Example #1
0
        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_in      = new CCEaseBounceIn(move);
            var move_ease_in_back = move_ease_in.Reverse();

            var move_ease_out      = new CCEaseBounceOut(move);
            var move_ease_out_back = move_ease_out.Reverse();

            var delay = new CCDelayTime(0.25f);

            var seq1 = new CCSequence(move, delay, move_back, delay);
            var seq2 = new CCSequence(move_ease_in, delay, move_ease_in_back, delay);
            var seq3 = new CCSequence(move_ease_out, delay, move_ease_out_back,
                                      delay);

            m_grossini.RunAction(new CCRepeatForever(seq1));
            m_tamara.RunAction(new CCRepeatForever(seq2));
            m_kathia.RunAction(new CCRepeatForever(seq3));
        }
Example #2
0
        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_in      = new CCEaseBounceIn((CCActionInterval)(move.Copy()));
            var move_ease_in_back = move_ease_in.Reverse();

            var move_ease_out      = new CCEaseBounceOut((CCActionInterval)(move.Copy()));
            var move_ease_out_back = move_ease_out.Reverse();

            var delay = new CCDelayTime(0.25f);

            var seq1 = CCSequence.FromActions(move, delay, move_back, (CCFiniteTimeAction)delay.Copy());
            var seq2 = CCSequence.FromActions(move_ease_in, (CCFiniteTimeAction)delay.Copy(), move_ease_in_back, (CCFiniteTimeAction)delay.Copy());
            var seq3 = CCSequence.FromActions(move_ease_out, (CCFiniteTimeAction)delay.Copy(), move_ease_out_back,
                                              (CCFiniteTimeAction)delay.Copy());

            m_grossini.RunAction(new CCRepeatForever(seq1));
            m_tamara.RunAction(new CCRepeatForever(seq2));
            m_kathia.RunAction(new CCRepeatForever(seq3));
        }
Example #3
0
        /// <summary>
        /// creates the action
        /// </summary>
        /// <param name="pAction"></param>
        /// <returns></returns>
        public new static CCEaseBounceOut actionWithAction(CCActionInterval pAction)
        {
            CCEaseBounceOut pRet = new CCEaseBounceOut();

            if (pRet != null)
            {
                if (pRet.initWithAction(pAction))
                {
                    //pRet.autorelease();
                }
                else
                {
                    //CC_SAFE_RELEASE_NULL(pRet);
                }
            }

            return(pRet);
        }
Example #4
0
        public override object Copy(ICopyable pZone)
        {
            CCEaseBounceOut pCopy;

            if (pZone != null)
            {
                //in case of being called at sub class
                pCopy = pZone as CCEaseBounceOut;
            }
            else
            {
                pCopy = new CCEaseBounceOut();
            }

            pCopy.InitWithAction((CCActionInterval) (m_pOther.Copy()));

            return pCopy;
        }
Example #5
0
        /// <summary>
        /// creates the action
        /// </summary>
        /// <param name="pAction"></param>
        /// <returns></returns>
        public static new CCEaseBounceOut actionWithAction(CCActionInterval pAction)
        {
            CCEaseBounceOut pRet = new CCEaseBounceOut();

            if (pRet != null)
            {
                if (pRet.initWithAction(pAction))
                {
                    //pRet.autorelease();
                }
                else
                {
                    //CC_SAFE_RELEASE_NULL(pRet);
                }
            }

            return pRet;
        }
Example #6
0
        public override CCObject copyWithZone(CCZone pZone)
        {
            CCZone          pNewZone = null;
            CCEaseBounceOut pCopy    = null;

            if (pZone != null && pZone.m_pCopyObject != null)
            {
                //in case of being called at sub class
                pCopy = pZone.m_pCopyObject as CCEaseBounceOut;
            }
            else
            {
                pCopy = new CCEaseBounceOut();
                pZone = pNewZone = new CCZone(pCopy);
            }

            pCopy.initWithAction((CCActionInterval)(m_pOther.copy()));

            return(pCopy);
        }
Example #7
0
        public override CCObject copyWithZone(CCZone pZone)
        {
            CCZone pNewZone = null;
            CCEaseBounceOut pCopy = null;

            if (pZone != null && pZone.m_pCopyObject != null)
            {
                //in case of being called at sub class
                pCopy = pZone.m_pCopyObject as CCEaseBounceOut;
            }
            else
            {
                pCopy = new CCEaseBounceOut();
                pZone = pNewZone = new CCZone(pCopy);
            }

            pCopy.initWithAction((CCActionInterval)(m_pOther.copy()));

            return pCopy;
        }
Example #8
0
        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_in      = CCEaseBounceIn.actionWithAction((CCActionInterval)(move.copy()));
            CCActionInterval move_ease_in_back = move_ease_in.reverse() as CCActionInterval;

            CCActionInterval move_ease_out      = CCEaseBounceOut.actionWithAction((CCActionInterval)(move.copy()));
            CCActionInterval move_ease_out_back = move_ease_out.reverse() as CCActionInterval;

            CCFiniteTimeAction seq1 = CCSequence.actions(move, move_back);
            CCFiniteTimeAction seq2 = CCSequence.actions(move_ease_in, move_ease_in_back);
            CCFiniteTimeAction seq3 = CCSequence.actions(move_ease_out, move_ease_out_back);

            m_grossini.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq1));
            m_tamara.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq2));
            m_kathia.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq3));
        }
Example #9
0
 public CCEaseBounceOut(CCEaseBounceOut easeBounceOut)
     : base(easeBounceOut)
 {
 }
 public CCEaseBounceOutState(CCEaseBounceOut action, CCNode target) : base(action, target)
 {
 }
Example #11
0
        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);
        }
Example #12
0
 public override CCFiniteTimeAction Reverse()
 {
     return(CCEaseBounceOut.actionWithAction((CCActionInterval)m_pOther.Reverse()));
 }
 public CCEaseBounceOut(CCEaseBounceOut easeBounceOut) : base(easeBounceOut)
 {
 }
Example #14
0
 public static new CCEaseBounceOut Create(CCActionInterval pAction)
 {
     var pRet = new CCEaseBounceOut();
     pRet.InitWithAction(pAction);
     return pRet;
 }
Example #15
0
 public CCEaseBounceOutState (CCEaseBounceOut action, CCNode target) : base (action, target)
 {
 }
Example #16
0
        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);
            }
        }
Example #17
0
        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);
            }
        }