cocos2d-x 2.X demo学习笔记 3 ----ActionTest源码 主要是滚动菜单的操作

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学习这个主要是看看cocos2d-x 主要action的操作



#include "ActionsTest.h"

#include "../testResource.h"
#include "cocos2d.h"




CCLayer* NextAction();
CCLayer* BackAction();
CCLayer* RestartAction();


static int s_nActionIdx = -1;
//创建新布景
CCLayer* CreateLayer(int nIndex)
{
    CCLayer * pLayer = NULL;


    switch (nIndex)
    {
        case ACTION_MANUAL_LAYER:
            pLayer = new ActionManual(); break;
        case ACTION_MOVE_LAYER:
            pLayer = new ActionMove(); break;
        case ACTION_SCALE_LAYER:
            pLayer = new ActionScale(); break;
        case ACTION_ROTATE_LAYER:
            pLayer = new ActionRotate(); break;
        case ACTION_SKEW_LAYER:
            pLayer = new ActionSkew(); break;
        case ACTION_SKEWROTATE_LAYER:
            pLayer = new ActionSkewRotateScale(); break;
        case ACTION_JUMP_LAYER:
            pLayer = new ActionJump(); break;
        case ACTION_BEZIER_LAYER:
            pLayer = new ActionBezier(); break;
        case ACTION_BLINK_LAYER:
            pLayer = new ActionBlink(); break;
        case ACTION_FADE_LAYER:
            pLayer = new ActionFade(); break;
        case ACTION_TINT_LAYER:
            pLayer = new ActionTint(); break;
        case ACTION_ANIMATE_LAYER:
            pLayer = new ActionAnimate(); break;
        case ACTION_SEQUENCE_LAYER:
            pLayer = new ActionSequence(); break;
        case ACTION_SEQUENCE2_LAYER:
            pLayer = new ActionSequence2(); break;
        case ACTION_SPAWN_LAYER:
            pLayer = new ActionSpawn(); break;
        case ACTION_REVERSE:
            pLayer = new ActionReverse(); break;
        case ACTION_DELAYTIME_LAYER:
            pLayer = new ActionDelayTime(); break;
        case ACTION_REPEAT_LAYER:
            pLayer = new ActionRepeat(); break;
        case ACTION_REPEATEFOREVER_LAYER:
            pLayer = new ActionRepeatForever(); break;
        case ACTION_ROTATETOREPEATE_LAYER:
            pLayer = new ActionRotateToRepeat(); break;
        case ACTION_ROTATEJERK_LAYER:
            pLayer = new ActionRotateJerk(); break;    
        case ACTION_CALLFUNC_LAYER:
            pLayer = new ActionCallFunc(); break;
        case ACTION_CALLFUNCND_LAYER:
            pLayer = new ActionCallFuncND(); break;
        case ACTION_REVERSESEQUENCE_LAYER:
            pLayer = new ActionReverseSequence(); break;
        case ACTION_REVERSESEQUENCE2_LAYER:
            pLayer = new ActionReverseSequence2(); break;
        case ACTION_ORBIT_LAYER:
            pLayer = new ActionOrbit(); break;
        case ACTION_FLLOW_LAYER:
            pLayer = new ActionFollow(); break;
        case ACTION_TARGETED_LAYER:
            pLayer = new ActionTargeted(); break;
        case ACTION_ISSUE1305_LAYER:
            pLayer = new Issue1305(); break;
        case ACTION_ISSUE1305_2_LAYER:
            pLayer = new Issue1305_2(); break;
        case ACTION_ISSUE1288_LAYER:
            pLayer = new Issue1288(); break;
        case ACTION_ISSUE1288_2_LAYER:
            pLayer = new Issue1288_2(); break;
        case ACTION_ISSUE1327_LAYER:
            pLayer = new Issue1327(); break;
        case ACTION_CARDINALSPLINE_LAYER:
            pLayer = new ActionCardinalSpline(); break;
        case ACTION_CATMULLROM_LAYER:
            pLayer = new ActionCatmullRom(); break;
        case PAUSERESUMEACTIONS_LAYER:
            pLayer = new PauseResumeActions(); break;


    default:
        break;
    }


    return pLayer;
}


CCLayer* NextAction()
{
    ++s_nActionIdx;//创建的是第几个
    s_nActionIdx = s_nActionIdx % ACTION_LAYER_COUNT;//超过时取余就是从头开始


    CCLayer* pLayer = CreateLayer(s_nActionIdx);
    pLayer->autorelease();//new出来和拷贝出来的对象需要手动释放资源


    return pLayer;
}


CCLayer* BackAction()
{//同上
    --s_nActionIdx;
    if( s_nActionIdx < 0 )
        s_nActionIdx += ACTION_LAYER_COUNT;    


    CCLayer* pLayer = CreateLayer(s_nActionIdx);
    pLayer->autorelease();


    return pLayer;
}


CCLayer* RestartAction()
{//从新加载此布局
    CCLayer* pLayer = CreateLayer(s_nActionIdx);
    pLayer->autorelease();


    return pLayer;
}




void ActionsTestScene::runThisTest()
{
//开始加载
    s_nActionIdx = -1;
    addChild(NextAction());//直接开始第一个布局


    CCDirector::sharedDirector()->replaceScene(this);//替换入场景
}




std::string ActionsDemo::title()
{
    return "ActionsTest";
}


std::string ActionsDemo::subtitle()
{
    return "";
}


void ActionsDemo::onEnter()
{
    CCLayer::onEnter();


    // Or you can create an sprite using a filename. only PNG is supported now. Probably TIFF too
    m_grossini = CCSprite::create(s_pPathGrossini);//创建角色
    m_grossini->retain();


    m_tamara = CCSprite::create(s_pPathSister1); 
    m_tamara->retain();


    m_kathia = CCSprite::create(s_pPathSister2);
    m_kathia->retain();


    addChild(m_grossini, 1);
    addChild(m_tamara, 2);
    addChild(m_kathia, 3);


    CCSize s = CCDirector::sharedDirector()->getWinSize();
//设置位置
    m_grossini->setPosition(CCPointMake(s.width/2, s.height/3));
    m_tamara->setPosition(CCPointMake(s.width/2, 2*s.height/3));
    m_kathia->setPosition(CCPointMake(s.width/2, s.height/2)); 


    // add title and subtitle
//添加标题
    std::string str = title();
    const char * pTitle = str.c_str();
    CCLabelTTF* label = CCLabelTTF::create(pTitle, "Arial", 18);
    addChild(label, 1);
    label->setPosition( CCPointMake(s.width/2, s.height - 30) );


    std::string strSubtitle = subtitle();
    if( ! strSubtitle.empty() ) 
    {
        CCLabelTTF* l = CCLabelTTF::create(strSubtitle.c_str(), "Thonburi", 22);
        addChild(l, 1);
        l->setPosition( CCPointMake(s.width/2, s.height - 60) );
    }    


    // add menu
//创建菜单 上一幅图,下一幅图,从新加载布景 用image创建
    CCMenuItemImage *item1 = CCMenuItemImage::create(s_pPathB1, s_pPathB2, this, menu_selector(ActionsDemo::backCallback) );
    CCMenuItemImage *item2 = CCMenuItemImage::create(s_pPathR1, s_pPathR2, this, menu_selector(ActionsDemo::restartCallback) );
    CCMenuItemImage *item3 = CCMenuItemImage::create(s_pPathF1, s_pPathF2, this, menu_selector(ActionsDemo::nextCallback) );
//创建这三个菜单
    CCMenu *menu = CCMenu::create(item1, item2, item3, NULL);


    menu->setPosition(CCPointZero);
    item1->setPosition(CCPointMake(s.width/2 - item2->getContentSize().width*2, item2->getContentSize().height/2));
    item2->setPosition(CCPointMake(s.width/2, item2->getContentSize().height/2));
    item3->setPosition(CCPointMake(s.width/2 + item2->getContentSize().width*2, item2->getContentSize().height/2));


    addChild(menu, 1);
}


void ActionsDemo::onExit()
{
//退出时全部收回资源
    m_grossini->release();
    m_tamara->release();
    m_kathia->release();
//布景删除
    CCLayer::onExit();
}
//从新开始
void ActionsDemo::restartCallback(CCObject* pSender)
{
    CCScene* s = new ActionsTestScene();
    s->addChild( RestartAction() );
    CCDirector::sharedDirector()->replaceScene(s);
    s->release();
}
//下一个布景
void ActionsDemo::nextCallback(CCObject* pSender)
{
    CCScene* s = new ActionsTestScene();
    s->addChild( NextAction() );
    CCDirector::sharedDirector()->replaceScene(s);
    s->release();
}
//上一个布景
void ActionsDemo::backCallback(CCObject* pSender)
{
    CCScene* s = new ActionsTestScene();
    s->addChild( BackAction() );
    CCDirector::sharedDirector()->replaceScene(s);
    s->release();
}
//居中布局
void ActionsDemo::centerSprites(unsigned int numberOfSprites)
{
    CCSize s = CCDirector::sharedDirector()->getWinSize();


    if( numberOfSprites == 0 )
    {
        m_tamara->setVisible(false);
        m_kathia->setVisible(false);
        m_grossini->setVisible(false);
    } 
    else if ( numberOfSprites == 1 ) 
    {
        m_tamara->setVisible(false);
        m_kathia->setVisible(false);
        m_grossini->setPosition(CCPointMake(s.width/2, s.height/2));
    }
    else if( numberOfSprites == 2 ) 
    {        
        m_kathia->setPosition( CCPointMake(s.width/3, s.height/2));
        m_tamara->setPosition( CCPointMake(2*s.width/3, s.height/2));
        m_grossini->setVisible(false);
    } 
    else if( numberOfSprites == 3 ) 
    {
        m_grossini->setPosition( CCPointMake(s.width/2, s.height/2));
        m_tamara->setPosition( CCPointMake(s.width/4, s.height/2));
        m_kathia->setPosition( CCPointMake(3 * s.width/4, s.height/2));
    }
}
//靠右布局
void ActionsDemo::alignSpritesLeft(unsigned int numberOfSprites)
{
    CCSize s = CCDirector::sharedDirector()->getWinSize();


    if( numberOfSprites == 1 ) 
    {
        m_tamara->setVisible(false);
        m_kathia->setVisible(false);
        m_grossini->setPosition(CCPointMake(60, s.height/2));
    } 
    else if( numberOfSprites == 2 ) 
    {        
        m_kathia->setPosition( CCPointMake(60, s.height/3));
        m_tamara->setPosition( CCPointMake(60, 2*s.height/3));
        m_grossini->setVisible( false );
    } 
    else if( numberOfSprites == 3 ) 
    {
        m_grossini->setPosition( CCPointMake(60, s.height/2));
        m_tamara->setPosition( CCPointMake(60, 2*s.height/3));
        m_kathia->setPosition( CCPointMake(60, s.height/3));
    }
}


//------------------------------------------------------------------
//
// ActionManual
//
//------------------------------------------------------------------
void ActionManual::onEnter()
{
    ActionsDemo::onEnter();


    CCSize s = CCDirector::sharedDirector()->getWinSize();


    m_tamara->setScaleX( 2.5f);//设置寛的拉伸方向
    m_tamara->setScaleY( -1.0f);//设置高的拉伸方向
    m_tamara->setPosition( CCPointMake(100,70) );//设置出现的点
    m_tamara->setOpacity( 12);//设置透明度


    m_grossini->setRotation( 120);//设置旋转度数
    m_grossini->setPosition( CCPointMake(s.width/2, s.height/2));//设置坐标
    m_grossini->setColor( ccc3( 255,0,0));//设置颜色


    m_kathia->setPosition( CCPointMake(s.width-100, s.height/2));
    m_kathia->setColor( ccBLUE);//设置颜色
}


std::string ActionManual::subtitle()
{
    return "Manual Transformation";
}


//------------------------------------------------------------------
//
//    ActionMove
//
//------------------------------------------------------------------
void ActionMove::onEnter()
{
    ActionsDemo::onEnter();


    centerSprites(3);


    CCSize s = CCDirector::sharedDirector()->getWinSize();


    CCActionInterval*  actionTo = CCMoveTo::create(2, CCPointMake(s.width-40, s.height-40));//设置移动到的位置
    CCActionInterval*  actionBy = CCMoveBy::create(2, CCPointMake(80,80));//CCMoveBy是向量,相当于从当前点开始加上你的点的大小就是移动过后的位置
    CCActionInterval*  actionByBack = actionBy->reverse();//取反方向。


    m_tamara->runAction( actionTo);//执行动作
    m_grossini->runAction( CCSequence::create(actionBy, actionByBack, NULL));//设置动作序列 CCSequence 是一系列动作,
    m_kathia->runAction(CCMoveTo::create(1, CCPointMake(40,40)));//执行动作
}


std::string ActionMove::subtitle()
{
    return "MoveTo / MoveBy";
}


//------------------------------------------------------------------
//
// ActionScale
//
//------------------------------------------------------------------
void ActionScale::onEnter()
{
    ActionsDemo::onEnter();


    centerSprites(3);


    CCActionInterval*  actionTo = CCScaleTo::create(2.0f, 0.5f);//缩放到
    CCActionInterval*  actionBy = CCScaleBy::create(2.0f, 1.0f, 10.0f);//单项缩放到
    CCActionInterval*  actionBy2 = CCScaleBy::create(2.0f, 5.0f, 1.0f);//单项缩放到


    m_grossini->runAction( actionTo);
    m_tamara->runAction( CCSequence::create(actionBy, actionBy->reverse(), NULL));
    m_kathia->runAction( CCSequence::create(actionBy2, actionBy2->reverse(), NULL));
}


std::string ActionScale::subtitle()
{
    return "ScaleTo / ScaleBy";
}


//------------------------------------------------------------------
//
//    Action Skew
//
//------------------------------------------------------------------
void ActionSkew::onEnter()
{
    ActionsDemo::onEnter();


    centerSprites(3);


    CCActionInterval *actionTo = CCSkewTo::create(2, 37.2f, -37.2f);//图片根据屏幕倾斜
    CCActionInterval *actionToBack = CCSkewTo::create(2, 0, 0);
    CCActionInterval *actionBy = CCSkewBy::create(2, 0.0f, -90.0f);//图片本身倾斜
    CCActionInterval *actionBy2 = CCSkewBy::create(2, 45.0f, 45.0f);
    CCActionInterval *actionByBack = actionBy->reverse();


    m_tamara->runAction(CCSequence::create(actionTo, actionToBack, NULL));
    m_grossini->runAction(CCSequence::create(actionBy, actionByBack, NULL));


    m_kathia->runAction(CCSequence::create(actionBy2, actionBy2->reverse(), NULL));
}


string ActionSkew::subtitle()
{
    return "SkewTo / SkewBy";
}


void ActionSkewRotateScale::onEnter()
{
    ActionsDemo::onEnter();


    m_tamara->removeFromParentAndCleanup(true);
    m_grossini->removeFromParentAndCleanup(true);
    m_kathia->removeFromParentAndCleanup(true);


    CCSize boxSize = CCSizeMake(100.0f, 100.0f);


    CCLayerColor *box = CCLayerColor::create(ccc4(255, 255, 0, 255));
    box->setAnchorPoint(ccp(0, 0));
    box->setPosition(ccp(190, 110));
    box->setContentSize(boxSize);


    static float markrside = 10.0f;
    CCLayerColor *uL = CCLayerColor::create(ccc4(255, 0, 0, 255));
    box->addChild(uL);
    uL->setContentSize(CCSizeMake(markrside, markrside));
    uL->setPosition(ccp(0.f, boxSize.height - markrside));
    uL->setAnchorPoint(ccp(0, 0));


    CCLayerColor *uR = CCLayerColor::create(ccc4(0, 0, 255, 255));
    box->addChild(uR);
    uR->setContentSize(CCSizeMake(markrside, markrside));
    uR->setPosition(ccp(boxSize.width - markrside, boxSize.height - markrside));
    uR->setAnchorPoint(ccp(0, 0));
    addChild(box);


    CCActionInterval *actionTo = CCSkewTo::create(2, 0.f, 2.f);//倾斜
    CCActionInterval *rotateTo = CCRotateTo::create(2, 61.0f);//旋转
    CCActionInterval *actionScaleTo = CCScaleTo::create(2, -0.44f, 0.47f);//拉伸


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


    box->runAction(CCSequence::create(actionTo, actionToBack, NULL));
    box->runAction(CCSequence::create(rotateTo, rotateToBack, NULL));
    box->runAction(CCSequence::create(actionScaleTo, actionScaleToBack, NULL));
}


string ActionSkewRotateScale::subtitle()
{
    return "Skew + Rotate + Scale";
}


//------------------------------------------------------------------
//
//    ActionRotate
//
//------------------------------------------------------------------
void ActionRotate::onEnter()
{
    ActionsDemo::onEnter();


    centerSprites(3);


    CCActionInterval*  actionTo = CCRotateTo::create( 2, 45);//旋转
    CCActionInterval*  actionTo2 = CCRotateTo::create( 2, -45);//旋转
    CCActionInterval*  actionTo0 = CCRotateTo::create(2 , 0);//旋转
    m_tamara->runAction( CCSequence::create(actionTo, actionTo0, NULL));


    CCActionInterval*  actionBy = CCRotateBy::create(2 ,  360);
    CCActionInterval*  actionByBack = actionBy->reverse();
    m_grossini->runAction( CCSequence::create(actionBy, actionByBack, NULL));


    m_kathia->runAction( CCSequence::create(actionTo2, actionTo0->copy()->autorelease(), NULL));
}


std::string ActionRotate::subtitle()
{
    return "RotateTo / RotateBy";
}


//------------------------------------------------------------------
//
// ActionJump
//
//------------------------------------------------------------------
void ActionJump::onEnter()
{
    ActionsDemo::onEnter();


    centerSprites(3);


    CCActionInterval*  actionTo = CCJumpTo::create(2, CCPointMake(300,300), 50, 4);
    CCActionInterval*  actionBy = CCJumpBy::create(2, CCPointMake(300,0), 50, 4);
    CCActionInterval*  actionUp = CCJumpBy::create(2, CCPointMake(0,0), 80, 4);
    CCActionInterval*  actionByBack = actionBy->reverse();


    m_tamara->runAction( actionTo);
    m_grossini->runAction( CCSequence::create(actionBy, actionByBack, NULL));
    m_kathia->runAction( CCRepeatForever::create(actionUp));//永久执行
}
std::string ActionJump::subtitle()
{
    return "JumpTo / JumpBy";
}


//------------------------------------------------------------------
//
// ActionBezier
//贝尔曲线
//------------------------------------------------------------------
void ActionBezier::onEnter()
{
    ActionsDemo::onEnter();


    CCSize s = CCDirector::sharedDirector()->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;//贝尔曲线设置
    bezier.controlPoint_1 = CCPointMake(0, s.height/2);//设置点1
    bezier.controlPoint_2 = CCPointMake(300, -s.height/2);//设置点2
    bezier.endPosition = CCPointMake(300,100);//设置停止位置


    CCActionInterval*  bezierForward = CCBezierBy::create(3, bezier);//创建动作
    CCActionInterval*  bezierBack = bezierForward->reverse();    //反响动作
    CCAction*  rep = CCRepeatForever::create((CCActionInterval*)CCSequence::create( bezierForward, bezierBack, NULL));




    // sprite 2
    m_tamara->setPosition(CCPointMake(80,160));
    ccBezierConfig bezier2;
    bezier2.controlPoint_1 = CCPointMake(100, s.height/2);
    bezier2.controlPoint_2 = CCPointMake(200, -s.height/2);
    bezier2.endPosition = CCPointMake(240,160);


    CCActionInterval*  bezierTo1 = CCBezierTo::create(2, bezier2);    


    // sprite 3
    m_kathia->setPosition(CCPointMake(400,160));
    CCActionInterval*  bezierTo2 = CCBezierTo::create(2, bezier2);


    m_grossini->runAction( rep);
    m_tamara->runAction(bezierTo1);
    m_kathia->runAction(bezierTo2);


}


std::string ActionBezier::subtitle()
{
    return "BezierBy / BezierTo";
}


//------------------------------------------------------------------
//
// ActionBlink
//闪烁
//------------------------------------------------------------------
void ActionBlink::onEnter()
{
    ActionsDemo::onEnter();


    centerSprites(2);


    CCActionInterval*  action1 = CCBlink::create(2, 10);//1,闪烁时间,2闪烁次数
    CCActionInterval*  action2 = CCBlink::create(2, 5);


    m_tamara->runAction( action1);
    m_kathia->runAction(action2);
}


std::string  ActionBlink::subtitle()
{
    return "Blink";
}


//------------------------------------------------------------------
//
// ActionFade
//角色慢慢变没
//------------------------------------------------------------------
void ActionFade::onEnter()
{
    ActionsDemo::onEnter();


    centerSprites(2);


    m_tamara->setOpacity( 0 );
    CCActionInterval*  action1 = CCFadeIn::create(1.0f);//参数1时间
    CCActionInterval*  action1Back = action1->reverse();


    CCActionInterval*  action2 = CCFadeOut::create(1.0f);
    CCActionInterval*  action2Back = action2->reverse();


    m_tamara->runAction( CCSequence::create( action1, action1Back, NULL));
    m_kathia->runAction( CCSequence::create( action2, action2Back, NULL));
}


std::string  ActionFade::subtitle()
{
    return "FadeIn / FadeOut";
}


//------------------------------------------------------------------
//
// ActionTint
//
//------------------------------------------------------------------


void ActionTint::onEnter()
{
    ActionsDemo::onEnter();


    centerSprites(2);


    CCActionInterval*  action1 = CCTintTo::create(2, 255, 0, 255);
    CCActionInterval*  action2 = CCTintBy::create(2, -127, -255, -127);
    CCActionInterval*  action2Back = action2->reverse();


    m_tamara->runAction( action1);
    m_kathia->runAction( CCSequence::create( action2, action2Back, NULL));
}


std::string  ActionTint::subtitle()
{
    return "TintTo / TintBy";
}


//------------------------------------------------------------------
//
// ActionAnimate
//
//------------------------------------------------------------------
void ActionAnimate::onEnter()
{
    ActionsDemo::onEnter();


    centerSprites(3);




    //
    // Manual animation
    //
    CCAnimation* animation = CCAnimation::create();//动画
    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);//每个单位的延迟
    animation->setRestoreOriginalFrame(true);//最后回复原始针


    CCAnimate* action = CCAnimate::create(animation);
    m_grossini->runAction(CCSequence::create(action, action->reverse(), NULL));
    
    //
    // File animation
    //
    // With 2 loops and reverse
    CCAnimationCache *cache = CCAnimationCache::sharedAnimationCache();
    cache->addAnimationsWithFile("animations/animations-2.plist");//稍后学习一下plist如何建立
    CCAnimation *animation2 = cache->animationByName("dance_1");


    CCAnimate* action2 = CCAnimate::create(animation2);
    m_tamara->runAction(CCSequence::create(action2, action2->reverse(), NULL));


// TODO:
//     observer_ = [[NSNotificationCenter defaultCenter] addObserverForName:CCAnimationFrameDisplayedNotification object:nil queue:nil usingBlock:^(NSNotification* notification) {
// 
//         NSDictionary *userInfo = [notification userInfo];
//         NSLog(@"object %@ with data %@", [notification object], userInfo );
//     }];




    //
    // File animation
    //
    // with 4 loops
    CCAnimation *animation3 = (CCAnimation *)animation2->copy()->autorelease();
    animation3->setLoops(4);//设置循环次数




    CCAnimate* action3 = CCAnimate::create(animation3);
    m_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
// 动作序列
//------------------------------------------------------------------
void ActionSequence::onEnter()
{
    ActionsDemo::onEnter();


    alignSpritesLeft(1);


    CCFiniteTimeAction*  action = CCSequence::create(
        CCMoveBy::create( 2, CCPointMake(240,0)),
        CCRotateBy::create( 2,  540),
        NULL);


    m_grossini->runAction(action);
}


std::string ActionSequence::subtitle()
{
    return "Sequence: Move + Rotate";
}


//------------------------------------------------------------------
//
//    ActionSequence2
//
//------------------------------------------------------------------
void ActionSequence2::onEnter()
{
    ActionsDemo::onEnter();


    alignSpritesLeft(1);


    m_grossini->setVisible(false);


    CCFiniteTimeAction*  action = CCSequence::create(
        CCPlace::create(CCPointMake(200,200)),
        CCShow::create(),
        CCMoveBy::create(1, CCPointMake(100,0)),
        CCCallFunc::create(this, callfunc_selector(ActionSequence2::callback1)),//这个方法很重要。执行动作
        CCCallFuncN::create(this, callfuncN_selector(ActionSequence2::callback2)),
        CCCallFuncND::create(this, callfuncND_selector(ActionSequence2::callback3), (void*)0xbebabeba),
        NULL);


    m_grossini->runAction(action);
}


void ActionSequence2::callback1()
{
    CCSize s = CCDirector::sharedDirector()->getWinSize();
    CCLabelTTF *label = CCLabelTTF::create("callback 1 called", "Marker Felt", 16);
    label->setPosition(CCPointMake( s.width/4*1,s.height/2));


    addChild(label);
}


void ActionSequence2::callback2(CCNode* sender)
{
    CCSize s = CCDirector::sharedDirector()->getWinSize();
    CCLabelTTF *label = CCLabelTTF::create("callback 2 called", "Marker Felt", 16);
    label->setPosition(CCPointMake( s.width/4*2,s.height/2));


    addChild(label);
}


void ActionSequence2::callback3(CCNode* sender, void* data)
{
    CCSize s = CCDirector::sharedDirector()->getWinSize();
    CCLabelTTF *label = CCLabelTTF::create("callback 3 called", "Marker Felt", 16);
    label->setPosition(CCPointMake( s.width/4*3,s.height/2));


    addChild(label);
}


std::string ActionSequence2::subtitle()
{
    return "Sequence of InstantActions";
}


//------------------------------------------------------------------
//
//    ActionCallFunc
//
//------------------------------------------------------------------
void ActionCallFunc::onEnter()
{
    ActionsDemo::onEnter();


    centerSprites(3);


    CCFiniteTimeAction*  action = CCSequence::create(
        CCMoveBy::create(2, CCPointMake(200,0)),
        CCCallFunc::create(this, callfunc_selector(ActionCallFunc::callback1)), 
        NULL);


    CCFiniteTimeAction*  action2 = CCSequence::create(
        CCScaleBy::create(2 ,  2),
        CCFadeOut::create(2),
        CCCallFuncN::create(this, callfuncN_selector(ActionSequence2::callback2)), 
        NULL);


    CCFiniteTimeAction*  action3 = CCSequence::create(
        CCRotateBy::create(3 , 360),
        CCFadeOut::create(2),
        CCCallFuncND::create(this, callfuncND_selector(ActionSequence2::callback3), (void*)0xbebabeba), 
        NULL);


    m_grossini->runAction(action);
    m_tamara->runAction(action2);
    m_kathia->runAction(action3);
}




void ActionCallFunc::callback1()
{
    CCSize s = CCDirector::sharedDirector()->getWinSize();
    CCLabelTTF *label = CCLabelTTF::create("callback 1 called", "Marker Felt", 16);
    label->setPosition(CCPointMake( s.width/4*1,s.height/2));


    addChild(label);
}


void ActionCallFunc::callback2(CCNode* pSender)
{
    CCSize s = CCDirector::sharedDirector()->getWinSize();
    CCLabelTTF *label = CCLabelTTF::create("callback 2 called", "Marker Felt", 16);
    label->setPosition(CCPointMake( s.width/4*2,s.height/2));


    addChild(label);
}


void ActionCallFunc::callback3(CCNode* pTarget, void* data)
{
    CCSize s = CCDirector::sharedDirector()->getWinSize();
    CCLabelTTF *label = CCLabelTTF::create("callback 3 called", "Marker Felt", 16);
    label->setPosition(CCPointMake( s.width/4*3,s.height/2));
    addChild(label);
}


std::string ActionCallFunc::subtitle()
{
    return "Callbacks: CallFunc and friends";
}


//------------------------------------------------------------------
//
// ActionCallFuncND
//
//------------------------------------------------------------------
void ActionCallFuncND::onEnter()
{
    ActionsDemo::onEnter();


    centerSprites(1);


    CCFiniteTimeAction* action = CCSequence::create(CCMoveBy::create(2.0f, ccp(200,0)),
        CCCallFuncND::create(this, callfuncND_selector(ActionCallFuncND::removeFromParentAndCleanup), (void*)true),
        NULL);


    m_grossini->runAction(action);
}


std::string ActionCallFuncND::title()
{
    return "CallFuncND + auto remove";
}


std::string ActionCallFuncND::subtitle()
{
    return "CallFuncND + removeFromParentAndCleanup. Grossini dissapears in 2s";
}


void ActionCallFuncND::removeFromParentAndCleanup(CCNode* pSender, void* data)
{
    bool bCleanUp = data != NULL;
    m_grossini->removeFromParentAndCleanup(bCleanUp);
}


//------------------------------------------------------------------
//
// ActionSpawn
//同时动作
//------------------------------------------------------------------


void ActionSpawn::onEnter()
{
    ActionsDemo::onEnter();


    alignSpritesLeft(1);




    CCAction*  action = CCSpawn::create(
        CCJumpBy::create(2, CCPointMake(300,0), 50, 4),
        CCRotateBy::create( 2,  720),
        NULL);


    m_grossini->runAction(action);
}


std::string ActionSpawn::subtitle()
{
    return "Spawn: Jump + Rotate";
}




//------------------------------------------------------------------
//
// ActionRepeatForever
//先执行一个,在执行永久
//------------------------------------------------------------------
void ActionRepeatForever::onEnter()
{
    ActionsDemo::onEnter();


    centerSprites(1);


    CCFiniteTimeAction*  action = CCSequence::create(
        CCDelayTime::create(1),
        CCCallFuncN::create( this, callfuncN_selector(ActionRepeatForever::repeatForever) ), 
        NULL);


    m_grossini->runAction(action);
}


void ActionRepeatForever::repeatForever(CCNode* pSender)
{
    CCRepeatForever *repeat = CCRepeatForever::create( CCRotateBy::create(1.0f, 360) );


    pSender->runAction(repeat);
}


std::string ActionRepeatForever::subtitle()
{
    return "CallFuncN + RepeatForever";
}




//------------------------------------------------------------------
//
// ActionRotateToRepeat
//
//------------------------------------------------------------------
void ActionRotateToRepeat::onEnter()
{
    ActionsDemo::onEnter();


    centerSprites(2);


    CCActionInterval*  act1 = CCRotateTo::create(1, 90);
    CCActionInterval*  act2 = CCRotateTo::create(1, 0);
    CCActionInterval*  seq = (CCActionInterval*)(CCSequence::create(act1, act2, NULL));
    CCAction*  rep1 = CCRepeatForever::create(seq);
    CCActionInterval*  rep2 = CCRepeat::create((CCFiniteTimeAction*)(seq->copy()->autorelease()), 10);//重复的次数,重复的时间


    m_tamara->runAction(rep1);
    m_kathia->runAction(rep2);
}


std::string ActionRotateToRepeat ::subtitle()
{
    return "Repeat/RepeatForever + RotateTo";
}




//------------------------------------------------------------------
//
// ActionRotateJerk
//
//------------------------------------------------------------------
void ActionRotateJerk::onEnter()
{
    ActionsDemo::onEnter();


    centerSprites(2);


    CCFiniteTimeAction*  seq = CCSequence::create(
        CCRotateTo::create(0.5f, -20),
        CCRotateTo::create(0.5f, 20),
        NULL);


    CCActionInterval*  rep1 = CCRepeat::create(seq, 10);//重复十分钟
    CCAction*  rep2 = CCRepeatForever::create( (CCActionInterval*)(seq->copy()->autorelease()) );//不停重复


    m_tamara->runAction(rep1);
    m_kathia->runAction(rep2);
}


std::string ActionRotateJerk::subtitle()
{
    return "RepeatForever / Repeat + Rotate";
}


//------------------------------------------------------------------
//
// ActionReverse
// 按照已经创作的动作反向动作
//------------------------------------------------------------------
void ActionReverse::onEnter()
{
    ActionsDemo::onEnter();


    alignSpritesLeft(1);


    CCActionInterval*  jump = CCJumpBy::create(2, CCPointMake(300,0), 50, 4);
    CCFiniteTimeAction*  action = CCSequence::create( jump, jump->reverse(), NULL);


    m_grossini->runAction(action);
}


std::string ActionReverse::subtitle()
{
    return "Reverse an action";
}




//------------------------------------------------------------------
//
// ActionDelayTime
//
//------------------------------------------------------------------
void ActionDelayTime::onEnter()
{
    ActionsDemo::onEnter();


    alignSpritesLeft(1);


    CCActionInterval*  move = CCMoveBy::create(1, CCPointMake(150,0));
    CCFiniteTimeAction*  action = CCSequence::create( move, CCDelayTime::create(2), move, NULL);


    m_grossini->runAction(action);
}


std::string ActionDelayTime::subtitle()
{
    return "DelayTime: m + delay + m";
}




//------------------------------------------------------------------
//
// ActionReverseSequence
//
//------------------------------------------------------------------
void ActionReverseSequence::onEnter()
{
    ActionsDemo::onEnter();


    alignSpritesLeft(1);
//多个动作复杂用
    CCActionInterval*  move1 = CCMoveBy::create(1, CCPointMake(250,0));
    CCActionInterval*  move2 = CCMoveBy::create(1, CCPointMake(0,50));
    CCFiniteTimeAction*  seq = CCSequence::create( move1, move2, move1->reverse(), NULL);
    CCFiniteTimeAction*  action = CCSequence::create( seq, seq->reverse(), NULL);


    m_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
    CCActionInterval*  move1 = CCMoveBy::create(1, CCPointMake(250,0));
    CCActionInterval*  move2 = CCMoveBy::create(1, CCPointMake(0,50));
    CCToggleVisibility*  tog1 = new CCToggleVisibility();
    CCToggleVisibility*  tog2 = new CCToggleVisibility();
    tog1->autorelease();
    tog2->autorelease();
    CCFiniteTimeAction*  seq = CCSequence::create( move1, tog1, move2, tog2, move1->reverse(), NULL);
    CCActionInterval*  action = CCRepeat::create((CCActionInterval*)(CCSequence::create( seq, seq->reverse(), NULL)), 3);






    // Test:
    //   Also test that the reverse of Hide is Show, and vice-versa
    m_kathia->runAction(action);


    CCActionInterval*  move_tamara = CCMoveBy::create(1, CCPointMake(100,0));
    CCActionInterval*  move_tamara2 = CCMoveBy::create(1, CCPointMake(50,0));
    CCActionInstant*  hide = new CCHide();
    hide->autorelease();
    CCFiniteTimeAction*  seq_tamara = CCSequence::create( move_tamara, hide, move_tamara2, NULL);
    CCFiniteTimeAction*  seq_back = seq_tamara->reverse();
    m_tamara->runAction( CCSequence::create( seq_tamara, seq_back, NULL));
}
std::string ActionReverseSequence2::subtitle()
{
    return "Reverse sequence 2";
}


//------------------------------------------------------------------
//
// ActionRepeat
//
//------------------------------------------------------------------
void ActionRepeat::onEnter()
{
    ActionsDemo::onEnter();


    alignSpritesLeft(2);




    CCActionInterval*  a1 = CCMoveBy::create(1, CCPointMake(150,0));
    CCActionInterval*  action1 = CCRepeat::create(
        CCSequence::create( CCPlace::create(CCPointMake(60,60)), a1, NULL) , 
        3); 
    CCAction*  action2 = CCRepeatForever::create(
        (CCActionInterval*)(CCSequence::create((CCActionInterval*)(a1->copy()->autorelease()), a1->reverse(), NULL))
        );


    m_kathia->runAction(action1);
    m_tamara->runAction(action2);
}


std::string ActionRepeat::subtitle()
{
    return "Repeat / RepeatForever actions";
}


//------------------------------------------------------------------
//
// ActionOrbit
//
//------------------------------------------------------------------
void ActionOrbit::onEnter()
{
    ActionsDemo::onEnter();


    centerSprites(3);


    CCActionInterval*  orbit1 = CCOrbitCamera::create(2,1, 0, 0, 180, 0, 0);
    CCFiniteTimeAction*  action1 = CCSequence::create(
        orbit1,
        orbit1->reverse(),
        NULL);


    CCActionInterval*  orbit2 = CCOrbitCamera::create(2,1, 0, 0, 180, -45, 0);
    CCFiniteTimeAction*  action2 = CCSequence::create(
        orbit2,
        orbit2->reverse(),
        NULL);


    CCActionInterval*  orbit3 = CCOrbitCamera::create(2,1, 0, 0, 180, 90, 0);
    CCFiniteTimeAction*  action3 = CCSequence::create(
        orbit3,
        orbit3->reverse(),
        NULL);


    m_kathia->runAction(CCRepeatForever::create((CCActionInterval*)action1));
    m_tamara->runAction(CCRepeatForever::create((CCActionInterval*)action2));
    m_grossini->runAction(CCRepeatForever::create((CCActionInterval*)action3));


    CCActionInterval*  move = CCMoveBy::create(3, CCPointMake(100,-100));
    CCActionInterval*  move_back = move->reverse();
    CCFiniteTimeAction*  seq = CCSequence::create(move, move_back, NULL);
    CCAction*  rfe = CCRepeatForever::create((CCActionInterval*)seq);
    m_kathia->runAction(rfe);
    m_tamara->runAction((CCAction*)(rfe->copy()->autorelease()));
    m_grossini->runAction((CCAction*)(rfe->copy()->autorelease()));
}


std::string ActionOrbit::subtitle()
{
    return "OrbitCamera action";
}


//------------------------------------------------------------------
//
// ActionFollow
//
//------------------------------------------------------------------
void ActionFollow::onEnter()
{
    ActionsDemo::onEnter();


    centerSprites(1);
    CCSize s = CCDirector::sharedDirector()->getWinSize();


    m_grossini->setPosition(CCPointMake(-200, s.height / 2));
    CCActionInterval* move      = CCMoveBy::create(2, CCPointMake(s.width * 3, 0));
    CCActionInterval* move_back = move->reverse();
    CCFiniteTimeAction* seq       = CCSequence::create(move, move_back, NULL);
    CCAction* rep  = CCRepeatForever::create((CCActionInterval*)seq);
    m_grossini->runAction(rep);
    this->runAction(CCFollow::create(m_grossini, CCRectMake(0, 0, s.width * 2 - 100, s.height)));//设置布景跟随,画出矩形的跟随
}


std::string ActionFollow::subtitle()
{
    return "Follow action";
}


void ActionTargeted::onEnter()
{
    ActionsDemo::onEnter();
    centerSprites(2);




    CCJumpBy* jump1 = CCJumpBy::create(2,CCPointZero,100,3);
    CCJumpBy* jump2 = (CCJumpBy*)jump1->copy()->autorelease();
    CCRotateBy* rot1 =  CCRotateBy::create(1, 360);
    CCRotateBy* rot2 = (CCRotateBy*)rot1->copy()->autorelease();


    CCTargetedAction *t1 = CCTargetedAction::create(m_kathia, jump2);
    CCTargetedAction *t2 = CCTargetedAction::create(m_kathia, rot2);




    CCSequence* seq = (CCSequence*)CCSequence::create(jump1, t1, rot1, t2, NULL);
    CCRepeatForever *always = CCRepeatForever::create(seq);


    m_tamara->runAction(always);
}


std::string ActionTargeted::title()
{
    return "ActionTargeted";
}


std::string ActionTargeted::subtitle()
{
    return "Action that runs on another target. Useful for sequences";
}


void Issue1305::onEnter()
{
    ActionsDemo::onEnter();
    centerSprites(0);


    m_pSpriteTmp = CCSprite::create("Images/grossini.png");
    /* c++ can't support block, so we use CCCallFuncN instead.
    [spriteTmp_ runAction:[CCCallBlockN actionWithBlock:^(CCNode* node) {
        NSLog(@"This message SHALL ONLY appear when the sprite is added to the scene, NOT BEFORE");
    }] ];
    */


    m_pSpriteTmp->runAction(CCCallFuncN::create(this, callfuncN_selector(Issue1305::log)));
    m_pSpriteTmp->retain();


    scheduleOnce(schedule_selector(Issue1305::addSprite), 2);//定时执行
}


void Issue1305::log(CCNode* pSender)
{
    CCLog("This message SHALL ONLY appear when the sprite is added to the scene, NOT BEFORE");
}


void Issue1305::onExit()
{
    m_pSpriteTmp->release();
    ActionsDemo::onExit();
}


void Issue1305::addSprite(float dt)
{
    m_pSpriteTmp->setPosition(ccp(250,250));
    addChild(m_pSpriteTmp);
}


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);


    CCSprite *spr = CCSprite::create("Images/grossini.png");
    spr->setPosition(ccp(200,200));
    addChild(spr);


    CCMoveBy* act1 = CCMoveBy::create(2 ,ccp(0, 100));
    /* c++ can't support block, so we use CCCallFuncN instead.
    id act2 = [CCCallBlock actionWithBlock:^{
        NSLog(@"1st block");
    }];
    id act3 = [CCMoveBy create:2 position:ccp(0, -100)];
    id act4 = [CCCallBlock actionWithBlock:^{
        NSLog(@"2nd block");
    }];
    id act5 = [CCMoveBy create:2 position:ccp(100, -100)];
    id act6 = [CCCallBlock actionWithBlock:^{
        NSLog(@"3rd block");
    }];
    id act7 = [CCMoveBy create:2 position:ccp(-100, 0)];
    id act8 = [CCCallBlock actionWithBlock:^{
        NSLog(@"4th block");
    }];
    */


    CCCallFunc* act2 = CCCallFunc::create(this, callfunc_selector(Issue1305_2::log1)) ;
    CCMoveBy* act3 = CCMoveBy::create(2, ccp(0, -100));
    CCCallFunc* act4 = CCCallFunc::create(this, callfunc_selector(Issue1305_2::log2)) ;
    CCMoveBy* act5 = CCMoveBy::create(2, ccp(100, -100));
    CCCallFunc* act6 = CCCallFunc::create(this, callfunc_selector(Issue1305_2::log3)) ;
    CCMoveBy* act7 = CCMoveBy::create(2, ccp(-100, 0));
    CCCallFunc* act8 = CCCallFunc::create(this, callfunc_selector(Issue1305_2::log4)) ;


    CCFiniteTimeAction* actF = CCSequence::create(act1, act2, act3, act4, act5, act6, act7, act8, NULL);


    //    [spr runAction:actF];
    CCDirector::sharedDirector()->getActionManager()->addAction(actF ,spr, false);//新的一种添加动作方式


}


void Issue1305_2::log1()
{
    CCLog("1st block");//打印日志
}


void Issue1305_2::log2()
{
    CCLog("2nd block");
}


void Issue1305_2::log3()
{
    CCLog("3rd block");
}


void Issue1305_2::log4()
{
    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);


    CCSprite *spr = CCSprite::create("Images/grossini.png");
    spr->setPosition(ccp(100, 100));
    addChild(spr);


    CCMoveBy* act1 = CCMoveBy::create(0.5, ccp(100, 0));
    CCMoveBy* act2 = (CCMoveBy*)act1->reverse();
    CCFiniteTimeAction* act3 = CCSequence::create(act1, act2, NULL);
    CCRepeat* act4 = CCRepeat::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);


    CCSprite *spr = CCSprite::create("Images/grossini.png");
    spr->setPosition(ccp(100, 100));
    addChild(spr);


    CCMoveBy* act1 = CCMoveBy::create(0.5, ccp(100, 0));
    spr->runAction(CCRepeat::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);


    CCSprite *spr = CCSprite::create("Images/grossini.png");
    spr->setPosition(ccp(100, 100));
    addChild(spr);


    CCCallFuncN* act1 = CCCallFuncN::create(this, callfuncN_selector(Issue1327::logSprRotation));
    CCRotateBy* act2 = CCRotateBy::create(0.25, 45);
    CCCallFuncN* act3 = CCCallFuncN::create(this, callfuncN_selector(Issue1327::logSprRotation));
    CCRotateBy* act4 = CCRotateBy::create(0.25, 45);
    CCCallFuncN* act5 = CCCallFuncN::create(this, callfuncN_selector(Issue1327::logSprRotation));
    CCRotateBy* act6 = CCRotateBy::create(0.25, 45);
    CCCallFuncN* act7 = CCCallFuncN::create(this, callfuncN_selector(Issue1327::logSprRotation));
    CCRotateBy* act8 = CCRotateBy::create(0.25, 45);
    CCCallFuncN* act9 = CCCallFuncN::create(this, callfuncN_selector(Issue1327::logSprRotation));


    CCFiniteTimeAction* actF = CCSequence::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(CCNode* pSender)
{
    CCLog("%f", ((CCSprite*)pSender)->getRotation());
}


/** ActionCatmullRom
定点多点移动。
 */
void ActionCatmullRom::onEnter()
{
    ActionsDemo::onEnter();
    
    this->centerSprites(2);
    
    CCSize s = CCDirector::sharedDirector()->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).
//

    m_tamara->setPosition(ccp(50, 50));

    CCPointArray *array = CCPointArray::create(20);
    
    array->addControlPoint(ccp(0, 0));
    array->addControlPoint(ccp(80, 80));
    array->addControlPoint(ccp(s.width - 80, 80));
    array->addControlPoint(ccp(s.width - 80, s.height - 80));
    array->addControlPoint(ccp(80, s.height - 80));
    array->addControlPoint(ccp(80, 80));
    array->addControlPoint(ccp(s.width / 2, s.height / 2));
    
    CCCatmullRomBy *action = CCCatmullRomBy::create(3, array);
    CCFiniteTimeAction *reverse = action->reverse();

    CCFiniteTimeAction *seq = CCSequence::create(action, reverse, NULL);

    m_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
//    
    
    CCPointArray *array2 = CCPointArray::create(20);
    
    array2->addControlPoint(ccp(s.width / 2, 30));
    array2->addControlPoint(ccp(s.width  -80, 30));
    array2->addControlPoint(ccp(s.width - 80, s.height - 80));
    array2->addControlPoint(ccp(s.width / 2, s.height - 80));
    array2->addControlPoint(ccp(s.width / 2, 30));
    
    CCCatmullRomTo *action2 = CCCatmullRomTo::create(3, array2);//凯特摩
    CCFiniteTimeAction *reverse2 = action2->reverse();
    CCFiniteTimeAction *seq2 = CCSequence::create(action2, reverse2, NULL);
    m_kathia->runAction(seq2);
    m_pArray1 = array;
    m_pArray1->retain();//保留在内存
    m_pArray2 = array2;
    m_pArray2->retain();
}


ActionCatmullRom::~ActionCatmullRom()
{
    m_pArray1->release();
    m_pArray2->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(m_pArray1, 50);//绘制线路
kmGLPopMatrix();
    
ccDrawCatmullRom(m_pArray2,50);
}


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);

    CCSize s = CCDirector::sharedDirector()->getWinSize();
    
    CCPointArray *array = CCPointArray::create(20);
    
    array->addControlPoint(ccp(0, 0));
    array->addControlPoint(ccp(s.width/2-30, 0));
    array->addControlPoint(ccp(s.width/2-30, s.height-80));
    array->addControlPoint(ccp(0, s.height-80));
    array->addControlPoint(ccp(0, 0));
    
//
// sprite 1 (By)
//
// Spline with no tension (tension==0)
//
    
    CCCardinalSplineBy *action = CCCardinalSplineBy::create(3, array, 0);
    CCActionInterval *reverse = action->reverse();

    CCFiniteTimeAction *seq = CCSequence::create(action, reverse, NULL);

    m_tamara->setPosition(ccp(50, 50));
    m_tamara->runAction(seq);

//
// sprite 2 (By)
//
// Spline with high tension (tension==1)
//
    
    CCCardinalSplineBy *action2 = CCCardinalSplineBy::create(3, array, 1);
    CCActionInterval *reverse2 = action2->reverse();

    CCFiniteTimeAction *seq2 = CCSequence::create(action2, reverse2, NULL);

    m_kathia->setPosition(ccp(s.width/2, 50));
    m_kathia->runAction(seq2);

    m_pArray = array;
    array->retain();
}


ActionCardinalSpline::~ActionCardinalSpline()
{
    m_pArray->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(m_pArray, 0, 100);
kmGLPopMatrix();
    
    CCSize s = CCDirector::sharedDirector()->getWinSize();
    
kmGLPushMatrix();
kmGLTranslatef(s.width/2, 50, 0);
ccDrawCardinalSpline(m_pArray, 1, 100);
kmGLPopMatrix();
}


string ActionCardinalSpline::title()
{
    return "CardinalSplineBy / CardinalSplineAt";
}


string ActionCardinalSpline::subtitle()
{
    return "Cardinal Spline paths. Testing different tensions for one array";
}


/** PauseResumeActions
 */


PauseResumeActions::PauseResumeActions()
: m_pPausedTargets(NULL)
{


}


PauseResumeActions::~PauseResumeActions()
{
    CC_SAFE_RELEASE(m_pPausedTargets);
}


void PauseResumeActions::onEnter()
{
    ActionsDemo::onEnter();

    this->centerSprites(2);
    
    m_tamara->runAction(CCRepeatForever::create(CCRotateBy::create(3, 360)));
    m_grossini->runAction(CCRepeatForever::create(CCRotateBy::create(3, -360)));
    m_kathia->runAction(CCRepeatForever::create(CCRotateBy::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");
    CCDirector *director = CCDirector::sharedDirector();


    CC_SAFE_RELEASE(m_pPausedTargets);//释放资源
    m_pPausedTargets = director->getActionManager()->pauseAllRunningActions();//暂停全部动作
    CC_SAFE_RETAIN(m_pPausedTargets);//留住资源在内存
}


void PauseResumeActions::resume(float dt)
{
    CCLog("Resuming");
    CCDirector *director = CCDirector::sharedDirector();
    director->getActionManager()->resumeTargets(m_pPausedTargets);
}