Beispiel #1
0
        public override void OnEnter()
        {
            base.OnEnter();

            var s = Layer.VisibleBoundsWorldspace.Size;

            var layer1 = new CCLayerColor(new CCColor4B(192, 0, 0, 255));

            layer1.IsColorCascaded = false;

            layer1.Position = new CCPoint(0, s.Height / 2);

            var sister1 = new CCSprite("Images/grossinis_sister1.png");
            var sister2 = new CCSprite("Images/grossinis_sister2.png");
            var label   = new CCLabel("Test", "fonts/bitmapFontTest.fnt");

            // by default a CCLabelBMFont has IsColorModifiedByOpacity on by default if the
            // texture atlas is PreMultipliedAlpha.  Label as used by Cocos2d-x by default has
            // this set to false.  Maybe this is a bug in Cocos2d-x?
            label.IsColorModifiedByOpacity = false;

            layer1.AddChild(sister1);
            layer1.AddChild(sister2);
            layer1.AddChild(label);
            this.AddChild(layer1, 0, kTagLayer);

            sister1.Position = new CCPoint(s.Width * 1 / 3, 0);
            sister2.Position = new CCPoint(s.Width * 2 / 3, 0);
            label.Position   = new CCPoint(s.Width / 2, 0);

            // Define our delay time
            var delay = new CCDelayTime(1);

            layer1.RepeatForever(
                new CCFadeTo(4, 0),
                new CCFadeTo(4, 255),
                delay
                );

            // We only have to define them once.
            var fadeTo11 = new CCFadeTo(2, 0);
            var fadeTo12 = new CCFadeTo(2, 255);

            sister1.RepeatForever(
                fadeTo11,
                fadeTo12,
                fadeTo11,
                fadeTo12,
                delay
                );


            // Enable cascading in scene
            SetEnableRecursiveCascading(this, true);
        }
Beispiel #2
0
        public override void OnEnter()
        {
            base.OnEnter();

            var s = Layer.VisibleBoundsWorldspace.Size;

            var layer1 = new CCLayerColor(new CCColor4B(192, 0, 0, 255));

            layer1.IsColorCascaded = false;

            layer1.Position = new CCPoint(0, s.Height / 2);

            var sister1 = new CCSprite("Images/grossinis_sister1.png");
            var sister2 = new CCSprite("Images/grossinis_sister2.png");
            var label   = new CCLabel("Test", "fonts/bitmapFontTest.fnt");

            layer1.AddChild(sister1);
            layer1.AddChild(sister2);
            layer1.AddChild(label);
            this.AddChild(layer1, 0, kTagLayer);

            sister1.Position = new CCPoint(s.Width * 1 / 3, 0);
            sister2.Position = new CCPoint(s.Width * 2 / 3, 0);
            label.Position   = new CCPoint(s.Width / 2, 0);

            // Define our delay time
            var delay = new CCDelayTime(1);

            layer1.RepeatForever(
                new CCFadeTo(4, 0),
                new CCFadeTo(4, 255),
                delay
                );

            // We only have to define them once.
            var fadeTo11 = new CCFadeTo(2, 0);
            var fadeTo12 = new CCFadeTo(2, 255);

            sister1.RepeatForever(
                fadeTo11,
                fadeTo12,
                fadeTo11,
                fadeTo12,
                delay
                );
        }
Beispiel #3
0
 protected CCFadeTo(CCFadeTo fadeTo) : base(fadeTo)
 {
     InitWithDuration(fadeTo.m_fDuration, fadeTo.m_toOpacity);
 }
Beispiel #4
0
 protected CCFadeTo(CCFadeTo fadeTo) : base(fadeTo)
 {
     InitWithDuration(fadeTo.m_fDuration, fadeTo.m_toOpacity);
 }