mirror of https://github.com/axmolengine/axmol.git
462 lines
17 KiB
JavaScript
462 lines
17 KiB
JavaScript
//
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// http://www.cocos2d-iphone.org
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// http://www.cocos2d-html5.org
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// http://www.cocos2d-x.org
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//
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// Javascript + cocos2d actions tests
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//
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require("js/helper.js");
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director = cc.Director.getInstance();
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winSize = director.getWinSize();
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centerPos = cc.p( winSize.width/2, winSize.height/2 );
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spriteFrameCache = cc.SpriteFrameCache.getInstance();
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var scenes = [];
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var currentScene = 0;
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var nextScene = function () {
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currentScene = currentScene + 1;
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if( currentScene >= scenes.length )
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currentScene = 0;
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withTransition = true;
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loadScene(currentScene);
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};
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var previousScene = function () {
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currentScene = currentScene -1;
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if( currentScene < 0 )
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currentScene = scenes.length -1;
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withTransition = true;
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loadScene(currentScene);
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};
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var restartScene = function () {
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loadScene( currentScene );
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};
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var loadScene = function (sceneIdx)
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{
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winSize = director.getWinSize();
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centerPos = cc.p( winSize.width/2, winSize.height/2 );
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var scene = new cc.Scene();
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scene.init();
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var layer = new scenes[ sceneIdx ]();
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scene.addChild( layer );
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// scene.walkSceneGraph(0);
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director.replaceScene( scene );
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// __jsc__.garbageCollect();
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}
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var s_pathSister1 = "Images/grossinis_sister1.png";
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var s_pathSister2 = "Images/grossinis_sister2.png";
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var s_pathBlock = "Images/blocks.png";
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var s_grossiniPlist = "animations/grossini.plist";
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//
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// Base Layer
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//
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var BaseLayer = cc.LayerGradient.extend({
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ctor:function () {
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var parent = new cc.LayerGradient();
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__associateObjWithNative(this, parent);
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this.init(cc.c4b(0, 0, 0, 255), cc.c4b(0, 128, 255, 255));
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},
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title:function () {
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return "Progress Actions";
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},
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subtitle:function () {
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return "";
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},
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code:function () {
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return "";
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},
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restartCallback:function (sender) {
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restartScene();
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},
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nextCallback:function (sender) {
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nextScene();
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},
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backCallback:function (sender) {
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previousScene();
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},
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onEnter:function () {
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// DO NOT CALL this._super()
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// this._super();
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// add title and subtitle
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var label = cc.LabelTTF.create(this.title(), "Arial", 28);
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this.addChild(label, 1);
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label.setPosition( cc.p(winSize.width / 2, winSize.height - 40));
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var strSubtitle = this.subtitle();
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if (strSubtitle != "") {
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var l = cc.LabelTTF.create(strSubtitle, "Thonburi", 16);
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this.addChild(l, 1);
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l.setPosition( cc.p(winSize.width / 2, winSize.height - 70));
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}
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var strCode = this.code();
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if( strCode !="" ) {
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var label = cc.LabelTTF.create(strCode, 'CourierNewPSMT', 16);
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label.setPosition( cc.p( winSize.width/2, winSize.height-120) );
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this.addChild( label,10 );
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var labelbg = cc.LabelTTF.create(strCode, 'CourierNewPSMT', 16);
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labelbg.setColor( cc.c3b(10,10,255) );
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labelbg.setPosition( cc.p( winSize.width/2 +1, winSize.height-120 -1) );
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this.addChild( labelbg,9);
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}
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// Menu
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var item1 = cc.MenuItemImage.create("Images/b1.png", "Images/b2.png", this, this.backCallback);
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var item2 = cc.MenuItemImage.create("Images/r1.png", "Images/r2.png", this, this.restartCallback);
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var item3 = cc.MenuItemImage.create("Images/f1.png", "Images/f2.png", this, this.nextCallback);
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var item4 = cc.MenuItemFont.create("back", this, function() { require("js/main.js"); } );
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item4.setFontSize( 22 );
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var menu = cc.Menu.create(item1, item2, item3, item4 );
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menu.setPosition( cc.p(0,0) );
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item1.setPosition( cc.p(winSize.width / 2 - 100, 30));
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item2.setPosition( cc.p(winSize.width / 2, 30));
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item3.setPosition( cc.p(winSize.width / 2 + 100, 30));
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item4.setPosition( cc.p(winSize.width - 60, winSize.height - 30 ) );
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this.addChild(menu, 1);
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}
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});
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//------------------------------------------------------------------
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//
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// Tests
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//
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//------------------------------------------------------------------
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var SpriteProgressToRadial = BaseLayer.extend({
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onEnter:function () {
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this._super();
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var to1 = cc.ProgressTo.create(2, 100);
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var to2 = cc.ProgressTo.create(2, 100);
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var left = cc.ProgressTimer.create(cc.Sprite.create(s_pathSister1));
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left.setType(cc.PROGRESS_TIMER_TYPE_RADIAL);
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this.addChild(left);
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left.setPosition(cc.p(200, winSize.height / 2));
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left.runAction(cc.RepeatForever.create(to1));
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var right = cc.ProgressTimer.create(cc.Sprite.create(s_pathBlock));
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right.setType(cc.PROGRESS_TIMER_TYPE_RADIAL);
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right.setReverseDirection(true);
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this.addChild(right);
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right.setPosition(cc.p(winSize.width - 200, winSize.height / 2));
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right.runAction(cc.RepeatForever.create(to2));
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},
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subtitle:function () {
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return "ProgressTo Radial";
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}
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});
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var SpriteProgressToHorizontal = BaseLayer.extend({
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onEnter:function () {
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this._super();
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var to1 = cc.ProgressTo.create(2, 100);
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var to2 = cc.ProgressTo.create(2, 100);
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var left = cc.ProgressTimer.create(cc.Sprite.create(s_pathSister1));
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left.setType(cc.PROGRESS_TIMER_TYPE_BAR);
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// Setup for a bar starting from the left since the midpoint is 0 for the x
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left.setMidpoint(cc.p(0, 0));
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// Setup for a horizontal bar since the bar change rate is 0 for y meaning no vertical change
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left.setBarChangeRate(cc.p(1, 0));
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this.addChild(left);
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left.setPosition(cc.p(200, winSize.height / 2));
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left.runAction(cc.RepeatForever.create(to1));
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var right = cc.ProgressTimer.create(cc.Sprite.create(s_pathSister2));
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right.setType(cc.PROGRESS_TIMER_TYPE_BAR);
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// Setup for a bar starting from the left since the midpoint is 1 for the x
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right.setMidpoint(cc.p(1, 0));
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// Setup for a horizontal bar since the bar change rate is 0 for y meaning no vertical change
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right.setBarChangeRate(cc.p(1, 0));
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this.addChild(right);
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right.setPosition(cc.p(winSize.width - 200, winSize.height / 2));
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right.runAction(cc.RepeatForever.create(to2));
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},
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subtitle:function () {
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return "ProgressTo Horizontal";
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}
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});
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var SpriteProgressToVertical = BaseLayer.extend({
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onEnter:function () {
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this._super();
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var to1 = cc.ProgressTo.create(2, 100);
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var to2 = cc.ProgressTo.create(2, 100);
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var left = cc.ProgressTimer.create(cc.Sprite.create(s_pathSister1));
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left.setType(cc.PROGRESS_TIMER_TYPE_BAR);
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// Setup for a bar starting from the bottom since the midpoint is 0 for the y
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left.setMidpoint(cc.p(0, 0));
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// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
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left.setBarChangeRate(cc.p(0, 1));
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this.addChild(left);
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left.setPosition(cc.p(200, winSize.height / 2));
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left.runAction(cc.RepeatForever.create(to1));
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var right = cc.ProgressTimer.create(cc.Sprite.create(s_pathSister2));
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right.setType(cc.PROGRESS_TIMER_TYPE_BAR);
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// Setup for a bar starting from the bottom since the midpoint is 0 for the y
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right.setMidpoint(cc.p(0, 1));
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// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
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right.setBarChangeRate(cc.p(0, 1));
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this.addChild(right);
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right.setPosition(cc.p(winSize.width - 200, winSize.height / 2));
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right.runAction(cc.RepeatForever.create(to2));
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},
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subtitle:function () {
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return "ProgressTo Vertical";
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}
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});
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var SpriteProgressToRadialMidpointChanged = BaseLayer.extend({
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onEnter:function () {
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this._super();
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var action = cc.ProgressTo.create(2, 100);
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/**
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* Our image on the left should be a radial progress indicator, clockwise
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*/
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var left = cc.ProgressTimer.create(cc.Sprite.create(s_pathBlock));
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left.setType(cc.PROGRESS_TIMER_TYPE_RADIAL);
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this.addChild(left);
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left.setMidpoint(cc.p(0.25, 0.75));
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left.setPosition(cc.p(200, winSize.height / 2));
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left.runAction(cc.RepeatForever.create(action.copy()));
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/**
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* Our image on the left should be a radial progress indicator, counter clockwise
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*/
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var right = cc.ProgressTimer.create(cc.Sprite.create(s_pathBlock));
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right.setType(cc.PROGRESS_TIMER_TYPE_RADIAL);
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right.setMidpoint(cc.p(0.75, 0.25));
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/**
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* Note the reverse property (default=NO) is only added to the right image. That's how
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* we get a counter clockwise progress.
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*/
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this.addChild(right);
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right.setPosition(cc.p(winSize.width - 200, winSize.height / 2));
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right.runAction(cc.RepeatForever.create(action.copy()));
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},
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subtitle:function () {
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return "Radial w/ Different Midpoints";
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}
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});
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var SpriteProgressBarVarious = BaseLayer.extend({
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onEnter:function () {
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this._super();
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var to = cc.ProgressTo.create(2, 100);
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var left = cc.ProgressTimer.create(cc.Sprite.create(s_pathSister1));
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left.setType(cc.PROGRESS_TIMER_TYPE_BAR);
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// Setup for a bar starting from the bottom since the midpoint is 0 for the y
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left.setMidpoint(cc.p(0.5, 0.5));
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// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
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left.setBarChangeRate(cc.p(1, 0));
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this.addChild(left);
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left.setPosition(cc.p(150, winSize.height / 2));
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left.runAction(cc.RepeatForever.create(to.copy()));
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var middle = cc.ProgressTimer.create(cc.Sprite.create(s_pathSister2));
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middle.setType(cc.PROGRESS_TIMER_TYPE_BAR);
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// Setup for a bar starting from the bottom since the midpoint is 0 for the y
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middle.setMidpoint(cc.p(0.5, 0.5));
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// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
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middle.setBarChangeRate(cc.p(1, 1));
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this.addChild(middle);
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middle.setPosition(cc.p(winSize.width / 2, winSize.height / 2));
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middle.runAction(cc.RepeatForever.create(to.copy()));
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var right = cc.ProgressTimer.create(cc.Sprite.create(s_pathSister2));
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right.setType(cc.PROGRESS_TIMER_TYPE_BAR);
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// Setup for a bar starting from the bottom since the midpoint is 0 for the y
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right.setMidpoint(cc.p(0.5, 0.5));
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// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
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right.setBarChangeRate(cc.p(0, 1));
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this.addChild(right);
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right.setPosition(cc.p(winSize.width - 150, winSize.height / 2));
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right.runAction(cc.RepeatForever.create(to.copy()));
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},
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subtitle:function () {
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return "ProgressTo Bar Mid";
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}
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});
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var SpriteProgressBarTintAndFade = BaseLayer.extend({
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onEnter:function () {
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this._super();
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var to = cc.ProgressTo.create(6, 100);
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var tint = cc.Sequence.create(cc.TintTo.create(1, 255, 0, 0),
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cc.TintTo.create(1, 0, 255, 0),
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cc.TintTo.create(1, 0, 0, 255));
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var fade = cc.Sequence.create(cc.FadeTo.create(1.0, 0), cc.FadeTo.create(1.0, 255));
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var left = cc.ProgressTimer.create(cc.Sprite.create(s_pathSister1));
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left.setType(cc.PROGRESS_TIMER_TYPE_BAR);
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// Setup for a bar starting from the bottom since the midpoint is 0 for the y
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left.setMidpoint(cc.p(0.5, 0.5));
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// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
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left.setBarChangeRate(cc.p(1, 0));
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this.addChild(left);
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left.setPosition(cc.p(150, winSize.height / 2));
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left.runAction(cc.RepeatForever.create(to.copy()));
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left.runAction(cc.RepeatForever.create(tint.copy()));
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left.addChild(cc.LabelTTF.create("Tint", "Marker Felt", 20.0));
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var middle = cc.ProgressTimer.create(cc.Sprite.create(s_pathSister2));
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middle.setType(cc.PROGRESS_TIMER_TYPE_BAR);
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// Setup for a bar starting from the bottom since the midpoint is 0 for the y
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middle.setMidpoint(cc.p(0.5, 0.5));
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// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
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middle.setBarChangeRate(cc.p(1, 1));
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this.addChild(middle);
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middle.setPosition(cc.p(winSize.width / 2, winSize.height / 2));
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middle.runAction(cc.RepeatForever.create(to.copy()));
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middle.runAction(cc.RepeatForever.create(fade.copy()));
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middle.addChild(cc.LabelTTF.create("Fade", "Marker Felt", 20.0));
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var right = cc.ProgressTimer.create(cc.Sprite.create(s_pathSister2));
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right.setType(cc.PROGRESS_TIMER_TYPE_BAR);
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// Setup for a bar starting from the bottom since the midpoint is 0 for the y
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right.setMidpoint(cc.p(0.5, 0.5));
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// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
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right.setBarChangeRate(cc.p(0, 1));
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this.addChild(right);
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right.setPosition(cc.p(winSize.width - 150, winSize.height / 2));
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right.runAction(cc.RepeatForever.create(to.copy()));
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right.runAction(cc.RepeatForever.create(tint.copy()));
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right.runAction(cc.RepeatForever.create(fade.copy()));
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right.addChild(cc.LabelTTF.create("Tint and Fade", "Marker Felt", 20.0));
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},
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subtitle:function () {
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return "ProgressTo Bar Mid";
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}
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});
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var SpriteProgressWithSpriteFrame = BaseLayer.extend({
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onEnter:function () {
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this._super();
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var to = cc.ProgressTo.create(6, 100);
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// XXX-riq: We should simplify the API in this case.
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// spriteFrameCache.addSpriteFramesWithFile(s_grossiniPlist);
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spriteFrameCache.addSpriteFrames(s_grossiniPlist);
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// XXX-riq: This is incorrect. It is creating the Sprite with a FrameName, not a Frame
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// var left = cc.ProgressTimer.create(cc.Sprite.createWithSpriteFrame("grossini_dance_01.png"));
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var left = cc.ProgressTimer.create(cc.Sprite.createWithSpriteFrameName("grossini_dance_01.png"));
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left.setType(cc.PROGRESS_TIMER_TYPE_BAR);
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// Setup for a bar starting from the bottom since the midpoint is 0 for the y
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left.setMidpoint(cc.p(0.5, 0.5));
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// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
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left.setBarChangeRate(cc.p(1, 0));
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this.addChild(left);
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left.setPosition(cc.p(150, winSize.height / 2));
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left.runAction(cc.RepeatForever.create(to.copy()));
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var middle = cc.ProgressTimer.create(cc.Sprite.createWithSpriteFrameName("grossini_dance_02.png"));
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middle.setType(cc.PROGRESS_TIMER_TYPE_BAR);
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// Setup for a bar starting from the bottom since the midpoint is 0 for the y
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middle.setMidpoint(cc.p(0.5, 0.5));
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// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
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middle.setBarChangeRate(cc.p(1, 1));
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this.addChild(middle);
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middle.setPosition(cc.p(winSize.width / 2, winSize.height / 2));
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middle.runAction(cc.RepeatForever.create(to.copy()));
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var right = cc.ProgressTimer.create(cc.Sprite.createWithSpriteFrameName("grossini_dance_03.png"));
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right.setType(cc.PROGRESS_TIMER_TYPE_RADIAL);
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// Setup for a bar starting from the bottom since the midpoint is 0 for the y
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right.setMidpoint(cc.p(0.5, 0.5));
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// Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
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right.setBarChangeRate(cc.p(0, 1));
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this.addChild(right);
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right.setPosition(cc.p(winSize.width - 150, winSize.height / 2));
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right.runAction(cc.RepeatForever.create(to.copy()));
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},
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subtitle:function () {
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return "Progress With Sprite Frame";
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}
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});
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//
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// Order of tests
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//
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scenes.push( SpriteProgressToRadial );
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scenes.push( SpriteProgressToHorizontal );
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scenes.push( SpriteProgressToVertical );
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scenes.push( SpriteProgressToRadialMidpointChanged );
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scenes.push( SpriteProgressBarVarious );
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scenes.push( SpriteProgressBarTintAndFade );
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scenes.push( SpriteProgressWithSpriteFrame );
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//------------------------------------------------------------------
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//
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// Main entry point
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//
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//------------------------------------------------------------------
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function run()
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{
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var scene = cc.Scene.create();
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var layer = new scenes[currentScene]();
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scene.addChild( layer );
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var runningScene = director.getRunningScene();
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if( runningScene == null )
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director.runWithScene( scene );
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else
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director.replaceScene( cc.TransitionFade.create(0.5, scene ) );
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}
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run();
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