private void performanceScale(CCSprite pSprite)
        {
            CCSize size = CCDirector.SharedDirector.WinSize;

            pSprite.Position = new CCPoint((Random.Next() % (int)size.Width), (Random.Next() % (int)size.Height));
            pSprite.Scale    = Random.Float_0_1() * 100 / 50;
        }
        public void altertime(float dt)
        {
            var action1 = (CCSpeed)(m_grossini.GetActionByTag(EaseTest.kTagAction1));
            var action2 = (CCSpeed)(m_tamara.GetActionByTag(EaseTest.kTagAction1));
            var action3 = (CCSpeed)(m_kathia.GetActionByTag(EaseTest.kTagAction1));

            action1.Speed = Random.Float_0_1() * 2;
            action2.Speed = Random.Float_0_1() * 2;
            action3.Speed = Random.Float_0_1() * 2;
        }
        private void performanceout20(CCSprite pSprite)
        {
            CCSize size = CCDirector.SharedDirector.WinSize;

            if (Random.Float_0_1() < 0.2f)
            {
                pSprite.Position = new CCPoint((Random.Next() % (int)size.Width), (Random.Next() % (int)size.Height));
            }
            else
            {
                pSprite.Position = new CCPoint(-1000, -1000);
            }
        }
Beispiel #4
0
        public void addNewSpriteAtPosition(CCPoint p)
        {
            CCLog.Log("Add sprite #{2} : {0} x {1}", p.X, p.Y, _batch.ChildrenCount + 1);

            //We have a 64x64 sprite sheet with 4 different 32x32 images.  The following code is
            //just randomly picking one of the images
            int idx    = (Random.Float_0_1() > .5 ? 0 : 1);
            int idy    = (Random.Float_0_1() > .5 ? 0 : 1);
            var sprite = new CCPhysicsSprite(m_pSpriteTexture, new CCRect(32 * idx, 32 * idy, 32, 32));

            _batch.AddChild(sprite, 0, kTagForPhysicsSprite);

            sprite.Position = new CCPoint(p.X, p.Y);

            // Define the dynamic body.
            //Set up a 1m squared box in the physics world
            b2BodyDef def = b2BodyDef.Create();

            def.position = new b2Vec2(p.X / PTM_RATIO, p.Y / PTM_RATIO);
            def.type     = b2BodyType.b2_dynamicBody;
            b2Body body = _world.CreateBody(def);
            // Define another box shape for our dynamic body.
            var dynamicBox = new b2PolygonShape();

            dynamicBox.SetAsBox(.5f, .5f); //These are mid points for our 1m box

            // Define the dynamic body fixture.
            b2FixtureDef fd = b2FixtureDef.Create();

            fd.shape    = dynamicBox;
            fd.density  = 1f;
            fd.friction = 0.3f;
            b2Fixture fixture = body.CreateFixture(fd);

            sprite.PhysicsBody = body;
            //_world.SetContactListener(new Myb2Listener());

            // _world.Dump();
        }