ccb 0.0.1

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Files changed (335) hide show
  1. checksums.yaml +7 -0
  2. data/LICENSE.txt +20 -0
  3. data/README.md +31 -0
  4. data/bin/ccb +4 -0
  5. data/lib/ccb/builder/project_builder.rb +14 -0
  6. data/lib/ccb/builder/scene_builder.rb +9 -0
  7. data/lib/ccb/builder/templates/project/GameConfig.js.tt +21 -0
  8. data/lib/ccb/builder/templates/project/_cocos-project.json +4 -0
  9. data/lib/ccb/builder/templates/project/folder/CMakeLists.txt +295 -0
  10. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/Base64Images.js +32 -0
  11. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/CCBoot.js +2271 -0
  12. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/CCDebugger.js +336 -0
  13. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/actions/CCAction.js +694 -0
  14. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/actions/CCActionCamera.js +293 -0
  15. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/actions/CCActionCatmullRom.js +605 -0
  16. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/actions/CCActionEase.js +3681 -0
  17. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/actions/CCActionInstant.js +757 -0
  18. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/actions/CCActionInterval.js +3554 -0
  19. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/actions/CCActionTween.js +166 -0
  20. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/actions3d/CCActionGrid.js +372 -0
  21. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/actions3d/CCActionGrid3D.js +1257 -0
  22. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/actions3d/CCActionPageTurn3D.js +113 -0
  23. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/actions3d/CCActionTiledGrid.js +1289 -0
  24. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/audio/CCAudio.js +1024 -0
  25. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/clipping-nodes/CCClippingNode.js +224 -0
  26. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/clipping-nodes/CCClippingNodeCanvasRenderCmd.js +227 -0
  27. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/clipping-nodes/CCClippingNodeWebGLRenderCmd.js +226 -0
  28. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/compression/ZipUtils.js +82 -0
  29. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/compression/base64.js +95 -0
  30. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/compression/gzip.js +731 -0
  31. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/compression/zlib.min.js +55 -0
  32. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/CCActionManager.js +378 -0
  33. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/CCCamera.js +290 -0
  34. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/CCConfiguration.js +294 -0
  35. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/CCDirector.js +1019 -0
  36. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/CCDirectorWebGL.js +329 -0
  37. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/CCDrawingPrimitivesCanvas.js +438 -0
  38. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/CCDrawingPrimitivesWebGL.js +464 -0
  39. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/CCScheduler.js +744 -0
  40. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/base-nodes/BaseNodesPropertyDefine.js +127 -0
  41. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/base-nodes/CCAtlasNode.js +294 -0
  42. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/base-nodes/CCAtlasNodeCanvasRenderCmd.js +138 -0
  43. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/base-nodes/CCAtlasNodeWebGLRenderCmd.js +145 -0
  44. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/base-nodes/CCNode.js +2386 -0
  45. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/base-nodes/CCNodeCanvasRenderCmd.js +504 -0
  46. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/base-nodes/CCNodeWebGLRenderCmd.js +254 -0
  47. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/cocoa/CCAffineTransform.js +259 -0
  48. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/cocoa/CCGeometry.js +327 -0
  49. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/event-manager/CCEvent.js +449 -0
  50. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/event-manager/CCEventExtension.js +126 -0
  51. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/event-manager/CCEventListener.js +519 -0
  52. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/event-manager/CCEventManager.js +1025 -0
  53. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/event-manager/CCTouch.js +175 -0
  54. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/labelttf/CCLabelTTF.js +829 -0
  55. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/labelttf/CCLabelTTFCanvasRenderCmd.js +420 -0
  56. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/labelttf/CCLabelTTFWebGLRenderCmd.js +101 -0
  57. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/labelttf/LabelTTFPropertyDefine.js +88 -0
  58. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/layers/CCLayer.js +642 -0
  59. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/layers/CCLayerCanvasRenderCmd.js +434 -0
  60. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/layers/CCLayerWebGLRenderCmd.js +248 -0
  61. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/platform/CCClass.js +333 -0
  62. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/platform/CCCommon.js +303 -0
  63. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/platform/CCConfig.js +303 -0
  64. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/platform/CCEGLView.js +1245 -0
  65. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/platform/CCInputExtension.js +135 -0
  66. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/platform/CCInputManager.js +616 -0
  67. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/platform/CCLoaders.js +142 -0
  68. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/platform/CCMacro.js +830 -0
  69. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/platform/CCSAXParser.js +160 -0
  70. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/platform/CCScreen.js +155 -0
  71. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/platform/CCTypes.js +374 -0
  72. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/platform/CCTypesPropertyDefine.js +165 -0
  73. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/platform/CCTypesWebGL.js +689 -0
  74. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/platform/CCVisibleRect.js +100 -0
  75. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/platform/miniFramework.js +264 -0
  76. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/renderer/RendererCanvas.js +274 -0
  77. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/renderer/RendererWebGL.js +137 -0
  78. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/scenes/CCLoaderScene.js +149 -0
  79. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/scenes/CCScene.js +62 -0
  80. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/sprites/CCAnimation.js +477 -0
  81. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/sprites/CCAnimationCache.js +213 -0
  82. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/sprites/CCBakeSprite.js +71 -0
  83. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/sprites/CCSprite.js +1014 -0
  84. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/sprites/CCSpriteBatchNode.js +676 -0
  85. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/sprites/CCSpriteBatchNodeCanvasRenderCmd.js +101 -0
  86. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/sprites/CCSpriteBatchNodeWebGLRenderCmd.js +243 -0
  87. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/sprites/CCSpriteCanvasRenderCmd.js +518 -0
  88. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/sprites/CCSpriteFrame.js +420 -0
  89. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/sprites/CCSpriteFrameCache.js +341 -0
  90. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/sprites/CCSpriteWebGLRenderCmd.js +493 -0
  91. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/sprites/SpritesPropertyDefine.js +67 -0
  92. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/support/CCPointExtension.js +515 -0
  93. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/support/CCVertex.js +170 -0
  94. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/support/TransformUtils.js +62 -0
  95. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/textures/CCTexture2D.js +455 -0
  96. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/textures/CCTextureAtlas.js +653 -0
  97. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/textures/CCTextureCache.js +371 -0
  98. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/textures/TexturesPropertyDefine.js +221 -0
  99. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/textures/TexturesWebGL.js +899 -0
  100. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/core/utils/BinaryLoader.js +151 -0
  101. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/effects/CCGrabber.js +110 -0
  102. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/effects/CCGrid.js +737 -0
  103. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/kazmath/aabb.js +68 -0
  104. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/kazmath/gl/mat4stack.js +59 -0
  105. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/kazmath/gl/matrix.js +169 -0
  106. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/kazmath/mat3.js +329 -0
  107. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/kazmath/mat4.js +810 -0
  108. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/kazmath/plane.js +184 -0
  109. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/kazmath/quaternion.js +497 -0
  110. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/kazmath/ray2.js +163 -0
  111. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/kazmath/utility.js +76 -0
  112. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/kazmath/vec2.js +107 -0
  113. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/kazmath/vec3.js +205 -0
  114. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/kazmath/vec4.js +158 -0
  115. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/labels/CCLabelAtlas.js +239 -0
  116. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/labels/CCLabelAtlasCanvasRenderCmd.js +95 -0
  117. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/labels/CCLabelAtlasWebGLRenderCmd.js +132 -0
  118. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/labels/CCLabelBMFont.js +958 -0
  119. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/labels/CCLabelBMFontCanvasRenderCmd.js +142 -0
  120. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/labels/CCLabelBMFontWebGLRenderCmd.js +87 -0
  121. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/menus/CCMenu.js +600 -0
  122. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/menus/CCMenuItem.js +1422 -0
  123. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/motion-streak/CCMotionStreak.js +517 -0
  124. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/motion-streak/CCMotionStreakWebGLRenderCmd.js +66 -0
  125. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/node-grid/CCNodeGrid.js +129 -0
  126. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/node-grid/CCNodeGridWebGLRenderCmd.js +98 -0
  127. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/parallax/CCParallaxNode.js +252 -0
  128. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/parallax/CCParallaxNodeRenderCmd.js +69 -0
  129. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/particle/CCPNGReader.js +330 -0
  130. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/particle/CCParticleBatchNode.js +527 -0
  131. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/particle/CCParticleBatchNodeCanvasRenderCmd.js +38 -0
  132. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/particle/CCParticleBatchNodeWebGLRenderCmd.js +74 -0
  133. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/particle/CCParticleExamples.js +1006 -0
  134. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/particle/CCParticleSystem.js +2294 -0
  135. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/particle/CCParticleSystemCanvasRenderCmd.js +217 -0
  136. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/particle/CCParticleSystemWebGLRenderCmd.js +402 -0
  137. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/particle/CCTIFFReader.js +692 -0
  138. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/physics/CCPhysicsDebugNode.js +212 -0
  139. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/physics/CCPhysicsDebugNodeCanvasRenderCmd.js +52 -0
  140. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/physics/CCPhysicsDebugNodeWebGLRenderCmd.js +53 -0
  141. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/physics/CCPhysicsSprite.js +447 -0
  142. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/physics/CCPhysicsSpriteCanvasRenderCmd.js +93 -0
  143. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/physics/CCPhysicsSpriteWebGLRenderCmd.js +87 -0
  144. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/progress-timer/CCActionProgressTimer.js +227 -0
  145. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/progress-timer/CCProgressTimer.js +345 -0
  146. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/progress-timer/CCProgressTimerCanvasRenderCmd.js +270 -0
  147. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/progress-timer/CCProgressTimerWebGLRenderCmd.js +486 -0
  148. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/render-texture/CCRenderTexture.js +395 -0
  149. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/render-texture/CCRenderTextureCanvasRenderCmd.js +105 -0
  150. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/render-texture/CCRenderTextureWebGLRenderCmd.js +367 -0
  151. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/shaders/CCGLProgram.js +767 -0
  152. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/shaders/CCGLStateCache.js +340 -0
  153. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/shaders/CCShaderCache.js +301 -0
  154. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/shaders/CCShaders.js +280 -0
  155. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/shape-nodes/CCDrawNode.js +940 -0
  156. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/shape-nodes/CCDrawNodeCanvasRenderCmd.js +129 -0
  157. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/shape-nodes/CCDrawNodeWebGLRenderCmd.js +41 -0
  158. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/text-input/CCIMEDispatcher.js +526 -0
  159. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/text-input/CCTextFieldTTF.js +472 -0
  160. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/tilemap/CCTGAlib.js +437 -0
  161. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/tilemap/CCTMXLayer.js +914 -0
  162. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/tilemap/CCTMXLayerCanvasRenderCmd.js +232 -0
  163. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/tilemap/CCTMXLayerWebGLRenderCmd.js +67 -0
  164. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/tilemap/CCTMXObjectGroup.js +146 -0
  165. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/tilemap/CCTMXTiledMap.js +479 -0
  166. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/tilemap/CCTMXXMLParser.js +950 -0
  167. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/transitions/CCTransition.js +1971 -0
  168. data/lib/ccb/builder/templates/project/folder/frameworks/cocos2d-html5/cocos2d/transitions/CCTransitionPageTurn.js +152 -0
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@@ -0,0 +1,1971 @@
1
+ /****************************************************************************
2
+ Copyright (c) 2008-2010 Ricardo Quesada
3
+ Copyright (c) 2011-2012 cocos2d-x.org
4
+ Copyright (c) 2013-2014 Chukong Technologies Inc.
5
+
6
+ http://www.cocos2d-x.org
7
+
8
+ Permission is hereby granted, free of charge, to any person obtaining a copy
9
+ of this software and associated documentation files (the "Software"), to deal
10
+ in the Software without restriction, including without limitation the rights
11
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
12
+ copies of the Software, and to permit persons to whom the Software is
13
+ furnished to do so, subject to the following conditions:
14
+
15
+ The above copyright notice and this permission notice shall be included in
16
+ all copies or substantial portions of the Software.
17
+
18
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
21
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
22
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
23
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
24
+ THE SOFTWARE.
25
+ ****************************************************************************/
26
+ /**
27
+ * A tag constant for identifying fade scenes
28
+ * @constant
29
+ * @type Number
30
+ */
31
+ cc.SCENE_FADE = 4208917214;
32
+
33
+ /**
34
+ * horizontal orientation Type where the Left is nearer
35
+ * @constant
36
+ * @type Number
37
+ */
38
+ cc.TRANSITION_ORIENTATION_LEFT_OVER = 0;
39
+ /**
40
+ * horizontal orientation type where the Right is nearer
41
+ * @constant
42
+ * @type Number
43
+ */
44
+ cc.TRANSITION_ORIENTATION_RIGHT_OVER = 1;
45
+ /**
46
+ * vertical orientation type where the Up is nearer
47
+ * @constant
48
+ * @type Number
49
+ */
50
+ cc.TRANSITION_ORIENTATION_UP_OVER = 0;
51
+ /**
52
+ * vertical orientation type where the Bottom is nearer
53
+ * @constant
54
+ * @type Number
55
+ */
56
+ cc.TRANSITION_ORIENTATION_DOWN_OVER = 1;
57
+
58
+ /**
59
+ * @class
60
+ * @extends cc.Scene
61
+ * @param {Number} t time in seconds
62
+ * @param {cc.Scene} scene the scene to transit with
63
+ * @example
64
+ * var trans = new TransitionScene(time,scene);
65
+ */
66
+ cc.TransitionScene = cc.Scene.extend(/** @lends cc.TransitionScene# */{
67
+ _inScene:null,
68
+ _outScene:null,
69
+ _duration:null,
70
+ _isInSceneOnTop:false,
71
+ _isSendCleanupToScene:false,
72
+ _className:"TransitionScene",
73
+
74
+ /**
75
+ * creates a base transition with duration and incoming scene
76
+ * Constructor of cc.TransitionScene
77
+ * @param {Number} t time in seconds
78
+ * @param {cc.Scene} scene the scene to transit with
79
+ */
80
+ ctor:function (t, scene) {
81
+ cc.Scene.prototype.ctor.call(this);
82
+ if(t !== undefined && scene !== undefined)
83
+ this.initWithDuration(t, scene);
84
+ },
85
+
86
+ //private
87
+ _setNewScene:function (dt) {
88
+ this.unschedule(this._setNewScene);
89
+ // Before replacing, save the "send cleanup to scene"
90
+ var director = cc.director;
91
+ this._isSendCleanupToScene = director.isSendCleanupToScene();
92
+ director.runScene(this._inScene);
93
+
94
+ // enable events while transitions
95
+ cc.eventManager.setEnabled(true);
96
+
97
+ // issue #267
98
+ this._outScene.visible = true;
99
+ },
100
+
101
+ //protected
102
+ _sceneOrder:function () {
103
+ this._isInSceneOnTop = true;
104
+ },
105
+
106
+ /**
107
+ * stuff gets drawn here
108
+ */
109
+ visit:function () {
110
+ if (this._isInSceneOnTop) {
111
+ this._outScene.visit();
112
+ this._inScene.visit();
113
+ } else {
114
+ this._inScene.visit();
115
+ this._outScene.visit();
116
+ }
117
+ cc.Node.prototype.visit.call(this);
118
+ },
119
+
120
+ /**
121
+ * <p>
122
+ * Event callback that is invoked every time when cc.TransitionScene enters the 'stage'. <br/>
123
+ * If the TransitionScene enters the 'stage' with a transition, this event is called when the transition starts. <br/>
124
+ * During onEnter you can't access a "sister/brother" node. <br/>
125
+ * If you override onEnter, you must call its parent's onEnter function with this._super().
126
+ * </p>
127
+ */
128
+ onEnter:function () {
129
+ cc.Node.prototype.onEnter.call(this);
130
+
131
+ // disable events while transitions
132
+ cc.eventManager.setEnabled(false);
133
+
134
+ // outScene should not receive the onEnter callback
135
+ // only the onExitTransitionDidStart
136
+ this._outScene.onExitTransitionDidStart();
137
+
138
+ this._inScene.onEnter();
139
+ },
140
+
141
+ /**
142
+ * <p>
143
+ * callback that is called every time the cc.TransitionScene leaves the 'stage'. <br/>
144
+ * If the cc.TransitionScene leaves the 'stage' with a transition, this callback is called when the transition finishes. <br/>
145
+ * During onExit you can't access a sibling node. <br/>
146
+ * If you override onExit, you shall call its parent's onExit with this._super().
147
+ * </p>
148
+ */
149
+ onExit:function () {
150
+ cc.Node.prototype.onExit.call(this);
151
+
152
+ // enable events while transitions
153
+ cc.eventManager.setEnabled(true);
154
+
155
+ this._outScene.onExit();
156
+
157
+ // _inScene should not receive the onEnter callback
158
+ // only the onEnterTransitionDidFinish
159
+ this._inScene.onEnterTransitionDidFinish();
160
+ },
161
+
162
+ /**
163
+ * custom cleanup
164
+ */
165
+ cleanup:function () {
166
+ cc.Node.prototype.cleanup.call(this);
167
+
168
+ if (this._isSendCleanupToScene)
169
+ this._outScene.cleanup();
170
+ },
171
+
172
+ /**
173
+ * initializes a transition with duration and incoming scene
174
+ * @param {Number} t time in seconds
175
+ * @param {cc.Scene} scene a scene to transit to
176
+ * @return {Boolean} return false if error
177
+ */
178
+ initWithDuration:function (t, scene) {
179
+ if(!scene)
180
+ throw "cc.TransitionScene.initWithDuration(): Argument scene must be non-nil";
181
+
182
+ if (this.init()) {
183
+ this._duration = t;
184
+ this.attr({
185
+ x: 0,
186
+ y: 0,
187
+ anchorX: 0,
188
+ anchorY: 0
189
+ });
190
+ // retain
191
+ this._inScene = scene;
192
+ this._outScene = cc.director.getRunningScene();
193
+ if (!this._outScene) {
194
+ this._outScene = new cc.Scene();
195
+ this._outScene.init();
196
+ }
197
+
198
+ if(this._inScene == this._outScene)
199
+ throw "cc.TransitionScene.initWithDuration(): Incoming scene must be different from the outgoing scene";
200
+
201
+ this._sceneOrder();
202
+ return true;
203
+ } else {
204
+ return false;
205
+ }
206
+ },
207
+
208
+ /**
209
+ * called after the transition finishes
210
+ */
211
+ finish:function () {
212
+ // clean up
213
+ this._inScene.attr({
214
+ visible: true,
215
+ x: 0,
216
+ y: 0,
217
+ scale: 1.0,
218
+ rotation: 0.0
219
+ });
220
+ if(cc._renderType === cc._RENDER_TYPE_WEBGL)
221
+ this._inScene.getCamera().restore();
222
+
223
+ this._outScene.attr({
224
+ visible: false,
225
+ x: 0,
226
+ y: 0,
227
+ scale: 1.0,
228
+ rotation: 0.0
229
+ });
230
+ if(cc._renderType === cc._RENDER_TYPE_WEBGL)
231
+ this._outScene.getCamera().restore();
232
+
233
+ //[self schedule:@selector(setNewScene:) interval:0];
234
+ this.schedule(this._setNewScene, 0);
235
+ },
236
+
237
+ /**
238
+ * set hide the out scene and show in scene
239
+ */
240
+ hideOutShowIn:function () {
241
+ this._inScene.visible = true;
242
+ this._outScene.visible = false;
243
+ }
244
+ });
245
+ /**
246
+ * creates a base transition with duration and incoming scene
247
+ * @deprecated since v3.0, please use new cc.TransitionScene(t,scene) instead
248
+ * @param {Number} t time in seconds
249
+ * @param {cc.Scene} scene the scene to transit with
250
+ * @return {cc.TransitionScene|Null}
251
+ */
252
+ cc.TransitionScene.create = function (t, scene) {
253
+ return new cc.TransitionScene(t, scene);
254
+ };
255
+
256
+ /**
257
+ * A cc.Transition that supports orientation like.<br/>
258
+ * Possible orientation: LeftOver, RightOver, UpOver, DownOver<br/>
259
+ * useful for when you want to make a transition happen between 2 orientations
260
+ * @class
261
+ * @extends cc.TransitionScene
262
+ * @param {Number} t time in seconds
263
+ * @param {cc.Scene} scene
264
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} orientation
265
+ * @example
266
+ * var trans = new cc.TransitionSceneOriented(time,scene,orientation);
267
+ */
268
+ cc.TransitionSceneOriented = cc.TransitionScene.extend(/** @lends cc.TransitionSceneOriented# */{
269
+ _orientation:0,
270
+
271
+ /**
272
+ * Constructor of TransitionSceneOriented
273
+ * @param {Number} t time in seconds
274
+ * @param {cc.Scene} scene
275
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} orientation
276
+ */
277
+ ctor:function (t, scene, orientation) {
278
+ cc.TransitionScene.prototype.ctor.call(this);
279
+ orientation != undefined && this.initWithDuration(t, scene, orientation);
280
+ },
281
+ /**
282
+ * initialize the transition
283
+ * @param {Number} t time in seconds
284
+ * @param {cc.Scene} scene
285
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} orientation
286
+ * @return {Boolean}
287
+ */
288
+ initWithDuration:function (t, scene, orientation) {
289
+ if (cc.TransitionScene.prototype.initWithDuration.call(this, t, scene)) {
290
+ this._orientation = orientation;
291
+ }
292
+ return true;
293
+ }
294
+ });
295
+
296
+ /**
297
+ * creates a base transition with duration and incoming scene
298
+ * @deprecated since v3.0 ,please use new cc.TransitionSceneOriented(t, scene, orientation) instead.
299
+ * @param {Number} t time in seconds
300
+ * @param {cc.Scene} scene
301
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} orientation
302
+ * @return {cc.TransitionSceneOriented}
303
+ */
304
+ cc.TransitionSceneOriented.create = function (t, scene, orientation) {
305
+ return new cc.TransitionSceneOriented(t, scene, orientation);
306
+ };
307
+
308
+ /**
309
+ * Rotate and zoom out the outgoing scene, and then rotate and zoom in the incoming
310
+ * @class
311
+ * @extends cc.TransitionScene
312
+ * @param {Number} t time in seconds
313
+ * @param {cc.Scene} scene
314
+ * @example
315
+ * var trans = new cc.TransitionRotoZoom(t, scene);
316
+ */
317
+ cc.TransitionRotoZoom = cc.TransitionScene.extend(/** @lends cc.TransitionRotoZoom# */{
318
+
319
+ /**
320
+ * Constructor of TransitionRotoZoom
321
+ * @function
322
+ * @param {Number} t time in seconds
323
+ * @param {cc.Scene} scene
324
+ */
325
+ ctor:function (t, scene) {
326
+ cc.TransitionScene.prototype.ctor.call(this);
327
+ scene && this.initWithDuration(t, scene);
328
+ },
329
+ /**
330
+ * Custom On Enter callback
331
+ * @override
332
+ */
333
+ onEnter:function () {
334
+ cc.TransitionScene.prototype.onEnter.call(this);
335
+
336
+ this._inScene.attr({
337
+ scale: 0.001,
338
+ anchorX: 0.5,
339
+ anchorY: 0.5
340
+ });
341
+ this._outScene.attr({
342
+ scale: 1.0,
343
+ anchorX: 0.5,
344
+ anchorY: 0.5
345
+ });
346
+
347
+ var rotoZoom = cc.sequence(
348
+ cc.spawn(cc.scaleBy(this._duration / 2, 0.001),
349
+ cc.rotateBy(this._duration / 2, 360 * 2)),
350
+ cc.delayTime(this._duration / 2));
351
+
352
+ this._outScene.runAction(rotoZoom);
353
+ this._inScene.runAction(
354
+ cc.sequence(rotoZoom.reverse(),
355
+ cc.callFunc(this.finish, this)));
356
+ }
357
+ });
358
+
359
+ /**
360
+ * Creates a Transtion rotation and zoom
361
+ * @deprecated since v3.0,please use new cc.TransitionRotoZoom(t, scene) instead
362
+ * @param {Number} t time in seconds
363
+ * @param {cc.Scene} scene the scene to work with
364
+ * @return {cc.TransitionRotoZoom}
365
+ */
366
+ cc.TransitionRotoZoom.create = function (t, scene) {
367
+ return new cc.TransitionRotoZoom(t, scene);
368
+ };
369
+
370
+ /**
371
+ * Zoom out and jump the outgoing scene, and then jump and zoom in the incoming
372
+ * @class
373
+ * @extends cc.TransitionScene
374
+ * @param {Number} t time in seconds
375
+ * @param {cc.Scene} scene
376
+ * @example
377
+ * var trans = new cc.TransitionJumpZoom(t, scene);
378
+ */
379
+ cc.TransitionJumpZoom = cc.TransitionScene.extend(/** @lends cc.TransitionJumpZoom# */{
380
+ /**
381
+ * Constructor of TransitionJumpZoom
382
+ * @param {Number} t time in seconds
383
+ * @param {cc.Scene} scene
384
+ */
385
+ ctor:function (t, scene) {
386
+ cc.TransitionScene.prototype.ctor.call(this);
387
+ scene && this.initWithDuration(t, scene);
388
+ },
389
+ /**
390
+ * Custom on enter
391
+ */
392
+ onEnter:function () {
393
+ cc.TransitionScene.prototype.onEnter.call(this);
394
+ var winSize = cc.director.getWinSize();
395
+
396
+ this._inScene.attr({
397
+ scale: 0.5,
398
+ x: winSize.width,
399
+ y: 0,
400
+ anchorX: 0.5,
401
+ anchorY: 0.5
402
+ });
403
+ this._outScene.anchorX = 0.5;
404
+ this._outScene.anchorY = 0.5;
405
+
406
+ var jump = cc.jumpBy(this._duration / 4, cc.p(-winSize.width, 0), winSize.width / 4, 2);
407
+ var scaleIn = cc.scaleTo(this._duration / 4, 1.0);
408
+ var scaleOut = cc.scaleTo(this._duration / 4, 0.5);
409
+
410
+ var jumpZoomOut = cc.sequence(scaleOut, jump);
411
+ var jumpZoomIn = cc.sequence(jump, scaleIn);
412
+
413
+ var delay = cc.delayTime(this._duration / 2);
414
+ this._outScene.runAction(jumpZoomOut);
415
+ this._inScene.runAction(cc.sequence(delay, jumpZoomIn, cc.callFunc(this.finish, this)));
416
+ }
417
+ });
418
+
419
+ /**
420
+ * creates a scene transition that zooms then jump across the screen, the same for the incoming scene
421
+ * @deprecated since v3.0,please use new cc.TransitionJumpZoom(t, scene);
422
+ * @param {Number} t time in seconds
423
+ * @param {cc.Scene} scene
424
+ * @return {cc.TransitionJumpZoom}
425
+ */
426
+ cc.TransitionJumpZoom.create = function (t, scene) {
427
+ return new cc.TransitionJumpZoom(t, scene);
428
+ };
429
+
430
+ /**
431
+ * Move in from to the left the incoming scene.
432
+ * @class
433
+ * @extends cc.TransitionScene
434
+ * @param {Number} t time in seconds
435
+ * @param {cc.Scene} scene
436
+ * @example
437
+ * var trans = new cc.TransitionMoveInL(time,scene);
438
+ */
439
+ cc.TransitionMoveInL = cc.TransitionScene.extend(/** @lends cc.TransitionMoveInL# */{
440
+ /**
441
+ * Constructor of TransitionMoveInL
442
+ * @param {Number} t time in seconds
443
+ * @param {cc.Scene} scene
444
+ */
445
+ ctor:function (t, scene) {
446
+ cc.TransitionScene.prototype.ctor.call(this);
447
+ scene && this.initWithDuration(t, scene);
448
+ },
449
+ /**
450
+ * Custom on enter
451
+ */
452
+ onEnter:function () {
453
+ cc.TransitionScene.prototype.onEnter.call(this);
454
+ this.initScenes();
455
+
456
+ var action = this.action();
457
+ this._inScene.runAction(
458
+ cc.sequence(this.easeActionWithAction(action), cc.callFunc(this.finish, this))
459
+ );
460
+ },
461
+
462
+ /**
463
+ * initializes the scenes
464
+ */
465
+ initScenes:function () {
466
+ this._inScene.setPosition(-cc.director.getWinSize().width, 0);
467
+ },
468
+
469
+ /**
470
+ * returns the action that will be performed
471
+ */
472
+ action:function () {
473
+ return cc.moveTo(this._duration, cc.p(0, 0));
474
+ },
475
+
476
+ /**
477
+ * creates an ease action from action
478
+ * @param {cc.ActionInterval} action
479
+ * @return {cc.EaseOut}
480
+ */
481
+ easeActionWithAction:function (action) {
482
+ return new cc.EaseOut(action, 2.0);
483
+ }
484
+ });
485
+
486
+ /**
487
+ * creates an action that Move in from to the left the incoming scene.
488
+ * @deprecated since v3.0,please use new cc.TransitionMoveInL(t, scene) instead
489
+ * @param {Number} t time in seconds
490
+ * @param {cc.Scene} scene
491
+ * @return {cc.TransitionMoveInL}
492
+ */
493
+ cc.TransitionMoveInL.create = function (t, scene) {
494
+ return new cc.TransitionMoveInL(t, scene);
495
+ };
496
+
497
+ /**
498
+ * Move in from to the right the incoming scene.
499
+ * @class
500
+ * @extends cc.TransitionMoveInL
501
+ * @param {Number} t time in seconds
502
+ * @param {cc.Scene} scene
503
+ * @example
504
+ * var trans = new cc.TransitionMoveInR(time,scene);
505
+ */
506
+ cc.TransitionMoveInR = cc.TransitionMoveInL.extend(/** @lends cc.TransitionMoveInR# */{
507
+ /**
508
+ * Constructor of TransitionMoveInR
509
+ * @param {Number} t time in seconds
510
+ * @param {cc.Scene} scene
511
+ */
512
+ ctor:function (t, scene) {
513
+ cc.TransitionMoveInL.prototype.ctor.call(this);
514
+ scene && this.initWithDuration(t, scene);
515
+ },
516
+ /**
517
+ * Init function
518
+ */
519
+ initScenes:function () {
520
+ this._inScene.setPosition(cc.director.getWinSize().width, 0);
521
+ }
522
+ });
523
+
524
+ /**
525
+ * create a scene transition that Move in from to the right the incoming scene.
526
+ * @deprecated since v3.0,please use new cc.TransitionMoveInR(t, scene) instead
527
+ * @param {Number} t time in seconds
528
+ * @param {cc.Scene} scene
529
+ * @return {cc.TransitionMoveInR}
530
+ */
531
+ cc.TransitionMoveInR.create = function (t, scene) {
532
+ return new cc.TransitionMoveInR(t, scene);
533
+ };
534
+
535
+ /**
536
+ * Move in from to the top the incoming scene.
537
+ * @class
538
+ * @extends cc.TransitionMoveInL
539
+ * @param {Number} t time in seconds
540
+ * @param {cc.Scene} scene
541
+ * @example
542
+ * var trans = new cc.TransitionMoveInT(time,scene);
543
+ */
544
+ cc.TransitionMoveInT = cc.TransitionMoveInL.extend(/** @lends cc.TransitionMoveInT# */{
545
+ /**
546
+ * Constructor of TransitionMoveInT
547
+ * @param {Number} t time in seconds
548
+ * @param {cc.Scene} scene
549
+ */
550
+ ctor:function (t, scene) {
551
+ cc.TransitionMoveInL.prototype.ctor.call(this);
552
+ scene && this.initWithDuration(t, scene);
553
+ },
554
+ /**
555
+ * init function
556
+ */
557
+ initScenes:function () {
558
+ this._inScene.setPosition(0, cc.director.getWinSize().height);
559
+ }
560
+ });
561
+
562
+ /**
563
+ * Move in from to the top the incoming scene.
564
+ * @deprecated since v3.0,please use new cc.TransitionMoveInT(t, scene) instead
565
+ * @param {Number} t time in seconds
566
+ * @param {cc.Scene} scene
567
+ * @return {cc.TransitionMoveInT}
568
+ */
569
+ cc.TransitionMoveInT.create = function (t, scene) {
570
+ return new cc.TransitionMoveInT(t, scene);
571
+ };
572
+
573
+ /**
574
+ * Move in from to the bottom the incoming scene.
575
+ * @class
576
+ * @extends cc.TransitionMoveInL
577
+ * @param {Number} t time in seconds
578
+ * @param {cc.Scene} scene
579
+ * @example
580
+ * var trans = new cc.TransitionMoveInB(time,scene);
581
+ */
582
+ cc.TransitionMoveInB = cc.TransitionMoveInL.extend(/** @lends cc.TransitionMoveInB# */{
583
+ /**
584
+ * Constructor of TransitionMoveInB
585
+ * @param {Number} t time in seconds
586
+ * @param {cc.Scene} scene
587
+ */
588
+ ctor:function (t, scene) {
589
+ cc.TransitionMoveInL.prototype.ctor.call(this);
590
+ scene && this.initWithDuration(t, scene);
591
+ },
592
+
593
+ /**
594
+ * init function
595
+ */
596
+ initScenes:function () {
597
+ this._inScene.setPosition(0, -cc.director.getWinSize().height);
598
+ }
599
+ });
600
+
601
+ /**
602
+ * create a scene transition that Move in from to the bottom the incoming scene.
603
+ * @deprecated since v3.0,please use new cc.TransitionMoveInB(t, scene) instead
604
+ * @param {Number} t time in seconds
605
+ * @param {cc.Scene} scene
606
+ * @return {cc.TransitionMoveInB}
607
+ */
608
+ cc.TransitionMoveInB.create = function (t, scene) {
609
+ return new cc.TransitionMoveInB(t, scene);
610
+ };
611
+
612
+ /**
613
+ * The adjust factor is needed to prevent issue #442<br/>
614
+ * One solution is to use DONT_RENDER_IN_SUBPIXELS images, but NO<br/>
615
+ * The other issue is that in some transitions (and I don't know why)<br/>
616
+ * the order should be reversed (In in top of Out or vice-versa).
617
+ * @constant
618
+ * @type Number
619
+ */
620
+ cc.ADJUST_FACTOR = 0.5;
621
+
622
+ /**
623
+ * a transition that a new scene is slided from left
624
+ * @class
625
+ * @extends cc.TransitionScene
626
+ * @param {Number} t time in seconds
627
+ * @param {cc.Scene} scene
628
+ * @example
629
+ * var trans = cc.TransitionSlideInL(time,scene);
630
+ */
631
+ cc.TransitionSlideInL = cc.TransitionScene.extend(/** @lends cc.TransitionSlideInL# */{
632
+ /**
633
+ * Constructor of TransitionSlideInL
634
+ * @param {Number} t time in seconds
635
+ * @param {cc.Scene} scene
636
+ */
637
+ ctor:function (t, scene) {
638
+ cc.TransitionScene.prototype.ctor.call(this);
639
+ scene && this.initWithDuration(t, scene);
640
+ },
641
+ _sceneOrder:function () {
642
+ this._isInSceneOnTop = false;
643
+ },
644
+
645
+ /**
646
+ * custom on enter
647
+ */
648
+ onEnter:function () {
649
+ cc.TransitionScene.prototype.onEnter.call(this);
650
+ this.initScenes();
651
+
652
+ var inA = this.action();
653
+ var outA = this.action();
654
+
655
+ var inAction = this.easeActionWithAction(inA);
656
+ var outAction = cc.sequence(this.easeActionWithAction(outA), cc.callFunc(this.finish, this));
657
+ this._inScene.runAction(inAction);
658
+ this._outScene.runAction(outAction);
659
+ },
660
+
661
+ /**
662
+ * initializes the scenes
663
+ */
664
+ initScenes:function () {
665
+ this._inScene.setPosition(-cc.director.getWinSize().width + cc.ADJUST_FACTOR, 0);
666
+ },
667
+ /**
668
+ * returns the action that will be performed by the incomming and outgoing scene
669
+ * @return {cc.MoveBy}
670
+ */
671
+ action:function () {
672
+ return cc.moveBy(this._duration, cc.p(cc.director.getWinSize().width - cc.ADJUST_FACTOR, 0));
673
+ },
674
+
675
+ /**
676
+ * @param {cc.ActionInterval} action
677
+ * @return {*}
678
+ */
679
+ easeActionWithAction:function (action) {
680
+ return new cc.EaseInOut(action, 2.0);
681
+ }
682
+ });
683
+
684
+ /**
685
+ * create a transition that a new scene is slided from left
686
+ * @deprecated since v3.0,please use new cc.TransitionSlideInL(t, scene) instead
687
+ * @param {Number} t time in seconds
688
+ * @param {cc.Scene} scene
689
+ * @return {cc.TransitionSlideInL}
690
+ */
691
+ cc.TransitionSlideInL.create = function (t, scene) {
692
+ return new cc.TransitionSlideInL(t, scene);
693
+ };
694
+
695
+ /**
696
+ * Slide in the incoming scene from the right border.
697
+ * @class
698
+ * @extends cc.TransitionSlideInL
699
+ * @param {Number} t time in seconds
700
+ * @param {cc.Scene} scene
701
+ * @example
702
+ * var trans = new cc.TransitionSlideInR(time,scene);
703
+ */
704
+ cc.TransitionSlideInR = cc.TransitionSlideInL.extend(/** @lends cc.TransitionSlideInR# */{
705
+ /**
706
+ * Constructor of TransitionSlideInR
707
+ * @param {Number} t time in seconds
708
+ * @param {cc.Scene} scene
709
+ */
710
+ ctor:function (t, scene) {
711
+ cc.TransitionSlideInL.prototype.ctor.call(this);
712
+ scene && this.initWithDuration(t, scene);
713
+ },
714
+ _sceneOrder:function () {
715
+ this._isInSceneOnTop = true;
716
+ },
717
+ /**
718
+ * initializes the scenes
719
+ */
720
+ initScenes:function () {
721
+ this._inScene.setPosition(cc.director.getWinSize().width - cc.ADJUST_FACTOR, 0);
722
+ },
723
+ /**
724
+ * returns the action that will be performed by the incomming and outgoing scene
725
+ * @return {cc.MoveBy}
726
+ */
727
+ action:function () {
728
+ return cc.moveBy(this._duration, cc.p(-(cc.director.getWinSize().width - cc.ADJUST_FACTOR), 0));
729
+ }
730
+ });
731
+
732
+ /**
733
+ * create Slide in the incoming scene from the right border.
734
+ * @deprecated since v3.0,please use new cc.TransitionSlideInR(t, scene) instead
735
+ * @param {Number} t time in seconds
736
+ * @param {cc.Scene} scene
737
+ * @return {cc.TransitionSlideInR}
738
+ */
739
+ cc.TransitionSlideInR.create = function (t, scene) {
740
+ return new cc.TransitionSlideInR(t, scene);
741
+ };
742
+
743
+ /**
744
+ * Slide in the incoming scene from the bottom border.
745
+ * @class
746
+ * @extends cc.TransitionSlideInL
747
+ * @param {Number} t time in seconds
748
+ * @param {cc.Scene} scene
749
+ * @example
750
+ * var trans = new cc.TransitionSlideInB(time,scene);
751
+ */
752
+ cc.TransitionSlideInB = cc.TransitionSlideInL.extend(/** @lends cc.TransitionSlideInB# */{
753
+ /**
754
+ * Constructor of TransitionSlideInB
755
+ * @param {Number} t time in seconds
756
+ * @param {cc.Scene} scene
757
+ */
758
+ ctor:function (t, scene) {
759
+ cc.TransitionSlideInL.prototype.ctor.call(this);
760
+ scene && this.initWithDuration(t, scene);
761
+ },
762
+ _sceneOrder:function () {
763
+ this._isInSceneOnTop = false;
764
+ },
765
+
766
+ /**
767
+ * initializes the scenes
768
+ */
769
+ initScenes:function () {
770
+ this._inScene.setPosition(0, -(cc.director.getWinSize().height - cc.ADJUST_FACTOR));
771
+ },
772
+
773
+ /**
774
+ * returns the action that will be performed by the incomming and outgoing scene
775
+ * @return {cc.MoveBy}
776
+ */
777
+ action:function () {
778
+ return cc.moveBy(this._duration, cc.p(0, cc.director.getWinSize().height - cc.ADJUST_FACTOR));
779
+ }
780
+ });
781
+
782
+ /**
783
+ * create a Slide in the incoming scene from the bottom border.
784
+ * @deprecated since v3.0,please use new cc.TransitionSlideInB(t, scene) instead.
785
+ * @param {Number} t time in seconds
786
+ * @param {cc.Scene} scene
787
+ * @return {cc.TransitionSlideInB}
788
+ */
789
+ cc.TransitionSlideInB.create = function (t, scene) {
790
+ return new cc.TransitionSlideInB(t, scene);
791
+ };
792
+
793
+ /**
794
+ * Slide in the incoming scene from the top border.
795
+ * @class
796
+ * @extends cc.TransitionSlideInL
797
+ * @param {Number} t time in seconds
798
+ * @param {cc.Scene} scene
799
+ * @example
800
+ * var trans = new cc.TransitionSlideInT(time,scene);
801
+ */
802
+ cc.TransitionSlideInT = cc.TransitionSlideInL.extend(/** @lends cc.TransitionSlideInT# */{
803
+ /**
804
+ * Constructor of TransitionSlideInT
805
+ * @param {Number} t time in seconds
806
+ * @param {cc.Scene} scene
807
+ */
808
+ ctor:function (t, scene) {
809
+ cc.TransitionSlideInL.prototype.ctor.call(this);
810
+ scene && this.initWithDuration(t, scene);
811
+ },
812
+ _sceneOrder:function () {
813
+ this._isInSceneOnTop = true;
814
+ },
815
+
816
+ /**
817
+ * initializes the scenes
818
+ */
819
+ initScenes:function () {
820
+ this._inScene.setPosition(0, cc.director.getWinSize().height - cc.ADJUST_FACTOR);
821
+ },
822
+
823
+ /**
824
+ * returns the action that will be performed by the incomming and outgoing scene
825
+ * @return {cc.MoveBy}
826
+ */
827
+ action:function () {
828
+ return cc.moveBy(this._duration, cc.p(0, -(cc.director.getWinSize().height - cc.ADJUST_FACTOR)));
829
+ }
830
+ });
831
+
832
+ /**
833
+ * create a Slide in the incoming scene from the top border.
834
+ * @deprecated since v3.0,please use new cc.TransitionSlideInT(t, scene) instead.
835
+ * @param {Number} t time in seconds
836
+ * @param {cc.Scene} scene
837
+ * @return {cc.TransitionSlideInT}
838
+ */
839
+ cc.TransitionSlideInT.create = function (t, scene) {
840
+ return new cc.TransitionSlideInT(t, scene);
841
+ };
842
+
843
+ /**
844
+ * Shrink the outgoing scene while grow the incoming scene
845
+ * @class
846
+ * @extends cc.TransitionScene
847
+ * @param {Number} t time in seconds
848
+ * @param {cc.Scene} scene
849
+ * @example
850
+ * var trans = new cc.TransitionShrinkGrow(time,scene);
851
+ */
852
+ cc.TransitionShrinkGrow = cc.TransitionScene.extend(/** @lends cc.TransitionShrinkGrow# */{
853
+ /**
854
+ * Constructor of TransitionShrinkGrow
855
+ * @param {Number} t time in seconds
856
+ * @param {cc.Scene} scene
857
+ */
858
+ ctor:function (t, scene) {
859
+ cc.TransitionScene.prototype.ctor.call(this);
860
+ scene && this.initWithDuration(t, scene);
861
+ },
862
+ /**
863
+ * Custom on enter
864
+ */
865
+ onEnter:function () {
866
+ cc.TransitionScene.prototype.onEnter.call(this);
867
+
868
+ this._inScene.attr({
869
+ scale: 0.001,
870
+ anchorX: 2 / 3.0,
871
+ anchorY: 0.5
872
+ });
873
+ this._outScene.attr({
874
+ scale: 1.0,
875
+ anchorX: 1 / 3.0,
876
+ anchorY: 0.5
877
+ });
878
+
879
+ var scaleOut = cc.scaleTo(this._duration, 0.01);
880
+ var scaleIn = cc.scaleTo(this._duration, 1.0);
881
+
882
+ this._inScene.runAction(this.easeActionWithAction(scaleIn));
883
+ this._outScene.runAction(
884
+ cc.sequence(this.easeActionWithAction(scaleOut), cc.callFunc(this.finish, this))
885
+ );
886
+ },
887
+
888
+ /**
889
+ * @param action
890
+ * @return {cc.EaseOut}
891
+ */
892
+ easeActionWithAction:function (action) {
893
+ return new cc.EaseOut(action, 2.0);
894
+ }
895
+ });
896
+
897
+ /**
898
+ * Shrink the outgoing scene while grow the incoming scene
899
+ * @deprecated since v3.0,please use new cc.TransitionShrinkGrow(t, scene) instead.
900
+ * @param {Number} t time in seconds
901
+ * @param {cc.Scene} scene
902
+ * @return {cc.TransitionShrinkGrow}
903
+ */
904
+ cc.TransitionShrinkGrow.create = function (t, scene) {
905
+ return new cc.TransitionShrinkGrow(t, scene);
906
+ };
907
+
908
+ /**
909
+ * Flips the screen horizontally.<br/>
910
+ * The front face is the outgoing scene and the back face is the incoming scene.
911
+ * @class
912
+ * @extends cc.TransitionSceneOriented
913
+ * @param {Number} t time in seconds
914
+ * @param {cc.Scene} scene
915
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
916
+ * @example
917
+ * var trans = new cc.TransitionFlipX(t,scene,o);
918
+ */
919
+ cc.TransitionFlipX = cc.TransitionSceneOriented.extend(/** @lends cc.TransitionFlipX# */{
920
+ /**
921
+ * Constructor of TransitionFlipX
922
+ * @function
923
+ * @param {Number} t time in seconds
924
+ * @param {cc.Scene} scene
925
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
926
+ */
927
+ ctor:function (t, scene, o) {
928
+ cc.TransitionSceneOriented.prototype.ctor.call(this);
929
+ if(o == null)
930
+ o = cc.TRANSITION_ORIENTATION_RIGHT_OVER;
931
+ scene && this.initWithDuration(t, scene, o);
932
+ },
933
+
934
+ /**
935
+ * custom on enter
936
+ */
937
+ onEnter:function () {
938
+ cc.TransitionScene.prototype.onEnter.call(this);
939
+
940
+ var inA, outA;
941
+ this._inScene.visible = false;
942
+
943
+ var inDeltaZ, inAngleZ, outDeltaZ, outAngleZ;
944
+
945
+ if (this._orientation === cc.TRANSITION_ORIENTATION_RIGHT_OVER) {
946
+ inDeltaZ = 90;
947
+ inAngleZ = 270;
948
+ outDeltaZ = 90;
949
+ outAngleZ = 0;
950
+ } else {
951
+ inDeltaZ = -90;
952
+ inAngleZ = 90;
953
+ outDeltaZ = -90;
954
+ outAngleZ = 0;
955
+ }
956
+
957
+ inA = cc.sequence(
958
+ cc.delayTime(this._duration / 2), cc.show(),
959
+ cc.orbitCamera(this._duration / 2, 1, 0, inAngleZ, inDeltaZ, 0, 0),
960
+ cc.callFunc(this.finish, this)
961
+ );
962
+
963
+ outA = cc.sequence(
964
+ cc.orbitCamera(this._duration / 2, 1, 0, outAngleZ, outDeltaZ, 0, 0),
965
+ cc.hide(), cc.delayTime(this._duration / 2)
966
+ );
967
+
968
+ this._inScene.runAction(inA);
969
+ this._outScene.runAction(outA);
970
+ }
971
+ });
972
+
973
+ /**
974
+ * Flips the screen horizontally.<br/>
975
+ * The front face is the outgoing scene and the back face is the incoming scene.
976
+ * @deprecated since v3.0,please use new cc.TransitionFlipX(t, scene,o) instead.
977
+ * @param {Number} t time in seconds
978
+ * @param {cc.Scene} scene
979
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
980
+ * @return {cc.TransitionFlipX}
981
+ */
982
+ cc.TransitionFlipX.create = function (t, scene, o) {
983
+ return new cc.TransitionFlipX(t, scene, o);
984
+ };
985
+
986
+ /**
987
+ * Flips the screen vertically.<br/>
988
+ * The front face is the outgoing scene and the back face is the incoming scene.
989
+ * @class
990
+ * @extends cc.TransitionSceneOriented
991
+ * @param {Number} t time in seconds
992
+ * @param {cc.Scene} scene
993
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
994
+ * @example
995
+ * var trans = new cc.TransitionFlipY(time,scene,0);
996
+ */
997
+ cc.TransitionFlipY = cc.TransitionSceneOriented.extend(/** @lends cc.TransitionFlipY# */{
998
+
999
+ /**
1000
+ * Constructor of TransitionFlipY
1001
+ * @param {Number} t time in seconds
1002
+ * @param {cc.Scene} scene
1003
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
1004
+ */
1005
+ ctor:function (t, scene, o) {
1006
+ cc.TransitionSceneOriented.prototype.ctor.call(this);
1007
+ if(o == null)
1008
+ o = cc.TRANSITION_ORIENTATION_UP_OVER;
1009
+ scene && this.initWithDuration(t, scene, o);
1010
+ },
1011
+ /**
1012
+ * custom on enter
1013
+ */
1014
+ onEnter:function () {
1015
+ cc.TransitionScene.prototype.onEnter.call(this);
1016
+
1017
+ var inA, outA;
1018
+ this._inScene.visible = false;
1019
+
1020
+ var inDeltaZ, inAngleZ, outDeltaZ, outAngleZ;
1021
+
1022
+ if (this._orientation == cc.TRANSITION_ORIENTATION_UP_OVER) {
1023
+ inDeltaZ = 90;
1024
+ inAngleZ = 270;
1025
+ outDeltaZ = 90;
1026
+ outAngleZ = 0;
1027
+ } else {
1028
+ inDeltaZ = -90;
1029
+ inAngleZ = 90;
1030
+ outDeltaZ = -90;
1031
+ outAngleZ = 0;
1032
+ }
1033
+
1034
+ inA = cc.sequence(
1035
+ cc.delayTime(this._duration / 2), cc.show(),
1036
+ cc.orbitCamera(this._duration / 2, 1, 0, inAngleZ, inDeltaZ, 90, 0),
1037
+ cc.callFunc(this.finish, this)
1038
+ );
1039
+ outA = cc.sequence(
1040
+ cc.orbitCamera(this._duration / 2, 1, 0, outAngleZ, outDeltaZ, 90, 0),
1041
+ cc.hide(), cc.delayTime(this._duration / 2)
1042
+ );
1043
+
1044
+ this._inScene.runAction(inA);
1045
+ this._outScene.runAction(outA);
1046
+ }
1047
+ });
1048
+
1049
+ /**
1050
+ * Flips the screen vertically.<br/>
1051
+ * The front face is the outgoing scene and the back face is the incoming scene.
1052
+ * @deprecated since v3.0,please use new cc.TransitionFlipY(t, scene,o) instead.
1053
+ * @param {Number} t time in seconds
1054
+ * @param {cc.Scene} scene
1055
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
1056
+ * @return {cc.TransitionFlipY}
1057
+ */
1058
+ cc.TransitionFlipY.create = function (t, scene, o) {
1059
+ return new cc.TransitionFlipY(t, scene, o);
1060
+ };
1061
+
1062
+ /**
1063
+ * Flips the screen half horizontally and half vertically.<br/>
1064
+ * The front face is the outgoing scene and the back face is the incoming scene.
1065
+ * @class
1066
+ * @extends cc.TransitionSceneOriented
1067
+ * @param {Number} t time in seconds
1068
+ * @param {cc.Scene} scene
1069
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
1070
+ * @example
1071
+ * var trans = cc.TransitionFlipAngular(time,scene,o);
1072
+ */
1073
+ cc.TransitionFlipAngular = cc.TransitionSceneOriented.extend(/** @lends cc.TransitionFlipAngular# */{
1074
+ /**
1075
+ * Constructor of TransitionFlipAngular
1076
+ * @param {Number} t time in seconds
1077
+ * @param {cc.Scene} scene
1078
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
1079
+ */
1080
+ ctor:function (t, scene, o) {
1081
+ cc.TransitionSceneOriented.prototype.ctor.call(this);
1082
+ if(o == null)
1083
+ o = cc.TRANSITION_ORIENTATION_RIGHT_OVER;
1084
+ scene && this.initWithDuration(t, scene, o);
1085
+ },
1086
+ /**
1087
+ * custom on enter
1088
+ */
1089
+ onEnter:function () {
1090
+ cc.TransitionScene.prototype.onEnter.call(this);
1091
+
1092
+ var inA, outA;
1093
+ this._inScene.visible = false;
1094
+
1095
+ var inDeltaZ, inAngleZ, outDeltaZ, outAngleZ;
1096
+
1097
+ if (this._orientation === cc.TRANSITION_ORIENTATION_RIGHT_OVER) {
1098
+ inDeltaZ = 90;
1099
+ inAngleZ = 270;
1100
+ outDeltaZ = 90;
1101
+ outAngleZ = 0;
1102
+ } else {
1103
+ inDeltaZ = -90;
1104
+ inAngleZ = 90;
1105
+ outDeltaZ = -90;
1106
+ outAngleZ = 0;
1107
+ }
1108
+
1109
+ inA = cc.sequence(
1110
+ cc.delayTime(this._duration / 2), cc.show(),
1111
+ cc.orbitCamera(this._duration / 2, 1, 0, inAngleZ, inDeltaZ, -45, 0),
1112
+ cc.callFunc(this.finish, this)
1113
+ );
1114
+ outA = cc.sequence(
1115
+ cc.orbitCamera(this._duration / 2, 1, 0, outAngleZ, outDeltaZ, 45, 0),
1116
+ cc.hide(), cc.delayTime(this._duration / 2)
1117
+ );
1118
+
1119
+ this._inScene.runAction(inA);
1120
+ this._outScene.runAction(outA);
1121
+ }
1122
+ });
1123
+
1124
+ /**
1125
+ * Flips the screen half horizontally and half vertically.<br/>
1126
+ * The front face is the outgoing scene and the back face is the incoming scene.
1127
+ * @deprecated since v3.0,please use new new cc.TransitionFlipAngular(t, scene, o) instead
1128
+ * @param {Number} t time in seconds
1129
+ * @param {cc.Scene} scene
1130
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
1131
+ * @return {cc.TransitionFlipAngular}
1132
+ */
1133
+ cc.TransitionFlipAngular.create = function (t, scene, o) {
1134
+ return new cc.TransitionFlipAngular(t, scene, o);
1135
+ };
1136
+
1137
+ /**
1138
+ * Flips the screen horizontally doing a zoom out/in<br/>
1139
+ * The front face is the outgoing scene and the back face is the incoming scene.
1140
+ * @class
1141
+ * @extends cc.TransitionSceneOriented
1142
+ * @param {Number} t time in seconds
1143
+ * @param {cc.Scene} scene
1144
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
1145
+ * @example
1146
+ * var trans = new cc.TransitionZoomFlipX(time,scene,o);
1147
+ */
1148
+ cc.TransitionZoomFlipX = cc.TransitionSceneOriented.extend(/** @lends cc.TransitionZoomFlipX# */{
1149
+
1150
+ /**
1151
+ * Constructor of TransitionZoomFlipX
1152
+ * @param {Number} t time in seconds
1153
+ * @param {cc.Scene} scene
1154
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
1155
+ */
1156
+ ctor:function (t, scene, o) {
1157
+ cc.TransitionSceneOriented.prototype.ctor.call(this);
1158
+ if(o == null)
1159
+ o = cc.TRANSITION_ORIENTATION_RIGHT_OVER;
1160
+ scene && this.initWithDuration(t, scene, o);
1161
+ },
1162
+ /**
1163
+ * custom on enter
1164
+ */
1165
+ onEnter:function () {
1166
+ cc.TransitionScene.prototype.onEnter.call(this);
1167
+
1168
+ var inA, outA;
1169
+ this._inScene.visible = false;
1170
+
1171
+ var inDeltaZ, inAngleZ, outDeltaZ, outAngleZ;
1172
+
1173
+ if (this._orientation === cc.TRANSITION_ORIENTATION_RIGHT_OVER) {
1174
+ inDeltaZ = 90;
1175
+ inAngleZ = 270;
1176
+ outDeltaZ = 90;
1177
+ outAngleZ = 0;
1178
+ } else {
1179
+ inDeltaZ = -90;
1180
+ inAngleZ = 90;
1181
+ outDeltaZ = -90;
1182
+ outAngleZ = 0;
1183
+ }
1184
+
1185
+ inA = cc.sequence(
1186
+ cc.delayTime(this._duration / 2),
1187
+ cc.spawn(
1188
+ cc.orbitCamera(this._duration / 2, 1, 0, inAngleZ, inDeltaZ, 0, 0),
1189
+ cc.scaleTo(this._duration / 2, 1), cc.show()),
1190
+ cc.callFunc(this.finish, this)
1191
+ );
1192
+ outA = cc.sequence(
1193
+ cc.spawn(
1194
+ cc.orbitCamera(this._duration / 2, 1, 0, outAngleZ, outDeltaZ, 0, 0),
1195
+ cc.scaleTo(this._duration / 2, 0.5)),
1196
+ cc.hide(),
1197
+ cc.delayTime(this._duration / 2)
1198
+ );
1199
+
1200
+ this._inScene.scale = 0.5;
1201
+ this._inScene.runAction(inA);
1202
+ this._outScene.runAction(outA);
1203
+ }
1204
+ });
1205
+
1206
+ /**
1207
+ * Flips the screen horizontally doing a zoom out/in<br/>
1208
+ * The front face is the outgoing scene and the back face is the incoming scene.
1209
+ * @deprecated since v3.0,please use new new cc.TransitionZoomFlipX(t, scene, o) instead
1210
+ * @param {Number} t time in seconds
1211
+ * @param {cc.Scene} scene
1212
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
1213
+ * @return {cc.TransitionZoomFlipX}
1214
+ */
1215
+ cc.TransitionZoomFlipX.create = function (t, scene, o) {
1216
+ return new cc.TransitionZoomFlipX(t, scene, o);
1217
+ };
1218
+
1219
+ /**
1220
+ * Flips the screen vertically doing a little zooming out/in<br/>
1221
+ * The front face is the outgoing scene and the back face is the incoming scene.
1222
+ * @class
1223
+ * @extends cc.TransitionSceneOriented
1224
+ * @param {Number} t time in seconds
1225
+ * @param {cc.Scene} scene
1226
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
1227
+ * @example
1228
+ * var trans = new cc.TransitionZoomFlipY(t,scene,o);
1229
+ */
1230
+ cc.TransitionZoomFlipY = cc.TransitionSceneOriented.extend(/** @lends cc.TransitionZoomFlipY# */{
1231
+
1232
+ /**
1233
+ * Constructor of TransitionZoomFlipY
1234
+ * @param {Number} t time in seconds
1235
+ * @param {cc.Scene} scene
1236
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
1237
+ */
1238
+ ctor:function (t, scene, o) {
1239
+ cc.TransitionSceneOriented.prototype.ctor.call(this);
1240
+ if(o == null)
1241
+ o = cc.TRANSITION_ORIENTATION_UP_OVER;
1242
+ scene && this.initWithDuration(t, scene, o);
1243
+ },
1244
+ /**
1245
+ * custom on enter
1246
+ */
1247
+ onEnter:function () {
1248
+ cc.TransitionScene.prototype.onEnter.call(this);
1249
+
1250
+ var inA, outA;
1251
+ this._inScene.visible = false;
1252
+
1253
+ var inDeltaZ, inAngleZ, outDeltaZ, outAngleZ;
1254
+
1255
+ if (this._orientation === cc.TRANSITION_ORIENTATION_UP_OVER) {
1256
+ inDeltaZ = 90;
1257
+ inAngleZ = 270;
1258
+ outDeltaZ = 90;
1259
+ outAngleZ = 0;
1260
+ } else {
1261
+ inDeltaZ = -90;
1262
+ inAngleZ = 90;
1263
+ outDeltaZ = -90;
1264
+ outAngleZ = 0;
1265
+ }
1266
+
1267
+ inA = cc.sequence(
1268
+ cc.delayTime(this._duration / 2),
1269
+ cc.spawn(
1270
+ cc.orbitCamera(this._duration / 2, 1, 0, inAngleZ, inDeltaZ, 90, 0),
1271
+ cc.scaleTo(this._duration / 2, 1), cc.show()),
1272
+ cc.callFunc(this.finish, this));
1273
+
1274
+ outA = cc.sequence(
1275
+ cc.spawn(
1276
+ cc.orbitCamera(this._duration / 2, 1, 0, outAngleZ, outDeltaZ, 90, 0),
1277
+ cc.scaleTo(this._duration / 2, 0.5)),
1278
+ cc.hide(), cc.delayTime(this._duration / 2));
1279
+
1280
+ this._inScene.scale = 0.5;
1281
+ this._inScene.runAction(inA);
1282
+ this._outScene.runAction(outA);
1283
+ }
1284
+ });
1285
+
1286
+ /**
1287
+ * Flips the screen vertically doing a little zooming out/in<br/>
1288
+ * The front face is the outgoing scene and the back face is the incoming scene.
1289
+ * @deprecated since v3.0,please use new new cc.TransitionZoomFlipY(t, scene, o) instead
1290
+ * @param {Number} t time in seconds
1291
+ * @param {cc.Scene} scene
1292
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
1293
+ * @return {cc.TransitionZoomFlipY}
1294
+ */
1295
+ cc.TransitionZoomFlipY.create = function (t, scene, o) {
1296
+ return new cc.TransitionZoomFlipY(t, scene, o);
1297
+ };
1298
+
1299
+ /**
1300
+ * Flips the screen half horizontally and half vertically doing a little zooming out/in.<br/>
1301
+ * The front face is the outgoing scene and the back face is the incoming scene.
1302
+ * @class
1303
+ * @extends cc.TransitionSceneOriented
1304
+ * @param {Number} t time in seconds
1305
+ * @param {cc.Scene} scene
1306
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
1307
+ * @example
1308
+ * var trans = new cc.TransitionZoomFlipAngular(time,scene,o);
1309
+ */
1310
+ cc.TransitionZoomFlipAngular = cc.TransitionSceneOriented.extend(/** @lends cc.TransitionZoomFlipAngular# */{
1311
+
1312
+ /**
1313
+ * Constructor of TransitionZoomFlipAngular
1314
+ * @param {Number} t time in seconds
1315
+ * @param {cc.Scene} scene
1316
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
1317
+ */
1318
+ ctor:function (t, scene, o) {
1319
+ cc.TransitionSceneOriented.prototype.ctor.call(this);
1320
+ if(o == null)
1321
+ o = cc.TRANSITION_ORIENTATION_RIGHT_OVER;
1322
+ scene && this.initWithDuration(t, scene, o);
1323
+ },
1324
+ /**
1325
+ * custom on enter
1326
+ */
1327
+ onEnter:function () {
1328
+ cc.TransitionScene.prototype.onEnter.call(this);
1329
+
1330
+ var inA, outA;
1331
+ this._inScene.visible = false;
1332
+
1333
+ var inDeltaZ, inAngleZ, outDeltaZ, outAngleZ;
1334
+ if (this._orientation === cc.TRANSITION_ORIENTATION_RIGHT_OVER) {
1335
+ inDeltaZ = 90;
1336
+ inAngleZ = 270;
1337
+ outDeltaZ = 90;
1338
+ outAngleZ = 0;
1339
+ } else {
1340
+ inDeltaZ = -90;
1341
+ inAngleZ = 90;
1342
+ outDeltaZ = -90;
1343
+ outAngleZ = 0;
1344
+ }
1345
+
1346
+ inA = cc.sequence(
1347
+ cc.delayTime(this._duration / 2),
1348
+ cc.spawn(
1349
+ cc.orbitCamera(this._duration / 2, 1, 0, inAngleZ, inDeltaZ, -45, 0),
1350
+ cc.scaleTo(this._duration / 2, 1), cc.show()),
1351
+ cc.show(),
1352
+ cc.callFunc(this.finish, this));
1353
+ outA = cc.sequence(
1354
+ cc.spawn(
1355
+ cc.orbitCamera(this._duration / 2, 1, 0, outAngleZ, outDeltaZ, 45, 0),
1356
+ cc.scaleTo(this._duration / 2, 0.5)),
1357
+ cc.hide(), cc.delayTime(this._duration / 2));
1358
+
1359
+ this._inScene.scale = 0.5;
1360
+ this._inScene.runAction(inA);
1361
+ this._outScene.runAction(outA);
1362
+ }
1363
+ });
1364
+
1365
+ /**
1366
+ * Flips the screen half horizontally and half vertically doing a little zooming out/in.<br/>
1367
+ * The front face is the outgoing scene and the back face is the incoming scene.
1368
+ * @deprecated since v3.0,please use new new cc.TransitionZoomFlipAngular(t, scene, o) instead
1369
+ * @param {Number} t time in seconds
1370
+ * @param {cc.Scene} scene
1371
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
1372
+ * @return {cc.TransitionZoomFlipAngular}
1373
+ */
1374
+ cc.TransitionZoomFlipAngular.create = function (t, scene, o) {
1375
+ return new cc.TransitionZoomFlipAngular(t, scene, o);
1376
+ };
1377
+
1378
+ /**
1379
+ * Fade out the outgoing scene and then fade in the incoming scene.
1380
+ * @class
1381
+ * @extends cc.TransitionScene
1382
+ * @param {Number} t time in seconds
1383
+ * @param {cc.Scene} scene
1384
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
1385
+ * @example
1386
+ * var trans = new cc.TransitionFade(time,scene,color)
1387
+ */
1388
+ cc.TransitionFade = cc.TransitionScene.extend(/** @lends cc.TransitionFade# */{
1389
+ _color:null,
1390
+
1391
+ /**
1392
+ * Constructor of TransitionFade
1393
+ * @param {Number} t time in seconds
1394
+ * @param {cc.Scene} scene
1395
+ * @param {cc.TRANSITION_ORIENTATION_LEFT_OVER|cc.TRANSITION_ORIENTATION_RIGHT_OVER|cc.TRANSITION_ORIENTATION_UP_OVER|cc.TRANSITION_ORIENTATION_DOWN_OVER} o
1396
+ */
1397
+ ctor:function (t, scene, color) {
1398
+ cc.TransitionScene.prototype.ctor.call(this);
1399
+ this._color = cc.color();
1400
+ scene && this.initWithDuration(t, scene, color);
1401
+ },
1402
+
1403
+ /**
1404
+ * custom on enter
1405
+ */
1406
+ onEnter:function () {
1407
+ cc.TransitionScene.prototype.onEnter.call(this);
1408
+
1409
+ var l = new cc.LayerColor(this._color);
1410
+ this._inScene.visible = false;
1411
+
1412
+ this.addChild(l, 2, cc.SCENE_FADE);
1413
+ var f = this.getChildByTag(cc.SCENE_FADE);
1414
+
1415
+ var a = cc.sequence(
1416
+ cc.fadeIn(this._duration / 2),
1417
+ cc.callFunc(this.hideOutShowIn, this),
1418
+ cc.fadeOut(this._duration / 2),
1419
+ cc.callFunc(this.finish, this)
1420
+ );
1421
+ f.runAction(a);
1422
+ },
1423
+
1424
+ /**
1425
+ * custom on exit
1426
+ */
1427
+ onExit:function () {
1428
+ cc.TransitionScene.prototype.onExit.call(this);
1429
+ this.removeChildByTag(cc.SCENE_FADE, false);
1430
+ },
1431
+
1432
+ /**
1433
+ * initializes the transition with a duration and with an RGB color
1434
+ * @param {Number} t time in seconds
1435
+ * @param {cc.Scene} scene
1436
+ * @param {cc.Color} color
1437
+ * @return {Boolean}
1438
+ */
1439
+ initWithDuration:function (t, scene, color) {
1440
+ color = color || cc.color.BLACK;
1441
+ if (cc.TransitionScene.prototype.initWithDuration.call(this, t, scene)) {
1442
+ this._color.r = color.r;
1443
+ this._color.g = color.g;
1444
+ this._color.b = color.b;
1445
+ this._color.a = 0;
1446
+ }
1447
+ return true;
1448
+ }
1449
+ });
1450
+
1451
+
1452
+ /**
1453
+ * Fade out the outgoing scene and then fade in the incoming scene.
1454
+ * @deprecated since v3.0,please use new cc.TransitionFade(time,scene,color) instead.
1455
+ * @param {Number} t time in seconds
1456
+ * @param {cc.Scene} scene
1457
+ * @param {cc.Color} color
1458
+ * @return {cc.TransitionFade}
1459
+ */
1460
+ cc.TransitionFade.create = function (t, scene, color) {
1461
+ return new cc.TransitionFade(t, scene, color);
1462
+ };
1463
+
1464
+ /**
1465
+ * Cross fades two scenes using the cc.RenderTexture object.
1466
+ * @class
1467
+ * @extends cc.TransitionScene
1468
+ * @param {Number} t time in seconds
1469
+ * @param {cc.Scene} scene
1470
+ * @example
1471
+ * var trans = new cc.TransitionCrossFade(time,scene);
1472
+ */
1473
+ cc.TransitionCrossFade = cc.TransitionScene.extend(/** @lends cc.TransitionCrossFade# */{
1474
+ /**
1475
+ * Constructor of TransitionCrossFade
1476
+ * @param {Number} t time in seconds
1477
+ * @param {cc.Scene} scene
1478
+ */
1479
+ ctor:function (t, scene) {
1480
+ cc.TransitionScene.prototype.ctor.call(this);
1481
+ scene && this.initWithDuration(t, scene);
1482
+ },
1483
+ /**
1484
+ * custom on enter
1485
+ */
1486
+ onEnter:function () {
1487
+ cc.TransitionScene.prototype.onEnter.call(this);
1488
+
1489
+ // create a transparent color layer
1490
+ // in which we are going to add our rendertextures
1491
+ var color = cc.color(0, 0, 0, 0);
1492
+ var winSize = cc.director.getWinSize();
1493
+ var layer = new cc.LayerColor(color);
1494
+
1495
+ // create the first render texture for inScene
1496
+ var inTexture = new cc.RenderTexture(winSize.width, winSize.height);
1497
+
1498
+ if (null == inTexture)
1499
+ return;
1500
+
1501
+ inTexture.sprite.anchorX = 0.5;
1502
+ inTexture.sprite.anchorY = 0.5;
1503
+ inTexture.attr({
1504
+ x: winSize.width / 2,
1505
+ y: winSize.height / 2,
1506
+ anchorX: 0.5,
1507
+ anchorY: 0.5
1508
+ });
1509
+
1510
+ // render inScene to its texturebuffer
1511
+ inTexture.begin();
1512
+ this._inScene.visit();
1513
+ inTexture.end();
1514
+
1515
+ // create the second render texture for outScene
1516
+ var outTexture = new cc.RenderTexture(winSize.width, winSize.height);
1517
+ outTexture.setPosition(winSize.width / 2, winSize.height / 2);
1518
+ outTexture.sprite.anchorX = outTexture.anchorX = 0.5;
1519
+ outTexture.sprite.anchorY = outTexture.anchorY = 0.5;
1520
+
1521
+ // render outScene to its texturebuffer
1522
+ outTexture.begin();
1523
+ this._outScene.visit();
1524
+ outTexture.end();
1525
+
1526
+ inTexture.sprite.setBlendFunc(cc.ONE, cc.ONE); // inScene will lay on background and will not be used with alpha
1527
+ outTexture.sprite.setBlendFunc(cc.SRC_ALPHA, cc.ONE_MINUS_SRC_ALPHA); // we are going to blend outScene via alpha
1528
+
1529
+ // add render textures to the layer
1530
+ layer.addChild(inTexture);
1531
+ layer.addChild(outTexture);
1532
+
1533
+ // initial opacity:
1534
+ inTexture.sprite.opacity = 255;
1535
+ outTexture.sprite.opacity = 255;
1536
+
1537
+ // create the blend action
1538
+ var layerAction = cc.sequence(
1539
+ cc.fadeTo(this._duration, 0), cc.callFunc(this.hideOutShowIn, this),
1540
+ cc.callFunc(this.finish, this)
1541
+ );
1542
+
1543
+ // run the blend action
1544
+ outTexture.sprite.runAction(layerAction);
1545
+
1546
+ // add the layer (which contains our two rendertextures) to the scene
1547
+ this.addChild(layer, 2, cc.SCENE_FADE);
1548
+ },
1549
+
1550
+ /**
1551
+ * custom on exit
1552
+ */
1553
+ onExit:function () {
1554
+ this.removeChildByTag(cc.SCENE_FADE, false);
1555
+ cc.TransitionScene.prototype.onExit.call(this);
1556
+ },
1557
+
1558
+ /**
1559
+ * stuff gets drawn here
1560
+ */
1561
+ visit:function () {
1562
+ cc.Node.prototype.visit.call(this);
1563
+ },
1564
+
1565
+ /**
1566
+ * overide draw
1567
+ */
1568
+ draw:function () {
1569
+ // override draw since both scenes (textures) are rendered in 1 scene
1570
+ }
1571
+ });
1572
+
1573
+ /**
1574
+ * Cross fades two scenes using the cc.RenderTexture object.
1575
+ * @deprecated since v3.0,please use new cc.TransitionCrossFade(t, scene) instead.
1576
+ * @param {Number} t time in seconds
1577
+ * @param {cc.Scene} scene
1578
+ * @return {cc.TransitionCrossFade}
1579
+ */
1580
+ cc.TransitionCrossFade.create = function (t, scene) {
1581
+ return new cc.TransitionCrossFade(t, scene);
1582
+ };
1583
+
1584
+ /**
1585
+ * Turn off the tiles of the outgoing scene in random order
1586
+ * @class
1587
+ * @extends cc.TransitionScene
1588
+ * @param {Number} t time in seconds
1589
+ * @param {cc.Scene} scene
1590
+ * @example
1591
+ * var trans = new cc.TransitionTurnOffTiles(time,scene);
1592
+ */
1593
+ cc.TransitionTurnOffTiles = cc.TransitionScene.extend(/** @lends cc.TransitionTurnOffTiles# */{
1594
+ _gridProxy: null,
1595
+ /**
1596
+ * Constructor of TransitionCrossFade
1597
+ * @param {Number} t time in seconds
1598
+ * @param {cc.Scene} scene
1599
+ */
1600
+ ctor:function (t, scene) {
1601
+ cc.TransitionScene.prototype.ctor.call(this);
1602
+ this._gridProxy = new cc.NodeGrid();
1603
+ scene && this.initWithDuration(t, scene);
1604
+ },
1605
+
1606
+ _sceneOrder:function () {
1607
+ this._isInSceneOnTop = false;
1608
+ },
1609
+
1610
+ /**
1611
+ * custom on enter
1612
+ */
1613
+ onEnter:function () {
1614
+ cc.TransitionScene.prototype.onEnter.call(this);
1615
+ this._gridProxy.setTarget(this._outScene);
1616
+ this._gridProxy.onEnter();
1617
+
1618
+ var winSize = cc.director.getWinSize();
1619
+ var aspect = winSize.width / winSize.height;
1620
+ var x = 0 | (12 * aspect);
1621
+ var y = 12;
1622
+ var toff = cc.turnOffTiles(this._duration, cc.size(x, y));
1623
+ var action = this.easeActionWithAction(toff);
1624
+ this._gridProxy.runAction(cc.sequence(action, cc.callFunc(this.finish, this), cc.stopGrid()));
1625
+ },
1626
+
1627
+ visit: function(){
1628
+ this._inScene.visit();
1629
+ this._gridProxy.visit();
1630
+ },
1631
+
1632
+ /**
1633
+ * @param {cc.ActionInterval} action
1634
+ * @return {cc.ActionInterval}
1635
+ */
1636
+ easeActionWithAction:function (action) {
1637
+ return action;
1638
+ }
1639
+ });
1640
+
1641
+ /**
1642
+ * Turn off the tiles of the outgoing scene in random order
1643
+ * @deprecated since v3.0,please use new cc.TransitionTurnOffTiles(t, scene) instead.
1644
+ * @param {Number} t time in seconds
1645
+ * @param {cc.Scene} scene
1646
+ * @return {cc.TransitionTurnOffTiles}
1647
+ */
1648
+ cc.TransitionTurnOffTiles.create = function (t, scene) {
1649
+ return new cc.TransitionTurnOffTiles(t, scene);
1650
+ };
1651
+
1652
+ /**
1653
+ * The odd columns goes upwards while the even columns goes downwards.
1654
+ * @class
1655
+ * @extends cc.TransitionScene
1656
+ * @param {Number} t time in seconds
1657
+ * @param {cc.Scene} scene
1658
+ * @example
1659
+ * var trans = new cc.TransitionSplitCols(time,scene);
1660
+ */
1661
+ cc.TransitionSplitCols = cc.TransitionScene.extend(/** @lends cc.TransitionSplitCols# */{
1662
+ _gridProxy: null,
1663
+
1664
+ _switchTargetToInscene: function(){
1665
+ this._gridProxy.setTarget(this._inScene);
1666
+ },
1667
+
1668
+ /**
1669
+ * Constructor of TransitionSplitCols
1670
+ * @param {Number} t time in seconds
1671
+ * @param {cc.Scene} scene
1672
+ */
1673
+ ctor:function (t, scene) {
1674
+ cc.TransitionScene.prototype.ctor.call(this);
1675
+ this._gridProxy = new cc.NodeGrid();
1676
+ scene && this.initWithDuration(t, scene);
1677
+ },
1678
+ /**
1679
+ * custom on enter
1680
+ */
1681
+ onEnter:function () {
1682
+ cc.TransitionScene.prototype.onEnter.call(this);
1683
+ //this._inScene.visible = false;
1684
+ this._gridProxy.setTarget(this._outScene);
1685
+ this._gridProxy.onEnter();
1686
+
1687
+ var split = this.action();
1688
+ var seq = cc.sequence(
1689
+ split, cc.callFunc(this._switchTargetToInscene, this), split.reverse());
1690
+
1691
+ this._gridProxy.runAction(
1692
+ cc.sequence(this.easeActionWithAction(seq), cc.callFunc(this.finish, this), cc.stopGrid())
1693
+ );
1694
+ },
1695
+
1696
+ onExit: function(){
1697
+ this._gridProxy.setTarget(null);
1698
+ this._gridProxy.onExit();
1699
+ cc.TransitionScene.prototype.onExit.call(this);
1700
+ },
1701
+
1702
+ visit: function(){
1703
+ this._gridProxy.visit();
1704
+ },
1705
+
1706
+ /**
1707
+ * @param {cc.ActionInterval} action
1708
+ * @return {cc.EaseInOut}
1709
+ */
1710
+ easeActionWithAction:function (action) {
1711
+ return new cc.EaseInOut(action, 3.0);
1712
+ },
1713
+
1714
+ /**
1715
+ * @return {*}
1716
+ */
1717
+ action:function () {
1718
+ return cc.splitCols(this._duration / 2.0, 3);
1719
+ }
1720
+ });
1721
+
1722
+ /**
1723
+ * The odd columns goes upwards while the even columns goes downwards.
1724
+ * @deprecated since v3.0,please use new cc.TransitionSplitCols(t, scene) instead.
1725
+ * @param {Number} t time in seconds
1726
+ * @param {cc.Scene} scene
1727
+ * @return {cc.TransitionSplitCols}
1728
+ */
1729
+ cc.TransitionSplitCols.create = function (t, scene) {
1730
+ return new cc.TransitionSplitCols(t, scene);
1731
+ };
1732
+
1733
+ /**
1734
+ * The odd rows goes to the left while the even rows goes to the right.
1735
+ * @class
1736
+ * @extends cc.TransitionSplitCols
1737
+ * @param {Number} t time in seconds
1738
+ * @param {cc.Scene} scene
1739
+ * @example
1740
+ * var trans = new cc.TransitionSplitRows(time,scene);
1741
+ */
1742
+ cc.TransitionSplitRows = cc.TransitionSplitCols.extend(/** @lends cc.TransitionSplitRows# */{
1743
+
1744
+ /**
1745
+ * Constructor of TransitionSplitRows
1746
+ * @param {Number} t time in seconds
1747
+ * @param {cc.Scene} scene
1748
+ */
1749
+ ctor:function (t, scene) {
1750
+ cc.TransitionSplitCols.prototype.ctor.call(this);
1751
+ scene && this.initWithDuration(t, scene);
1752
+ },
1753
+ /**
1754
+ * @return {*}
1755
+ */
1756
+ action:function () {
1757
+ return cc.splitRows(this._duration / 2.0, 3);
1758
+ }
1759
+ });
1760
+
1761
+ /**
1762
+ * The odd rows goes to the left while the even rows goes to the right.
1763
+ * @deprecated since v3.0,please use new cc.TransitionSplitRows(t, scene) instead.
1764
+ * @param {Number} t time in seconds
1765
+ * @param {cc.Scene} scene
1766
+ * @return {cc.TransitionSplitRows}
1767
+ */
1768
+ cc.TransitionSplitRows.create = function (t, scene) {
1769
+ return new cc.TransitionSplitRows(t, scene);
1770
+ };
1771
+
1772
+ /**
1773
+ * Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner.
1774
+ * @class
1775
+ * @extends cc.TransitionScene
1776
+ * @param {Number} t time in seconds
1777
+ * @param {cc.Scene} scene
1778
+ * @example
1779
+ * var trans = new cc.TransitionFadeTR(time,scene);
1780
+ */
1781
+ cc.TransitionFadeTR = cc.TransitionScene.extend(/** @lends cc.TransitionFadeTR# */{
1782
+ _gridProxy: null,
1783
+ /**
1784
+ * Constructor of TransitionFadeTR
1785
+ * @param {Number} t time in seconds
1786
+ * @param {cc.Scene} scene
1787
+ */
1788
+ ctor:function (t, scene) {
1789
+ cc.TransitionScene.prototype.ctor.call(this);
1790
+ this._gridProxy = new cc.NodeGrid();
1791
+ scene && this.initWithDuration(t, scene);
1792
+ },
1793
+ _sceneOrder:function () {
1794
+ this._isInSceneOnTop = false;
1795
+ },
1796
+
1797
+ /**
1798
+ * Custom on enter
1799
+ */
1800
+ onEnter:function () {
1801
+ cc.TransitionScene.prototype.onEnter.call(this);
1802
+
1803
+ this._gridProxy.setTarget(this._outScene);
1804
+ this._gridProxy.onEnter();
1805
+
1806
+ var winSize = cc.director.getWinSize();
1807
+ var aspect = winSize.width / winSize.height;
1808
+ var x = 0 | (12 * aspect);
1809
+ var y = 12;
1810
+
1811
+ var action = this.actionWithSize(cc.size(x, y));
1812
+ this._gridProxy.runAction(
1813
+ cc.sequence(this.easeActionWithAction(action), cc.callFunc(this.finish, this), cc.stopGrid())
1814
+ );
1815
+ },
1816
+
1817
+ visit: function(){
1818
+ this._inScene.visit();
1819
+ this._gridProxy.visit();
1820
+ },
1821
+
1822
+ /**
1823
+ * @param {cc.ActionInterval} action
1824
+ * @return {cc.ActionInterval}
1825
+ */
1826
+ easeActionWithAction:function (action) {
1827
+ return action;
1828
+ },
1829
+
1830
+ /**
1831
+ * @param {cc.Size} size
1832
+ * @return {*}
1833
+ */
1834
+ actionWithSize:function (size) {
1835
+ return cc.fadeOutTRTiles(this._duration, size);
1836
+ }
1837
+ });
1838
+
1839
+ /**
1840
+ * Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner.
1841
+ * @deprecated since v3.0 please use new cc.TransitionFadeTR(t, scene) instead.
1842
+ * @param {Number} t time in seconds
1843
+ * @param {cc.Scene} scene
1844
+ * @return {cc.TransitionFadeTR}
1845
+ */
1846
+ cc.TransitionFadeTR.create = function (t, scene) {
1847
+ return new cc.TransitionFadeTR(t, scene);
1848
+ };
1849
+
1850
+ /**
1851
+ * Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner.
1852
+ * @class
1853
+ * @extends cc.TransitionFadeTR
1854
+ * @param {Number} t time in seconds
1855
+ * @param {cc.Scene} scene
1856
+ * @example
1857
+ * var trans = new cc.TransitionFadeBL(time,scene)
1858
+ */
1859
+ cc.TransitionFadeBL = cc.TransitionFadeTR.extend(/** @lends cc.TransitionFadeBL# */{
1860
+ /**
1861
+ * Constructor of TransitionFadeBL
1862
+ * @param {Number} t time in seconds
1863
+ * @param {cc.Scene} scene
1864
+ */
1865
+ ctor:function (t, scene) {
1866
+ cc.TransitionFadeTR.prototype.ctor.call(this);
1867
+ scene && this.initWithDuration(t, scene);
1868
+ },
1869
+
1870
+ /**
1871
+ * @param {cc.Size} size
1872
+ * @return {*}
1873
+ */
1874
+ actionWithSize:function (size) {
1875
+ return cc.fadeOutBLTiles(this._duration, size);
1876
+ }
1877
+ });
1878
+
1879
+ /**
1880
+ * Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner.
1881
+ * @deprecated since v3.0,please use new cc.TransitionFadeBL(t, scene);
1882
+ * @param {Number} t time in seconds
1883
+ * @param {cc.Scene} scene
1884
+ * @return {cc.TransitionFadeBL}
1885
+ */
1886
+ cc.TransitionFadeBL.create = function (t, scene) {
1887
+ return new cc.TransitionFadeBL(t, scene);
1888
+ };
1889
+
1890
+ /**
1891
+ * Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner.
1892
+ * @class
1893
+ * @extends cc.TransitionFadeTR
1894
+ * @param {Number} t time in seconds
1895
+ * @param {cc.Scene} scene
1896
+ * @example
1897
+ * var trans = new cc.TransitionFadeUp(time,scene);
1898
+ */
1899
+ cc.TransitionFadeUp = cc.TransitionFadeTR.extend(/** @lends cc.TransitionFadeUp# */{
1900
+
1901
+ /**
1902
+ * Constructor of TransitionFadeUp
1903
+ * @function
1904
+ * @param {Number} t time in seconds
1905
+ * @param {cc.Scene} scene
1906
+ */
1907
+ ctor:function (t, scene) {
1908
+ cc.TransitionFadeTR.prototype.ctor.call(this);
1909
+ scene && this.initWithDuration(t, scene);
1910
+ },
1911
+
1912
+ /**
1913
+ * @param {cc.Size} size
1914
+ * @return {cc.FadeOutUpTiles}
1915
+ */
1916
+ actionWithSize:function (size) {
1917
+ return new cc.FadeOutUpTiles(this._duration, size);
1918
+ }
1919
+ });
1920
+
1921
+ /**
1922
+ * Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner.
1923
+ * @deprecated since v3.0,please use new cc.TransitionFadeUp(t, scene) instead.
1924
+ * @param {Number} t time in seconds
1925
+ * @param {cc.Scene} scene
1926
+ * @return {cc.TransitionFadeUp}
1927
+ */
1928
+ cc.TransitionFadeUp.create = function (t, scene) {
1929
+ return new cc.TransitionFadeUp(t, scene);
1930
+ };
1931
+
1932
+ /**
1933
+ * Fade the tiles of the outgoing scene from the top to the bottom.
1934
+ * @class
1935
+ * @extends cc.TransitionFadeTR
1936
+ * @param {Number} t time in seconds
1937
+ * @param {cc.Scene} scene
1938
+ * @example
1939
+ * var trans = new cc.TransitionFadeDown(time,scene);
1940
+ */
1941
+ cc.TransitionFadeDown = cc.TransitionFadeTR.extend(/** @lends cc.TransitionFadeDown# */{
1942
+
1943
+ /**
1944
+ * Constructor of TransitionFadeDown
1945
+ * @param {Number} t time in seconds
1946
+ * @param {cc.Scene} scene
1947
+ */
1948
+ ctor:function (t, scene) {
1949
+ cc.TransitionFadeTR.prototype.ctor.call(this);
1950
+ scene && this.initWithDuration(t, scene);
1951
+ },
1952
+
1953
+ /**
1954
+ * @param {cc.Size} size
1955
+ * @return {*}
1956
+ */
1957
+ actionWithSize:function (size) {
1958
+ return cc.fadeOutDownTiles( this._duration, size);
1959
+ }
1960
+ });
1961
+
1962
+ /**
1963
+ * Fade the tiles of the outgoing scene from the top to the bottom.
1964
+ * @deprecated since v3.0,please use new cc.TransitionFadeDown(t, scene) instead.
1965
+ * @param {Number} t time in seconds
1966
+ * @param {cc.Scene} scene
1967
+ * @return {cc.TransitionFadeDown}
1968
+ */
1969
+ cc.TransitionFadeDown.create = function (t, scene) {
1970
+ return new cc.TransitionFadeDown(t, scene);
1971
+ };