Beispiel #1
0
        public IntroLayer()
        {
            CCSize windowSize = CCDirector.SharedDirector.WinSize;

            CCSprite tmp = new CCSprite("goblins");
            tmp.SetPosition(windowSize.Width / 2, windowSize.Height / 2);
            AddChild(tmp);

            String name = @"Content/goblins";
            skeletonNode = new CCSkeletonAnimation(name + ".json", name + ".atlas", 1.0f);

            if (name == "goblins") skeletonNode.setSkin("goblin");

            skeletonNode.NodeToWorldTransform();
            skeletonNode.setSlotsToSetupPose();
            skeletonNode.updateWorldTransform();

            skeletonNode.AddAnimation(0, "walk", true, 4);
            skeletonNode.SetAnimation(0, "walk", true);

            skeletonNode.Start += Start;
            skeletonNode.End += End;
            skeletonNode.Complete += Complete;
            skeletonNode.Event += Event;

            skeletonNode.findSlot("head");

            skeletonNode.SetPosition(windowSize.Width / 2, windowSize.Height / 2);
            AddChild(skeletonNode);
        }
        public BackgroundLayer()
        {
            // Load the background image into a sprite
            var backgroundImage = new CCSprite("Images/Background");

            // Get the dimensions of the game window
            var screenSize = CCDirector.SharedDirector.WinSize;

            // Set the position of the background sprite to the center of the screen
            backgroundImage.SetPosition(screenSize.Width / 2, screenSize.Height / 2);

            // Add the background sprite to the layer
            AddChild(backgroundImage, 0);
        }
        /// <summary>
        /// Creates a new sprite and adds it to the sprite list & screen.
        /// </summary>
        internal void CreateSprite()
        {
            // Get the dimensions of the game window
            var winSize = CCDirector.SharedDirector.WinSize;

            // Get the new number of sprites on the screen and setup an id & image for the sprite (cycles between the 3 available images)
            var numSprites = _sprites.Count + 1;
            var spriteId = "sprite" + numSprites;
            var spriteImage = "Images/Sprite" + ((numSprites % 3) + 1);

            // Create a new instance of the sprite, then setup the position, velocity, & zorder
            var newSprite = new CCSprite(spriteImage);
            newSprite.SetPosition(_rand.Next(150, (int)(winSize.Width - 150f)), _rand.Next(150, (int)(winSize.Height - 150f)));

            // Add the new sprite to the sprite list
            _sprites.Add(spriteId, newSprite);

            // Add the sprite to the layer
            AddChild(newSprite);

            // Set the active sprite to the newly added sprite
            _curSpriteNumber = numSprites - 1;
            SetActiveSprite(true);
        }