public void runing(CCLayer cclayer)
        {
            #region  Sprite跑动动画
            CCSize s = CCDirector.sharedDirector().getWinSize();
            // 创建批处理节点,读取plist文件
            CCSpriteBatchNode batch = CCSpriteBatchNode.batchNodeWithFile("plist/images/wolf_move");//批处理节点贴图
            cclayer.addChild(batch, 0, 1);
            CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFramesWithFile("plist/wolf_move");//读取plsit文件
            //起始精灵

            this.initWithSpriteFrameName("wolf_move1.png");
            this.position = (new CCPoint(s.width / 3, s.height / 2));
            batch.addChild(this);
            // 创建逐帧数组
            List<CCSpriteFrame> animFrames = new List<CCSpriteFrame>();
            string str = "";
            for (int i = 2; i < 8; i++)
            {
                string temp = "";
                temp = i.ToString();
                str = string.Format("wolf_move{0}.png", temp);
                CCSpriteFrame frame = CCSpriteFrameCache.sharedSpriteFrameCache().spriteFrameByName(str);
                animFrames.Add(frame);
            }
            //动画Animate
            CCAnimation animation = CCAnimation.animationWithFrames(animFrames, 0.2f);//Animation动画信息
            this.runAction(CCRepeatForever.actionWithAction(CCAnimate.actionWithAnimation(animation, false)));//执行动画
            #endregion
        }
 public Bomb(CCLayer layer)
 {
     Random rnd = new Random();
     float posionX = 100 * (float)rnd.Next(1, 4);//Gold起始位置X坐标值
     this.initWithFile("img/Wolf/Others/bomb");
     this.position = new CCPoint(posionX, 850);//Gold起始位置
     layer.addChild(this);
     this.runAction(CCMoveTo.actionWithDuration(5.0f, new CCPoint(posionX, -50)));//运动,垂直向下运动
 }
Beispiel #3
0
        public override void onEnter()
        {
            base.onEnter();
            ccColor4B       _ccColor4B = new ccColor4B(0, 0, 0, 0);
            CCSize          winSize    = CCDirector.sharedDirector().getWinSize();
            CCLayer         cCLayer    = new CCLayer();
            CCRenderTexture cCPoint    = CCRenderTexture.renderTextureWithWidthAndHeight((int)winSize.width, (int)winSize.height);

            if (cCPoint == null)
            {
                return;
            }
            cCPoint.Sprite.anchorPoint = new CCPoint(0.5f, 0.5f);
            cCPoint.position           = new CCPoint(winSize.width / 2f, winSize.height / 2f);
            cCPoint.anchorPoint        = new CCPoint(0.5f, 0.5f);
            cCPoint.begin();
            this.m_pInScene.visit();
            cCPoint.end();
            CCRenderTexture cCRenderTexture = CCRenderTexture.renderTextureWithWidthAndHeight((int)winSize.width, (int)winSize.height);

            cCRenderTexture.Sprite.anchorPoint = new CCPoint(0.5f, 0.5f);
            cCRenderTexture.position           = new CCPoint(winSize.width / 2f, winSize.height / 2f);
            cCRenderTexture.anchorPoint        = new CCPoint(0.5f, 0.5f);
            cCRenderTexture.begin();
            this.m_pOutScene.visit();
            cCRenderTexture.end();
            ccBlendFunc _ccBlendFunc  = new ccBlendFunc(1, 1);
            ccBlendFunc _ccBlendFunc1 = new ccBlendFunc(770, 771);

            cCPoint.Sprite.BlendFunc         = _ccBlendFunc;
            cCRenderTexture.Sprite.BlendFunc = _ccBlendFunc1;
            cCLayer.addChild(cCPoint);
            cCLayer.addChild(cCRenderTexture);
            cCPoint.Sprite.Opacity         = 255;
            cCRenderTexture.Sprite.Opacity = 255;
            CCFiniteTimeAction[] cCFiniteTimeActionArray = new CCFiniteTimeAction[] { CCFadeTo.actionWithDuration(this.m_fDuration, 0), CCCallFunc.actionWithTarget(this, new SEL_CallFunc(this.hideOutShowIn)), CCCallFunc.actionWithTarget(this, new SEL_CallFunc(this.finish)) };
            CCAction             cCAction = CCSequence.actions(cCFiniteTimeActionArray);

            cCRenderTexture.Sprite.runAction(cCAction);
            this.addChild(cCLayer, 2, 2147483647);
        }
        /// <summary>
        /// 
        /// </summary>
        /// <param name="p_Layer"></param>
        /// <param name="p_Text"></param>
        /// <param name="p_LeftButtonPic"></param>
        /// <param name="p_RightButtonPic"></param>
        /// <param name="y"></param>
        public static void AddSetMenu(CCLayer p_Layer, String p_Text,
                                                        String p_LeftButtonPic, String p_RightButtonPic,
                                                        SEL_MenuHandler p_LeftHandle,SEL_MenuHandler p_RightHandle,
                                                         ref float y)
        {
            CCLabelTTF language = CCLabelTTF.labelWithString(p_Text, "ChineseTitle", 28);
            language.Color = new ccColor3B(Color.White);
            CCMenuItemLabel tab1 = CCMenuItemLabel.itemWithLabel(language);

            //CCTexture2D cctext2D1 = Media.PictureManager.GetCCTexture2D(p_LeftButtonPic);
            //CCSprite sprite1 = CCSprite.spriteWithTexture(cctext2D1);
            CCMenuItemSprite tab2 = CCMenuItemImage.itemFromNormalImage(p_LeftButtonPic,null, p_Layer, p_LeftHandle);

            //CCTexture2D cctext2D2 = Media.PictureManager.GetCCTexture2D(p_RightButtonPic);
              //  CCSprite sprite2 = CCSprite.spriteWithTexture(cctext2D2);
            CCMenuItemSprite tab3 = CCMenuItemImage.itemFromNormalImage(p_RightButtonPic, null, p_Layer, p_RightHandle);

            CCMenu p_Menu1 = CCMenu.menuWithItems(tab1);
            CCMenu p_Menu2 = CCMenu.menuWithItems(tab2);
            CCMenu p_Menu3 = CCMenu.menuWithItems(tab3);

            //position p_Menu2
            float textwidth = tab1.contentSize.width < 40 ? 40 : tab1.contentSize.width;

            float displayCenter = CCDirector.sharedDirector().displaySizeInPixels.width / 2;
            float x2 = displayCenter - textwidth;
            float x1 = displayCenter;
            float x3 = displayCenter + textwidth;
            float y2=y+(tab1.contentSize.height-tab2.contentSize.height)/2;

            p_Menu2.position = new CCPoint(x2, y2);
            p_Menu1.position = new CCPoint(x1, y);
            p_Menu3.position = new CCPoint(x3, y2);

            p_Layer.addChild(p_Menu2);
            p_Layer.addChild(p_Menu1);
            p_Layer.addChild(p_Menu3);

            y -= tab2.contentSize.height + Blank;
        }
Beispiel #5
0
 public GroundBase(int typeId, CCPoint position, CCLayer layer)
 {
     this.GroundType = typeId;
     string imgPath = GetRoleImgPathByRoleTypeId(typeId);
     Row = (int)position.y;
     Col = (int)position.x;
     if (!string.IsNullOrEmpty(imgPath))
     {
         Sprite = CCSprite.spriteWithFile(imgPath);
         Sprite.position = new CCPoint(position.x * AppContext.MAP_WIDTH + 15, position.y * AppContext.MAP_WIDTH + 15);
         layer.addChild(Sprite);
     }
 }
Beispiel #6
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        public Role(string roleImgPath, CCPoint position, CCLayer layer, Map map)
        {
            this.map = map;
            this.layer = layer;
            Col = (int)position.x;
            Row = (int)position.y;
            if (!string.IsNullOrEmpty(roleImgPath))
            {
                Sprite = CCSprite.spriteWithFile(roleImgPath);
                Sprite.position = new CCPoint(position.x * AppContext.MAP_WIDTH + 15, position.y * AppContext.MAP_WIDTH + 15);

                layer.addChild(Sprite);
            }

            OringinGround = map.GroundList[Row * Map.Width + Col];

            GetPathNodeList();
        }
Beispiel #7
0
        /// <summary>
        /// ���µ÷�
        /// </summary>
        /// <param name="score"></param>
        private void UpdateScore(List<CCSprite> digitSprites, CCLayer scoreLayer, int score, bool playSound)
        {
            string scoreStr = score.ToString();

            for (int i = digitSprites.Count; digitSprites.Count < scoreStr.Length; i++)
            {
                var tempDigit = CCSprite.spriteWithFile("imgs/score/" + scoreStr[i]);
                tempDigit.position = new CCPoint(i * tempDigit.contentSize.width, 0);
                digitSprites.Add(tempDigit);
                scoreLayer.addChild(tempDigit);
            }

            // ����
            for (int i = 0; i < scoreStr.Length; i++)
            {
                digitSprites[i].Texture = CCTextureCache.sharedTextureCache().addImage("imgs/score/" + scoreStr[i]);
            }

            if (playSound && score > 0)
            {
                SimpleAudioEngine.sharedEngine().playEffect(@"musics/sfx_point");
            }
        }
        /// <summary>
        /// AddTitleMenu only text
        /// </summary>
        /// <param name="p_Layer">current CCLayer</param>
        /// <param name="p_TitleText">show text</param>
        /// <param name="y">current y</param>
        public static void AddTitleMenu(CCLayer p_Layer, String p_TitleText, ref float y)
        {
            CCLabelTTF label = CCLabelTTF.labelWithString(p_TitleText, "ChineseTitle", 28);
            label.Color = new ccColor3B(Color.White);

            CCMenuItemLabel tab = CCMenuItemLabel.itemWithLabel(label);
            CCMenu menu = CCMenu.menuWithItems(tab);

            menu.position = new CCPoint(CCDirector.sharedDirector().displaySizeInPixels.width / 2, y);
            //menu.position.y = p_CurrPoint.y;

            y -= tab.contentSize.height + Blank;
            p_Layer.addChild(menu);
        }
Beispiel #9
0
        public void OnClick(CCLayer p_Layer)
        {
            p_Layer.isTouchEnabled = false;
            p_Layer.addChild(ResultPeople);
            ResultPeople.Play((obj) =>
            {

                p_Layer.removeChild(ResultPeople,true);
                if (IsAnswer)
                {
                    SceneController.RunScene(EnumScene.Question);
                }
                else
                {
                     p_Layer.isTouchEnabled = true;
                }
            });
        }
        public override void onEnter()
        {
            base.onEnter();

            // create a transparent color layer
            // in which we are going to add our rendertextures
            ccColor4B color = new ccColor4B(0, 0, 0, 0);
            CCSize size = CCDirector.sharedDirector().getWinSize();
            //CCLayerColor layer = CCLayerColor.layerWithColor(color);

            CCLayer layer = new CCLayer();

            // create the first render texture for inScene
            CCRenderTexture inTexture = CCRenderTexture.renderTextureWithWidthAndHeight((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 = CCRenderTexture.renderTextureWithWidthAndHeight((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

            ccBlendFunc blend1 = new ccBlendFunc(OGLES.GL_ONE, OGLES.GL_ONE); // inScene will lay on background and will not be used with alpha
            ccBlendFunc blend2 = new ccBlendFunc(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.actions
            (
                CCFadeTo.actionWithDuration(m_fDuration, 0),
                CCCallFunc.actionWithTarget(this, (base.hideOutShowIn)),
                CCCallFunc.actionWithTarget(this, (base.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 override void onEnter()
        {
            base.onEnter();

            // create a transparent color layer
            // in which we are going to add our rendertextures
            ccColor4B color = new ccColor4B(0, 0, 0, 0);
            CCSize    size  = CCDirector.sharedDirector().getWinSize();
            //CCLayerColor layer = CCLayerColor.layerWithColor(color);

            CCLayer layer = new CCLayer();

            // create the first render texture for inScene
            CCRenderTexture inTexture = CCRenderTexture.renderTextureWithWidthAndHeight((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 = CCRenderTexture.renderTextureWithWidthAndHeight((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

            ccBlendFunc blend1 = new ccBlendFunc(OGLES.GL_ONE, OGLES.GL_ONE);                       // inScene will lay on background and will not be used with alpha
            ccBlendFunc blend2 = new ccBlendFunc(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.actions
                                   (
                CCFadeTo.actionWithDuration(m_fDuration, 0),
                CCCallFunc.actionWithTarget(this, (base.hideOutShowIn)),
                CCCallFunc.actionWithTarget(this, (base.finish))
                                   );


            //// run the blend action
            outTexture.Sprite.runAction(layerAction);

            // add the layer (which contains our two rendertextures) to the scene
            addChild(layer, 2, kSceneFade);
        }