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 /**
 28  * Parallax Object. <br />
 29  * Parallax required attributes are stored.
 30  * @class
 31  * @extends cc.Class
 32  */
 33 cc.PointObject = cc.Class.extend(/** @lends cc.PointObject# */{
 34     _ratio:null,
 35     _offset:null,
 36     _child:null,
 37 
 38     ctor: function(ratio, offset){
 39         this.initWithCCPoint(ratio, offset);
 40     },
 41 
 42     /**
 43      * Gets the ratio.
 44      * @return  {cc.Point} Not point, this is ratio.
 45      */
 46     getRatio:function () {
 47         return this._ratio;
 48     },
 49 
 50     /**
 51      * Set the ratio.
 52      * @param  {cc.Point} value
 53      */
 54     setRatio:function (value) {
 55         this._ratio = value;
 56     },
 57 
 58     /**
 59      * Gets the offset.
 60      * @return  {cc.Point}
 61      */
 62     getOffset:function () {
 63         return this._offset;
 64     },
 65 
 66     /**
 67      * Set the offset.
 68      * @param {cc.Point} value
 69      */
 70     setOffset:function (value) {
 71         this._offset = value;
 72     },
 73 
 74     /**
 75      * Gets the child.
 76      * @return {cc.Node}
 77      */
 78     getChild:function () {
 79         return this._child;
 80     },
 81 
 82     /**
 83      * Set the child.
 84      * @param  {cc.Node} value
 85      */
 86     setChild:function (value) {
 87         this._child = value;
 88     },
 89 
 90     /**
 91      * initializes cc.PointObject
 92      * @param  {cc.Point} ratio Not point, this is a ratio.
 93      * @param  {cc.Point} offset
 94      * @return {Boolean}
 95      */
 96     initWithCCPoint:function (ratio, offset) {
 97         this._ratio = ratio;
 98         this._offset = offset;
 99         this._child = null;
100         return true;
101     }
102 });
103 
104 /**
105  * Create a object to stored parallax data.
106  * @param {cc.Point} ratio
107  * @param {cc.Point} offset
108  * @return {cc.PointObject}
109  * @deprecated since v3.0 please use new cc.PointObject() instead.
110  */
111 cc.PointObject.create = function (ratio, offset) {
112     return new cc.PointObject(ratio, offset);
113 };
114 
115 /**
116  * <p>cc.ParallaxNode: A node that simulates a parallax scroller<br />
117  * The children will be moved faster / slower than the parent according the the parallax ratio. </p>
118  * @class
119  * @extends cc.Node
120  *
121  * @property {Array}    parallaxArray   - Parallax nodes array
122  */
123 cc.ParallaxNode = cc.Node.extend(/** @lends cc.ParallaxNode# */{
124 	parallaxArray:null,
125 
126     _lastPosition:null,
127     _className:"ParallaxNode",
128 
129     /**
130      * Gets the parallax array.
131      * @return {Array}
132      */
133     getParallaxArray:function () {
134         return this.parallaxArray;
135     },
136 
137     /**
138      * Set parallax array.
139      * @param {Array} value
140      */
141     setParallaxArray:function (value) {
142         this.parallaxArray = value;
143     },
144 
145     /**
146      * Constructor function, override it to extend the construction behavior, remember to call "this._super()" in the extended "ctor" function.
147      */
148     ctor:function () {
149         cc.Node.prototype.ctor.call(this);
150         this.parallaxArray = [];
151         this._lastPosition = cc.p(-100, -100);
152     },
153 
154     /**
155      * Adds a child to the container with a z-order, a parallax ratio and a position offset
156      * It returns self, so you can chain several addChilds.
157      * @param {cc.Node} child
158      * @param {Number} z
159      * @param {cc.Point} ratio
160      * @param {cc.Point} offset
161      * @example
162      * //example
163      * voidNode.addChild(background, -1, cc.p(0.4, 0.5), cc.p(0,0));
164      */
165     addChild:function (child, z, ratio, offset) {
166         if (arguments.length === 3) {
167             cc.log("ParallaxNode: use addChild(child, z, ratio, offset) instead");
168             return;
169         }
170         if(!child)
171             throw new Error("cc.ParallaxNode.addChild(): child should be non-null");
172         var obj = new cc.PointObject(ratio, offset);
173         obj.setChild(child);
174         this.parallaxArray.push(obj);
175 
176 	    child.setPosition(this._position.x * ratio.x + offset.x, this._position.y * ratio.y + offset.y);
177 
178         cc.Node.prototype.addChild.call(this, child, z, child.tag);
179     },
180 
181     /**
182      *  Remove Child
183      * @param {cc.Node} child
184      * @param {Boolean} cleanup
185      * @example
186      * //example
187      * voidNode.removeChild(background,true);
188      */
189     removeChild:function (child, cleanup) {
190         var locParallaxArray = this.parallaxArray;
191         for (var i = 0; i < locParallaxArray.length; i++) {
192             var point = locParallaxArray[i];
193             if (point.getChild() === child) {
194                 locParallaxArray.splice(i, 1);
195                 break;
196             }
197         }
198         cc.Node.prototype.removeChild.call(this, child, cleanup);
199     },
200 
201     /**
202      *  Remove all children with cleanup
203      * @param {Boolean} [cleanup=true]
204      */
205     removeAllChildren:function (cleanup) {
206         this.parallaxArray.length = 0;
207         cc.Node.prototype.removeAllChildren.call(this, cleanup);
208     },
209 
210     _updateParallaxPosition: function(){
211         var pos = this._absolutePosition();
212         if (!cc.pointEqualToPoint(pos, this._lastPosition)) {
213             var locParallaxArray = this.parallaxArray;
214             for (var i = 0, len = locParallaxArray.length; i < len; i++) {
215                 var point = locParallaxArray[i];
216                 var child = point.getChild();
217                 child.setPosition(-pos.x + pos.x * point.getRatio().x + point.getOffset().x,
218                         -pos.y + pos.y * point.getRatio().y + point.getOffset().y);
219             }
220             this._lastPosition = pos;
221         }
222     },
223 
224     _absolutePosition:function () {
225         var ret = this._position;
226         var cn = this;
227         while (cn.parent !== null) {
228             cn = cn.parent;
229             ret = cc.pAdd(ret, cn.getPosition());
230         }
231         return ret;
232     },
233 
234     _createRenderCmd: function(){
235         if(cc._renderType === cc.game.RENDER_TYPE_CANVAS)
236             return new cc.ParallaxNode.CanvasRenderCmd(this);
237         else
238             return new cc.ParallaxNode.WebGLRenderCmd(this);
239     }
240 });
241 
242 /**
243  * Create new parallax node.
244  * @deprecated since v3.0 please use new cc.ParallaxNode() instead.
245  * @return {cc.ParallaxNode}
246  * @example
247  * //example
248  * var voidNode = new cc.ParallaxNode();
249  */
250 cc.ParallaxNode.create = function () {
251     return new cc.ParallaxNode();
252 };
253