quick-cocos2d-x之testlua之mainMenu.lua
require "helper"
require "testResource" require "ActionsTest.ActionsTest"
require "TransitionsTest.TransitionsTest"
require "ActionsProgressTest.ActionsProgressTest"
require "EffectsTest.EffectsTest"
require "ClickAndMoveTest.ClickAndMoveTest"
require "RotateWorldTest.RotateWorldTest"
require "ParticleTest.ParticleTest"
require "ActionsEaseTest.ActionsEaseTest"
require "MotionStreakTest.MotionStreakTest"
require "DrawPrimitivesTest.DrawPrimitivesTest"
require "NodeTest.NodeTest"
require "TouchesTest.TouchesTest"
require "SpriteTest.SpriteTest"
require "LayerTest.LayerTest"
require "PerformanceTest.PerformanceTest"
require "LabelTest.LabelTest"
require "ParallaxTest.ParallaxTest"
require "TileMapTest.TileMapTest"
require "ActionManagerTest.ActionManagerTest"
require "MenuTest.MenuTest"
require "IntervalTest.IntervalTest"
require "SceneTest.SceneTest"
require "Texture2dTest.Texture2dTest"
require "RenderTextureTest.RenderTextureTest"
require "ZwoptexTest.ZwoptexTest"
require "FontTest.FontTest"
require "CocosDenshionTest.CocosDenshionTest"
require "EffectsAdvancedTest.EffectsAdvancedTest"
require "UserDefaultTest.UserDefaultTest"
require "CurrentLanguageTest.CurrentLanguageTest"
require "BugsTest.BugsTest"
require "ExtensionTest.ExtensionTest"
require "AccelerometerTest.AccelerometerTest"
require "KeypadTest.KeypadTest" local LINE_SPACE = --总共有40个test场景 local CurPos = {x = , y = }--创建一个点初始位置为0点。全局的。
local BeginPos = {x = , y = } local _allTests = {
{ isSupported = true, name = "ActionsTest" , create_func = ActionsTest },
{ isSupported = true, name = "TransitionsTest" , create_func = TransitionsTest },
{ isSupported = true, name = "ActionsProgressTest" , create_func = ProgressActionsTest },
{ isSupported = true, name = "EffectsTest" , create_func = EffectsTest },
{ isSupported = true, name = "ClickAndMoveTest" , create_func = ClickAndMoveTest },
{ isSupported = true, name = "RotateWorldTest" , create_func = RotateWorldTest },
{ isSupported = true, name = "ParticleTest" , create_func = ParticleTest },
{ isSupported = true, name = "ActionsEaseTest" , create_func = EaseActionsTest },
{ isSupported = true, name = "MotionStreakTest" , create_func = MotionStreakTest },
{ isSupported = false, name = "DrawPrimitivesTest" , create_func= DrawPrimitivesTest },
{ isSupported = true, name = "NodeTest" , create_func = CocosNodeTest },
{ isSupported = true, name = "TouchesTest" , create_func = TouchesTest },
--Many tests in MenuTest will crash, so disable it. Should enable it after all crashes are resolved.
{ isSupported = true, name = "MenuTest" , create_func = MenuTestMain },
{ isSupported = true, name = "ActionManagerTest" , create_func = ActionManagerTestMain },
{ isSupported = true, name = "LayerTest" , create_func = LayerTestMain },
{ isSupported = true, name = "SceneTest" , create_func = SceneTestMain },
{ isSupported = true, name = "ParallaxTest" , create_func = ParallaxTestMain },
{ isSupported = true, name = "TileMapTest" , create_func = TileMapTestMain },
{ isSupported = true, name = "IntervalTest" , create_func = IntervalTestMain },
{ isSupported = false, name = "ChipmunkAccelTouchTest" , create_func= ChipmunkAccelTouchTestMain },
{ isSupported = true, name = "LabelTest" , create_func = LabelTest },
{ isSupported = false, name = "TextInputTest" , create_func= TextInputTestMain },
{ isSupported = true, name = "SpriteTest" , create_func = SpriteTest },
{ isSupported = false, name = "SchdulerTest" , create_func= SchdulerTestMain },
{ isSupported = true, name = "RenderTextureTest" , create_func = RenderTextureTestMain },
{ isSupported = true, name = "Texture2DTest" , create_func = Texture2dTestMain },
{ isSupported = false, name = "Box2dTest" , create_func= Box2dTestMain },
{ isSupported = false, name = "Box2dTestBed" , create_func= Box2dTestBedMain },
{ isSupported = true, name = "EffectAdvancedTest" , create_func = EffectAdvancedTestMain },
{ isSupported = true, name = "Accelerometer" , create_func= AccelerometerMain },
{ isSupported = true, name = "KeypadTest" , create_func= KeypadTestMain },
{ isSupported = true, name = "CocosDenshionTest" , create_func = CocosDenshionTestMain },
{ isSupported = true, name = "PerformanceTest" , create_func= PerformanceTestMain },
{ isSupported = true, name = "ZwoptexTest" , create_func = ZwoptexTestMain },
{ isSupported = false, name = "CurlTest" , create_func= CurlTestMain },
{ isSupported = true, name = "UserDefaultTest" , create_func= UserDefaultTestMain },
{ isSupported = true, name = "BugsTest" , create_func= BugsTestMain },
{ isSupported = true, name = "FontTest" , create_func = FontTestMain },
{ isSupported = true, name = "CurrentLanguageTest" , create_func= CurrentLanguageTestMain },
{ isSupported = false, name = "TextureCacheTest" , create_func= TextureCacheTestMain },
{ isSupported = true, name = "ExtensionsTest" , create_func= ExtensionsTestMain },
{ isSupported = false, name = "ShaderTest" , create_func= ShaderTestMain },
{ isSupported = false, name = "MutiTouchTest" , create_func= MutiTouchTestMain }
} local TESTS_COUNT = table.getn(_allTests) -- create scene
local function CreateTestScene(nIdx)
local scene = _allTests[nIdx].create_func()
--purgeCachedData清除所有缓存数据
CCDirector:sharedDirector():purgeCachedData()
return scene
end
-- create menu
function CreateTestMenu()
local menuLayer = CCLayer:create() local function closeCallback()
CCDirector:sharedDirector():endToLua()
end local function menuCallback(tag)
print(tag)
local Idx = tag -
local testScene = CreateTestScene(Idx)
if testScene then
--切换到指定测试页
CCDirector:sharedDirector():replaceScene(testScene)
end
end -- add close menu
local s = CCDirector:sharedDirector():getWinSize()
--s_pPathClose是在testResource.lua定义的文件"Images/close.png"
local CloseItem = CCMenuItemImage:create(s_pPathClose, s_pPathClose)
CloseItem:registerScriptTapHandler(closeCallback)
CloseItem:setPosition(ccp(s.width - , s.height - ))--放在右上角 local CloseMenu = CCMenu:create()
CloseMenu:setPosition(, )
CloseMenu:addChild(CloseItem)
menuLayer:addChild(CloseMenu) -- add menu items for tests
--各测试项的列表
local MainMenu = CCMenu:create()
local index =
local obj = nil
for index, obj in pairs(_allTests) do
local testLabel = CCLabelTTF:create(obj.name, "Arial", )
local testMenuItem = CCMenuItemLabel:create(testLabel)
if not obj.isSupported then
testMenuItem:setEnabled(false)--展示为灰色
end
--CCMenuItem的处理函数注册registerScriptTapHandler
testMenuItem:registerScriptTapHandler(menuCallback)
testMenuItem:setPosition(ccp(s.width / , (s.height - (index) * LINE_SPACE)))
MainMenu:addChild(testMenuItem, index + , index + )
end --设置滚动区域的大小(高度已超出屏幕)
MainMenu:setContentSize(CCSizeMake(s.width, (TESTS_COUNT + ) * (LINE_SPACE)))
--设置当前位置(0,0)
MainMenu:setPosition(CurPos.x, CurPos.y)
menuLayer:addChild(MainMenu) -- handling touch events
--记录起始点到全局变量BeginPos中
local function onTouchBegan(x, y)
BeginPos = {x = x, y = y}
-- CCTOUCHBEGAN event must return true
--必须返回true
return true
end local function onTouchMoved(x, y)
--移动后y的变化值,直接作为mainMenu的垂直方向滚动距离
local nMoveY = y - BeginPos.y
local curPosx, curPosy = MainMenu:getPosition()
local nextPosy = curPosy + nMoveY
local winSize = CCDirector:sharedDirector():getWinSize()
if nextPosy < then
MainMenu:setPosition(, )
return
end --有可能滑动的距离过大,就直接把mainMenu的位置设为滚动到末尾了
if nextPosy > ((TESTS_COUNT + ) * LINE_SPACE - winSize.height) then
MainMenu:setPosition(, ((TESTS_COUNT + ) * LINE_SPACE - winSize.height))
return
end MainMenu:setPosition(curPosx, nextPosy)
BeginPos = {x = x, y = y}
CurPos = {x = curPosx, y = nextPosy}
end local function onTouch(eventType, x, y)
if eventType == "began" then
return onTouchBegan(x, y)
elseif eventType == "moved" then
return onTouchMoved(x, y)
end
end menuLayer:setTouchEnabled(true)
menuLayer:addTouchEventListener(onTouch) return menuLayer
end
quick-cocos2d-x之testlua之mainMenu.lua的更多相关文章
- quick-cocos2d-x之testlua之VisibleRect.lua
require "extern" --这个类找到了可视区域的9个点的坐标:左上.上的中点.右上.左的中点.左下.下的中点.右下.右的中点.一般用于使用相对坐标的场合,解决自适应屏幕 ...
- quick 2.23 它们的定义c++代码lua与总结的一些细节
它们的定义c++代码lua与总结的一些细节 参考:点击打开链接 1.自己定义 XXX.cpp .XXX.h 2.D:\quick\quick-cocos2d-x-2.2.3-rc\lib\cocos2 ...
- Cocos2d 之FlyBird开发---MainMenu类
| 版权声明:本文为博主原创文章,未经博主允许不得转载. MainMenu类主要实现的是游戏主界面的布局,它相当于一个港口,有开向各处的航道,而游戏中的MainMenu则是有跳转到各个场景的一个集 ...
- 【cocos2d-x + Lua(1) 绑定Lua并使用tolua++】
为什么要使用Lua进行游戏开发?转载请注明出处http://www.cnblogs.com/zisou/p/cocos2dx-lua1.html 上面一个问题我觉得在我们使用Lua之前需要深入思考的, ...
- cocos2d-x:初探TestLua
打开\cocos2d-x-2.2.3\cocos2d-win32.vc2012.sln sln里面有个TestLuaproject 初探完成...(不要逗) 启动一下project,cocos2d-x ...
- cocos2dx的lua绑定
一.cocos2dx对tolua++绑定的修正 A.c对lua回调函数的引用 在使用cocos2dx编写游戏时,我们经常会设置一些回调函数(时钟.菜单选择等).如果采用脚本方式编写游戏的话,这些回调函 ...
- lua学习-1
最近打算学习quick cocos2dx,所以首先打算学习一下lua这门语言,Lua 是一个小巧的脚本语言,轻量级,便于扩展. Lua脚本基本的数据类型:nil.boolean.number.stri ...
- LuaJavaBridge - lua与java互操作的简单解决方案
引入:Android平台代码和Lua代码的交互均通过C++和Java交互,Lua再和C++交互(lua <==> C++ <==> java) 我最开始遇见这种lua调用ja ...
- cocos lua 加密方案
cocos2d使用的是luajit,lua原生编译出来的bytecode和luajit是不兼容的,所以直接用luac法编译出来的bytecode脚本无法在cocos2d中使用. 目前所指的解决方案有2 ...
随机推荐
- python学习-day15:局部变量与全局变量、嵌套函数、递归
一.全局变量与局部变量 在子程序中定义的变量称为局部变量, 在程序的一开始定义的变量称为全局变量. 全局变量作用域是整个程序,局部变量作用域是定义该变量的子程序.当全局变量与局部变量同名时:在定义局部 ...
- CSS基本知识汇总
1.CSS 简介 CSS 指层叠样式表 (Cascading Style Sheets),是一种用来表现 HTML 文档样式的语言,样式定义如何显示 HTML 元素,是能够真正做到网页表现与结构分离的 ...
- CRM 2016 级联过滤
以下以省市为例: function preFilterLookup() { //要进行过滤的lookup按钮加入addPresearch事件 Xrm.Page.getControl("shi ...
- delphi 调用c#dll
public interface iProduct { string Buy(); } [ClassInterface(ClassInterfaceType.None)] public class P ...
- 关掉apache2服务器日志文件
磁盘空间突然满了,才发现是这个东西占空间.11个G的空间 修改:/etc/apache2/size-available/default <VirtualHost *:80>ServerNa ...
- 关于 presentViewController 时机
类似微信.QQ这些应用如果用户没有登录,会弹出登录界面,如果 presentViewController 是写在 viewDidAppear 之前,会有警告 Presenting view cont ...
- Linux下编译带x264的ffmpeg的配置方法,包含SDL2
一.环境准备 ffmpeg下载:http://www.ffmpeg.org/download.html x264下载:http://download.videolan.org/x264/snapsho ...
- C#通过安全证书生成签名和验签辅助类
using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Net ...
- nginx 日志分割
利用 crontab + shell 来实现nginx的 access log 按天切割,便于统计.具体实现如下: shell: #! /bin/sh NGINX_DIR=/data/apps/ngi ...
- HTML4.01和XHTML1.0和XHTML1.1的一些区别
接触web前端以来,一直使用的都是html5,因此一直没搞明白HTML4.01和XHTML1.0和XHTML1.1之间的区别,今天在看<精通CSS>一书,有简单介绍这几个,在这儿记录下. ...