/
SpriteTest.m
4665 lines (3539 loc) · 125 KB
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SpriteTest.m
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//
// Sprite Demo
// a cocos2d example
// http://www.cocos2d-iphone.org
//
// cocos import
#import "cocos2d.h"
// local import
#import "SpriteTest.h"
static int sceneIdx=-1;
static NSString *transitions[] = {
@"Sprite1",
@"SpriteBatchNode1",
@"SpriteFrameTest",
@"SpriteFrameAliasNameTest",
@"SpriteAnchorPoint",
@"SpriteBatchNodeAnchorPoint",
@"SpriteOffsetAnchorRotation",
@"SpriteBatchNodeOffsetAnchorRotation",
@"SpriteOffsetAnchorScale",
@"SpriteBatchNodeOffsetAnchorScale",
@"SpriteOffsetAnchorSkew",
@"SpriteBatchNodeOffsetAnchorSkew",
@"SpriteOffsetAnchorSkewScale",
@"SpriteBatchNodeOffsetAnchorSkewScale",
@"SpriteOffsetAnchorFlip",
@"SpriteBatchNodeOffsetAnchorFlip",
@"SpriteAnimationSplit",
@"SpriteColorOpacity",
@"SpriteBatchNodeColorOpacity",
@"SpriteZOrder",
@"SpriteBatchNodeZOrder",
@"SpriteBatchNodeReorder",
@"SpriteBatchNodeReorderIssue744",
@"SpriteBatchNodeReorderIssue766",
@"SpriteBatchNodeReorderIssue767",
@"SpriteBatchNodeReorderSameIndex",
@"SpriteBatchNodeReorderOneChild",
@"NodeSort",
@"SpriteZVertex",
@"SpriteBatchNodeZVertex",
@"Sprite6",
@"SpriteFlip",
@"SpriteBatchNodeFlip",
@"SpriteAliased",
@"SpriteBatchNodeAliased",
@"SpriteNewTexture",
@"SpriteBatchNodeNewTexture",
@"SpriteHybrid",
@"SpriteBatchNodeChildren",
@"SpriteBatchNodeChildren2",
@"SpriteBatchNodeChildrenZ",
@"SpriteChildrenVisibility",
@"SpriteChildrenVisibilityIssue665",
@"SpriteChildrenAnchorPoint",
@"SpriteBatchNodeChildrenAnchorPoint",
@"SpriteBatchNodeChildrenScale",
@"SpriteChildrenChildren",
@"SpriteBatchNodeChildrenChildren",
@"SpriteSkewNegativeScaleChildren",
@"SpriteBatchNodeSkewNegativeScaleChildren",
@"SpriteNilTexture",
@"SpriteSubclass",
@"SpriteBatchBug1217",
@"AnimationCache",
@"AnimationCacheFile",
};
enum {
kTagTileMap = 1,
kTagSpriteBatchNode = 1,
kTagNode = 2,
kTagAnimation1 = 1,
kTagSpriteLeft,
kTagSpriteRight,
};
enum {
kTagSprite1,
kTagSprite2,
kTagSprite3,
kTagSprite4,
kTagSprite5,
kTagSprite6,
kTagSprite7,
kTagSprite8,
};
Class nextAction(void);
Class backAction(void);
Class restartAction(void);
Class nextAction()
{
sceneIdx++;
sceneIdx = sceneIdx % ( sizeof(transitions) / sizeof(transitions[0]) );
NSString *r = transitions[sceneIdx];
Class c = NSClassFromString(r);
return c;
}
Class backAction()
{
sceneIdx--;
int total = ( sizeof(transitions) / sizeof(transitions[0]) );
if( sceneIdx < 0 )
sceneIdx += total;
NSString *r = transitions[sceneIdx];
Class c = NSClassFromString(r);
return c;
}
Class restartAction()
{
NSString *r = transitions[sceneIdx];
Class c = NSClassFromString(r);
return c;
}
#pragma mark -
#pragma mark SpriteDemo
@implementation SpriteDemo
-(id) init
{
if( (self = [super init]) ) {
CGSize s = [[CCDirector sharedDirector] winSize];
CCLabelTTF *label = [CCLabelTTF labelWithString:[self title] fontName:@"Arial" fontSize:26];
[self addChild: label z:1];
[label setPosition: ccp(s.width/2, s.height-50)];
NSString *subtitle = [self subtitle];
if( subtitle ) {
CCLabelTTF *l = [CCLabelTTF labelWithString:subtitle fontName:@"Thonburi" fontSize:16];
[self addChild:l z:1];
[l setPosition:ccp(s.width/2, s.height-80)];
}
CCMenuItemImage *item1 = [CCMenuItemImage itemFromNormalImage:@"b1.png" selectedImage:@"b2.png" target:self selector:@selector(backCallback:)];
CCMenuItemImage *item2 = [CCMenuItemImage itemFromNormalImage:@"r1.png" selectedImage:@"r2.png" target:self selector:@selector(restartCallback:)];
CCMenuItemImage *item3 = [CCMenuItemImage itemFromNormalImage:@"f1.png" selectedImage:@"f2.png" target:self selector:@selector(nextCallback:)];
CCMenu *menu = [CCMenu menuWithItems:item1, item2, item3, nil];
menu.position = CGPointZero;
item1.position = ccp( s.width/2 - 100,30);
item2.position = ccp( s.width/2, 30);
item3.position = ccp( s.width/2 + 100,30);
[self addChild: menu z:1];
}
return self;
}
-(void) dealloc
{
[super dealloc];
}
-(void) restartCallback: (id) sender
{
CCScene *s = [CCScene node];
[s addChild: [restartAction() node]];
[[CCDirector sharedDirector] replaceScene: s];
}
-(void) nextCallback: (id) sender
{
CCScene *s = [CCScene node];
[s addChild: [nextAction() node]];
[[CCDirector sharedDirector] replaceScene: s];
}
-(void) backCallback: (id) sender
{
CCScene *s = [CCScene node];
[s addChild: [backAction() node]];
[[CCDirector sharedDirector] replaceScene: s];
}
-(NSString*) title
{
return @"No title";
}
-(NSString*) subtitle
{
return nil;
}
@end
#pragma mark -
#pragma mark Example Sprite 1
@implementation Sprite1
-(id) init
{
if( (self=[super init]) ) {
#ifdef __IPHONE_OS_VERSION_MAX_ALLOWED
self.isTouchEnabled = YES;
#elif defined(__MAC_OS_X_VERSION_MAX_ALLOWED)
self.isMouseEnabled = YES;
#endif
CGSize s = [[CCDirector sharedDirector] winSize];
[self addNewSpriteWithCoords:ccp(s.width/2, s.height/2)];
}
return self;
}
-(void) addNewSpriteWithCoords:(CGPoint)p
{
int idx = CCRANDOM_0_1() * 1400 / 100;
int x = (idx%5) * 85;
int y = (idx/5) * 121;
CCSprite *sprite = [CCSprite spriteWithFile:@"grossini_dance_atlas.png" rect:CGRectMake(x,y,85,121)];
[self addChild:sprite];
sprite.position = ccp( p.x, p.y);
id action;
float rand = CCRANDOM_0_1();
if( rand < 0.20 )
action = [CCScaleBy actionWithDuration:3 scale:2];
else if(rand < 0.40)
action = [CCRotateBy actionWithDuration:3 angle:360];
else if( rand < 0.60)
action = [CCBlink actionWithDuration:1 blinks:3];
else if( rand < 0.8 )
action = [CCTintBy actionWithDuration:2 red:0 green:-255 blue:-255];
else
action = [CCFadeOut actionWithDuration:2];
id action_back = [action reverse];
id seq = [CCSequence actions:action, action_back, nil];
[sprite runAction: [CCRepeatForever actionWithAction:seq]];
}
#ifdef __IPHONE_OS_VERSION_MAX_ALLOWED
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
for( UITouch *touch in touches ) {
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
[self addNewSpriteWithCoords: location];
}
}
#elif defined(__MAC_OS_X_VERSION_MAX_ALLOWED)
-(BOOL) ccMouseUp:(NSEvent *)event
{
CGPoint location = [[CCDirector sharedDirector] convertEventToGL:event];
[self addNewSpriteWithCoords: location];
return YES;
}
#endif
-(NSString *) title
{
return @"Sprite (tap screen)";
}
@end
@implementation SpriteBatchNode1
-(id) init
{
if( (self=[super init]) ) {
#ifdef __IPHONE_OS_VERSION_MAX_ALLOWED
self.isTouchEnabled = YES;
#elif defined(__MAC_OS_X_VERSION_MAX_ALLOWED)
self.isMouseEnabled = YES;
#endif
CCSpriteBatchNode *batch = [CCSpriteBatchNode batchNodeWithFile:@"grossini_dance_atlas.png" capacity:50];
[self addChild:batch z:0 tag:kTagSpriteBatchNode];
CGSize s = [[CCDirector sharedDirector] winSize];
[self addNewSpriteWithCoords:ccp(s.width/2, s.height/2)];
}
return self;
}
-(void) addNewSpriteWithCoords:(CGPoint)p
{
CCSpriteBatchNode *batch = (CCSpriteBatchNode*) [self getChildByTag:kTagSpriteBatchNode];
int idx = CCRANDOM_0_1() * 1400 / 100;
int x = (idx%5) * 85;
int y = (idx/5) * 121;
CCSprite *sprite = [CCSprite spriteWithTexture:batch.texture rect:CGRectMake(x,y,85,121)];
[batch addChild:sprite];
sprite.position = ccp( p.x, p.y);
id action;
float rand = CCRANDOM_0_1();
if( rand < 0.20 )
action = [CCScaleBy actionWithDuration:3 scale:2];
else if(rand < 0.40)
action = [CCRotateBy actionWithDuration:3 angle:360];
else if( rand < 0.60)
action = [CCBlink actionWithDuration:1 blinks:3];
else if( rand < 0.8 )
action = [CCTintBy actionWithDuration:2 red:0 green:-255 blue:-255];
else
action = [CCFadeOut actionWithDuration:2];
id action_back = [action reverse];
id seq = [CCSequence actions:action, action_back, nil];
[sprite runAction: [CCRepeatForever actionWithAction:seq]];
}
#ifdef __IPHONE_OS_VERSION_MAX_ALLOWED
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
for( UITouch *touch in touches ) {
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
[self addNewSpriteWithCoords: location];
}
}
#elif defined(__MAC_OS_X_VERSION_MAX_ALLOWED)
-(BOOL) ccMouseUp:(NSEvent *)event
{
CGPoint location = [[CCDirector sharedDirector] convertEventToGL:event];
[self addNewSpriteWithCoords: location];
return YES;
}
#endif
-(NSString *) title
{
return @"SpriteBatchNode (tap screen)";
}
@end
#pragma mark -
#pragma mark Example Sprite Color and Opacity
@implementation SpriteColorOpacity
-(id) init
{
if( (self=[super init]) ) {
CCSprite *sprite1 = [CCSprite spriteWithFile:@"grossini_dance_atlas.png" rect:CGRectMake(85*0, 121*1, 85, 121)];
CCSprite *sprite2 = [CCSprite spriteWithFile:@"grossini_dance_atlas.png" rect:CGRectMake(85*1, 121*1, 85, 121)];
CCSprite *sprite3 = [CCSprite spriteWithFile:@"grossini_dance_atlas.png" rect:CGRectMake(85*2, 121*1, 85, 121)];
CCSprite *sprite4 = [CCSprite spriteWithFile:@"grossini_dance_atlas.png" rect:CGRectMake(85*3, 121*1, 85, 121)];
CCSprite *sprite5 = [CCSprite spriteWithFile:@"grossini_dance_atlas.png" rect:CGRectMake(85*0, 121*1, 85, 121)];
CCSprite *sprite6 = [CCSprite spriteWithFile:@"grossini_dance_atlas.png" rect:CGRectMake(85*1, 121*1, 85, 121)];
CCSprite *sprite7 = [CCSprite spriteWithFile:@"grossini_dance_atlas.png" rect:CGRectMake(85*2, 121*1, 85, 121)];
CCSprite *sprite8 = [CCSprite spriteWithFile:@"grossini_dance_atlas.png" rect:CGRectMake(85*3, 121*1, 85, 121)];
CGSize s = [[CCDirector sharedDirector] winSize];
sprite1.position = ccp( (s.width/5)*1, (s.height/3)*1);
sprite2.position = ccp( (s.width/5)*2, (s.height/3)*1);
sprite3.position = ccp( (s.width/5)*3, (s.height/3)*1);
sprite4.position = ccp( (s.width/5)*4, (s.height/3)*1);
sprite5.position = ccp( (s.width/5)*1, (s.height/3)*2);
sprite6.position = ccp( (s.width/5)*2, (s.height/3)*2);
sprite7.position = ccp( (s.width/5)*3, (s.height/3)*2);
sprite8.position = ccp( (s.width/5)*4, (s.height/3)*2);
id action = [CCFadeIn actionWithDuration:2];
id action_back = [action reverse];
id fade = [CCRepeatForever actionWithAction: [CCSequence actions: action, action_back, nil]];
id tintred = [CCTintBy actionWithDuration:2 red:0 green:-255 blue:-255];
id tintred_back = [tintred reverse];
id red = [CCRepeatForever actionWithAction: [CCSequence actions: tintred, tintred_back, nil]];
id tintgreen = [CCTintBy actionWithDuration:2 red:-255 green:0 blue:-255];
id tintgreen_back = [tintgreen reverse];
id green = [CCRepeatForever actionWithAction: [CCSequence actions: tintgreen, tintgreen_back, nil]];
id tintblue = [CCTintBy actionWithDuration:2 red:-255 green:-255 blue:0];
id tintblue_back = [tintblue reverse];
id blue = [CCRepeatForever actionWithAction: [CCSequence actions: tintblue, tintblue_back, nil]];
[sprite5 runAction:red];
[sprite6 runAction:green];
[sprite7 runAction:blue];
[sprite8 runAction:fade];
// late add: test dirtyColor and dirtyPosition
[self addChild:sprite1 z:0 tag:kTagSprite1];
[self addChild:sprite2 z:0 tag:kTagSprite2];
[self addChild:sprite3 z:0 tag:kTagSprite3];
[self addChild:sprite4 z:0 tag:kTagSprite4];
[self addChild:sprite5 z:0 tag:kTagSprite5];
[self addChild:sprite6 z:0 tag:kTagSprite6];
[self addChild:sprite7 z:0 tag:kTagSprite7];
[self addChild:sprite8 z:0 tag:kTagSprite8];
[self schedule:@selector(removeAndAddSprite:) interval:2];
}
return self;
}
// this function test if remove and add works as expected:
// color array and vertex array should be reindexed
-(void) removeAndAddSprite:(ccTime) dt
{
id sprite = [self getChildByTag:kTagSprite5];
[sprite retain];
[self removeChild:sprite cleanup:NO];
[self addChild:sprite z:0 tag:kTagSprite5];
[sprite release];
}
-(NSString *) title
{
return @"Sprite: Color & Opacity";
}
@end
@implementation SpriteBatchNodeColorOpacity
-(id) init
{
if( (self=[super init]) ) {
// small capacity. Testing resizing.
// Don't use capacity=1 in your real game. It is expensive to resize the capacity
CCSpriteBatchNode *batch = [CCSpriteBatchNode batchNodeWithFile:@"grossini_dance_atlas.png" capacity:1];
[self addChild:batch z:0 tag:kTagSpriteBatchNode];
CCSprite *sprite1 = [CCSprite spriteWithTexture:batch.texture rect:CGRectMake(85*0, 121*1, 85, 121)];
CCSprite *sprite2 = [CCSprite spriteWithTexture:batch.texture rect:CGRectMake(85*1, 121*1, 85, 121)];
CCSprite *sprite3 = [CCSprite spriteWithTexture:batch.texture rect:CGRectMake(85*2, 121*1, 85, 121)];
CCSprite *sprite4 = [CCSprite spriteWithTexture:batch.texture rect:CGRectMake(85*3, 121*1, 85, 121)];
CCSprite *sprite5 = [CCSprite spriteWithTexture:batch.texture rect:CGRectMake(85*0, 121*1, 85, 121)];
CCSprite *sprite6 = [CCSprite spriteWithTexture:batch.texture rect:CGRectMake(85*1, 121*1, 85, 121)];
CCSprite *sprite7 = [CCSprite spriteWithTexture:batch.texture rect:CGRectMake(85*2, 121*1, 85, 121)];
CCSprite *sprite8 = [CCSprite spriteWithTexture:batch.texture rect:CGRectMake(85*3, 121*1, 85, 121)];
CGSize s = [[CCDirector sharedDirector] winSize];
sprite1.position = ccp( (s.width/5)*1, (s.height/3)*1);
sprite2.position = ccp( (s.width/5)*2, (s.height/3)*1);
sprite3.position = ccp( (s.width/5)*3, (s.height/3)*1);
sprite4.position = ccp( (s.width/5)*4, (s.height/3)*1);
sprite5.position = ccp( (s.width/5)*1, (s.height/3)*2);
sprite6.position = ccp( (s.width/5)*2, (s.height/3)*2);
sprite7.position = ccp( (s.width/5)*3, (s.height/3)*2);
sprite8.position = ccp( (s.width/5)*4, (s.height/3)*2);
id action = [CCFadeIn actionWithDuration:2];
id action_back = [action reverse];
id fade = [CCRepeatForever actionWithAction: [CCSequence actions: action, action_back, nil]];
id tintred = [CCTintBy actionWithDuration:2 red:0 green:-255 blue:-255];
id tintred_back = [tintred reverse];
id red = [CCRepeatForever actionWithAction: [CCSequence actions: tintred, tintred_back, nil]];
id tintgreen = [CCTintBy actionWithDuration:2 red:-255 green:0 blue:-255];
id tintgreen_back = [tintgreen reverse];
id green = [CCRepeatForever actionWithAction: [CCSequence actions: tintgreen, tintgreen_back, nil]];
id tintblue = [CCTintBy actionWithDuration:2 red:-255 green:-255 blue:0];
id tintblue_back = [tintblue reverse];
id blue = [CCRepeatForever actionWithAction: [CCSequence actions: tintblue, tintblue_back, nil]];
[sprite5 runAction:red];
[sprite6 runAction:green];
[sprite7 runAction:blue];
[sprite8 runAction:fade];
// late add: test dirtyColor and dirtyPosition
[batch addChild:sprite1 z:0 tag:kTagSprite1];
[batch addChild:sprite2 z:0 tag:kTagSprite2];
[batch addChild:sprite3 z:0 tag:kTagSprite3];
[batch addChild:sprite4 z:0 tag:kTagSprite4];
[batch addChild:sprite5 z:0 tag:kTagSprite5];
[batch addChild:sprite6 z:0 tag:kTagSprite6];
[batch addChild:sprite7 z:0 tag:kTagSprite7];
[batch addChild:sprite8 z:0 tag:kTagSprite8];
[self schedule:@selector(removeAndAddSprite:) interval:2];
}
return self;
}
// this function test if remove and add works as expected:
// color array and vertex array should be reindexed
-(void) removeAndAddSprite:(ccTime) dt
{
id batch = [self getChildByTag:kTagSpriteBatchNode];
id sprite = [batch getChildByTag:kTagSprite5];
[sprite retain];
[batch removeChild:sprite cleanup:NO];
[batch addChild:sprite z:0 tag:kTagSprite5];
[sprite release];
}
-(NSString *) title
{
return @"SpriteBatchNode: Color & Opacity";
}
@end
#pragma mark -
#pragma mark Example Sprite Z Order and Reorder
@implementation SpriteZOrder
-(id) init
{
if( (self=[super init]) ) {
dir = 1;
CGSize s = [[CCDirector sharedDirector] winSize];
float step = s.width/11;
for(int i=0;i<5;i++) {
CCSprite *sprite = [CCSprite spriteWithFile:@"grossini_dance_atlas.png" rect:CGRectMake(85*0, 121*1, 85, 121)];
sprite.position = ccp( (i+1)*step, s.height/2);
[self addChild:sprite z:i];
}
for(int i=5;i<10;i++) {
CCSprite *sprite = [CCSprite spriteWithFile:@"grossini_dance_atlas.png" rect:CGRectMake(85*1, 121*0, 85, 121)];
sprite.position = ccp( (i+1)*step, s.height/2);
[self addChild:sprite z:14-i];
}
CCSprite *sprite = [CCSprite spriteWithFile:@"grossini_dance_atlas.png" rect:CGRectMake(85*3, 121*0, 85, 121)];
[self addChild:sprite z:-1 tag:kTagSprite1];
sprite.position = ccp(s.width/2, s.height/2 - 20);
sprite.scaleX = 6;
[sprite setColor:ccRED];
[self schedule:@selector(reorderSprite:) interval:1];
}
return self;
}
-(void) reorderSprite:(ccTime) dt
{
id sprite = [self getChildByTag:kTagSprite1];
NSInteger z = [sprite zOrder];
if( z < -1 )
dir = 1;
if( z > 10 )
dir = -1;
z += dir * 3;
[self reorderChild:sprite z:z];
}
-(NSString *) title
{
return @"Sprite: Z order";
}
@end
@implementation SpriteBatchNodeZOrder
-(id) init
{
if( (self=[super init]) ) {
dir = 1;
// small capacity. Testing resizing.
// Don't use capacity=1 in your real game. It is expensive to resize the capacity
CCSpriteBatchNode *batch = [CCSpriteBatchNode batchNodeWithFile:@"grossini_dance_atlas.png" capacity:1];
[self addChild:batch z:0 tag:kTagSpriteBatchNode];
CGSize s = [[CCDirector sharedDirector] winSize];
float step = s.width/11;
for(int i=0;i<5;i++) {
CCSprite *sprite = [CCSprite spriteWithTexture:batch.texture rect:CGRectMake(85*0, 121*1, 85, 121)];
sprite.position = ccp( (i+1)*step, s.height/2);
[batch addChild:sprite z:i];
}
for(int i=5;i<10;i++) {
CCSprite *sprite = [CCSprite spriteWithTexture:batch.texture rect:CGRectMake(85*1, 121*0, 85, 121)];
sprite.position = ccp( (i+1)*step, s.height/2);
[batch addChild:sprite z:14-i];
}
CCSprite *sprite = [CCSprite spriteWithTexture:batch.texture rect:CGRectMake(85*3, 121*0, 85, 121)];
[batch addChild:sprite z:-1 tag:kTagSprite1];
sprite.position = ccp(s.width/2, s.height/2 - 20);
sprite.scaleX = 6;
[sprite setColor:ccRED];
[self schedule:@selector(reorderSprite:) interval:1];
}
return self;
}
-(void) reorderSprite:(ccTime) dt
{
id batch = [self getChildByTag:kTagSpriteBatchNode];
id sprite = [batch getChildByTag:kTagSprite1];
NSInteger z = [sprite zOrder];
if( z < -1 )
dir = 1;
if( z > 10 )
dir = -1;
z += dir * 3;
[batch reorderChild:sprite z:z];
}
-(NSString *) title
{
return @"SpriteBatchNode: Z order";
}
@end
@implementation SpriteBatchNodeReorder
-(id) init
{
if( (self=[super init]) ) {
NSMutableArray* a = [NSMutableArray arrayWithCapacity:10];
CCSpriteBatchNode* asmtest = [CCSpriteBatchNode batchNodeWithFile:@"animations/ghosts.png"];
for(int i=0; i<10; i++)
{
CCSprite* s1 = [CCSprite spriteWithBatchNode:asmtest rect:CGRectMake(0, 0, 50, 50)];
[a addObject:s1];
[asmtest addChild:s1 z:10];
}
for(int i=0; i<10; i++)
{
if(i!=5)
[asmtest reorderChild:[a objectAtIndex:i] z:9];
}
//usually children get sorted before -transform but call sort now to verify order
[asmtest sortAllChildren];
NSInteger prev = -1;
for(id child in asmtest.children)
{
NSUInteger currentIndex = [child atlasIndex];
NSAssert( prev == currentIndex-1, @"Child order failed");
NSLog(@"children %x - atlasIndex:%d", (unsigned int)child, (unsigned int) currentIndex);
prev = currentIndex;
}
prev = -1;
for(id child in asmtest.descendants)
{
NSUInteger currentIndex = [child atlasIndex];
NSAssert( prev == currentIndex-1, @"Child order failed");
NSLog(@"descendant %x - atlasIndex:%d", (unsigned int)child, (unsigned int) currentIndex);
prev = currentIndex;
}
}
return self;
}
-(NSString *) title
{
return @"SpriteBatchNode: reorder #1";
}
-(NSString *) subtitle
{
return @"Should not crash";
}
@end
@implementation SpriteBatchNodeReorderIssue744
-(id) init
{
if( (self=[super init]) ) {
CGSize s = [[CCDirector sharedDirector] winSize];
// Testing issue #744
// http://code.google.com/p/cocos2d-iphone/issues/detail?id=744
CCSpriteBatchNode *batch = [CCSpriteBatchNode batchNodeWithFile:@"grossini_dance_atlas.png" capacity:15];
[self addChild:batch z:0 tag:kTagSpriteBatchNode];
CCSprite *sprite = [CCSprite spriteWithBatchNode:batch rect:CGRectMake(0, 0, 85, 121)];
sprite.position = ccp(s.width/2, s.height/2);
[batch addChild:sprite z:3];
[batch reorderChild:sprite z:1];
}
return self;
}
-(NSString *) title
{
return @"SpriteBatchNode: reorder issue #744";
}
-(NSString *) subtitle
{
return @"Should not crash";
}
@end
@implementation NodeSort
- (void) reorderSprite:(ccTime)dt
{
[self unschedule:_cmd];
//z-4
[node reorderChild:[[node children] objectAtIndex:0] z:32];
//[node reorderChild:[[node children] objectAtIndex:2] z:-4];
//[node reorderChild:[[node children] objectAtIndex:1] z:-6];
[node sortAllChildren];
CCSprite *child;
CCARRAY_FOREACH(node.children,child) NSLog(@"tag %i z %i",(int)child.tag,(int)child.zOrder);
}
// on "init" you need to initialize your instance
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super" return value
if( (self=[super init] )) {
node = [CCNode node];
[self addChild:node z:0 tag:0];
sprite1 = [CCSprite spriteWithFile:@"piece.png" rect:CGRectMake(128,0,64,64)];
sprite1.position = CGPointMake(100,160);
[node addChild:sprite1 z:-6 tag:1];
sprite2= [CCSprite spriteWithFile:@"piece.png" rect:CGRectMake(128,0,64,64)];
sprite2.position = CGPointMake(164,160);
[node addChild:sprite2 z:-6 tag:2];
sprite3 = [CCSprite spriteWithFile:@"piece.png" rect:CGRectMake(128,0,64,64)];
sprite3.position = CGPointMake(228,160);
[node addChild:sprite3 z:-4 tag:3];
sprite4 = [CCSprite spriteWithFile:@"piece.png" rect:CGRectMake(128,0,64,64)];
sprite4.position = CGPointMake(292,160);
[node addChild:sprite4 z:-3 tag:4];
sprite5 = [CCSprite spriteWithFile:@"piece.png" rect:CGRectMake(128,0,64,64)];
sprite5.position = CGPointMake(356,160);
[node addChild:sprite5 z:-3 tag:5];
[self schedule:@selector(reorderSprite:) interval:1];
}
return self;
}
-(NSString *) title
{
return @"node sort same index";
}
-(NSString *) subtitle
{
return @"tag order in console should be 2,3,4,5,1";
}
@end
@implementation SpriteBatchNodeReorderSameIndex
- (void) reorderSprite:(ccTime)dt
{
[self unschedule:_cmd];
[batchNode reorderChild:sprite4 z:4];
[batchNode reorderChild:sprite5 z:4];
[batchNode reorderChild:sprite1 z:4];
[batchNode sortAllChildren];
CCSprite* child;
CCARRAY_FOREACH(batchNode.descendants,child) NSLog(@"tag %i",(int)child.tag);
}
// on "init" you need to initialize your instance
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super" return value
if( (self=[super init] )) {
batchNode = [CCSpriteBatchNode batchNodeWithFile:@"piece.png" capacity:15];
[self addChild:batchNode z:1 tag:0];
sprite1 = [CCSprite spriteWithBatchNode:batchNode rect:CGRectMake(128,0,64,64)];
sprite1.position = CGPointMake(100,160);
[batchNode addChild:sprite1 z:3 tag:1];
sprite2= [CCSprite spriteWithBatchNode:batchNode rect:CGRectMake(128,0,64,64)];
sprite2.position = CGPointMake(164,160);
[batchNode addChild:sprite2 z:4 tag:2];
sprite3 = [CCSprite spriteWithBatchNode:batchNode rect:CGRectMake(128,0,64,64)];
sprite3.position = CGPointMake(228,160);
[batchNode addChild:sprite3 z:4 tag:3];
sprite4 = [CCSprite spriteWithBatchNode:batchNode rect:CGRectMake(128,0,64,64)];
sprite4.position = CGPointMake(292,160);
[batchNode addChild:sprite4 z:5 tag:4];
sprite5 = [CCSprite spriteWithBatchNode:batchNode rect:CGRectMake(128,0,64,64)];
sprite5.position = CGPointMake(356,160);
[batchNode addChild:sprite5 z:6 tag:5];
[self schedule:@selector(reorderSprite:) interval:2];
}
return self;
}
-(NSString *) title
{
return @"SpriteBatchNodeReorder same index";
}
-(NSString *) subtitle
{
return @"tag order in console should be 2,3,4,5,1";
}
@end
#pragma mark -
#pragma mark SpriteBatchNodeReorderOneChild
@implementation SpriteBatchNodeReorderOneChild
-(id) init
{
if( (self=[super init]) ) {
CGSize s = [[CCDirector sharedDirector] winSize];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"animations/ghosts.plist"];
CCSpriteBatchNode *aParent;
CCSprite *l1, *l2a, *l2b, *l3a1, *l3a2, *l3b1, *l3b2;
//
// SpriteBatchNode: 3 levels of children
//
aParent = [CCSpriteBatchNode batchNodeWithFile:@"animations/ghosts.png"];
batchNode_ = aParent;
//[[aParent texture] generateMipmap];
[self addChild:aParent];
// parent
l1 = [CCSprite spriteWithSpriteFrameName:@"father.gif"];
l1.position = ccp( s.width/2, s.height/2);
[aParent addChild:l1];
CGSize l1Size = [l1 contentSize];
// child left
l2a = [CCSprite spriteWithSpriteFrameName:@"sister1.gif"];
l2a.position = ccp( -10 + l1Size.width/2, 0 + l1Size.height/2);
[l1 addChild:l2a z:1];
CGSize l2aSize = [l2a contentSize];
// child right
l2b = [CCSprite spriteWithSpriteFrameName:@"sister2.gif"];
l2b.position = ccp( +50 + l1Size.width/2, 0 + l1Size.height/2);
[l1 addChild:l2b z:2];
CGSize l2bSize = [l2a contentSize];
// child left bottom
l3a1 = [CCSprite spriteWithSpriteFrameName:@"child1.gif"];
l3a1.scale = 0.45f;
l3a1.position = ccp(0+l2aSize.width/2,-50+l2aSize.height/2);
[l2a addChild:l3a1 z:1];
// child left top
l3a2 = [CCSprite spriteWithSpriteFrameName:@"child1.gif"];
l3a2.scale = 0.45f;
l3a2.position = ccp(0+l2aSize.width/2,+50+l2aSize.height/2);
[l2a addChild:l3a2 z:2];
reorderSprite_ = l2a;
// child right bottom
l3b1 = [CCSprite spriteWithSpriteFrameName:@"child1.gif"];
l3b1.scale = 0.45f;
l3b1.flipY = YES;
l3b1.position = ccp(0+l2bSize.width/2,-50+l2bSize.height/2);
[l2b addChild:l3b1];
// child right top
l3b2 = [CCSprite spriteWithSpriteFrameName:@"child1.gif"];
l3b2.scale = 0.45f;
l3b2.flipY = YES;
l3b2.position = ccp(0+l2bSize.width/2,+50+l2bSize.height/2);
[l2b addChild:l3b2];
[self schedule:@selector(reorderSprite:) interval:2];
}
return self;
}
- (void) reorderSprite:(ccTime)dt
{
[self unschedule:_cmd];
[reorderSprite_.parent reorderChild:reorderSprite_ z:-1];
[batchNode_ sortAllChildren];
//CCSprite* child;
//CCARRAY_FOREACH(batchNode.descendants,child) NSLog(@"tag %i",child.tag);
}
-(NSString *) title
{
return @"SpriteBatchNode reorder 1 child";
}
@end
@implementation SpriteBatchNodeReorderIssue766
-(CCSprite *)makeSpriteZ:(int)aZ
{
CCSprite *sprite = [CCSprite spriteWithBatchNode:batchNode rect:CGRectMake(128,0,64,64)];
[batchNode addChild:sprite z:aZ+1 tag:0];
//children
CCSprite *spriteShadow = [CCSprite spriteWithBatchNode:batchNode rect:CGRectMake(0,0,64,64)];
spriteShadow.opacity = 128;
[sprite addChild:spriteShadow z:aZ tag:3];
CCSprite *spriteTop = [CCSprite spriteWithBatchNode:batchNode rect:CGRectMake(64,0,64,64)];
[sprite addChild:spriteTop z:aZ+2 tag:3];