Esempio n. 1
0
void ArmatureComponentTest::defaultPlay()
{
	CCComRender *pBlowFish = static_cast<CCComRender*>(m_rootNode->getChildByTag(10007)->getComponent("CCArmature"));
	pBlowFish->getNode()->runAction(CCMoveBy::create(10.0f, ccp(-1000.0f, 0)));

	CCComRender *pButterflyfish = static_cast<CCComRender*>(m_rootNode->getChildByTag(10008)->getComponent("CCArmature"));
	pButterflyfish->getNode()->runAction(CCMoveBy::create(10.0f, ccp(-1000.0f, 0)));

}
Esempio n. 2
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void TmxMapComponentTest::defaultPlay()
{
	CCComRender *tmxMap = static_cast<CCComRender*>(m_rootNode->getChildByTag(10015)->getComponent("CCTMXTiledMap"));
	CCActionInterval *actionTo = CCSkewTo::create(2, 0.f, 2.f);
	CCActionInterval *rotateTo = CCRotateTo::create(2, 61.0f);
	CCActionInterval *actionScaleTo = CCScaleTo::create(2, -0.44f, 0.47f);

	CCActionInterval *actionScaleToBack = CCScaleTo::create(2, 1.0f, 1.0f);
	CCActionInterval *rotateToBack = CCRotateTo::create(2, 0);
	CCActionInterval *actionToBack = CCSkewTo::create(2, 0, 0);

	tmxMap->getNode()->runAction(CCSequence::create(actionTo, actionToBack, NULL));
	tmxMap->getNode()->runAction(CCSequence::create(rotateTo, rotateToBack, NULL));
	tmxMap->getNode()->runAction(CCSequence::create(actionScaleTo, actionScaleToBack, NULL));
}
Esempio n. 3
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/// 这里实现的是动画移动过程;
/// 重点:CCArmature *pButterFlyFish= (CCArmature *)(pFishRender->getNode()); 
void HelloWorld::update( float delta )
{
	 
	/// 获取节点信息 只有节点信息才是我们设置的信息
	CCNode* pFishNode = m_pLoginScene->getChildByTag(10009);
	CCPoint p1 = pFishNode->getPosition();	
	//获取comrender组件 
	CCComRender *pFishRender = (CCComRender*)(m_pLoginScene->getChildByTag(10009)->getComponent("CCArmature"));  
	//转换为armature  这里的armature是我们在动画中制作的相关数据了,因此下面我们要获得信息将会是我们在动画制作的数据
	/// 而不是在场景制作中的数据;
	CCArmature *pButterFlyFish= (CCArmature *)(pFishRender->getNode()); 
	/// 这里获得动画中的坐标
	CCPoint pt = pButterFlyFish->getPosition();

	if (!m_bDirection)
	{
		p1.x -= 2.0f;
		if (10 > p1.x)
		{
			m_bDirection = true;
		}
	}
	else
	{
		p1.x += 2.0f;
		if (900 < p1.x)
		{
			m_bDirection = false;
		}
	}
	pFishNode->setPosition(p1);
}
void HelloWorld::update(float delta)
{
	if(m_bStart)
	{
		CCArmature *pHero = (CCArmature*)(m_pGameScene->getChildByTag(10005)->getComponent("CCArmature")->getNode());
		pHero->getParent()->setPositionX(pHero->getParent()->getPositionX() + m_fSpeed);
		CCArmature *pEnemy = (CCArmature*)(m_pGameScene->getChildByTag(10006)->getComponent("CCArmature")->getNode());

		if(ccpDistance(ccp(pHero->getParent()->getPositionX(), 0), ccp(pEnemy->getParent()->getPositionX(), 0)) < m_fAttackDis)
		{	
			pHero->getAnimation()->play("attack");
			pHero->getAnimation()->setMovementEventCallFunc(this,
                                                        movementEvent_selector(HelloWorld::animationEvent));
			m_bStart = false;
		}
	}

	if(m_bDead)
	{
		CCComRender *pUIRender = static_cast<CCComRender*>(m_pGameScene->getChildByTag(10007)->getComponent("GUIComponent"));
		UILayer *pUILayer = static_cast<UILayer*>(pUIRender->getNode());
		UILoadingBar *pHPLoadingBar = static_cast<UILoadingBar*>(pUILayer->getWidgetByName("hp02_LoadingBar"));
		UILoadingBar *pMPLoadingBar = static_cast<UILoadingBar*>(pUILayer->getWidgetByName("mp02_LoadingBar"));

		pHPLoadingBar->setPercent(m_fPercentage);
		pMPLoadingBar->setPercent(m_fPercentage);

		m_fPercentage -= 2.0f;
        if (m_fPercentage < 0.0f) {
            unscheduleUpdate();
        }
	}
	
}
Esempio n. 5
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void ParticleComponentTest::defaultPlay()
{
	CCComRender* Particle = static_cast<CCComRender*>(m_rootNode->getChildByTag(10020)->getComponent("CCParticleSystemQuad"));
	CCActionInterval*  jump = CCJumpBy::create(5, ccp(-500,0), 50, 4);
	CCFiniteTimeAction*  action = CCSequence::create( jump, jump->reverse(), NULL);
	Particle->getNode()->runAction(action);
}
Esempio n. 6
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void UIComponentTest::touchEvent(CCObject *pSender, TouchEventType type)
{
	switch (type)
	{
	case TOUCH_EVENT_BEGAN:
		{
			CCComRender *pBlowFish = static_cast<CCComRender*>(m_rootNode->getChildByTag(10010)->getComponent("CCArmature"));
			pBlowFish->getNode()->runAction(CCMoveBy::create(10.0f, ccp(-1000.0f, 0)));

			CCComRender *pButterflyfish = static_cast<CCComRender*>(m_rootNode->getChildByTag(10011)->getComponent("CCArmature"));
			pButterflyfish->getNode()->runAction(CCMoveBy::create(10.0f, ccp(-1000.0f, 0)));
		}
		break;
	default:
		break;
	}
}
Esempio n. 7
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CCArmature* SceneEditorTestLayer::getFish(int nTag, const char *pszName)
{
	if (m_pCurNode == NULL)
	{
		return NULL;
	}
	CCComRender *pFishRender = (CCComRender*)(m_pCurNode->getChildByTag(nTag)->getComponent(pszName));
	return (CCArmature *)(pFishRender->getNode());
}
Esempio n. 8
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void UIComponentTest::defaultPlay()
{

	CCComRender *render = static_cast<CCComRender*>(m_rootNode->getChildByTag(10025)->getComponent("GUIComponent"));
	cocos2d::ui::TouchGroup* touchGroup = static_cast<cocos2d::ui::TouchGroup*>(render->getNode());
	UIWidget* widget = static_cast<UIWidget*>(touchGroup->getWidgetByName("Panel_154"));
	UIButton* button = static_cast<UIButton*>(widget->getChildByName("Button_156"));
	button->addTouchEventListener(this, toucheventselector(UIComponentTest::touchEvent));

}
Esempio n. 9
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void ArmatureActionState::removeAll()
{
	do 
	{
		CCNode *pNode = SceneReader::sharedSceneReader()->getNodeByTag(_nTag);
		CC_BREAK_IF(pNode == NULL);
		CCComRender *pRender = (CCComRender*)(pNode->getComponent(_ComName.c_str()));
		CC_BREAK_IF(pRender == NULL);
		CCArmature *pAr = (CCArmature *)(pRender->getNode());
		CC_BREAK_IF(pAr == NULL);
		TriggerMng::sharedTriggerMng()->removeArmatureMovementCallBack(pAr, this, movementEvent_selector(ArmatureActionState::animationEvent));
	} while (0);
}
Esempio n. 10
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void ArmaturePlayAction::done()
{
	do 
	{
		CCNode *pNode = SceneReader::sharedSceneReader()->getNodeByTag(_nTag);
		CC_BREAK_IF(pNode == NULL);
		CCComRender *pRender = (CCComRender*)(pNode->getComponent(_comName.c_str()));
		CC_BREAK_IF(pRender == NULL);
		CCArmature *pAr = (CCArmature *)(pRender->getNode());
		CC_BREAK_IF(pAr == NULL);
		pAr->getAnimation()->play(_aniname.c_str());
	} while (0);
}
void HelloWorld::animationEvent(CCArmature *pArmature,
					MovementEventType movementType, const char *movementID)
{
    CCComRender *render = (CCComRender*)(m_pGameScene->getChildByTag(10006)->getComponent("CCArmature"));
	CCArmature *pEnemy = (CCArmature*)(render->getNode());

	if (movementType == COMPLETE)
	{
		pEnemy->getAnimation()->play("death");
		pArmature->getAnimation()->setMovementEventCallFunc(NULL, NULL);
		m_bDead = true;
	}
	
}
Esempio n. 12
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bool ArmatureActionState::init()
{
	do 
	{
		CCNode *pNode = SceneReader::sharedSceneReader()->getNodeByTag(_nTag);
		CC_BREAK_IF(pNode == NULL);
		CCComRender *pRender = (CCComRender*)(pNode->getComponent(_comName.c_str()));
		CC_BREAK_IF(pRender == NULL);
		CCArmature *pAr = (CCArmature *)(pRender->getNode());
		CC_BREAK_IF(pAr == NULL);
		TriggerMng::getInstance()->addArmatureMovementCallBack(pAr, this, movementEvent_selector(ArmatureActionState::animationEvent));
	} while (0);
	
	return true;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !CCLayer::init() )
    {
        return false;
    }
	m_fTime = 0.0f;
	m_bStart = false;
	m_bDead = false;
	m_fPercentage = 100.0f;
	m_fSpeed = 4.0f;
	m_fAttackDis = 120.0f;

	m_pGameScene = NULL;
    
	CCNode *pGameScene = SceneReader::sharedSceneReader()->createNodeWithSceneFile("FightScene.json");
	m_pGameScene = pGameScene;
	this->addChild(pGameScene);

    CCComRender *render = (CCComRender*)(m_pGameScene->getChildByTag(10005)->getComponent("CCArmature"));
                                         
    CCArmature *pArmature = (CCArmature*)(render->getNode());
	
    pArmature->getAnimation()->play("run");
	
    m_bStart = true;

    CCMenuItemFont *itemBack = CCMenuItemFont::create("End", this, menu_selector(HelloWorld::menuCloseCallback));
    itemBack->setColor(ccc3(255, 255, 255));
    itemBack->setPosition(ccp(VisibleRect::rightBottom().x - 50, VisibleRect::rightBottom().y + 25));
    CCMenu *menuBack = CCMenu::create(itemBack, NULL);
    menuBack->setPosition(CCPointZero);
    menuBack->setZOrder(4);
    
    this->addChild(menuBack);

	scheduleUpdate();

    return true;
}
Esempio n. 14
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void EffectComponentTest::defaultPlay()
{
	CCComRender *pRender = static_cast<CCComRender*>(m_rootNode->getChildByTag(10015)->getComponent("CCArmature"));
	CCArmature *pAr = static_cast<CCArmature*>(pRender->getNode());
	pAr->getAnimation()->setMovementEventCallFunc(this, movementEvent_selector(EffectComponentTest::animationEvent));
}