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

            CCActionInterval effect = (new CCSequence(new CCDelayTime(2.0f), new CCShaky3D(5.0f, new CCGridSize(5, 5), 16, false)));

            // cleanup
            CCNode bg = GetChildByTag(EffectAdvanceScene.kTagBackground);

            RemoveChild(bg, true);

            // background
            CCLayerColor layer = new CCLayerColor(new CCColor4B(255, 0, 0, 255));

            AddChild(layer, -10);
            CCSprite sprite = new CCSprite("Images/grossini");

            sprite.Position = new CCPoint(50, 80);
            layer.AddChild(sprite, 10);

            // foreground
            CCLayerColor layer2 = new CCLayerColor(new CCColor4B(0, 255, 0, 255));
            CCSprite     fog    = new CCSprite("Images/Fog");

            var bf = new CCBlendFunc {
                Source = CCOGLES.GL_SRC_ALPHA, Destination = CCOGLES.GL_ONE_MINUS_SRC_ALPHA
            };

            fog.BlendFunc = bf;
            layer2.AddChild(fog, 1);
            AddChild(layer2, 1);

            layer2.RunAction(new CCRepeatForever(effect));
        }
Beispiel #2
0
        public override void OnEnter()
        {
            base.OnEnter();

            var effect = new CCSequence(new CCDelayTime(2.0f), new CCShaky3D(5.0f, new CCGridSize(5, 5), 16, false));

            // cleanup
            RemoveChild(bgNode, true);

            // background
            var layer = new CCLayerColor(new CCColor4B(255, 0, 0, 255));

            AddChild(layer, -10);
            var sprite = new CCSprite("Images/grossini");

            sprite.Position = new CCPoint(50, 80);
            layer.AddChild(sprite, 10);

            // foreground
            var layer2Node = new CCNode();
            var layer2     = new CCLayerColor(new CCColor4B(0, 255, 0, 255));
            var fog        = new CCSprite("Images/Fog");

            var bf = new CCBlendFunc {
                Source = CCOGLES.GL_SRC_ALPHA, Destination = CCOGLES.GL_ONE_MINUS_SRC_ALPHA
            };

            fog.BlendFunc = bf;
            layer2.AddChild(fog, 1);
            AddChild(layer2Node, 1);
            layer2Node.AddChild(layer2);

            layer2Node.RepeatForever(effect);
        }
 protected override void OnHandlePropTypeBlendFunc(CCNode node, CCNode parent, string propertyName, CCBlendFunc blendFunc,
                                                   CCBReader reader)
 {
     if (propertyName == PROPERTY_BLENDFUNC)
     {
         ((CCLabelBMFont) node).BlendFunc = blendFunc;
     }
     else
     {
         base.OnHandlePropTypeBlendFunc(node, parent, propertyName, blendFunc, reader);
     }
 }
 protected override void OnHandlePropTypeBlendFunc(CCNode node, CCNode parent, string propertyName, CCBlendFunc blendFunc,
                                                   CCBReader reader)
 {
     if (propertyName == PROPERTY_BLENDFUNC)
     {
         // TODO Not exported by CocosBuilder yet!
         // ((CCScale9Sprite )node).setBlendFunc(blendFunc);
     }
     else
     {
         base.OnHandlePropTypeBlendFunc(node, parent, propertyName, blendFunc, reader);
     }
 }
Beispiel #5
0
        public override void OnEnter()
        {
            base.OnEnter();

            var effect = new CCSequence(new CCDelayTime(2.0f), new CCShaky3D(5.0f, new CCGridSize(5, 5), 16, false));

            // cleanup
            contentLayer.RemoveChild(bgNode, true);

            // background
            var layer = new CCDrawNode();

            layer.Color   = CCColor3B.Red;
            layer.Opacity = 255;

            layer.DrawRect(VisibleBoundsWorldspace);

            AddChild(layer, -10);

            var sprite = new CCSprite("Images/grossini");

            sprite.Position = new CCPoint(50, 80);
            layer.AddChild(sprite, 10);

            // foreground
            var layer2BaseGrid = new CCNodeGrid();
            var layer2         = new CCDrawNode();

            layer2.Color   = CCColor3B.Green;
            layer2.Opacity = 255;

            layer2.DrawRect(VisibleBoundsWorldspace);

            var fog = new CCSprite("Images/Fog");

            var bf = new CCBlendFunc {
                Source = CCOGLES.GL_SRC_ALPHA, Destination = CCOGLES.GL_ONE_MINUS_SRC_ALPHA
            };

            fog.BlendFunc = bf;
            layer2.AddChild(fog, 1);
            AddChild(layer2BaseGrid, 1);
            layer2BaseGrid.AddChild(layer2);

            layer2BaseGrid.RepeatForever(effect);
        }
        public RenderTextureSave()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            // create a render texture, this is what we are going to draw into
            m_pTarget = new CCRenderTexture((int)s.Width, (int)s.Height, SurfaceFormat.Color, DepthFormat.None, RenderTargetUsage.PreserveContents);

            // Let's clear the rendertarget here so that we start off fresh.
            // Some platforms do not seem to be initializing the rendertarget color so this will make sure the background shows up colored instead of
            // what looks like non initialized.  Mostly MacOSX for now.
            m_pTarget.Clear(0, 0, 0, 255);

            m_pTarget.Position = new CCPoint(s.Width / 2, s.Height / 2);

            // It's possible to modify the RenderTexture blending function by
            //CCBlendFunc tbf = new CCBlendFunc (OGLES.GL_ONE, OGLES.GL_ONE_MINUS_SRC_ALPHA);
            //m_pTarget.Sprite.BlendFunc = tbf;

            // note that the render texture is a CCNode, and contains a sprite of its texture for convience,
            // so we can just parent it to the scene like any other CCNode
            AddChild(m_pTarget, -1);

            // create a brush image to draw into the texture with
            m_pBrush = new CCSprite("Images/fire");
            // It's possible to modify the Brushes blending function by
            CCBlendFunc bbf = new CCBlendFunc(CCOGLES.GL_ONE, CCOGLES.GL_ONE_MINUS_SRC_ALPHA);

            m_pBrush.BlendFunc = bbf;

            m_pBrush.Color   = new CCColor3B(Color.Red);
            m_pBrush.Opacity = 20;
            TouchEnabled     = true;

            // Save Image menu
            CCMenuItemFont.FontSize = 16;
            CCMenuItem item1 = new CCMenuItemFont("Save Image", saveImage);
            CCMenuItem item2 = new CCMenuItemFont("Clear", clearImage);
            var        menu  = new CCMenu(item1, item2);

            AddChild(menu);
            menu.AlignItemsVertically();
            menu.Position = new CCPoint(s.Width - 80, s.Height - 30);
        }
 void UpdateBlendFunc(CCTexture2D texture)
 {
     if (texture == null)
     {
         _blendFunc       = CCBlendFunc.AlphaBlend;
         opacityModifyRGB = true;
     }
     else
     {
         // it is possible to have an untextured sprite
         if (!texture.HasPremultipliedAlpha)
         {
             _blendFunc       = CCBlendFunc.NonPremultiplied;
             opacityModifyRGB = false;
         }
         else
         {
             _blendFunc       = CCBlendFunc.AlphaBlend;
             opacityModifyRGB = true;
         }
     }
 }
Beispiel #8
0
        public RenderTextureSave()
        {
            // create a brush image to draw into the texture with
            brush = new CCSprite("Images/fire");
            // It's possible to modify the Brushes blending function by
            CCBlendFunc bbf = new CCBlendFunc(CCOGLES.GL_ONE, CCOGLES.GL_ONE_MINUS_SRC_ALPHA);

            brush.BlendFunc = bbf;

            brush.Color   = CCColor3B.Red;
            brush.Opacity = 20;


            // Save image menu
            CCMenuItemFont.FontSize = 16;
            CCMenuItemFont.FontName = "arial";
            CCMenuItem item1 = new CCMenuItemFont("Save Image", SaveImage);
            CCMenuItem item2 = new CCMenuItemFont("Clear", ClearImage);

            saveImageMenu = new CCMenu(item1, item2);
            AddChild(saveImageMenu);
        }
 protected override void OnHandlePropTypeBlendFunc(CCNode node, CCNode parent, string propertyName, CCBlendFunc blendFunc,
                                                   CCBReader reader)
 {
     if (propertyName == PROPERTY_BLENDFUNC)
     {
         ((CCLabelBMFont)node).BlendFunc = blendFunc;
     }
     else
     {
         base.OnHandlePropTypeBlendFunc(node, parent, propertyName, blendFunc, reader);
     }
 }
        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 = new CCBlendFunc(CCMacros.CCDefaultSourceBlending, CCMacros.CCDefaultDestinationBlending); // OGLES.GL_SRC_ALPHA, OGLES.GL_ONE_MINUS_SRC_ALPHA); // 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);
        }
        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;
        }
        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;
        }
Beispiel #13
0
 protected override void OnHandlePropTypeBlendFunc(CCNode node, CCNode parent, string propertyName, CCBlendFunc blendFunc,
                                                   CCBReader reader)
 {
     if (propertyName == PROPERTY_BLENDFUNC)
     {
         // TODO Not exported by CocosBuilder yet!
         // ((CCScale9Sprite )node).setBlendFunc(blendFunc);
     }
     else
     {
         base.OnHandlePropTypeBlendFunc(node, parent, propertyName, blendFunc, reader);
     }
 }
        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);
        }
        void UpdateBlendFunc(CCTexture2D texture)
        {

            if (texture == null)
            {
                _blendFunc = CCBlendFunc.AlphaBlend;
                opacityModifyRGB = true;
            }
            else
            {
                // it is possible to have an untextured sprite
                if (!texture.HasPremultipliedAlpha)
                {
                    _blendFunc = CCBlendFunc.NonPremultiplied;
                    opacityModifyRGB = false;
                }
                else
                {
                    _blendFunc = CCBlendFunc.AlphaBlend;
                    opacityModifyRGB = true;
                }
            }
        }