public override void onEnter() { base.onEnter(); CCActionInterval move = CCMoveBy.actionWithDuration(3, new CCPoint(350, 0)); CCActionInterval move_back = move.reverse() as CCActionInterval; CCActionInterval move_ease = CCEaseBackInOut.actionWithAction((CCActionInterval)(move.copy())); CCActionInterval move_ease_back = move_ease.reverse() as CCActionInterval; CCFiniteTimeAction seq1 = CCSequence.actions(move, move_back); CCFiniteTimeAction seq2 = CCSequence.actions(move_ease, move_ease_back); this.positionForTwo(); m_grossini.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq1)); m_tamara.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq2)); }
/// <summary> /// creates the action /// </summary> /// <param name="pAction"></param> /// <returns></returns> public static new CCEaseBackInOut actionWithAction(CCActionInterval pAction) { CCEaseBackInOut pRet = new CCEaseBackInOut(); if (pRet != null) { if (pRet.initWithAction(pAction)) { //pRet->autorelease(); } else { //CC_SAFE_RELEASE_NULL(pRet); } } return pRet; }
/// <summary> /// creates the action /// </summary> /// <param name="pAction"></param> /// <returns></returns> public new static CCEaseBackInOut actionWithAction(CCActionInterval pAction) { CCEaseBackInOut pRet = new CCEaseBackInOut(); if (pRet != null) { if (pRet.initWithAction(pAction)) { //pRet->autorelease(); } else { //CC_SAFE_RELEASE_NULL(pRet); } } return(pRet); }
public override CCObject copyWithZone(CCZone pZone) { CCZone pNewZone = null; CCEaseBackInOut pCopy = null; if (pZone != null && pZone.m_pCopyObject != null) { //in case of being called at sub class pCopy = pZone.m_pCopyObject as CCEaseBackInOut; } else { pCopy = new CCEaseBackInOut(); pZone = pNewZone = new CCZone(pCopy); } pCopy.initWithAction((CCActionInterval)(m_pOther.copy())); return pCopy; }
public override CCObject copyWithZone(CCZone pZone) { CCZone pNewZone = null; CCEaseBackInOut pCopy = null; if (pZone != null && pZone.m_pCopyObject != null) { //in case of being called at sub class pCopy = pZone.m_pCopyObject as CCEaseBackInOut; } else { pCopy = new CCEaseBackInOut(); pZone = pNewZone = new CCZone(pCopy); } pCopy.initWithAction((CCActionInterval)(m_pOther.copy())); return(pCopy); }
public override void OnEnter() { base.OnEnter(); var s = Layer.VisibleBoundsWorldspace.Size; var move = new CCMoveBy(3, new CCPoint(s.Width - 130, 0)); var move_back = move.Reverse(); var move_ease = new CCEaseBackInOut(move); var move_ease_back = move_ease.Reverse() as CCFiniteTimeAction; var delay = new CCDelayTime(0.25f); var seq1 = new CCSequence(move, delay, move_back, delay); var seq2 = new CCSequence(move_ease, delay, move_ease_back, delay); PositionForTwo(); m_grossini.RunAction(new CCRepeatForever(seq1)); m_tamara.RunAction(new CCRepeatForever(seq2)); }
public override void OnEnter() { base.OnEnter(); var s = CCDirector.SharedDirector.WinSize; var move = new CCMoveBy(3, new CCPoint(s.Width - 130, 0)); var move_back = move.Reverse(); var move_ease = new CCEaseBackInOut((CCActionInterval)(move.Copy())); var move_ease_back = move_ease.Reverse() as CCActionInterval; var delay = new CCDelayTime(0.25f); var seq1 = CCSequence.FromActions(move, delay, move_back, (CCFiniteTimeAction)delay.Copy()); var seq2 = CCSequence.FromActions(move_ease, (CCFiniteTimeAction)delay.Copy(), move_ease_back, (CCFiniteTimeAction)delay.Copy()); positionForTwo(); m_grossini.RunAction(new CCRepeatForever(seq1)); m_tamara.RunAction(new CCRepeatForever(seq2)); }
public CCEaseBackInOutState (CCEaseBackInOut action, CCNode target) : base (action, target) { }
void HandleMoveCircle(CCTouch touch) { const float timeToTake = 1.5f; // in seconds CCFiniteTimeAction coreAction = null; // By default all actions will be added directly to the // root node - it has values for Position, Scale, and Rotation. CCNode nodeToAddTo = drawNodeRoot; switch (VariableOptions [currentVariableIndex]) { case "Position": coreAction = new CCMoveTo(timeToTake, touch.Location); break; case "Scale": var distance = CCPoint.Distance(touch.Location, drawNodeRoot.Position); var desiredScale = distance / DefaultCircleRadius; coreAction = new CCScaleTo(timeToTake, desiredScale); break; case "Rotation": float differenceY = touch.Location.Y - drawNodeRoot.PositionY; float differenceX = touch.Location.X - drawNodeRoot.PositionX; float angleInDegrees = -1 * CCMathHelper.ToDegrees( (float)Math.Atan2(differenceY, differenceX)); coreAction = new CCRotateTo(timeToTake, angleInDegrees); break; case "LineWidth": coreAction = new LineWidthAction(timeToTake, touch.Location.X / 40f); // The LineWidthAction is a special action designed to work only on // LineNode instances, so we have to set the nodeToAddTo to the lineNode: nodeToAddTo = lineNode; break; } CCAction easing = null; switch (EasingOptions [currentEasingIndex]) { case "CCEaseBack": if (currentInOutIndex == 0) { easing = new CCEaseBackOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseBackIn(coreAction); } else { easing = new CCEaseBackInOut(coreAction); } break; case "CCEaseBounce": if (currentInOutIndex == 0) { easing = new CCEaseBounceOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseBounceIn(coreAction); } else { easing = new CCEaseBounceInOut(coreAction); } break; case "CCEaseElastic": if (currentInOutIndex == 0) { easing = new CCEaseElasticOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseElasticIn(coreAction); } else { easing = new CCEaseElasticInOut(coreAction); } break; case "CCEaseExponential": if (currentInOutIndex == 0) { easing = new CCEaseExponentialOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseExponentialIn(coreAction); } else { easing = new CCEaseExponentialInOut(coreAction); } break; case "CCEaseSine": if (currentInOutIndex == 0) { easing = new CCEaseSineOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseSineIn(coreAction); } else { easing = new CCEaseSineInOut(coreAction); } break; } nodeToAddTo.AddAction(easing ?? coreAction); }
private void HandleMoveCircle(CCTouch touch) { const float timeToTake = 1.5f; // in seconds CCFiniteTimeAction coreAction = null; CCNode nodeToAddTo = drawNodeRoot; switch (VariableOptions [currentVariableIndex]) { case "Position": coreAction = new CCMoveTo(timeToTake, touch.Location); break; case "Scale": coreAction = new CCScaleTo(timeToTake, touch.Location.X / 100.0f); break; case "Rotation": coreAction = new CCRotateTo(timeToTake, (touch.Location.X / 3) % 360); break; case "LineWidth": coreAction = new LineWidthAction(timeToTake, touch.Location.X / 40.0f); nodeToAddTo = lineNode; break; } CCAction easing = null; switch (EasingOptions [currentEasingIndex]) { case "<None>": // no easing, do nothing, it will be handled below break; case "CCEaseBack": if (currentInOutIndex == 0) { easing = new CCEaseBackOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseBackIn(coreAction); } else { easing = new CCEaseBackInOut(coreAction); } break; case "CCEaseBounce": if (currentInOutIndex == 0) { easing = new CCEaseBounceOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseBounceIn(coreAction); } else { easing = new CCEaseBounceInOut(coreAction); } break; case "CCEaseElastic": if (currentInOutIndex == 0) { easing = new CCEaseElasticOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseElasticIn(coreAction); } else { easing = new CCEaseElasticInOut(coreAction); } break; case "CCEaseExponential": if (currentInOutIndex == 0) { easing = new CCEaseExponentialOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseExponentialIn(coreAction); } else { easing = new CCEaseExponentialInOut(coreAction); } break; case "CCEaseSine": if (currentInOutIndex == 0) { easing = new CCEaseSineOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseSineIn(coreAction); } else { easing = new CCEaseSineInOut(coreAction); } break; } if (easing != null) { nodeToAddTo.AddAction(easing); } else { nodeToAddTo.AddAction(coreAction); } }
protected CCEaseBackInOut(CCEaseBackInOut easeBackInOut) : base(easeBackInOut) { }
public CCEaseBackInOutState(CCEaseBackInOut action, CCNode target) : base(action, target) { }
private void HandleMoveCircle(CCTouch touch) { const float timeToTake = 1.5f; // in seconds CCFiniteTimeAction coreAction = null; CCNode nodeToAddTo = drawNodeRoot; switch (VariableOptions [currentVariableIndex]) { case "Position": coreAction = new CCMoveTo(timeToTake, touch.Location); break; case "Scale": var distance = CCPoint.Distance(touch.Location, drawNodeRoot.Position); var desiredScale = distance / DefaultCircleRadius; coreAction = new CCScaleTo(timeToTake, desiredScale); break; case "Rotation": float differenceY = touch.Location.Y - drawNodeRoot.PositionY; float differenceX = touch.Location.X - drawNodeRoot.PositionX; float angleInDegrees = -1 * CCMathHelper.ToDegrees( (float)System.Math.Atan2(differenceY, differenceX)); coreAction = new CCRotateTo(timeToTake, angleInDegrees); break; case "LineWidth": coreAction = new LineWidthAction(timeToTake, touch.Location.X / 40.0f); nodeToAddTo = lineNode; break; } CCAction easing = null; switch (EasingOptions [currentEasingIndex]) { case "<None>": // no easing, do nothing, it will be handled below break; case "CCEaseBack": if (currentInOutIndex == 0) { easing = new CCEaseBackOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseBackIn(coreAction); } else { easing = new CCEaseBackInOut(coreAction); } break; case "CCEaseBounce": if (currentInOutIndex == 0) { easing = new CCEaseBounceOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseBounceIn(coreAction); } else { easing = new CCEaseBounceInOut(coreAction); } break; case "CCEaseElastic": if (currentInOutIndex == 0) { easing = new CCEaseElasticOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseElasticIn(coreAction); } else { easing = new CCEaseElasticInOut(coreAction); } break; case "CCEaseExponential": if (currentInOutIndex == 0) { easing = new CCEaseExponentialOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseExponentialIn(coreAction); } else { easing = new CCEaseExponentialInOut(coreAction); } break; case "CCEaseSine": if (currentInOutIndex == 0) { easing = new CCEaseSineOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseSineIn(coreAction); } else { easing = new CCEaseSineInOut(coreAction); } break; } if (easing != null) { nodeToAddTo.AddAction(easing); } else { nodeToAddTo.AddAction(coreAction); } }