
m_tamara->runAction(rep1);
|
|
m_kathia->runAction(rep2);
|
|
}
|
|
|
|
std::string ActionRotateToRepeat ::subtitle()
|
|
{
|
|
return "Repeat/RepeatForever + RotateTo";
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------
|
|
//
|
|
// ActionRotateJerk
|
|
//
|
|
//------------------------------------------------------------------
|
|
void ActionRotateJerk::onEnter()
|
|
{
|
|
ActionsDemo::onEnter();
|
|
|
|
centerSprites(2);
|
|
|
|
CCFiniteTimeAction* seq = CCSequence::actions(
|
|
CCRotateTo::actionWithDuration(0.5f, -20),
|
|
CCRotateTo::actionWithDuration(0.5f, 20),
|
|
NULL);
|
|
|
|
CCIntervalAction* rep1 = CCRepeat::actionWithAction(seq, 10);
|
|
CCAction* rep2 = CCRepeatForever::actionWithAction( (CCIntervalAction*)(seq->copy()->autorelease()) );
|
|
|
|
m_tamara->runAction(rep1);
|
|
m_kathia->runAction(rep2);
|
|
}
|
|
|
|
std::string ActionRotateJerk::subtitle()
|
|
{
|
|
return "RepeatForever / Repeat + Rotate";
|
|
}
|
|
|
|
//------------------------------------------------------------------
|
|
//
|
|
// ActionReverse
|
|
//
|
|
//------------------------------------------------------------------
|
|
void ActionReverse::onEnter()
|
|
{
|
|
ActionsDemo::onEnter();
|
|
|
|
alignSpritesLeft(1);
|
|
|
|
CCIntervalAction* jump = CCJumpBy::actionWithDuration(2, CGPointMake(300,0), 50, 4);
|
|
CCFiniteTimeAction* action = CCSequence::actions( jump, jump->reverse(), NULL);
|
|
|
|
m_grossini->runAction(action);
|
|
}
|
|
|
|
std::string ActionReverse::subtitle()
|
|
{
|
|
return "Reverse an action";
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------
|
|
//
|
|
// ActionDelayTime
|
|
//
|
|
//------------------------------------------------------------------
|
|
void ActionDelayTime::onEnter()
|
|
{
|
|
ActionsDemo::onEnter();
|
|
|
|
alignSpritesLeft(1);
|
|
|
|
CCIntervalAction* move = CCMoveBy::actionWithDuration(1, CGPointMake(150,0));
|
|
CCFiniteTimeAction* action = CCSequence::actions( move, CCDelayTime::actionWithDuration(2), move, NULL);
|
|
|
|
m_grossini->runAction(action);
|
|
}
|
|
|
|
std::string ActionDelayTime::subtitle()
|
|
{
|
|
return "DelayTime: m + delay + m";
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------
|
|
//
|
|
// ActionReverseSequence
|
|
//
|
|
//------------------------------------------------------------------
|
|
void ActionReverseSequence::onEnter()
|
|
{
|
|
ActionsDemo::onEnter();
|
|
|
|
alignSpritesLeft(1);
|
|
|
|
CCIntervalAction* move1 = CCMoveBy::actionWithDuration(1, CGPointMake(250,0));
|
|
CCIntervalAction* move2 = CCMoveBy::actionWithDuration(1, CGPointMake(0,50));
|
|
CCFiniteTimeAction* seq = CCSequence::actions( move1, move2, move1->reverse(), NULL);
|
|
CCFiniteTimeAction* action = CCSequence::actions( seq, seq->reverse(), NULL);
|
|
|
|
m_grossini->runAction(action);
|
|
}
|
|
|
|
std::string ActionReverseSequence::subtitle()
|
|
{
|
|
return "Reverse a sequence";
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------
|
|
//
|
|
// ActionReverseSequence2
|
|
//
|
|
//------------------------------------------------------------------
|
|
void ActionReverseSequence2::onEnter()
|
|
{
|
|
ActionsDemo::onEnter();
|
|
|
|
alignSpritesLeft(2);
|
|
|
|
|
|
// Test:
|
|
// Sequence should work both with IntervalAction and InstantActions
|
|
CCIntervalAction* move1 = CCMoveBy::actionWithDuration(1, CGPointMake(250,0));
|
|
CCIntervalAction* move2 = CCMoveBy::actionWithDuration(1, CGPointMake(0,50));
|
|
CCToggleVisibility* tog1 = new CCToggleVisibility();
|
|
CCToggleVisibility* tog2 = new CCToggleVisibility();
|
|
tog1->autorelease();
|
|
tog2->autorelease();
|
|
CCFiniteTimeAction* seq = CCSequence::actions( move1, tog1, move2, tog2, move1->reverse(), NULL);
|
|
CCIntervalAction* action = CCRepeat::actionWithAction((CCIntervalAction*)(CCSequence::actions( seq, seq->reverse(), NULL)), 3);
|
|
|
|
|
|
|
|
// Test:
|
|
// Also test that the reverse of Hide is Show, and vice-versa
|
|
m_kathia->runAction(action);
|
|
|
|
CCIntervalAction* move_tamara = CCMoveBy::actionWithDuration(1, CGPointMake(100,0));
|
|
CCIntervalAction* move_tamara2 = CCMoveBy::actionWithDuration(1, CGPointMake(50,0));
|
|
CCInstantAction* hide = new CCHide();
|
|
hide->autorelease();
|
|
CCFiniteTimeAction* seq_tamara = CCSequence::actions( move_tamara, hide, move_tamara2, NULL);
|
|
CCFiniteTimeAction* seq_back = seq_tamara->reverse();
|
|
m_tamara->runAction( CCSequence::actions( seq_tamara, seq_back, NULL));
|
|
}
|
|
std::string ActionReverseSequence2::subtitle()
|
|
{
|
|
return "Reverse sequence 2";
|
|
}
|
|
|
|
//------------------------------------------------------------------
|
|
//
|
|
// ActionRepeat
|
|
//
|
|
//------------------------------------------------------------------
|
|
void ActionRepeat::onEnter()
|
|
{
|
|
ActionsDemo::onEnter();
|
|
|
|
alignSpritesLeft(2);
|
|
|
|
|
|
CCIntervalAction* a1 = CCMoveBy::actionWithDuration(1, CGPointMake(150,0));
|
|
CCIntervalAction* action1 = CCRepeat::actionWithAction(
|
|
CCSequence::actions( CCPlace::actionWithPosition(CGPointMake(60,60)), a1, NULL) ,
|
|
3);
|
|
CCAction* action2 = CCRepeatForever::actionWithAction(
|
|
(CCIntervalAction*)(CCSequence::actions((CCIntervalAction*)(a1->copy()->autorelease()), a1->reverse(), NULL))
|
|
);
|
|
|
|
m_kathia->runAction(action1);
|
|
m_tamara->runAction(action2);
|
|
}
|
|
|
|
std::string ActionRepeat::subtitle()
|
|
{
|
|
return "Repeat / RepeatForever actions";
|
|
}
|
|
|
|
//------------------------------------------------------------------
|
|
//
|
|
// ActionOrbit
|
|
//
|
|
//------------------------------------------------------------------
|
|
void ActionOrbit::onEnter()
|
|
{
|
|
ActionsDemo::onEnter();
|
|
|
|
centerSprites(3);
|
|
|
|
CCIntervalAction* orbit1 = CCOrbitCamera::actionWithDuration(2,1, 0, 0, 180, 0, 0);
|
|
CCFiniteTimeAction* action1 = CCSequence::actions(
|
|
orbit1,
|
|
orbit1->reverse(),
|
|
NULL);
|
|
|
|
CCIntervalAction* orbit2 = CCOrbitCamera::actionWithDuration(2,1, 0, 0, 180, -45, 0);
|
|
CCFiniteTimeAction* action2 = CCSequence::actions(
|
|
orbit2,
|
|
orbit2->reverse(),
|
|
NULL);
|
|
|
|
CCIntervalAction* orbit3 = CCOrbitCamera::actionWithDuration(2,1, 0, 0, 180, 90, 0);
|
|
CCFiniteTimeAction* action3 = CCSequence::actions(
|
|
orbit3,
|
|
orbit3->reverse(),
|
|
NULL);
|
|
|
|
m_kathia->runAction(CCRepeatForever::actionWithAction((CCIntervalAction*)action1));
|
|
m_tamara->runAction(CCRepeatForever::actionWithAction((CCIntervalAction*)action2));
|
|
m_grossini->runAction(CCRepeatForever::actionWithAction((CCIntervalAction*)action3));
|
|
|
|
CCIntervalAction* move = CCMoveBy::actionWithDuration(3, CGPointMake(100,-100));
|
|
CCIntervalAction* move_back = move->reverse();
|
|
CCFiniteTimeAction* seq = CCSequence::actions(move, move_back, NULL);
|
|
CCAction* rfe = CCRepeatForever::actionWithAction((CCIntervalAction*)seq);
|
|
m_kathia->runAction(rfe);
|
|
m_tamara->runAction((CCAction*)(rfe->copy()->autorelease()));
|
|
m_grossini->runAction((CCAction*)(rfe->copy()->autorelease()));
|
|
}
|
|
|
|
std::string ActionOrbit::subtitle()
|
|
{
|
|
return "OrbitCamera action";
|
|
}
|
|
|
|
//------------------------------------------------------------------
|
|
//
|
|
// ActionFollow
|
|
//
|
|
//------------------------------------------------------------------
|
|
void ActionFollow::onEnter()
|
|
{
|
|
ActionsDemo::onEnter();
|
|
|
|
centerSprites(1);
|
|
CGSize s = CCDirector::getSharedDirector()->getWinSize();
|
|
|
|
m_grossini->setPosition(CGPointMake(-200, s.height / 2));
|
|
CCIntervalAction* move = CCMoveBy::actionWithDuration(2, CGPointMake(s.width * 3, 0));
|
|
CCIntervalAction* move_back = move->reverse();
|
|
CCFiniteTimeAction* seq = CCSequence::actions(move, move_back, NULL);
|
|
CCAction* rep = CCRepeatForever::actionWithAction((CCIntervalAction*)seq);
|
|
|
|
m_grossini->runAction(rep);
|
|
|
|
this->runAction(CCFollow::actionWithTarget(m_grossini, CGRectMake(0, 0, s.width * 2 - 100, s.height)));
|
|
}
|
|
|
|
std::string ActionFollow::subtitle()
|
|
{
|
|
return "Follow action";
|
|
}
|