1、头文件
//.h
#include "cocos2d.h"
#include "ui/CocosGUI.h"
#include "VisibleRect.h"
USING_NS_CC;
using namespace ui;
class ActionManagerDemo : public Scene
{
public:
CREATE_FUNC(ActionManagerDemo);
virtual bool init();
};
class BaseTest : public Layer
{
public:
CREATE_FUNC(BaseTest);
virtual bool init();
virtual std::string title() const;//主标题
virtual std::string subtitle() const;//副标题
virtual void onExit() override;
virtual void restartCallback(Ref* sender);//重新执行当前test
virtual void nextCallback(Ref* sender);//下一个test
virtual void backCallback(Ref* sender);//上一个test
void menuCloseCallback(cocos2d::Ref* pSender);//关闭菜单回调函数
protected:
TextureAtlas* _atlas;
std::string _title;
};
class CrashTest : public BaseTest
{
public:
CREATE_FUNC(CrashTest);
CrashTest();
virtual bool init();
virtual std::string subtitle() const override;
virtual void onEnter() override;
void removeThis();
};
//
class LogicTest : public BaseTest
{
public:
CREATE_FUNC(LogicTest);
virtual std::string subtitle() const override;
virtual void onEnter() override;
void bugMe(Node* node);
};
class PauseTest : public BaseTest
{
public:
CREATE_FUNC(PauseTest);
virtual std::string subtitle() const override;
virtual void onEnter() override;
void unpause(float dt);
};
class StopActionTest : public BaseTest
{
public:
CREATE_FUNC(StopActionTest);
virtual std::string subtitle() const override;
virtual void onEnter() override;
void stopAction();
};
class StopAllActionsTest : public BaseTest
{
public:
CREATE_FUNC(StopAllActionsTest);
virtual std::string subtitle() const override;
virtual void onEnter() override;
void stopAction(float time);
};
class ResumeTest : public BaseTest
{
public:
CREATE_FUNC(ResumeTest);
virtual std::string subtitle() const override;
virtual void onEnter() override;
void resumeGrossini(float time);
};
2、cpp文件
#include "ActionManagerDemo.h"
#define CL(__className__) [](){ return __className__::create();}
static int sceneIdx = -1;
enum
{
kTagNode,
kTagGrossini,
kTagSequence
};
static std::function<Layer*()> createFunctions[] =
{
CL(CrashTest),
CL(LogicTest),
CL(PauseTest),
CL(StopActionTest),
CL(StopAllActionsTest),
CL(ResumeTest)
};
#define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0]))
static Layer* nextAction()
{
sceneIdx++;
sceneIdx = sceneIdx % MAX_LAYER;
auto layer = (createFunctions[sceneIdx])();
return layer;
}
static Layer* backAction()
{
sceneIdx--;
int total = MAX_LAYER;
if( sceneIdx < 0 )
sceneIdx += total;
auto layer = (createFunctions[sceneIdx])();
return layer;
}
static Layer* restartAction()
{
auto layer = (createFunctions[sceneIdx])();
return layer;
}
//基类Layer
bool BaseTest::init()
{
bool bRet = false;
do{
CC_BREAK_IF(!Layer::init());
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
/
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// add a "close" icon to exit the progress. it's an autorelease object
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(BaseTest::menuCloseCallback, this));
closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
origin.y + visibleSize.height - closeItem->getContentSize().height/2));
// create menu, it's an autorelease object
auto menu1 = Menu::create(closeItem, NULL);
menu1->setPosition(Vec2::ZERO);
this->addChild(menu1, 1);
std::string str = title();
const char * pTitle = str.c_str();
TTFConfig ttfConfig("fonts/tahoma.ttf", 35);
auto label = Label::createWithTTF(ttfConfig,pTitle);
addChild(label, 9999);
label->setPosition( Vec2(VisibleRect::center().x, VisibleRect::top().y - 30) );
std::string strSubtitle = subtitle();
if( ! strSubtitle.empty() )
{
ttfConfig.fontFilePath = "fonts/tahoma.ttf";
ttfConfig.fontSize = 30;
auto l = Label::createWithTTF(ttfConfig,strSubtitle.c_str());
addChild(l, 9999);
l->setPosition( Vec2(VisibleRect::center().x, VisibleRect::top().y - 100) );
}
auto item1 = MenuItemFont::create("backCallback", CC_CALLBACK_1(BaseTest::backCallback, this) );
auto item2 = MenuItemFont::create("restartCallback", CC_CALLBACK_1(BaseTest::restartCallback, this) );
auto item3 = MenuItemFont::create("nextCallback", CC_CALLBACK_1(BaseTest::nextCallback, this) );
auto menu = Menu::create(item1, item2, item3, NULL);
menu->setPosition(Vec2::ZERO);
item1->setPosition(Vec2(VisibleRect::center().x - item2->getContentSize().width*2, VisibleRect::bottom().y+item2->getContentSize().height/2));
item2->setPosition(Vec2(VisibleRect::center().x, VisibleRect::bottom().y+item2->getContentSize().height/2));
item3->setPosition(Vec2(VisibleRect::center().x + item2->getContentSize().width*2, VisibleRect::bottom().y+item2->getContentSize().height/2));
addChild(menu, 9999);
bRet = true;
}while(0);
return bRet;
}
void BaseTest::menuCloseCallback(Ref* pSender)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
return;
#endif
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}
//重新执行当前test
void BaseTest::restartCallback(cocos2d::Ref *sender)
{
auto s = new (std::nothrow) ActionManagerDemo();
s->addChild(restartAction());
Director::getInstance()->replaceScene(s);
s->release();
}
//下一个test
void BaseTest::nextCallback(cocos2d::Ref *sender)
{
auto s = new (std::nothrow) ActionManagerDemo();
s->addChild(nextAction());
Director::getInstance()->replaceScene(s);
s->release();
}
//上一个test
void BaseTest::backCallback(cocos2d::Ref *sender)
{
auto s = new (std::nothrow) ActionManagerDemo();
s->addChild(backAction());
Director::getInstance()->replaceScene(s);
s->release();
}
//onExit函数
void BaseTest::onExit()
{
Layer::onExit();
}
std::string BaseTest::title() const
{
return "NewAudioEngineDemo Test";
}
std::string BaseTest::subtitle() const
{
return "";
}
bool ActionManagerDemo::init()
{
bool bRet = false;
do{
CC_BREAK_IF(!Scene::init());
//初始化sceneIdx
sceneIdx = -1;
//执行nextAction,执行第一个test
auto layer = nextAction();
//加入NewAudioEngineDemo场景
addChild(layer);
//切换场景
Director::getInstance()->replaceScene(this);
bRet = true;
}while(0);
return bRet;
}
CrashTest::CrashTest()
{
log("--------构造函数--------");
}
void CrashTest::onEnter()
{
log("-------onEnter函数---------");
BaseTest::onEnter();
//创建对象
auto child = Sprite::create("grossini.png");
child->setPosition(VisibleRect::center());
addChild(child,1);
//精灵执行动作
child->runAction(RotateBy::create(1.5f, 90));
child->runAction(Sequence::create(DelayTime::create(1.5f),FadeOut::create(1.1f), NULL));
//当前Layer对象执行动作
runAction(Sequence::create(DelayTime::create(1.5f),CallFunc::create(CC_CALLBACK_0(CrashTest::removeThis, this)), NULL));
}
bool CrashTest::init()
{
bool bRet = false;
do{
CC_BREAK_IF(!BaseTest::init());
log("------init函数--------");
bRet = true;
}while(0);
return bRet;
}
void CrashTest::removeThis()
{
//首先调用父对象,即Scene对象,删除当前Layer对象,然后执行下一test
_parent->removeChild(this,true);
nextCallback(this);
}
std::string CrashTest::subtitle() const
{
return "Crash Test";
}
void LogicTest::onEnter()
{
BaseTest::onEnter();
auto grossini = Sprite::create("grossini.png");
addChild(grossini,0,2);
grossini->setPosition(VisibleRect::center());
grossini->runAction(Sequence::create(MoveBy::create(1, Vec2(150,0)),CallFuncN::create(CC_CALLBACK_1(LogicTest::bugMe, this)), NULL));
}
void LogicTest::bugMe(cocos2d::Node *node)
{
node->stopAllActions();
node->runAction(ScaleTo::create(2, 2));
}
std::string LogicTest::subtitle() const
{
return "Logic Test";
}
void PauseTest::onEnter()
{
BaseTest::onEnter();
auto l = Label::createWithTTF("After 3 seconds grossini should move", "fonts/arial.ttf", 16.0f);
addChild(l);
l->setPosition(VisibleRect::center().x, VisibleRect::top().y-75);
//创建对象
auto grossini = Sprite::create("grossini.png");
addChild(grossini,0,kTagGrossini);
grossini->setPosition(VisibleRect::center());
//创建动作
auto action = MoveBy::create(1, Vec2(150,0));
auto director = Director::getInstance();
//参数依次为动作,动作执行者,是否暂停
director->getActionManager()->addAction(action, grossini, true);
//3秒后执行unpause函数
schedule(CC_SCHEDULE_SELECTOR(PauseTest::unpause),3);
}
void PauseTest::unpause(float dt)
{
//停止帧跟新
unschedule(CC_SCHEDULE_SELECTOR(PauseTest::unpause));
auto node = getChildByTag(kTagGrossini);
auto director = Director::getInstance();
//因为加入动作Manager时,是设置pause的,所以恢复动作
director->getActionManager()->resumeTarget(node);
}
std::string PauseTest::subtitle() const
{
return "Pause Test";
}
void StopActionTest::onEnter()
{
BaseTest::onEnter();
auto l = Label::createWithTTF("Should not crash", "fonts/arial.ttf", 16.0f);
addChild(l);
l->setPosition(VisibleRect::center().x, VisibleRect::top().y - 75);
//创建动作
auto pMove = MoveBy::create(2, Vec2(200, 0));
auto pCallback = CallFunc::create(CC_CALLBACK_0(StopActionTest::stopAction,this));
auto pSequence = Sequence::create(pMove, pCallback, nullptr);
pSequence->setTag(kTagSequence);
//创建对象
auto pChild = Sprite::create("grossini.png");
pChild->setPosition(VisibleRect::center());
addChild(pChild,1,kTagGrossini);
//对象执行动作,在Action动作序列中执行stopAction函数
pChild->runAction(pSequence);
}
void StopActionTest::stopAction()
{
//暂停对象的动作
auto sprite = getChildByTag(kTagGrossini);
sprite->stopActionByTag(kTagSequence);
}
std::string StopActionTest::subtitle() const
{
return "Stop Action Test";
}
void StopAllActionsTest::onEnter()
{
BaseTest::onEnter();
auto l = Label::createWithTTF("Should stop scale & move after 4 seconds but keep rotate", "fonts/arial.ttf", 25.0f);
addChild(l);
l->setPosition( Vec2(VisibleRect::center().x, VisibleRect::top().y - 75) );
//创建动作
auto pMove1 = MoveBy::create(2, Vec2(200, 0));
auto pMove2 = MoveBy::create(2, Vec2(-200, 0));
auto pSequenceMove = Sequence::createWithTwoActions(pMove1, pMove2);
auto pRepeatMove = RepeatForever::create(pSequenceMove);
pRepeatMove->setTag(kTagSequence);
auto pScale1 = ScaleBy::create(2, 1.5f);
auto pScale2 = ScaleBy::create(2, 1.0f/1.5f);
auto pSequenceScale = Sequence::createWithTwoActions(pScale1, pScale2);
auto pRepeatScale = RepeatForever::create(pSequenceScale);
pRepeatScale->setTag(kTagSequence);
auto pRotate = RotateBy::create(2, 360);
auto pRepeatRotate = RepeatForever::create(pRotate);
//创建精灵
auto pChild = Sprite::create("grossini.png");
pChild->setPosition(VisibleRect::center());
addChild(pChild, 1, kTagGrossini);
//执行动作
pChild->runAction(pRepeatMove);
pChild->runAction(pRepeatScale);
pChild->runAction(pRepeatRotate);
//每4秒更新一帧
scheduleOnce((SEL_SCHEDULE)&StopAllActionsTest::stopAction,4);
}
void StopAllActionsTest::stopAction(float time)
{
//暂停对象的所有动作
auto sprite = getChildByTag(kTagGrossini);
sprite->stopAllActionsByTag(kTagSequence);
}
std::string StopAllActionsTest::subtitle() const
{
return "Stop All Action Test";
}
void ResumeTest::onEnter()
{
BaseTest::onEnter();
auto l = Label::createWithTTF("Grossini only rotate/scale in 3 seconds", "fonts/arial.ttf", 16.0f);
addChild(l);
l->setPosition(VisibleRect::center().x, VisibleRect::top().y - 75);
//创建精灵
auto pChild = Sprite::create("grossini.png");
pChild->setPosition(VisibleRect::center());
addChild(pChild, 1, kTagGrossini);
//精灵执行动作
pChild->runAction(ScaleBy::create(2, 2));
//首先暂停对象动作
auto director = Director::getInstance();
director->getActionManager()->pauseTarget(pChild);
pChild->runAction(RotateBy::create(2, 90));
//每3秒更新一帧
schedule(CC_SCHEDULE_SELECTOR(ResumeTest::resumeGrossini),3.0f);
}
void ResumeTest::resumeGrossini(float time)
{
//先暂停帧更新
unschedule(CC_SCHEDULE_SELECTOR(ResumeTest::resumeGrossini));
//获取对象
auto pGrossini = getChildByTag(kTagGrossini);
auto director = Director::getInstance();
//开启对象的动作
director->getActionManager()->resumeTarget(pGrossini);
}
std::string ResumeTest::subtitle() const
{
return "Resume Test";
}
3、学习重点
1、grossini->runAction(Sequence::create(MoveBy::create(1, Vec2(150,0)),CallFuncN::create(CC_CALLBACK_1(LogicTest::bugMe, this)), NULL));
2、director->getActionManager()->addAction(action, grossini, true); schedule(CC_SCHEDULE_SELECTOR(PauseTest::unpause),3);
3、unschedule(CC_SCHEDULE_SELECTOR(PauseTest::unpause)); director->getActionManager()->resumeTarget(node);
4、auto pCallback = CallFunc::create(CC_CALLBACK_0(StopActionTest::stopAction,this));
5、sprite->stopAllActionsByTag(kTagSequence);
5、sprite->stopAllActionsByTag(kTagSequence);
一个tag值可以设置多个对象,并且,getTag时返回所有对象。