public ColoredCircleSprite(CCColor4B color, float r) { radius_ = r; Opacity = color.A; Color = new CCColor3B(color.R, color.G, color.B); PreInit(); }
protected override void InitialiseScenes() { base.InitialiseScenes(); // create a transparent color layer // in which we are going to add our rendertextures var color = new CCColor4B(0, 0, 0, 0); var bounds = Layer.VisibleBoundsWorldspace; CCRect viewportRect = Viewport.ViewportInPixels; // create the first render texture for inScene CCRenderTexture inTexture = new CCRenderTexture(bounds.Size, viewportRect.Size); if (null == inTexture) { return; } inTexture.Sprite.AnchorPoint = new CCPoint(0.5f, 0.5f); inTexture.Position = new CCPoint(bounds.Origin.X + bounds.Size.Width / 2, bounds.Size.Height / 2); inTexture.AnchorPoint = new CCPoint(0.5f, 0.5f); AddChild(inTexture); // render inScene to its texturebuffer inTexture.Begin(); InSceneNodeContainer.Visit(); inTexture.End(); // create the second render texture for outScene CCRenderTexture outTexture = new CCRenderTexture(bounds.Size, viewportRect.Size); outTexture.Sprite.AnchorPoint = new CCPoint(0.5f, 0.5f); outTexture.Position = new CCPoint(bounds.Origin.X + bounds.Size.Width / 2, bounds.Size.Height / 2); outTexture.AnchorPoint = new CCPoint(0.5f, 0.5f); AddChild(outTexture); // render outScene to its texturebuffer outTexture.Begin(); OutSceneNodeContainer.Visit(); outTexture.End(); // create blend functions var blend1 = new CCBlendFunc(CCOGLES.GL_ONE, CCOGLES.GL_ONE); // inScene will lay on background and will not be used with alpha var blend2 = CCBlendFunc.NonPremultiplied; // we are going to blend outScene via alpha inTexture.Sprite.BlendFunc = blend1; outTexture.Sprite.BlendFunc = blend2; inTexture.Sprite.Opacity = 255; outTexture.Sprite.Opacity = 255; CCAction layerAction = new CCSequence ( new CCFadeTo (Duration, 0), new CCCallFunc((Finish)) ); outTexture.Sprite.RunAction(layerAction); InSceneNodeContainer.Visible = false; OutSceneNodeContainer.Visible = false; }
public override void OnEnter() { base.OnEnter(); // create a transparent color layer // in which we are going to add our rendertextures var color = new CCColor4B(0, 0, 0, 0); CCSize size = CCDirector.SharedDirector.WinSize; CCLayerColor layer = new CCLayerColor(color); // create the first render texture for inScene CCRenderTexture inTexture = new CCRenderTexture((int) size.Width, (int) size.Height); if (null == inTexture) { return; } inTexture.Sprite.AnchorPoint = new CCPoint(0.5f, 0.5f); inTexture.Position = new CCPoint(size.Width / 2, size.Height / 2); inTexture.AnchorPoint = new CCPoint(0.5f, 0.5f); // render inScene to its texturebuffer inTexture.Begin(); m_pInScene.Visit(); inTexture.End(); // create the second render texture for outScene CCRenderTexture outTexture = new CCRenderTexture((int) size.Width, (int) size.Height); outTexture.Sprite.AnchorPoint = new CCPoint(0.5f, 0.5f); outTexture.Position = new CCPoint(size.Width / 2, size.Height / 2); outTexture.AnchorPoint = new CCPoint(0.5f, 0.5f); // render outScene to its texturebuffer outTexture.Begin(); m_pOutScene.Visit(); outTexture.End(); // create blend functions var blend1 = new CCBlendFunc(CCOGLES.GL_ONE, CCOGLES.GL_ONE); // inScene will lay on background and will not be used with alpha var blend2 = CCBlendFunc.NonPremultiplied; // we are going to blend outScene via alpha // set blendfunctions inTexture.Sprite.BlendFunc = blend1; outTexture.Sprite.BlendFunc = blend2; // add render textures to the layer layer.AddChild(inTexture); layer.AddChild(outTexture); // initial opacity: inTexture.Sprite.Opacity = 255; outTexture.Sprite.Opacity = 255; // create the blend action CCAction layerAction = CCSequence.FromActions ( new CCFadeTo (m_fDuration, 0), new CCCallFunc((HideOutShowIn)), new CCCallFunc((Finish)) ); //// run the blend action outTexture.Sprite.RunAction(layerAction); // add the layer (which contains our two rendertextures) to the scene AddChild(layer, 2, kSceneFade); }
public SpriteWithColor(CCColor4B bgColor, float textureWidth, float textureHeight) : this(bgColor, new CCSize(textureWidth, textureHeight)) { }
public override void OnEnter() { base.OnEnter(); // create a transparent color layer // in which we are going to add our rendertextures var color = new CCColor4B(0, 0, 0, 0); CCSize size = CCDirector.SharedDirector.WinSize; CCLayerColor layer = new CCLayerColor(color); // create the first render texture for inScene CCRenderTexture inTexture = new CCRenderTexture((int)size.Width, (int)size.Height); if (null == inTexture) { return; } inTexture.Sprite.AnchorPoint = new CCPoint(0.5f, 0.5f); inTexture.Position = new CCPoint(size.Width / 2, size.Height / 2); inTexture.AnchorPoint = new CCPoint(0.5f, 0.5f); // render inScene to its texturebuffer inTexture.Begin(); m_pInScene.Visit(); inTexture.End(); // create the second render texture for outScene CCRenderTexture outTexture = new CCRenderTexture((int)size.Width, (int)size.Height); outTexture.Sprite.AnchorPoint = new CCPoint(0.5f, 0.5f); outTexture.Position = new CCPoint(size.Width / 2, size.Height / 2); outTexture.AnchorPoint = new CCPoint(0.5f, 0.5f); // render outScene to its texturebuffer outTexture.Begin(); m_pOutScene.Visit(); outTexture.End(); // create blend functions var blend1 = new CCBlendFunc(CCOGLES.GL_ONE, CCOGLES.GL_ONE); // inScene will lay on background and will not be used with alpha var blend2 = CCBlendFunc.NonPremultiplied; // we are going to blend outScene via alpha // set blendfunctions inTexture.Sprite.BlendFunc = blend1; outTexture.Sprite.BlendFunc = blend2; // add render textures to the layer layer.AddChild(inTexture); layer.AddChild(outTexture); // initial opacity: inTexture.Sprite.Opacity = 255; outTexture.Sprite.Opacity = 255; // create the blend action CCAction layerAction = CCSequence.FromActions ( new CCFadeTo(m_fDuration, 0), new CCCallFunc((HideOutShowIn)), new CCCallFunc((Finish)) ); //// run the blend action outTexture.Sprite.RunAction(layerAction); // add the layer (which contains our two rendertextures) to the scene AddChild(layer, 2, kSceneFade); }
public AlignmentPanel(CCColor4B color) { Color = new CCColor3B(color); Opacity = color.A; //AnchorPoint = CCPoint.AnchorLowerLeft; }
public Background(CCColor4B color) { Color = new CCColor3B(color); Opacity = color.A; //AnchorPoint = CCPoint.AnchorLowerLeft; }