ToySpriteAnimator.cpp 36.1 KB
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//
//  ToySpriteAnimator.cpp
//  SteveMaggieCpp
//
//  Created by Katarzyna Kalinowska-Górska on 01.06.2017.
//
//

#include <stdio.h>
#include "ToySpriteAnimator.h"
#include "ToyJSONParseUtils.h"
#include "ToyMathUtils.h"
#include "ToyClipToAction.h"
#include "ToyResourceUtilities.h"

// TODO tu by lepiej bylo podawac obiekt z nazwanymi parametrami zamiast parametry po kolei w funkcjach - REFACTOR!!!!

void ToySpriteAnimator::runAnimationForName(std::string animationName, std::vector<cocos2d::Node*> sprites, const rapidjson::Value* params)
{
    auto scale = 1/cocos2d::Director::getInstance()->getContentScaleFactor();
    
    if(animationName == "fadeInAnimation"){
        ToySpriteAnimator::fadeInAnimation(sprites);
    }

    else if(animationName == "fadeOutAnimation"){
        ToySpriteAnimator::fadeOutAnimation(sprites);
    }
    
    else if(animationName == "clipToAnimation"){
        const auto& paramsArray = params->GetArray();
        auto durations = ToyJSONParseUtils::parseFloatArray(paramsArray[0]);
        auto rects = ToyJSONParseUtils::parseRectArray(paramsArray[1]);
        ToyMathUtils::multiplyRectPositionsArray(rects, scale);
        ToySpriteAnimator::clipToAnimation(sprites, durations, rects);
    }
    
    //TODO obsluzyc new positions jako obiekt punkt albo array
    else if(animationName == "moveToAnimation"){
    
        const auto& paramsArray = params->GetArray();
        auto duration = paramsArray[0].GetFloat();
        auto newPositions = ToyJSONParseUtils::parsePointArray(paramsArray[1]);
        ToyMathUtils::multiplyPointArray(newPositions, scale);
        
        if(paramsArray.Size() > 2){
            std::string easeOption = paramsArray[2].GetString();
            ToySpriteAnimator::moveToAnimation(sprites, duration, newPositions, easeOption);
        } else {
            ToySpriteAnimator::moveToAnimation(sprites, duration, newPositions);
        }
    }
    
    else if(animationName == "moveByAnimation"){
    
        const auto& paramsArray = params->GetArray();
        auto duration = paramsArray[0].GetFloat();
        auto deltaPosition = ToyJSONParseUtils::getPoint(paramsArray[1]);
        
        if(paramsArray.Size() > 2){
            std::string easeOption = paramsArray[2].GetString();
            ToySpriteAnimator::moveByAnimation(sprites, duration, deltaPosition, easeOption);
        } else {
            ToySpriteAnimator::moveByAnimation(sprites, duration, deltaPosition);
        }
    }

    else if(animationName == "jumpAnimation"){

        const auto& paramsArray = params->GetArray();
        auto durations = ToyJSONParseUtils::parseFloatArray(paramsArray[0]);
        auto deltas = ToyJSONParseUtils::parsePointArray(paramsArray[1]);
        auto heights = ToyJSONParseUtils::parseFloatArray(paramsArray[2]);

        if(paramsArray.Size() > 3){
            auto jumps = ToyJSONParseUtils::parseIntArray(paramsArray[3]);
            ToySpriteAnimator::jumpAnimation(sprites, durations, deltas, heights, jumps);
        } else {
             ToySpriteAnimator::jumpAnimation(sprites, durations, deltas, heights);
        }
// it should be like below (bad design of function arguments in scenario files)
//        auto durations = ToyJSONParseUtils::parseMemberFloatArray(params, "durations");
//        auto deltas = ToyJSONParseUtils::parseMemberPointArray(params, "deltas");
//        auto heights = ToyJSONParseUtils::parseMemberFloatArray(params, "heights");
    }
    
    else if(animationName == "bezierByAnimation"){
        
        const auto& paramsArray = params->GetArray();
        std::vector<std::vector<float>> bezierPathsDeltaXs;
        std::vector<std::vector<float>> bezierPathsDeltaYs;
        
        for(const auto& value : paramsArray[0].GetArray()){
            bezierPathsDeltaXs.push_back(ToyJSONParseUtils::parseFloatArray(value));
        }
        for(const auto& value : paramsArray[1].GetArray()){
            bezierPathsDeltaYs.push_back(ToyJSONParseUtils::parseFloatArray(value));
        }
        
        auto durations = ToyJSONParseUtils::parseFloatArray(paramsArray[2]);
        ToySpriteAnimator::bezierByAnimation(sprites, bezierPathsDeltaXs, bezierPathsDeltaYs, durations);
    }
    
    else if(animationName == "floatAnimation"){
    
        const auto& paramsArray = params->GetArray();
        auto delays = ToyJSONParseUtils::parseFloatArray(paramsArray[0]);
        std::vector<std::vector<float>> dxRanges;
        std::vector<std::vector<float>> dyRanges;
        
        for(const auto& value : paramsArray[1].GetArray()){
            dxRanges.push_back(ToyJSONParseUtils::parseFloatArray(value));
        }
        
        for(const auto& value : paramsArray[2].GetArray()){
            dyRanges.push_back(ToyJSONParseUtils::parseFloatArray(value));
        }
        
        float bezierTime = 2.4;
        if(paramsArray.Size() > 3){
            bezierTime = paramsArray[3].GetFloat();
        }
        
        ToySpriteAnimator::floatAnimation(sprites, delays, dxRanges, dyRanges, bezierTime);
    }
    
    else if(animationName == "windTugAnimation"){
        
        if(params){
            const auto& paramsArray = params->GetArray();
            auto skewAnglesX = ToyJSONParseUtils::parseFloatArray(paramsArray[0]);
            auto skewAnglesY = ToyJSONParseUtils::parseFloatArray(paramsArray[1]);
            
            ToySpriteAnimator::windTugAnimation(sprites, skewAnglesX, skewAnglesY);
        }
        else {
            ToySpriteAnimator::windTugAnimation(sprites, std::vector<float>(0), std::vector<float>(0));
        }
    }
    
    else if(animationName == "windTugAnimationWithRotation"){
        
        if(params){
            const auto& paramsArray = params->GetArray();
            auto skewAnglesX = ToyJSONParseUtils::parseFloatArray(paramsArray[0]);
            auto skewAnglesY = ToyJSONParseUtils::parseFloatArray(paramsArray[1]);
            if(paramsArray.Size() > 2){
                auto delays = ToyJSONParseUtils::parseFloatArray(paramsArray[2]);
                ToySpriteAnimator::windTugAnimationWithRotation(sprites, skewAnglesX, skewAnglesY, delays);
            }
            else {
                ToySpriteAnimator::windTugAnimationWithRotation(sprites, skewAnglesX, skewAnglesY);
            }
        }
        else {
            ToySpriteAnimator::windTugAnimationWithRotation(sprites, std::vector<float>(0), std::vector<float>(0));
        }
    }
    
    else if(animationName == "bounceAnimation"){
    
        if(params){
            const auto& paramsArray = params->GetArray();
            auto delays = ToyJSONParseUtils::parseFloatArray(paramsArray[0]);
            auto rotationDurations = ToyJSONParseUtils::parseFloatArray(paramsArray[1]);
            auto rotationAngles = ToyJSONParseUtils::parseFloatArray(paramsArray[2]);
            
            std::vector<float> wholeDurations;
            if(paramsArray.Size() > 3){
                wholeDurations = ToyJSONParseUtils::parseFloatArray(paramsArray[3]);
            }
            
            if(paramsArray.Size() > 4){
                auto roundUp = paramsArray[4].GetArray()[0].GetBool();
                ToySpriteAnimator::bounceAnimation(sprites, delays, rotationDurations, rotationAngles, wholeDurations,roundUp);
            } else {
                ToySpriteAnimator::bounceAnimation(sprites, delays, rotationDurations, rotationAngles, wholeDurations);
            }
        }
        else {
            ToySpriteAnimator::bounceAnimation(sprites);
        }
    }
    
    else if(animationName == "swipeAnimation"){
        
        const auto& paramsArray = params->GetArray();
        if(paramsArray.Size() > 0){
            auto delayConst = paramsArray[0].GetFloat();
            
            if(paramsArray.Size() > 1){
                auto animationAnchorPoint = ToyJSONParseUtils::getPoint(paramsArray[1]);
                
                if(paramsArray.Size() > 2){
                    auto rotationDir = paramsArray[2].GetInt();
                
                    if(paramsArray.Size() > 3){
                        cocos2d::Vec2 moveDir = ToyJSONParseUtils::getPoint(paramsArray[3]);
                        ToySpriteAnimator::swipeAnimation(sprites, delayConst, animationAnchorPoint, rotationDir, moveDir);
                    } else {
                        ToySpriteAnimator::swipeAnimation(sprites, delayConst, animationAnchorPoint, rotationDir);
                    }
                }  else {
                    ToySpriteAnimator::swipeAnimation(sprites, delayConst, animationAnchorPoint);
                }
                
            }  else {
                ToySpriteAnimator::swipeAnimation(sprites, delayConst);
            }
            
        } else {
            ToySpriteAnimator::swipeAnimation(sprites);
        }
    }
    
    else if(animationName == "rotateByAnimation"){
    
        const auto& paramsArray = params->GetArray();
        auto duration = paramsArray[0].GetFloat();
        auto rotationAngle = paramsArray[1].GetFloat();
        if(paramsArray.Size() > 2){
            std::string easeOption = paramsArray[2].GetString();
            ToySpriteAnimator::rotateByAnimation(sprites, duration, rotationAngle, easeOption);
        } else {
            ToySpriteAnimator::rotateByAnimation(sprites, duration, rotationAngle);
        }
    }
    
    else if(animationName == "frameAnimation"){
        
        const auto& paramsArray = params->GetArray();
        auto imageFileArray = ToyJSONParseUtils::parseStringArray(paramsArray[0]);
        std::string folder = "";
        if(paramsArray.Size() > 1){
            folder = paramsArray[1].GetString();
        }
        
        folder = ToyResourceUtilities::getInstance().getFullPathForDownloadedFile(folder);
        ToySpriteAnimator::frameAnimation(sprites[0], imageFileArray, folder);
    }
    
    else if(animationName == "simpleRotateAnimation"){
    
        const auto& paramsArray = params->GetArray();
        auto delays = ToyJSONParseUtils::parseFloatArray(paramsArray[0]);
        auto animationAnchorPoints = ToyJSONParseUtils::parsePointArray(paramsArray[1]);
        auto rotationAngles = ToyJSONParseUtils::parseFloatArray(paramsArray[2]);
        auto rotationDurations = ToyJSONParseUtils::parseFloatArray(paramsArray[3]);
        auto repeatTimes = ToyJSONParseUtils::parseIntArray(paramsArray[4]);
        
        ToySpriteAnimator::simpleRotateAnimation(sprites, delays, animationAnchorPoints, rotationAngles, rotationDurations, repeatTimes);
    }
    
    else if(animationName == "fullRotateAnimation"){
    
        const auto& paramsArray = params->GetArray();
        auto crazy = paramsArray[0].GetBool();
        auto durations = ToyJSONParseUtils::parseFloatArray(paramsArray[1]);
        ToySpriteAnimator::fullRotateAnimation(sprites, crazy, durations);
    }
    
    else if(animationName == "crazyRotateAnimation"){
        ToySpriteAnimator::crazyRotateAnimation(sprites);
    }
    
    else if(animationName == "rotateForeverAnimation"){
        const auto& paramsArray = params->GetArray();
        auto lapDurations = ToyJSONParseUtils::parseFloatArray(paramsArray[0]);
        ToySpriteAnimator::rotateForeverAnimation(sprites, lapDurations);
    }
    
    else if(animationName == "scaleUpDownAnimation"){
    
        if(params){
            const auto& paramsArray = params->GetArray();
            if(paramsArray.Size() > 0){
            
                auto upperScale = paramsArray[0].GetFloat();
            
                if(paramsArray.Size() > 1){
                
                    auto scaleUpDownDuration = paramsArray[1].GetFloat();
                
                    if(paramsArray.Size() > 2){
                        auto times = paramsArray[2].GetInt();
                        ToySpriteAnimator::scaleUpDownAnimation(sprites, upperScale, scaleUpDownDuration, times);
                    } else {
                        ToySpriteAnimator::scaleUpDownAnimation(sprites, upperScale, scaleUpDownDuration);
                    }
                } else {
                    ToySpriteAnimator::scaleUpDownAnimation(sprites, upperScale);
                }
            } else {
                ToySpriteAnimator::scaleUpDownAnimation(sprites);
            }
        }
        else {
            ToySpriteAnimator::scaleUpDownAnimation(sprites);
        }
    }
    
    else if(animationName == "sinusoidalMoveAnimation"){
    
        const auto& paramsArray = params->GetArray();
        auto duration = paramsArray[0].GetFloat();
        auto newPositions = ToyJSONParseUtils::parsePointArray(paramsArray[1]);
        ToyMathUtils::multiplyPointArray(newPositions, cocos2d::Director::getInstance()->getContentScaleFactor());
        auto amplitudes = ToyJSONParseUtils::parseFloatArray(paramsArray[2]);
    
        ToySpriteAnimator::sinusoidalMoveAnimation(sprites, duration, newPositions, amplitudes);
    }
    
    else if(animationName == "trainRunForeverAnimation"){
        const auto& paramsArray = params->GetArray();
        auto duration = paramsArray[0].GetFloat();
        ToySpriteAnimator::trainRunForeverAnimation(sprites, duration);
    }
}

void ToySpriteAnimator::frameAnimation(cocos2d::Node* sprite, std::vector<std::string> imageFileArray, std::string folder)
{
    auto animationTag = RF_ANIMATION_TAG_BASE + RF_ANIMATION_TAG_FRAME_ANIMATION;

    if(!sprite->getActionByTag(animationTag)){
    
        auto animation = cocos2d::Animation::create();
        
        for(int i = 0; i < imageFileArray.size(); ++i){
            animation->addSpriteFrameWithFile(folder + imageFileArray[i]);
        }
        
        animation->setDelayPerUnit(0.08);
        
        auto action = cocos2d::RepeatForever::create(cocos2d::Animate::create(animation));
        action->setTag(animationTag);
        
        sprite->runAction(action);
    }
}

void ToySpriteAnimator::clipToAnimation(std::vector<cocos2d::Node*> sprites, std::vector<float> durations, std::vector<cocos2d::Rect> textureRects)
{
    for(int i = 0; i < sprites.size(); ++i){
        auto action = ClipTo::create(durations[i], textureRects[i]);
        sprites[i]->runAction(action);
    }
}


void ToySpriteAnimator::fadeInAnimation(std::vector<cocos2d::Node*> sprites)
{
    for(int i = 0; i < sprites.size(); ++i){
        auto action = cocos2d::FadeIn::create(0.2);
        sprites[i]->runAction(action);
    }
}
    
void ToySpriteAnimator::fadeOutAnimation(std::vector<cocos2d::Node*> sprites)
{
   for(int i = 0; i < sprites.size(); ++i){
        auto action = cocos2d::FadeOut::create(0.2);
        sprites[i]->runAction(action);
    }
}


void ToySpriteAnimator::moveToAnimation(std::vector<cocos2d::Node*> sprites, float duration, std::vector<cocos2d::Point> newPositions, std::string easeOption)
{
    for(int i = 0; i < sprites.size(); ++i){
    
        auto action = ToySpriteAnimator::actionWithEaseOption(cocos2d::MoveTo::create(duration, newPositions[i]), easeOption);
        sprites[i]->runAction(action);
    }
}

void ToySpriteAnimator::moveByAnimation(std::vector<cocos2d::Node*> sprites, float duration, cocos2d::Vec2 deltaPosition, std::string easeOption)
{
    for(int i = 0; i < sprites.size(); ++i){
    
        auto action = ToySpriteAnimator::actionWithEaseOption(cocos2d::MoveBy::create(duration, deltaPosition), easeOption);
        sprites[i]->runAction(action);
    }
}

void ToySpriteAnimator::rotateByAnimation(std::vector<cocos2d::Node*> sprites, float duration, float rotationAngle, std::string easeOption)
{
      for(int i = 0; i < sprites.size(); ++i){

        auto action = ToySpriteAnimator::actionWithEaseOption(cocos2d::RotateBy::create(duration, rotationAngle), easeOption);
        sprites[i]->runAction(action);
    }
}

void ToySpriteAnimator::bezierByAnimation(std::vector<cocos2d::Node*> sprites, std::vector<std::vector<float>> bezierPathsDeltaXs, std::vector<std::vector<float>> bezierPathsDeltaYs, std::vector<float> durations)
{
    for(int i = 0; i < sprites.size(); ++i){
    
        auto duration = durations.size() > i ? durations[i] : 2;
        
        cocos2d::ccBezierConfig bezierConfig;
        bezierConfig.endPosition = cocos2d::Point(bezierPathsDeltaXs[i][2], bezierPathsDeltaYs[i][2]);
        bezierConfig.controlPoint_1 = cocos2d::Point(bezierPathsDeltaXs[i][0], bezierPathsDeltaYs[i][0]);
        bezierConfig.controlPoint_2 = cocos2d::Point(bezierPathsDeltaXs[i][1], bezierPathsDeltaYs[i][1]);
        
        sprites[i]->runAction(cocos2d::EaseInOut::create(cocos2d::BezierBy::create(duration, bezierConfig), 2));
    }
}

void ToySpriteAnimator::simpleRotateAnimation(std::vector<cocos2d::Node*> sprites, std::vector<float> delays, std::vector<cocos2d::Point> animationAnchorPoints, std::vector<float> rotationAngles, std::vector<float> rotationDurations, std::vector<int> repeatTimes)
{
    for(int i = 0; i < sprites.size(); ++i){
    
        auto oldPos = sprites[i]->getPosition();
        auto oldAnchorPoint = sprites[i]->getAnchorPoint();
        sprites[i]->setAnchorPoint(animationAnchorPoints[i]);//(new cc.p(0.75, 1));
        sprites[i]->setPosition(cocos2d::Point(oldPos.x + sprites[i]->getBoundingBox().size.width*(animationAnchorPoints[i].x - oldAnchorPoint.x), oldPos.y + sprites[i]->getBoundingBox().size.height*(animationAnchorPoints[i].y - oldAnchorPoint.y)));
        
         auto callback = [](cocos2d::Node* pSprite, cocos2d::Point pOldAnchorPoint, cocos2d::Point pOldPos){
            pSprite->setAnchorPoint(pOldAnchorPoint);
            pSprite->setPosition(pOldPos);
        };
        
        auto boundCallback = std::bind(callback, sprites[i], oldAnchorPoint, oldPos);
        
        sprites[i]->runAction(cocos2d::Sequence::create(cocos2d::DelayTime::create(delays[i]), cocos2d::Repeat::create(cocos2d::Sequence::create(cocos2d::EaseInOut::create(cocos2d::RotateBy::create(rotationDurations[i], rotationAngles[i]),1.2), cocos2d::EaseInOut::create(cocos2d::RotateBy::create(rotationDurations[i], -2*rotationAngles[i]),1.2), cocos2d::EaseInOut::create(cocos2d::RotateBy::create(rotationDurations[i], rotationAngles[i]),1.2), nullptr), repeatTimes[i]), cocos2d::CallFunc::create(boundCallback), nullptr));
    }
    
}

void ToySpriteAnimator::trainRunForeverAnimation(std::vector<cocos2d::Node*> sprites, float lapDuration){
    for(int i = 0; i < sprites.size(); ++i){
        if(sprites[i]->getActionByTag(RF_ANIMATION_TAG_TRAIN_RUN_FOREVER_ANIMATION) == nullptr){
            auto action = cocos2d::RepeatForever::create(cocos2d::Sequence::create(cocos2d::MoveTo::create(lapDuration, cocos2d::Vec2(-sprites[i]->getBoundingBox().size.width, sprites[i]->getPositionY())),
                                                                                       cocos2d::CallFunc::create(std::bind([&](cocos2d::Node* pSprite){
                pSprite->setPositionX(cocos2d::Director::getInstance()->getWinSize().width + pSprite->getBoundingBox().size.width/2);
            }, sprites[i])),
                                                                                   nullptr));
            action->setTag(RF_ANIMATION_TAG_TRAIN_RUN_FOREVER_ANIMATION);
            sprites[i]->runAction(action);
        }
    }
}

void ToySpriteAnimator::crazyRotateAnimation(std::vector<cocos2d::Node*> sprites)
{
    std::vector<float> defaultDurations(sprites.size(), 0.2);
    ToySpriteAnimator::fullRotateAnimation(sprites, true, defaultDurations);
}

void ToySpriteAnimator::fullRotateAnimation(std::vector<cocos2d::Node*> sprites, bool crazy, std::vector<float> durations)
{
    for(int i = 0; i < sprites.size(); ++i){
        
        cocos2d::Action* action = NULL;
    
        if(crazy){
            action = cocos2d::Sequence::create(cocos2d::Spawn::create(cocos2d::ScaleTo::create(0.2,1.1), cocos2d::RotateBy::create(0.4,360), nullptr),cocos2d::ScaleTo::create(0.2,1), nullptr);
        } else {
            action = cocos2d::RotateBy::create(durations[i],360);
        }
        
        sprites[i]->runAction(action);
    }
}
    
 
void ToySpriteAnimator::rotateForeverAnimation(std::vector<cocos2d::Node*> sprites, std::vector<float> oneLapDurations)
{
    for(int i = 0; i < sprites.size(); ++i){
        auto action = cocos2d::RepeatForever::create(cocos2d::RotateBy::create(oneLapDurations[i], 360));
        action->setTag(RF_ANIMATION_TAG_BASE + RF_ANIMATION_TAG_ROTATE_FOREVER_ANIMATION);
        sprites[i]->runAction(action);
    }
}

void ToySpriteAnimator::scaleUpDownAnimation(std::vector<cocos2d::Node*> sprites, float upperScale, float scaleUpDownDuration, int times)
{
    for(int i = 0; i < sprites.size(); ++i){

        cocos2d::Action* action = NULL;

        if(times == 0){
            
            action = cocos2d::RepeatForever::create(cocos2d::Sequence::create(cocos2d::ScaleTo::create(scaleUpDownDuration/2, upperScale), cocos2d::ScaleTo::create(scaleUpDownDuration/2,1), nullptr));
            action->setTag(RF_ANIMATION_TAG_BASE + RF_ANIMATION_TAG_SCALE_UP_DOWN_ANIMATION);
            
        } else {
            action = cocos2d::Repeat::create(cocos2d::Sequence::create(cocos2d::ScaleTo::create(0.2, upperScale), cocos2d::ScaleTo::create(0.2,1), nullptr), times);
        }
        
        sprites[i]->runAction(action);
    }
}

//TODO change the scenario file where we have only one jumps number instead of an array

void ToySpriteAnimator::jumpAnimation(std::vector<cocos2d::Node*> sprites, std::vector<float> durations, std::vector<cocos2d::Point> deltas, std::vector<float> heights)
{
    std::vector<int> zeros(sprites.size(),0);
    ToySpriteAnimator::jumpAnimation(sprites, durations, deltas, heights, zeros);
}

void ToySpriteAnimator::jumpAnimation(std::vector<cocos2d::Node*> sprites, std::vector<float> durations, std::vector<cocos2d::Point> deltas, std::vector<float> heights, std::vector<int> jumps)
{
    for(int i = 0; i < sprites.size(); ++i){
    
        if(jumps[i] == 0){
        
            auto action = cocos2d::RepeatForever::create(cocos2d::JumpBy::create(durations[i], cocos2d::Point(deltas[i].x, deltas[i].y), heights[i], 3));
            action->setTag(RF_ANIMATION_TAG_BASE + RF_ANIMATION_TAG_JUMP_ANIMATION);
            sprites[i]->runAction(action);
        
        } else {
            sprites[i]->runAction(cocos2d::JumpBy::create(durations[i], deltas[i], heights[i], jumps[i]));
        }
    }
}

void ToySpriteAnimator::floatAnimation(std::vector<cocos2d::Node*> sprites, std::vector<float> delays, std::vector<std::vector<float>> dxRanges, std::vector<std::vector<float>> dyRanges, float bezierTime)
{
    for(int i = 0; i < sprites.size(); ++i){
    
        int delay = 0;
        if(delays.size() > i){
            delay = delays[i];
        }
        
        ToySpriteAnimator::singleSpriteFloatAnimation(sprites[i], delay, dxRanges[i], dyRanges[i], bezierTime);
    }
}
    
void ToySpriteAnimator::singleSpriteFloatAnimation(cocos2d::Node* sprite, float delay, std::vector<float> dxRange, std::vector<float> dyRange, float bezierTime)
{
    float randomDXs[] = {0,0};
    float randomDYs[] = {0,0};
    
    for(int j = 0; j < 2; ++j){
        randomDXs[j] = ToyMathUtils::getRandom(dxRange[0], dxRange[1]);
        randomDYs[j] = ToyMathUtils::getRandom(dyRange[0], dyRange[1]);
    }
    
    cocos2d::ccBezierConfig bezierConfig;
    bezierConfig.endPosition = cocos2d::Point(0,0);
    bezierConfig.controlPoint_1 = cocos2d::Point(randomDXs[0], randomDYs[0]);
    bezierConfig.controlPoint_2 = cocos2d::Point(randomDXs[1], randomDYs[1]);
    
    auto rotationAngle = ToyMathUtils::getRandom(4, 10);
    rotationAngle = ToyMathUtils::getRandomInt(0,1) > 0 ? -rotationAngle : rotationAngle;
    
    //todo all params like thias to f args + defaults
    auto totalBezierTime = bezierTime + ToyMathUtils::getRandom(-0.4, 0.4);;
    auto totalRotationTime = bezierTime + ToyMathUtils::getRandom(-0.4, 0.4);
    
    for(int j = 0; j < 3; ++j){
        auto reverseDir = ToyMathUtils::getRandomInt(0,1);
        if(reverseDir > 0){
            if(j == 0){
                bezierConfig.controlPoint_1 = cocos2d::Point(-bezierConfig.controlPoint_1.x, -bezierConfig.controlPoint_1.y);
            }
            else if(j == 1){
                bezierConfig.controlPoint_2 = cocos2d::Point(-bezierConfig.controlPoint_2.x, -bezierConfig.controlPoint_2.y);
            }
            else if(j == 2){
                bezierConfig.endPosition = cocos2d::Point(-bezierConfig.endPosition.x, -bezierConfig.endPosition.y);
            }
        }
    }
    
    auto bezierAnimation = cocos2d::EaseInOut::create(cocos2d::BezierBy::create(totalBezierTime - delay, bezierConfig), 2);

//    cocos2d::log("binding dx[0]: %f dx[1]: %f", dxRange[0], dxRange[1]);
//    cocos2d::log("binding dy[0]: %f dy[1]: %f", dyRange[0], dyRange[1]);

    auto action = cocos2d::Sequence::create(cocos2d::Spawn::create(cocos2d::Sequence::create(cocos2d::DelayTime::create(delay),bezierAnimation, nullptr), cocos2d::Sequence::create(cocos2d::RotateBy::create(totalRotationTime/4, rotationAngle), cocos2d::RotateBy::create(totalRotationTime/2, -2*rotationAngle), cocos2d::RotateBy::create(totalRotationTime/4, rotationAngle), nullptr), nullptr), cocos2d::CallFunc::create(std::bind(ToySpriteAnimator::singleSpriteFloatAnimation, sprite, delay, dxRange, dyRange, bezierTime)), nullptr);

    action->setTag(RF_ANIMATION_TAG_BASE + RF_ANIMATION_TAG_FLOAT_ANIMATION);
    
    auto actionParameters = dynamic_cast<AnimationUserData*>(sprite->getUserObject());
    if(actionParameters == nullptr){
        actionParameters = new AnimationUserData();
//        actionParameters->autorelease(); //TODO memory leaks? does is work?
        sprite->setUserObject(actionParameters);
    }
    
    if(actionParameters->floatAnimationData == nullptr){
        actionParameters->floatAnimationData = new FloatAnimationData();
//        actionParameters->floatAnimationData->autorelease();
    }
    actionParameters->floatAnimationData->delay = delay;
    actionParameters->floatAnimationData->dxRange = dxRange;
    actionParameters->floatAnimationData->dyRange = dyRange;
    actionParameters->floatAnimationData->bezierTime = bezierTime;
    
    sprite->runAction(action);
}

void ToySpriteAnimator::windTugAnimation(std::vector<cocos2d::Node*> sprites, std::vector<float> skewAnglesX, std::vector<float> skewAnglesY) //note: the anchor point has to be top middle more or less
{
     for(int i = 0; i < sprites.size(); ++i){
     
        float skewAngleX = 12, skewAngleY = 4;
        if(skewAnglesX.size() > i){
            skewAngleX = skewAnglesX[i];
        }
        if(skewAnglesY.size() > i){
            skewAngleY = skewAnglesY[i];
        }
        
        auto action = cocos2d::RepeatForever::create(cocos2d::Sequence::create(cocos2d::EaseInOut::create(cocos2d::SkewBy::create(1, skewAngleX, skewAngleY), 1.2), cocos2d::EaseInOut::create(cocos2d::SkewBy::create(1, -skewAngleX, -skewAngleY), 1.2), nullptr));
        action->setTag(RF_ANIMATION_TAG_BASE + RF_ANIMATION_TAG_WIND_TUG_ANIMATION);

        sprites[i]->runAction(action);
    }

}

void ToySpriteAnimator::windTugAnimationWithRotation(std::vector<cocos2d::Node*> sprites, std::vector<float> skewAnglesX, std::vector<float> skewAnglesY, std::vector<float> delays)
{
     for(int i = 0; i < sprites.size(); ++i){
     
        float skewAngleX = 12, skewAngleY = 4;
        if(skewAnglesX.size() > i){
            skewAngleX = skewAnglesX[i];
        }
        if(skewAnglesY.size() > i){
            skewAngleY = skewAnglesY[i];
        }
        
        float delay = 0;
        if(delays.size() > i){
            delay = delays[i];
        }
        
        float rotateAngle = (skewAngleX+skewAngleY)*2/3.0;
        
        auto action = cocos2d::RepeatForever::create(cocos2d::Sequence::create(cocos2d::DelayTime::create(delay), cocos2d::Spawn::create(cocos2d::EaseInOut::create(cocos2d::SkewBy::create(1, skewAngleX, skewAngleY), 1.2), cocos2d::EaseInOut::create(cocos2d::RotateBy::create(1, rotateAngle), 1.2), nullptr), cocos2d::Spawn::create(cocos2d::EaseInOut::create(cocos2d::SkewBy::create(1, -skewAngleX, -skewAngleY), 1.2), cocos2d::EaseInOut::create(cocos2d::RotateBy::create(1, -rotateAngle), 1.2), nullptr), nullptr));
        action->setTag(RF_ANIMATION_TAG_BASE + RF_ANIMATION_TAG_WIND_TUG_ANIMATION);

        sprites[i]->runAction(action);
    }

}

void ToySpriteAnimator::bounceAnimation(std::vector<cocos2d::Node*> sprites, std::vector<float> delays, std::vector<float> rotationDurations, std::vector<float> rotationAngles,std::vector<float> wholeDurations, bool roundUp)
{
    for(int i = 0; i < sprites.size(); ++i){
    
        float delay = 0;
        if(delays.size() > i){
            delay = delays[i];
        }
        
        float rotationAngle = 5;
        if(rotationAngles.size() > i){
            rotationAngle = rotationAngles[i];
        }
        
        float rotationDuration = 0.05;
        if(rotationDurations.size() > i){
            rotationDuration = rotationDurations[i];
        }
        
        float times = 0;
        
        if(wholeDurations.size() > i && wholeDurations[i] != 0){
            float sequenceDuration = 4*rotationDuration;
            times = (wholeDurations[i] - delay) / sequenceDuration;
            if(roundUp == 1){
                times = ceil(times);
            } else {
                times = floor(times);
            }
        }
    
        auto actionParameters = dynamic_cast<AnimationUserData*>(sprites[i]->getUserObject());
        if(!actionParameters){
            actionParameters = new AnimationUserData();
            sprites[i]->setUserObject(actionParameters);
        }
        
        if(!actionParameters->bounceAnimationData){
            actionParameters->bounceAnimationData = new BounceAnimationData();
        }
        actionParameters->bounceAnimationData->delay = delay;
        actionParameters->bounceAnimationData->rotationAngle = rotationAngle;
        actionParameters->bounceAnimationData->rotationDuration = rotationDuration;
        actionParameters->bounceAnimationData->wholeDuration = wholeDurations.size() > i ? wholeDurations[i] : 0;
        actionParameters->bounceAnimationData->roundUp = roundUp;
    
        auto action = cocos2d::Sequence::create(cocos2d::DelayTime::create(delay), cocos2d::RotateBy::create(rotationDuration,rotationAngle), cocos2d::RotateBy::create(2*rotationDuration,-2*rotationAngle), cocos2d::RotateBy::create(rotationDuration,rotationAngle), nullptr);
        
        if(times == 0){
            auto rfaction = cocos2d::RepeatForever::create(action);
            rfaction->setTag(RF_ANIMATION_TAG_BASE + RF_ANIMATION_TAG_BOUNCE_ANIMATION);
            if(sprites[i]->getActionByTag(rfaction->getTag()) == nullptr){
                sprites[i]->runAction(rfaction);
            }
        } else {
            sprites[i]->runAction(cocos2d::Sequence::create(cocos2d::DelayTime::create(delay), cocos2d::Repeat::create(action, times), nullptr));
        }
    }

}

void ToySpriteAnimator::swipeAnimation(std::vector<cocos2d::Node*> sprites, float delayConst, cocos2d::Point animationAnchorPoint, int rotationDir, cocos2d::Vec2 moveDir)
{
    for(int i = 0; i < sprites.size(); ++i){
    
        auto oldPos = sprites[i]->getPosition();
        auto oldAnchorPoint = sprites[i]->getAnchorPoint();
        sprites[i]->setAnchorPoint(cocos2d::Point(animationAnchorPoint.x, animationAnchorPoint.y));//(new cc.p(0.75, 1));
        sprites[i]->setPosition(cocos2d::Point(oldPos.x + sprites[i]->getBoundingBox().size.width*(animationAnchorPoint.x - oldAnchorPoint.x), oldPos.y + sprites[i]->getBoundingBox().size.height*(animationAnchorPoint.y - oldAnchorPoint.y)));
    
        auto callback = [](cocos2d::Node* pSprite, cocos2d::Point pOldAnchorPoint, cocos2d::Point pOldPos){
            pSprite->setAnchorPoint(pOldAnchorPoint);
            pSprite->setPosition(pOldPos);
        };
        
        auto boundCallback = std::bind(callback, sprites[i], oldAnchorPoint, oldPos);
    
        auto action = cocos2d::Sequence::create(cocos2d::DelayTime::create(delayConst*i), cocos2d::RotateBy::create(0.2, 20*rotationDir), cocos2d::Spawn::create(cocos2d::RotateBy::create(0.4, -80*rotationDir), cocos2d::MoveBy::create(0.4, cocos2d::Point(20*moveDir.x, 30*moveDir.y)), nullptr), cocos2d::Spawn::create(cocos2d::RotateBy::create(0.4, 60*rotationDir), cocos2d::MoveBy::create(0.4, cocos2d::Point(-20*moveDir.x, -30*moveDir.y)), nullptr), cocos2d::CallFunc::create(boundCallback), nullptr);
        
        sprites[i]->runAction(action);
    }

}

void ToySpriteAnimator::sinusoidalMoveAnimation(std::vector<cocos2d::Node*> sprites, float duration, std::vector<cocos2d::Point> moveDestinations, std::vector<float> amplitudes, std::string easeOption)
{
     for(int i = 0; i < sprites.size(); ++i){
    //TODO: easeoption?
        auto moveToAction = cocos2d::MoveTo::create(duration, moveDestinations[i]);
        float amplitude = amplitudes[i];
        auto dX = sqrt(amplitude/2);
        auto dY = dX;
        
        float sinDuration = 0.2;
        auto moveByAction1 = cocos2d::MoveBy::create(sinDuration, cocos2d::Vec2(dX, dY));
        auto moveByAction2 = cocos2d::MoveBy::create(sinDuration, cocos2d::Vec2(-dX, -dY));
        auto sinAction = cocos2d::Repeat::create(cocos2d::Sequence::create(moveByAction1, moveByAction2, nullptr), 100);
        static const int SinActionTag = 100;
        sinAction->setTag(SinActionTag);
        
        std::function<void()> boundCallback = std::bind([](cocos2d::Node* sprite, int actionTag){
            sprite->stopActionByTag(actionTag);
        }, sprites[i], SinActionTag);
        
        auto wholeAction = cocos2d::Sequence::create(cocos2d::Spawn::create(moveToAction, sinAction, nullptr), cocos2d::DelayTime::create(duration), cocos2d::CallFunc::create(boundCallback), nullptr);
        sprites[i]->runAction(wholeAction);
//        sprites[i]->runAction(sinAction);
    }

}


cocos2d::Action* ToySpriteAnimator::actionWithEaseOption(cocos2d::ActionInterval* action, std::string easeOption)
{
    cocos2d::Action* easedAction = action;

    if(easeOption != ""){
        if(easeOption == "easeOut"){
            easedAction = cocos2d::EaseOut::create(action, 1.2);
        }
        else if(easeOption == "easeIn"){
            easedAction = cocos2d::EaseIn::create(action, 1.2);
        }
        else if(easeOption == "easeInOut"){
            easedAction = cocos2d::EaseInOut::create(action, 1.2);
        }
    }
    
    return easedAction;
}

std::string ToySpriteAnimator::mapTagToRFAction(int tag)
{
    auto animationTag = tag - RF_ANIMATION_TAG_BASE;
    
    switch(animationTag){
        case 1:
            return "bounceAnimation";
        case 2:
            return "floatAnimation";
        case 3:
            return "windTugAnimation";
        case 4:
            return "frameAnimation";
        case 5:
            return "jumpAnimation";
        case 6:
            return "scaleUpDownAnimation";
        case 7:
            return "rotateForeverAnimation";
        default:
            return "bounceAnimation";
    }
}
    
void ToySpriteAnimator::restoreRFAction(cocos2d::Node* sprite, int actionTag)
{
    auto animationTag = actionTag - RF_ANIMATION_TAG_BASE;
    AnimationUserData* userData = dynamic_cast<AnimationUserData*>(sprite->getUserObject());
    
    if(animationTag == RF_ANIMATION_TAG_FLOAT_ANIMATION){
        if(userData && userData->floatAnimationData){
            float delay = userData->floatAnimationData->delay;
            std::vector<std::vector<float>> dxes;
            dxes.push_back(userData->floatAnimationData->dxRange);
            std::vector<std::vector<float>> dyes;
            dyes.push_back(userData->floatAnimationData->dyRange);
            float bezierTime = userData->floatAnimationData->bezierTime;
            ToySpriteAnimator::floatAnimation({sprite}, {delay}, dxes, dyes, bezierTime);
        }
    } else if (animationTag == RF_ANIMATION_TAG_BOUNCE_ANIMATION){
       if(userData && userData->bounceAnimationData){
            float delay = userData->bounceAnimationData->delay;
            float rotationAngle = userData->bounceAnimationData->rotationAngle;
            float rotationDuration = userData->bounceAnimationData->rotationDuration;
            float wholeDuration = userData->bounceAnimationData->wholeDuration;
            bool roundUp = userData->bounceAnimationData->roundUp;
            ToySpriteAnimator::bounceAnimation({sprite}, {delay}, {rotationDuration}, {rotationAngle}, {wholeDuration}, roundUp);
        } 
    }
}

void ToySpriteAnimator::cleanUpAnimationData(cocos2d::Node* node)
{
    if(node){
        auto animData = dynamic_cast<AnimationUserData*>(node->getUserObject());
        if(animData){
            delete animData;
        }
    }
}