axmol/samples/Cpp/TestCpp/Classes/ActionsTest/ActionsTest.cpp

2196 lines
55 KiB
C++

#include "ActionsTest.h"
#include "../testResource.h"
#include "cocos2d.h"
static std::function<Layer*()> createFunctions[] = {
CL(ActionManual),
CL(ActionMove),
CL(ActionRotate),
CL(ActionScale),
CL(ActionSkew),
CL(ActionRotationalSkew),
CL(ActionRotationalSkewVSStandardSkew),
CL(ActionSkewRotateScale),
CL(ActionJump),
CL(ActionCardinalSpline),
CL(ActionCatmullRom),
CL(ActionBezier),
CL(ActionBlink),
CL(ActionFade),
CL(ActionTint),
CL(ActionAnimate),
CL(ActionSequence),
CL(ActionSequence2),
CL(ActionRemoveSelf),
CL(ActionSpawn),
CL(ActionReverse),
CL(ActionDelayTime),
CL(ActionRepeat),
CL(ActionRepeatForever),
CL(ActionRotateToRepeat),
CL(ActionRotateJerk),
CL(ActionCallFunction),
CL(ActionCallFuncN),
CL(ActionCallFuncND),
CL(ActionCallFuncO),
CL(ActionReverseSequence),
CL(ActionReverseSequence2),
CL(ActionOrbit),
CL(ActionFollow),
CL(ActionTargeted),
CL(ActionMoveStacked),
CL(ActionMoveJumpStacked),
CL(ActionMoveBezierStacked),
CL(ActionCardinalSplineStacked),
CL(ActionCatmullRomStacked),
CL(PauseResumeActions),
CL(Issue1305),
CL(Issue1305_2),
CL(Issue1288),
CL(Issue1288_2),
CL(Issue1327),
CL(Issue1398)
};
static int sceneIdx=-1;
#define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0]))
static Layer* nextAction()
{
sceneIdx++;
sceneIdx = sceneIdx % MAX_LAYER;
Layer* pLayer = (createFunctions[sceneIdx])();
pLayer->init();
pLayer->autorelease();
return pLayer;
}
static Layer* backAction()
{
sceneIdx--;
int total = MAX_LAYER;
if( sceneIdx < 0 )
sceneIdx += total;
Layer* pLayer = (createFunctions[sceneIdx])();
pLayer->init();
pLayer->autorelease();
return pLayer;
}
static Layer* restartAction()
{
Layer* pLayer = (createFunctions[sceneIdx])();
pLayer->init();
pLayer->autorelease();
return pLayer;
}
void ActionsTestScene::runThisTest()
{
sceneIdx = -1;
addChild(nextAction());
Director::getInstance()->replaceScene(this);
}
std::string ActionsDemo::title()
{
return "ActionsTest";
}
std::string ActionsDemo::subtitle()
{
return "";
}
void ActionsDemo::onEnter()
{
BaseTest::onEnter();
// Or you can create an sprite using a filename. only PNG is supported now. Probably TIFF too
_grossini = Sprite::create(s_pPathGrossini);
_grossini->retain();
_tamara = Sprite::create(s_pPathSister1);
_tamara->retain();
_kathia = Sprite::create(s_pPathSister2);
_kathia->retain();
addChild(_grossini, 1);
addChild(_tamara, 2);
addChild(_kathia, 3);
_grossini->setPosition(Point(VisibleRect::center().x, VisibleRect::bottom().y+VisibleRect::getVisibleRect().size.height/3));
_tamara->setPosition(Point(VisibleRect::center().x, VisibleRect::bottom().y+VisibleRect::getVisibleRect().size.height*2/3));
_kathia->setPosition(Point(VisibleRect::center().x, VisibleRect::bottom().y+VisibleRect::getVisibleRect().size.height/2));
}
void ActionsDemo::onExit()
{
_grossini->release();
_tamara->release();
_kathia->release();
BaseTest::onExit();
}
void ActionsDemo::restartCallback(Object* pSender)
{
Scene* s = new ActionsTestScene();
s->addChild( restartAction() );
Director::getInstance()->replaceScene(s);
s->release();
}
void ActionsDemo::nextCallback(Object* pSender)
{
Scene* s = new ActionsTestScene();
s->addChild( nextAction() );
Director::getInstance()->replaceScene(s);
s->release();
}
void ActionsDemo::backCallback(Object* pSender)
{
Scene* s = new ActionsTestScene();
s->addChild( backAction() );
Director::getInstance()->replaceScene(s);
s->release();
}
void ActionsDemo::centerSprites(unsigned int numberOfSprites)
{
auto s = Director::getInstance()->getWinSize();
if( numberOfSprites == 0 )
{
_tamara->setVisible(false);
_kathia->setVisible(false);
_grossini->setVisible(false);
}
else if ( numberOfSprites == 1 )
{
_tamara->setVisible(false);
_kathia->setVisible(false);
_grossini->setPosition(Point(s.width/2, s.height/2));
}
else if( numberOfSprites == 2 )
{
_kathia->setPosition( Point(s.width/3, s.height/2));
_tamara->setPosition( Point(2*s.width/3, s.height/2));
_grossini->setVisible(false);
}
else if( numberOfSprites == 3 )
{
_grossini->setPosition( Point(s.width/2, s.height/2));
_tamara->setPosition( Point(s.width/4, s.height/2));
_kathia->setPosition( Point(3 * s.width/4, s.height/2));
}
}
void ActionsDemo::alignSpritesLeft(unsigned int numberOfSprites)
{
auto s = Director::getInstance()->getWinSize();
if( numberOfSprites == 1 )
{
_tamara->setVisible(false);
_kathia->setVisible(false);
_grossini->setPosition(Point(60, s.height/2));
}
else if( numberOfSprites == 2 )
{
_kathia->setPosition( Point(60, s.height/3));
_tamara->setPosition( Point(60, 2*s.height/3));
_grossini->setVisible( false );
}
else if( numberOfSprites == 3 )
{
_grossini->setPosition( Point(60, s.height/2));
_tamara->setPosition( Point(60, 2*s.height/3));
_kathia->setPosition( Point(60, s.height/3));
}
}
//------------------------------------------------------------------
//
// ActionManual
//
//------------------------------------------------------------------
void ActionManual::onEnter()
{
ActionsDemo::onEnter();
auto s = Director::getInstance()->getWinSize();
_tamara->setScaleX( 2.5f);
_tamara->setScaleY( -1.0f);
_tamara->setPosition( Point(100,70) );
_tamara->setOpacity( 128);
_grossini->setRotation( 120);
_grossini->setPosition( Point(s.width/2, s.height/2));
_grossini->setColor( Color3B( 255,0,0));
_kathia->setPosition( Point(s.width-100, s.height/2));
_kathia->setColor( Color3B::BLUE);
}
std::string ActionManual::subtitle()
{
return "Manual Transformation";
}
//------------------------------------------------------------------
//
// ActionMove
//
//------------------------------------------------------------------
void ActionMove::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
auto s = Director::getInstance()->getWinSize();
auto actionTo = MoveTo::create(2, Point(s.width-40, s.height-40));
auto actionBy = MoveBy::create(2, Point(80,80));
auto actionByBack = actionBy->reverse();
_tamara->runAction( actionTo);
_grossini->runAction( Sequence::create(actionBy, actionByBack, NULL));
_kathia->runAction(MoveTo::create(1, Point(40,40)));
}
std::string ActionMove::subtitle()
{
return "MoveTo / MoveBy";
}
//------------------------------------------------------------------
//
// ActionScale
//
//------------------------------------------------------------------
void ActionScale::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
auto actionTo = ScaleTo::create(2.0f, 0.5f);
auto actionBy = ScaleBy::create(2.0f, 1.0f, 10.0f);
auto actionBy2 = ScaleBy::create(2.0f, 5.0f, 1.0f);
_grossini->runAction( actionTo);
_tamara->runAction( Sequence::create(actionBy, actionBy->reverse(), NULL));
_kathia->runAction( Sequence::create(actionBy2, actionBy2->reverse(), NULL));
}
std::string ActionScale::subtitle()
{
return "ScaleTo / ScaleBy";
}
//------------------------------------------------------------------
//
// ActionSkew
//
//------------------------------------------------------------------
void ActionSkew::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
auto actionTo = SkewTo::create(2, 37.2f, -37.2f);
auto actionToBack = SkewTo::create(2, 0, 0);
auto actionBy = SkewBy::create(2, 0.0f, -90.0f);
auto actionBy2 = SkewBy::create(2, 45.0f, 45.0f);
auto actionByBack = actionBy->reverse();
_tamara->runAction(Sequence::create(actionTo, actionToBack, NULL));
_grossini->runAction(Sequence::create(actionBy, actionByBack, NULL));
_kathia->runAction(Sequence::create(actionBy2, actionBy2->reverse(), NULL));
}
string ActionSkew::subtitle()
{
return "SkewTo / SkewBy";
}
// ActionRotationalSkew
void ActionRotationalSkew::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(3);
auto actionTo = RotateTo::create(2, 37.2f, -37.2f);
auto actionToBack = RotateTo::create(2, 0, 0);
auto actionBy = RotateBy::create(2, 0.0f, -90.0f);
auto actionBy2 = RotateBy::create(2, 45.0f, 45.0f);
auto actionByBack = actionBy->reverse();
_tamara->runAction( Sequence::create(actionTo, actionToBack, NULL) );
_grossini->runAction( Sequence::create(actionBy, actionByBack, NULL) );
_kathia->runAction( Sequence::create(actionBy2, actionBy2->reverse(), NULL) );
}
std::string ActionRotationalSkew::subtitle()
{
return "RotationalSkewTo / RotationalSkewBy";
}
//ActionRotationalSkewVSStandardSkew
void ActionRotationalSkewVSStandardSkew::onEnter()
{
ActionsDemo::onEnter();
_tamara->removeFromParentAndCleanup(true);
_grossini->removeFromParentAndCleanup(true);
_kathia->removeFromParentAndCleanup(true);
auto s = Director::getInstance()->getWinSize();
Size boxSize(100.0f, 100.0f);
auto box = LayerColor::create(Color4B(255,255,0,255));
box->setAnchorPoint(Point(0.5,0.5));
box->setContentSize( boxSize );
box->ignoreAnchorPointForPosition(false);
box->setPosition(Point(s.width/2, s.height - 100 - box->getContentSize().height/2));
this->addChild(box);
auto label = LabelTTF::create("Standard cocos2d Skew", "Marker Felt", 16);
label->setPosition(Point(s.width/2, s.height - 100 + label->getContentSize().height));
this->addChild(label);
auto actionTo = SkewBy::create(2, 360, 0);
auto actionToBack = SkewBy::create(2, -360, 0);
box->runAction(Sequence::create(actionTo, actionToBack, NULL));
box = LayerColor::create(Color4B(255,255,0,255));
box->setAnchorPoint(Point(0.5,0.5));
box->setContentSize(boxSize);
box->ignoreAnchorPointForPosition(false);
box->setPosition(Point(s.width/2, s.height - 250 - box->getContentSize().height/2));
this->addChild(box);
label = LabelTTF::create("Rotational Skew", "Marker Felt", 16);
label->setPosition(Point(s.width/2, s.height - 250 + label->getContentSize().height/2));
this->addChild(label);
auto actionTo2 = RotateBy::create(2, 360, 0);
auto actionToBack2 = RotateBy::create(2, -360, 0);
box->runAction(Sequence::create(actionTo2, actionToBack2, NULL));
}
std::string ActionRotationalSkewVSStandardSkew::subtitle()
{
return "Skew Comparison";
}
// ActionSkewRotateScale
void ActionSkewRotateScale::onEnter()
{
ActionsDemo::onEnter();
_tamara->removeFromParentAndCleanup(true);
_grossini->removeFromParentAndCleanup(true);
_kathia->removeFromParentAndCleanup(true);
Size boxSize(100.0f, 100.0f);
auto box = LayerColor::create(Color4B(255, 255, 0, 255));
box->setAnchorPoint(Point(0, 0));
box->setPosition(Point(190, 110));
box->setContentSize(boxSize);
static float markrside = 10.0f;
auto uL = LayerColor::create(Color4B(255, 0, 0, 255));
box->addChild(uL);
uL->setContentSize(Size(markrside, markrside));
uL->setPosition(Point(0.f, boxSize.height - markrside));
uL->setAnchorPoint(Point(0, 0));
auto uR = LayerColor::create(Color4B(0, 0, 255, 255));
box->addChild(uR);
uR->setContentSize(Size(markrside, markrside));
uR->setPosition(Point(boxSize.width - markrside, boxSize.height - markrside));
uR->setAnchorPoint(Point(0, 0));
addChild(box);
auto actionTo = SkewTo::create(2, 0.f, 2.f);
auto rotateTo = RotateTo::create(2, 61.0f);
auto actionScaleTo = ScaleTo::create(2, -0.44f, 0.47f);
auto actionScaleToBack = ScaleTo::create(2, 1.0f, 1.0f);
auto rotateToBack = RotateTo::create(2, 0);
auto actionToBack = SkewTo::create(2, 0, 0);
box->runAction(Sequence::create(actionTo, actionToBack, NULL));
box->runAction(Sequence::create(rotateTo, rotateToBack, NULL));
box->runAction(Sequence::create(actionScaleTo, actionScaleToBack, NULL));
}
string ActionSkewRotateScale::subtitle()
{
return "Skew + Rotate + Scale";
}
//------------------------------------------------------------------
//
// ActionRotate
//
//------------------------------------------------------------------
void ActionRotate::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
auto actionTo = RotateTo::create( 2, 45);
auto actionTo2 = RotateTo::create( 2, -45);
auto actionTo0 = RotateTo::create(2 , 0);
_tamara->runAction( Sequence::create(actionTo, actionTo0, NULL));
auto actionBy = RotateBy::create(2 , 360);
auto actionByBack = actionBy->reverse();
_grossini->runAction( Sequence::create(actionBy, actionByBack, NULL));
_kathia->runAction( Sequence::create(actionTo2, actionTo0->clone(), NULL));
}
std::string ActionRotate::subtitle()
{
return "RotateTo / RotateBy";
}
//------------------------------------------------------------------
//
// ActionJump
//
//------------------------------------------------------------------
void ActionJump::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
auto actionTo = JumpTo::create(2, Point(300,300), 50, 4);
auto actionBy = JumpBy::create(2, Point(300,0), 50, 4);
auto actionUp = JumpBy::create(2, Point(0,0), 80, 4);
auto actionByBack = actionBy->reverse();
_tamara->runAction( actionTo);
_grossini->runAction( Sequence::create(actionBy, actionByBack, NULL));
_kathia->runAction( RepeatForever::create(actionUp));
}
std::string ActionJump::subtitle()
{
return "JumpTo / JumpBy";
}
//------------------------------------------------------------------
//
// ActionBezier
//
//------------------------------------------------------------------
void ActionBezier::onEnter()
{
ActionsDemo::onEnter();
auto s = Director::getInstance()->getWinSize();
//
// startPosition can be any coordinate, but since the movement
// is relative to the Bezier curve, make it (0,0)
//
centerSprites(3);
// sprite 1
ccBezierConfig bezier;
bezier.controlPoint_1 = Point(0, s.height/2);
bezier.controlPoint_2 = Point(300, -s.height/2);
bezier.endPosition = Point(300,100);
auto bezierForward = BezierBy::create(3, bezier);
auto bezierBack = bezierForward->reverse();
auto rep = RepeatForever::create(Sequence::create( bezierForward, bezierBack, NULL));
// sprite 2
_tamara->setPosition(Point(80,160));
ccBezierConfig bezier2;
bezier2.controlPoint_1 = Point(100, s.height/2);
bezier2.controlPoint_2 = Point(200, -s.height/2);
bezier2.endPosition = Point(240,160);
auto bezierTo1 = BezierTo::create(2, bezier2);
// sprite 3
_kathia->setPosition(Point(400,160));
auto bezierTo2 = BezierTo::create(2, bezier2);
_grossini->runAction( rep);
_tamara->runAction(bezierTo1);
_kathia->runAction(bezierTo2);
}
std::string ActionBezier::subtitle()
{
return "BezierBy / BezierTo";
}
//------------------------------------------------------------------
//
// ActionBlink
//
//------------------------------------------------------------------
void ActionBlink::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
auto action1 = Blink::create(2, 10);
auto action2 = Blink::create(2, 5);
_tamara->runAction( action1);
_kathia->runAction(action2);
}
std::string ActionBlink::subtitle()
{
return "Blink";
}
//------------------------------------------------------------------
//
// ActionFade
//
//------------------------------------------------------------------
void ActionFade::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
_tamara->setOpacity( 0 );
auto action1 = FadeIn::create(1.0f);
auto action1Back = action1->reverse();
auto action2 = FadeOut::create(1.0f);
auto action2Back = action2->reverse();
_tamara->runAction( Sequence::create( action1, action1Back, NULL));
_kathia->runAction( Sequence::create( action2, action2Back, NULL));
}
std::string ActionFade::subtitle()
{
return "FadeIn / FadeOut";
}
//------------------------------------------------------------------
//
// ActionTint
//
//------------------------------------------------------------------
void ActionTint::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
auto action1 = TintTo::create(2, 255, 0, 255);
auto action2 = TintBy::create(2, -127, -255, -127);
auto action2Back = action2->reverse();
_tamara->runAction( action1);
_kathia->runAction( Sequence::create( action2, action2Back, NULL));
}
std::string ActionTint::subtitle()
{
return "TintTo / TintBy";
}
//------------------------------------------------------------------
//
// ActionAnimate
//
//------------------------------------------------------------------
void ActionAnimate::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
//
// Manual animation
//
Animation* animation = Animation::create();
for( int i=1;i<15;i++)
{
char szName[100] = {0};
sprintf(szName, "Images/grossini_dance_%02d.png", i);
animation->addSpriteFrameWithFileName(szName);
}
// should last 2.8 seconds. And there are 14 frames.
animation->setDelayPerUnit(2.8f / 14.0f);
animation->setRestoreOriginalFrame(true);
Animate* action = Animate::create(animation);
_grossini->runAction(Sequence::create(action, action->reverse(), NULL));
//
// File animation
//
// With 2 loops and reverse
AnimationCache *cache = AnimationCache::getInstance();
cache->addAnimationsWithFile("animations/animations-2.plist");
Animation *animation2 = cache->animationByName("dance_1");
Animate* action2 = Animate::create(animation2);
_tamara->runAction(Sequence::create(action2, action2->reverse(), NULL));
// TODO:
// observer_ = [[NSNotificationCenter defaultCenter] addObserverForName:AnimationFrameDisplayedNotification object:nil queue:nil usingBlock:^(NSNotification* notification) {
//
// NSDictionary *userInfo = [notification userInfo);
// NSLog(@"object %@ with data %@", [notification object), userInfo );
// });
//
// File animation
//
// with 4 loops
Animation *animation3 = animation2->clone();
animation3->setLoops(4);
Animate* action3 = Animate::create(animation3);
_kathia->runAction(action3);
}
void ActionAnimate::onExit()
{
ActionsDemo::onExit();
//TODO:[[NSNotificationCenter defaultCenter] removeObserver:observer_);
}
std::string ActionAnimate::title()
{
return "Animation";
}
std::string ActionAnimate::subtitle()
{
return "Center: Manual animation. Border: using file format animation";
}
//------------------------------------------------------------------
//
// ActionSequence
//
//------------------------------------------------------------------
void ActionSequence::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
auto action = Sequence::create(
MoveBy::create( 2, Point(240,0)),
RotateBy::create( 2, 540),
NULL);
_grossini->runAction(action);
}
std::string ActionSequence::subtitle()
{
return "Sequence: Move + Rotate";
}
//------------------------------------------------------------------
//
// ActionSequence2
//
//------------------------------------------------------------------
void ActionSequence2::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
_grossini->setVisible(false);
auto action = Sequence::create(
Place::create(Point(200,200)),
Show::create(),
MoveBy::create(1, Point(100,0)),
CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback1,this)),
CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback2,this,_grossini)),
CallFunc::create( CC_CALLBACK_0(ActionSequence2::callback3,this,_grossini,0xbebabeba)),
NULL);
_grossini->runAction(action);
}
void ActionSequence2::callback1()
{
auto s = Director::getInstance()->getWinSize();
auto label = LabelTTF::create("callback 1 called", "Marker Felt", 16);
label->setPosition(Point( s.width/4*1,s.height/2));
addChild(label);
}
void ActionSequence2::callback2(Node* sender)
{
auto s = Director::getInstance()->getWinSize();
auto label = LabelTTF::create("callback 2 called", "Marker Felt", 16);
label->setPosition(Point( s.width/4*2,s.height/2));
addChild(label);
}
void ActionSequence2::callback3(Node* sender, long data)
{
auto s = Director::getInstance()->getWinSize();
auto label = LabelTTF::create("callback 3 called", "Marker Felt", 16);
label->setPosition(Point( s.width/4*3,s.height/2));
addChild(label);
}
std::string ActionSequence2::subtitle()
{
return "Sequence of InstantActions";
}
//------------------------------------------------------------------
//
// ActionCallFuncN
//
//------------------------------------------------------------------
void ActionCallFuncN::onEnter()
{
ActionsDemo::onEnter();
centerSprites(1);
auto action = Sequence::create(
MoveBy::create(2.0f, Point(150,0)),
CallFuncN::create( CC_CALLBACK_1(ActionCallFuncN::callback, this)),
NULL);
_grossini->runAction(action);
}
std::string ActionCallFuncN::title()
{
return "CallFuncN";
}
std::string ActionCallFuncN::subtitle()
{
return "Grossini should jump after moving";
}
void ActionCallFuncN::callback(Node* sender )
{
auto a = JumpBy::create(5, Point(0,0), 100, 5);
sender->runAction(a);
}
//------------------------------------------------------------------
//
// ActionCallFuncND
// CallFuncND is no longer needed. It can simulated with std::bind()
//
//------------------------------------------------------------------
void ActionCallFuncND::onEnter()
{
ActionsDemo::onEnter();
centerSprites(1);
auto action = Sequence::create(
MoveBy::create(2.0f, Point(200,0)),
CallFuncN::create( CC_CALLBACK_1(ActionCallFuncND::removeFromParentAndCleanup, this, true)),
NULL);
_grossini->runAction(action);
}
std::string ActionCallFuncND::title()
{
return "CallFuncND + auto remove";
}
std::string ActionCallFuncND::subtitle()
{
return "simulates CallFuncND with std::bind()";
}
void ActionCallFuncND::removeFromParentAndCleanup(Node* pSender, bool cleanup)
{
_grossini->removeFromParentAndCleanup(cleanup);
}
//------------------------------------------------------------------
//
// ActionCallFuncO
// CallFuncO is no longer needed. It can simulated with std::bind()
//
//------------------------------------------------------------------
void ActionCallFuncO::onEnter()
{
ActionsDemo::onEnter();
centerSprites(1);
auto action = Sequence::create(
MoveBy::create(2.0f, Point(200,0)),
CallFunc::create( CC_CALLBACK_0(ActionCallFuncO::callback, this, _grossini, true)),
NULL);
_grossini->runAction(action);
}
std::string ActionCallFuncO::title()
{
return "CallFuncO + autoremove";
}
std::string ActionCallFuncO::subtitle()
{
return "simulates CallFuncO with std::bind()";
}
void ActionCallFuncO::callback(Node* node, bool cleanup)
{
node->removeFromParentAndCleanup(cleanup);
}
//------------------------------------------------------------------
//
// ActionCallFunction
//
//------------------------------------------------------------------
void ActionCallFunction::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
auto action1 = Sequence::create(
MoveBy::create(2, Point(200,0)),
CallFunc::create( std::bind(&ActionCallFunction::callback1, this) ),
CallFunc::create(
// lambda
[&](){
auto s = Director::getInstance()->getWinSize();
auto label = LabelTTF::create("called:lambda callback", "Marker Felt", 16);
label->setPosition(Point( s.width/4*1,s.height/2-40));
this->addChild(label);
} ),
NULL);
auto action2 = Sequence::create(
ScaleBy::create(2 , 2),
FadeOut::create(2),
CallFunc::create( std::bind(&ActionCallFunction::callback2, this, _tamara) ),
NULL);
auto action3 = Sequence::create(
RotateBy::create(3 , 360),
FadeOut::create(2),
CallFunc::create( std::bind(&ActionCallFunction::callback3, this, _kathia, 42) ),
NULL);
_grossini->runAction(action1);
_tamara->runAction(action2);
_kathia->runAction(action3);
}
void ActionCallFunction::callback1()
{
auto s = Director::getInstance()->getWinSize();
auto label = LabelTTF::create("callback 1 called", "Marker Felt", 16);
label->setPosition(Point( s.width/4*1,s.height/2));
addChild(label);
}
void ActionCallFunction::callback2(Node* sender)
{
auto s = Director::getInstance()->getWinSize();
auto label = LabelTTF::create("callback 2 called", "Marker Felt", 16);
label->setPosition(Point( s.width/4*2,s.height/2));
addChild(label);
CCLOG("sender is: %p", sender);
}
void ActionCallFunction::callback3(Node* sender, long data)
{
auto s = Director::getInstance()->getWinSize();
auto label = LabelTTF::create("callback 3 called", "Marker Felt", 16);
label->setPosition(Point( s.width/4*3,s.height/2));
addChild(label);
CCLOG("target is: %p, data is: %ld", sender, data);
}
std::string ActionCallFunction::subtitle()
{
return "Callbacks: CallFunc with std::function()";
}
//------------------------------------------------------------------
//
// ActionSpawn
//
//------------------------------------------------------------------
void ActionSpawn::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
auto action = Spawn::create(
JumpBy::create(2, Point(300,0), 50, 4),
RotateBy::create( 2, 720),
NULL);
_grossini->runAction(action);
}
std::string ActionSpawn::subtitle()
{
return "Spawn: Jump + Rotate";
}
//------------------------------------------------------------------
//
// ActionRepeatForever
//
//------------------------------------------------------------------
void ActionRepeatForever::onEnter()
{
ActionsDemo::onEnter();
centerSprites(1);
auto action = Sequence::create(
DelayTime::create(1),
CallFunc::create( std::bind( &ActionRepeatForever::repeatForever, this, _grossini) ),
NULL);
_grossini->runAction(action);
}
void ActionRepeatForever::repeatForever(Node* pSender)
{
auto repeat = RepeatForever::create( RotateBy::create(1.0f, 360) );
pSender->runAction(repeat);
}
std::string ActionRepeatForever::subtitle()
{
return "CallFuncN + RepeatForever";
}
//------------------------------------------------------------------
//
// ActionRotateToRepeat
//
//------------------------------------------------------------------
void ActionRotateToRepeat::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
auto act1 = RotateTo::create(1, 90);
auto act2 = RotateTo::create(1, 0);
auto seq = Sequence::create(act1, act2, NULL);
auto rep1 = RepeatForever::create(seq);
auto rep2 = Repeat::create( seq->clone(), 10);
_tamara->runAction(rep1);
_kathia->runAction(rep2);
}
std::string ActionRotateToRepeat ::subtitle()
{
return "Repeat/RepeatForever + RotateTo";
}
//------------------------------------------------------------------
//
// ActionRotateJerk
//
//------------------------------------------------------------------
void ActionRotateJerk::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
auto seq = Sequence::create(
RotateTo::create(0.5f, -20),
RotateTo::create(0.5f, 20),
NULL);
auto rep1 = Repeat::create(seq, 10);
auto rep2 = RepeatForever::create( seq->clone() );
_tamara->runAction(rep1);
_kathia->runAction(rep2);
}
std::string ActionRotateJerk::subtitle()
{
return "RepeatForever / Repeat + Rotate";
}
//------------------------------------------------------------------
//
// ActionReverse
//
//------------------------------------------------------------------
void ActionReverse::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
auto jump = JumpBy::create(2, Point(300,0), 50, 4);
auto action = Sequence::create( jump, jump->reverse(), NULL);
_grossini->runAction(action);
}
std::string ActionReverse::subtitle()
{
return "Reverse an action";
}
//------------------------------------------------------------------
//
// ActionDelayTime
//
//------------------------------------------------------------------
void ActionDelayTime::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
auto move = MoveBy::create(1, Point(150,0));
auto action = Sequence::create( move, DelayTime::create(2), move, NULL);
_grossini->runAction(action);
}
std::string ActionDelayTime::subtitle()
{
return "DelayTime: m + delay + m";
}
//------------------------------------------------------------------
//
// ActionReverseSequence
//
//------------------------------------------------------------------
void ActionReverseSequence::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
auto move1 = MoveBy::create(1, Point(250,0));
auto move2 = MoveBy::create(1, Point(0,50));
auto seq = Sequence::create( move1, move2, move1->reverse(), NULL);
auto action = Sequence::create( seq, seq->reverse(), NULL);
_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
auto move1 = MoveBy::create(1, Point(250,0));
auto move2 = MoveBy::create(1, Point(0,50));
auto tog1 = ToggleVisibility::create();
auto tog2 = ToggleVisibility::create();
auto seq = Sequence::create( move1, tog1, move2, tog2, move1->reverse(), NULL);
auto action = Repeat::create(Sequence::create( seq, seq->reverse(), NULL), 3);
// Test:
// Also test that the reverse of Hide is Show, and vice-versa
_kathia->runAction(action);
auto move_tamara = MoveBy::create(1, Point(100,0));
auto move_tamara2 = MoveBy::create(1, Point(50,0));
auto hide = Hide::create();
auto seq_tamara = Sequence::create( move_tamara, hide, move_tamara2, NULL);
auto seq_back = seq_tamara->reverse();
_tamara->runAction( Sequence::create( seq_tamara, seq_back, NULL));
}
std::string ActionReverseSequence2::subtitle()
{
return "Reverse sequence 2";
}
//------------------------------------------------------------------
//
// ActionRepeat
//
//------------------------------------------------------------------
void ActionRepeat::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(2);
auto a1 = MoveBy::create(1, Point(150,0));
auto action1 = Repeat::create(
Sequence::create( Place::create(Point(60,60)), a1, NULL) ,
3);
auto action2 = RepeatForever::create(
Sequence::create(a1->clone(), a1->reverse(), NULL)
);
_kathia->runAction(action1);
_tamara->runAction(action2);
}
std::string ActionRepeat::subtitle()
{
return "Repeat / RepeatForever actions";
}
//------------------------------------------------------------------
//
// ActionOrbit
//
//------------------------------------------------------------------
void ActionOrbit::onEnter()
{
ActionsDemo::onEnter();
centerSprites(3);
auto orbit1 = OrbitCamera::create(2,1, 0, 0, 180, 0, 0);
auto action1 = Sequence::create(
orbit1,
orbit1->reverse(),
NULL);
auto orbit2 = OrbitCamera::create(2,1, 0, 0, 180, -45, 0);
auto action2 = Sequence::create(
orbit2,
orbit2->reverse(),
NULL);
auto orbit3 = OrbitCamera::create(2,1, 0, 0, 180, 90, 0);
auto action3 = Sequence::create(
orbit3,
orbit3->reverse(),
NULL);
_kathia->runAction(RepeatForever::create(action1));
_tamara->runAction(RepeatForever::create(action2));
_grossini->runAction(RepeatForever::create(action3));
auto move = MoveBy::create(3, Point(100,-100));
auto move_back = move->reverse();
auto seq = Sequence::create(move, move_back, NULL);
auto rfe = RepeatForever::create(seq);
_kathia->runAction(rfe);
_tamara->runAction(rfe->clone() );
_grossini->runAction( rfe->clone() );
}
std::string ActionOrbit::subtitle()
{
return "OrbitCamera action";
}
//------------------------------------------------------------------
//
// ActionFollow
//
//------------------------------------------------------------------
void ActionFollow::onEnter()
{
ActionsDemo::onEnter();
centerSprites(1);
auto s = Director::getInstance()->getWinSize();
_grossini->setPosition(Point(-200, s.height / 2));
auto move = MoveBy::create(2, Point(s.width * 3, 0));
auto move_back = move->reverse();
auto seq = Sequence::create(move, move_back, NULL);
auto rep = RepeatForever::create(seq);
_grossini->runAction(rep);
this->runAction(Follow::create(_grossini, Rect(0, 0, s.width * 2 - 100, s.height)));
}
void ActionFollow::draw()
{
auto winSize = Director::getInstance()->getWinSize();
float x = winSize.width*2 - 100;
float y = winSize.height;
Point vertices[] = { Point(5,5), Point(x-5,5), Point(x-5,y-5), Point(5,y-5) };
ccDrawPoly(vertices, 4, true);
}
std::string ActionFollow::subtitle()
{
return "Follow action";
}
void ActionTargeted::onEnter()
{
ActionsDemo::onEnter();
centerSprites(2);
auto jump1 = JumpBy::create(2,Point::ZERO,100,3);
auto jump2 = jump1->clone();
auto rot1 = RotateBy::create(1, 360);
auto rot2 = rot1->clone();
auto t1 = TargetedAction::create(_kathia, jump2);
auto t2 = TargetedAction::create(_kathia, rot2);
auto seq = Sequence::create(jump1, t1, rot1, t2, NULL);
auto always = RepeatForever::create(seq);
_tamara->runAction(always);
}
std::string ActionTargeted::title()
{
return "ActionTargeted";
}
std::string ActionTargeted::subtitle()
{
return "Action that runs on another target. Useful for sequences";
}
//#pragma mark - ActionStacked
void ActionStacked::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(0);
this->setTouchEnabled(true);
auto s = Director::getInstance()->getWinSize();
this->addNewSpriteWithCoords(Point(s.width/2, s.height/2));
}
void ActionStacked::addNewSpriteWithCoords(Point p)
{
int idx = CCRANDOM_0_1() * 1400 / 100;
int x = (idx%5) * 85;
int y = (idx/5) * 121;
Sprite *sprite = Sprite::create("Images/grossini_dance_atlas.png", Rect(x,y,85,121));
sprite->setPosition(p);
this->addChild(sprite);
this->runActionsInSprite(sprite);
}
void ActionStacked::runActionsInSprite(Sprite *sprite)
{
// override me
}
void ActionStacked::ccTouchesEnded(Set* touches, Event* event)
{
for ( auto &item: *touches ) {
const Touch *touch = static_cast<Touch*>(item);
Point location = touch->getLocation();
addNewSpriteWithCoords( location );
}
}
std::string ActionStacked::title()
{
return "Override me";
}
std::string ActionStacked::subtitle()
{
return "Tap screen";
}
//#pragma mark - ActionMoveStacked
void ActionMoveStacked::runActionsInSprite(Sprite *sprite)
{
sprite->runAction(
RepeatForever::create(
Sequence::create(
MoveBy::create(0.05f, Point(10,10)),
MoveBy::create(0.05f, Point(-10,-10)),
NULL)));
MoveBy* action = MoveBy::create(2.0f, Point(400,0));
MoveBy* action_back = action->reverse();
sprite->runAction(
RepeatForever::create(
Sequence::create(action, action_back, NULL)
));
}
std::string ActionMoveStacked::title()
{
return "Stacked MoveBy/To actions";
}
//#pragma mark - ActionMoveJumpStacked
void ActionMoveJumpStacked::runActionsInSprite(Sprite *sprite)
{
sprite->runAction(
RepeatForever::create(
Sequence::create(
MoveBy::create(0.05f, Point(10,2)),
MoveBy::create(0.05f, Point(-10,-2)),
NULL)));
auto jump = JumpBy::create(2.0f, Point(400,0), 100, 5);
auto jump_back = jump->reverse();
sprite->runAction(
RepeatForever::create(
Sequence::create(jump, jump_back, NULL)
));
}
std::string ActionMoveJumpStacked::title()
{
return "tacked Move + Jump actions";
}
//#pragma mark - ActionMoveBezierStacked
void ActionMoveBezierStacked::runActionsInSprite(Sprite *sprite)
{
auto s = Director::getInstance()->getWinSize();
// sprite 1
ccBezierConfig bezier;
bezier.controlPoint_1 = Point(0, s.height/2);
bezier.controlPoint_2 = Point(300, -s.height/2);
bezier.endPosition = Point(300,100);
BezierBy* bezierForward = BezierBy::create(3, bezier);
BezierBy* bezierBack = bezierForward->reverse();
auto seq = Sequence::create(bezierForward, bezierBack, NULL);
RepeatForever* rep = RepeatForever::create(seq);
sprite->runAction(rep);
sprite->runAction(
RepeatForever::create(
Sequence::create(
MoveBy::create(0.05f, Point(10,0)),
MoveBy::create(0.05f, Point(-10,0)),
NULL)));
}
std::string ActionMoveBezierStacked::title()
{
return "Stacked Move + Bezier actions";
}
//#pragma mark - ActionCatmullRomStacked
void ActionCatmullRomStacked::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(2);
auto s = Director::getInstance()->getWinSize();
//
// sprite 1 (By)
//
// startPosition can be any coordinate, but since the movement
// is relative to the Catmull Rom curve, it is better to start with (0,0).
//
_tamara->setPosition(Point(50,50));
auto array = PointArray::create(20);
array->addControlPoint(Point(0,0));
array->addControlPoint(Point(80,80));
array->addControlPoint(Point(s.width-80,80));
array->addControlPoint(Point(s.width-80,s.height-80));
array->addControlPoint(Point(80,s.height-80));
array->addControlPoint(Point(80,80));
array->addControlPoint(Point(s.width/2, s.height/2));
auto action = CatmullRomBy::create(3, array);
auto reverse = action->reverse();
auto seq = Sequence::create(action, reverse, NULL);
_tamara->runAction(seq);
_tamara->runAction(
RepeatForever::create(
Sequence::create(
MoveBy::create(0.05f, Point(10,0)),
MoveBy::create(0.05f, Point(-10,0)),
NULL)));
//
// sprite 2 (To)
//
// The startPosition is not important here, because it uses a "To" action.
// The initial position will be the 1st point of the Catmull Rom path
//
auto array2 = PointArray::create(20);
array2->addControlPoint(Point(s.width/2, 30));
array2->addControlPoint(Point(s.width-80,30));
array2->addControlPoint(Point(s.width-80,s.height-80));
array2->addControlPoint(Point(s.width/2,s.height-80));
array2->addControlPoint(Point(s.width/2, 30));
auto action2 = CatmullRomTo::create(3, array2);
auto reverse2 = action2->reverse();
auto seq2 = Sequence::create(action2, reverse2, NULL);
_kathia->runAction(seq2);
_kathia->runAction(
RepeatForever::create(
Sequence::create(
MoveBy::create(0.05f, Point(10,0)),
MoveBy::create(0.05f, Point(-10,0)),
NULL)));
array->retain();
_array1 = array;
array2->retain();
_array2 = array2;
}
ActionCatmullRomStacked::~ActionCatmullRomStacked()
{
CC_SAFE_RELEASE(_array1);
CC_SAFE_RELEASE(_array2);
}
void ActionCatmullRomStacked::draw()
{
ActionsDemo::draw();
// move to 50,50 since the "by" path will start at 50,50
kmGLPushMatrix();
kmGLTranslatef(50, 50, 0);
ccDrawCatmullRom(_array1,50);
kmGLPopMatrix();
ccDrawCatmullRom(_array2,50);
}
std::string ActionCatmullRomStacked::title()
{
return "Stacked MoveBy + CatmullRom actions";
}
std::string ActionCatmullRomStacked::subtitle()
{
return "MoveBy + CatmullRom at the same time in the same sprite";
}
//#pragma mark - ActionCardinalSplineStacked
void ActionCardinalSplineStacked::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(2);
auto s = Director::getInstance()->getWinSize();
auto array = PointArray::create(20);
array->addControlPoint(Point(0, 0));
array->addControlPoint(Point(s.width/2-30,0));
array->addControlPoint(Point(s.width/2-30,s.height-80));
array->addControlPoint(Point(0, s.height-80));
array->addControlPoint(Point(0, 0));
//
// sprite 1 (By)
//
// Spline with no tension (tension==0)
//
auto action = CardinalSplineBy::create(3, array, 0);
auto reverse = action->reverse();
auto seq = Sequence::create(action, reverse, NULL);
_tamara->setPosition(Point(50,50));
_tamara->runAction(seq);
_tamara->runAction(
RepeatForever::create(
Sequence::create(
MoveBy::create(0.05f, Point(10,0)),
MoveBy::create(0.05f, Point(-10,0)),
NULL)));
//
// sprite 2 (By)
//
// Spline with high tension (tension==1)
//
auto *action2 = CardinalSplineBy::create(3, array, 1);
auto reverse2 = action2->reverse();
auto seq2 = Sequence::create(action2, reverse2, NULL);
_kathia->setPosition(Point(s.width/2,50));
_kathia->runAction(seq2);
_kathia->runAction(
RepeatForever::create(
Sequence::create(
MoveBy::create(0.05f, Point(10,0)),
MoveBy::create(0.05f, Point(-10,0)),
NULL)));
array->retain();
_array = array;
}
ActionCardinalSplineStacked::~ActionCardinalSplineStacked()
{
CC_SAFE_RELEASE(_array);
}
void ActionCardinalSplineStacked::draw()
{
ActionsDemo::draw();
// move to 50,50 since the "by" path will start at 50,50
kmGLPushMatrix();
kmGLTranslatef(50, 50, 0);
ccDrawCardinalSpline(_array, 0, 100);
kmGLPopMatrix();
auto s = Director::getInstance()->getWinSize();
kmGLPushMatrix();
kmGLTranslatef(s.width/2, 50, 0);
ccDrawCardinalSpline(_array, 1, 100);
kmGLPopMatrix();
}
std::string ActionCardinalSplineStacked::title()
{
return "Stacked MoveBy + CardinalSpline actions";
}
std::string ActionCardinalSplineStacked::subtitle()
{
return "CCMoveBy + CardinalSplineBy/To at the same time";
}
// Issue1305
void Issue1305::onEnter()
{
ActionsDemo::onEnter();
centerSprites(0);
_spriteTmp = Sprite::create("Images/grossini.png");
/* c++ can't support block, so we use CallFuncN instead.
[spriteTmp_ runAction:[CallBlockN actionWithBlock:^(Node* node) {
NSLog(@"This message SHALL ONLY appear when the sprite is added to the scene, NOT BEFORE");
}] );
*/
_spriteTmp->runAction(CallFunc::create(std::bind(&Issue1305::log, this, _spriteTmp)));
_spriteTmp->retain();
scheduleOnce(schedule_selector(Issue1305::addSprite), 2);
}
void Issue1305::log(Node* pSender)
{
CCLog("This message SHALL ONLY appear when the sprite is added to the scene, NOT BEFORE");
}
void Issue1305::onExit()
{
_spriteTmp->stopAllActions();
_spriteTmp->release();
ActionsDemo::onExit();
}
void Issue1305::addSprite(float dt)
{
_spriteTmp->setPosition(Point(250,250));
addChild(_spriteTmp);
}
std::string Issue1305::title()
{
return "Issue 1305";
}
std::string Issue1305::subtitle()
{
return "In two seconds you should see a message on the console. NOT BEFORE.";
}
void Issue1305_2::onEnter()
{
ActionsDemo::onEnter();
centerSprites(0);
auto spr = Sprite::create("Images/grossini.png");
spr->setPosition(Point(200,200));
addChild(spr);
auto act1 = MoveBy::create(2 ,Point(0, 100));
/* c++ can't support block, so we use CallFuncN instead.
id act2 = [CallBlock actionWithBlock:^{
NSLog(@"1st block");
});
id act3 = [MoveBy create:2, Point(0, -100));
id act4 = [CallBlock actionWithBlock:^{
NSLog(@"2nd block");
});
id act5 = [MoveBy create:2, Point(100, -100));
id act6 = [CallBlock actionWithBlock:^{
NSLog(@"3rd block");
});
id act7 = [MoveBy create:2, Point(-100, 0));
id act8 = [CallBlock actionWithBlock:^{
NSLog(@"4th block");
});
*/
auto act2 = CallFunc::create( std::bind( &Issue1305_2::printLog1, this));
auto act3 = MoveBy::create(2, Point(0, -100));
auto act4 = CallFunc::create( std::bind( &Issue1305_2::printLog2, this));
auto act5 = MoveBy::create(2, Point(100, -100));
auto act6 = CallFunc::create( std::bind( &Issue1305_2::printLog3, this));
auto act7 = MoveBy::create(2, Point(-100, 0));
auto act8 = CallFunc::create( std::bind( &Issue1305_2::printLog4, this));
auto actF = Sequence::create(act1, act2, act3, act4, act5, act6, act7, act8, NULL);
// [spr runAction:actF);
Director::getInstance()->getActionManager()->addAction(actF ,spr, false);
}
void Issue1305_2::printLog1()
{
CCLog("1st block");
}
void Issue1305_2::printLog2()
{
CCLog("2nd block");
}
void Issue1305_2::printLog3()
{
CCLog("3rd block");
}
void Issue1305_2::printLog4()
{
CCLog("4th block");
}
std::string Issue1305_2::title()
{
return "Issue 1305 #2";
}
std::string Issue1305_2::subtitle()
{
return "See console. You should only see one message for each block";
}
void Issue1288::onEnter()
{
ActionsDemo::onEnter();
centerSprites(0);
Sprite *spr = Sprite::create("Images/grossini.png");
spr->setPosition(Point(100, 100));
addChild(spr);
MoveBy* act1 = MoveBy::create(0.5, Point(100, 0));
MoveBy* act2 = act1->reverse();
auto act3 = Sequence::create(act1, act2, NULL);
Repeat* act4 = Repeat::create(act3, 2);
spr->runAction(act4);
}
std::string Issue1288::title()
{
return "Issue 1288";
}
std::string Issue1288::subtitle()
{
return "Sprite should end at the position where it started.";
}
void Issue1288_2::onEnter()
{
ActionsDemo::onEnter();
centerSprites(0);
auto spr = Sprite::create("Images/grossini.png");
spr->setPosition(Point(100, 100));
addChild(spr);
auto act1 = MoveBy::create(0.5, Point(100, 0));
spr->runAction(Repeat::create(act1, 1));
}
std::string Issue1288_2::title()
{
return "Issue 1288 #2";
}
std::string Issue1288_2::subtitle()
{
return "Sprite should move 100 pixels, and stay there";
}
void Issue1327::onEnter()
{
ActionsDemo::onEnter();
centerSprites(0);
auto spr = Sprite::create("Images/grossini.png");
spr->setPosition(Point(100, 100));
addChild(spr);
auto act1 = CallFunc::create( std::bind(&Issue1327::logSprRotation, this, spr));
auto act2 = RotateBy::create(0.25, 45);
auto act3 = CallFunc::create( std::bind(&Issue1327::logSprRotation, this, spr));
auto act4 = RotateBy::create(0.25, 45);
auto act5 = CallFunc::create( std::bind(&Issue1327::logSprRotation, this, spr));
auto act6 = RotateBy::create(0.25, 45);
auto act7 = CallFunc::create( std::bind(&Issue1327::logSprRotation, this, spr));
auto act8 = RotateBy::create(0.25, 45);
auto act9 = CallFunc::create( std::bind(&Issue1327::logSprRotation, this, spr));
auto actF = Sequence::create(act1, act2, act3, act4, act5, act6, act7, act8, act9, NULL);
spr->runAction(actF);
}
std::string Issue1327::title()
{
return "Issue 1327";
}
std::string Issue1327::subtitle()
{
return "See console: You should see: 0, 45, 90, 135, 180";
}
void Issue1327::logSprRotation(Sprite* pSender)
{
CCLog("%f", pSender->getRotation());
}
//Issue1398
void Issue1398::incrementInteger()
{
_testInteger++;
CCLog("incremented to %d", _testInteger);
}
void Issue1398::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(0);
_testInteger = 0;
CCLog("testInt = %d", _testInteger);
this->runAction(
Sequence::create(
CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"1")),
CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"2")),
CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"3")),
CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"4")),
CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"5")),
CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"6")),
CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"7")),
CallFunc::create( std::bind(&Issue1398::incrementIntegerCallback, this, (void*)"8")),
NULL));
}
void Issue1398::incrementIntegerCallback(void* data)
{
this->incrementInteger();
CCLog("%s", (char*)data);
}
std::string Issue1398::subtitle()
{
return "See console: You should see an 8";
}
std::string Issue1398::title()
{
return "Issue 1398";
}
/** ActionCatmullRom
*/
void ActionCatmullRom::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(2);
auto s = Director::getInstance()->getWinSize();
//
// sprite 1 (By)
//
// startPosition can be any coordinate, but since the movement
// is relative to the Catmull Rom curve, it is better to start with (0,0).
//
_tamara->setPosition(Point(50, 50));
auto array = PointArray::create(20);
array->addControlPoint(Point(0, 0));
array->addControlPoint(Point(80, 80));
array->addControlPoint(Point(s.width - 80, 80));
array->addControlPoint(Point(s.width - 80, s.height - 80));
array->addControlPoint(Point(80, s.height - 80));
array->addControlPoint(Point(80, 80));
array->addControlPoint(Point(s.width / 2, s.height / 2));
auto action = CatmullRomBy::create(3, array);
auto reverse = action->reverse();
auto seq = Sequence::create(action, reverse, NULL);
_tamara->runAction(seq);
//
// sprite 2 (To)
//
// The startPosition is not important here, because it uses a "To" action.
// The initial position will be the 1st point of the Catmull Rom path
//
auto array2 = PointArray::create(20);
array2->addControlPoint(Point(s.width / 2, 30));
array2->addControlPoint(Point(s.width -80, 30));
array2->addControlPoint(Point(s.width - 80, s.height - 80));
array2->addControlPoint(Point(s.width / 2, s.height - 80));
array2->addControlPoint(Point(s.width / 2, 30));
auto action2 = CatmullRomTo::create(3, array2);
auto reverse2 = action2->reverse();
auto seq2 = Sequence::create(action2, reverse2, NULL);
_kathia->runAction(seq2);
_array1 = array;
_array1->retain();
_array2 = array2;
_array2->retain();
}
ActionCatmullRom::~ActionCatmullRom()
{
_array1->release();
_array2->release();
}
void ActionCatmullRom::draw()
{
ActionsDemo::draw();
// move to 50,50 since the "by" path will start at 50,50
kmGLPushMatrix();
kmGLTranslatef(50, 50, 0);
ccDrawCatmullRom(_array1, 50);
kmGLPopMatrix();
ccDrawCatmullRom(_array2,50);
}
string ActionCatmullRom::title()
{
return "CatmullRomBy / CatmullRomTo";
}
string ActionCatmullRom::subtitle()
{
return "Catmull Rom spline paths. Testing reverse too";
}
/** ActionCardinalSpline
*/
void ActionCardinalSpline::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(2);
auto s = Director::getInstance()->getWinSize();
auto array = PointArray::create(20);
array->addControlPoint(Point(0, 0));
array->addControlPoint(Point(s.width/2-30, 0));
array->addControlPoint(Point(s.width/2-30, s.height-80));
array->addControlPoint(Point(0, s.height-80));
array->addControlPoint(Point(0, 0));
//
// sprite 1 (By)
//
// Spline with no tension (tension==0)
//
auto action = CardinalSplineBy::create(3, array, 0);
auto reverse = action->reverse();
auto seq = Sequence::create(action, reverse, NULL);
_tamara->setPosition(Point(50, 50));
_tamara->runAction(seq);
//
// sprite 2 (By)
//
// Spline with high tension (tension==1)
//
CardinalSplineBy *action2 = CardinalSplineBy::create(3, array, 1);
auto reverse2 = action2->reverse();
auto seq2 = Sequence::create(action2, reverse2, NULL);
_kathia->setPosition(Point(s.width/2, 50));
_kathia->runAction(seq2);
_array = array;
array->retain();
}
ActionCardinalSpline::~ActionCardinalSpline()
{
_array->release();
}
void ActionCardinalSpline::draw()
{
ActionsDemo::draw();
// move to 50,50 since the "by" path will start at 50,50
kmGLPushMatrix();
kmGLTranslatef(50, 50, 0);
ccDrawCardinalSpline(_array, 0, 100);
kmGLPopMatrix();
auto s = Director::getInstance()->getWinSize();
kmGLPushMatrix();
kmGLTranslatef(s.width/2, 50, 0);
ccDrawCardinalSpline(_array, 1, 100);
kmGLPopMatrix();
}
string ActionCardinalSpline::title()
{
return "CardinalSplineBy / CardinalSplineTo";
}
string ActionCardinalSpline::subtitle()
{
return "Cardinal Spline paths. Testing different tensions for one array";
}
/** PauseResumeActions
*/
PauseResumeActions::PauseResumeActions()
: _pausedTargets(NULL)
{
}
PauseResumeActions::~PauseResumeActions()
{
CC_SAFE_RELEASE(_pausedTargets);
}
void PauseResumeActions::onEnter()
{
ActionsDemo::onEnter();
this->centerSprites(3);
_tamara->runAction(RepeatForever::create(RotateBy::create(3, 360)));
_grossini->runAction(RepeatForever::create(RotateBy::create(3, -360)));
_kathia->runAction(RepeatForever::create(RotateBy::create(3, 360)));
this->schedule(schedule_selector(PauseResumeActions::pause), 3, false, 0);
this->schedule(schedule_selector(PauseResumeActions::resume), 5, false, 0);
}
string PauseResumeActions::title()
{
return "PauseResumeActions";
}
string PauseResumeActions::subtitle()
{
return "All actions pause at 3s and resume at 5s";
}
void PauseResumeActions::pause(float dt)
{
CCLog("Pausing");
Director *director = Director::getInstance();
CC_SAFE_RELEASE(_pausedTargets);
_pausedTargets = director->getActionManager()->pauseAllRunningActions();
CC_SAFE_RETAIN(_pausedTargets);
}
void PauseResumeActions::resume(float dt)
{
CCLog("Resuming");
Director *director = Director::getInstance();
director->getActionManager()->resumeTargets(_pausedTargets);
}
//------------------------------------------------------------------
//
// ActionRemoveSelf
//
//------------------------------------------------------------------
void ActionRemoveSelf::onEnter()
{
ActionsDemo::onEnter();
alignSpritesLeft(1);
auto action = Sequence::create(
MoveBy::create( 2, Point(240,0)),
RotateBy::create( 2, 540),
ScaleTo::create(1,0.1f),
RemoveSelf::create(),
NULL);
_grossini->runAction(action);
}
std::string ActionRemoveSelf::subtitle()
{
return "Sequence: Move + Rotate + Scale + RemoveSelf";
}