public override void OnEnter() { base.OnEnter(); var s = Layer.VisibleBoundsWorldspace.Size; var layer1 = new CCLayerColor(new CCColor4B(192, 0, 0, 255)); layer1.IsColorCascaded = false; layer1.Position = new CCPoint(0, s.Height / 2); var sister1 = new CCSprite("Images/grossinis_sister1.png"); var sister2 = new CCSprite("Images/grossinis_sister2.png"); var label = new CCLabel("Test", "fonts/bitmapFontTest.fnt"); // by default a CCLabelBMFont has IsColorModifiedByOpacity on by default if the // texture atlas is PreMultipliedAlpha. Label as used by Cocos2d-x by default has // this set to false. Maybe this is a bug in Cocos2d-x? label.IsColorModifiedByOpacity = false; layer1.AddChild(sister1); layer1.AddChild(sister2); layer1.AddChild(label); this.AddChild(layer1, 0, kTagLayer); sister1.Position = new CCPoint(s.Width * 1 / 3, 0); sister2.Position = new CCPoint(s.Width * 2 / 3, 0); label.Position = new CCPoint(s.Width / 2, 0); // Define our delay time var delay = new CCDelayTime(1); layer1.RepeatForever( new CCFadeTo(4, 0), new CCFadeTo(4, 255), delay ); // We only have to define them once. var fadeTo11 = new CCFadeTo(2, 0); var fadeTo12 = new CCFadeTo(2, 255); sister1.RepeatForever( fadeTo11, fadeTo12, fadeTo11, fadeTo12, delay ); // Enable cascading in scene SetEnableRecursiveCascading(this, true); }
public override void OnEnter() { base.OnEnter(); var s = Layer.VisibleBoundsWorldspace.Size; var layer1 = new CCLayerColor(new CCColor4B(192, 0, 0, 255)); layer1.IsColorCascaded = false; layer1.Position = new CCPoint(0, s.Height / 2); var sister1 = new CCSprite("Images/grossinis_sister1.png"); var sister2 = new CCSprite("Images/grossinis_sister2.png"); var label = new CCLabel("Test", "fonts/bitmapFontTest.fnt"); layer1.AddChild(sister1); layer1.AddChild(sister2); layer1.AddChild(label); this.AddChild(layer1, 0, kTagLayer); sister1.Position = new CCPoint(s.Width * 1 / 3, 0); sister2.Position = new CCPoint(s.Width * 2 / 3, 0); label.Position = new CCPoint(s.Width / 2, 0); // Define our delay time var delay = new CCDelayTime(1); layer1.RepeatForever( new CCFadeTo(4, 0), new CCFadeTo(4, 255), delay ); // We only have to define them once. var fadeTo11 = new CCFadeTo(2, 0); var fadeTo12 = new CCFadeTo(2, 255); sister1.RepeatForever( fadeTo11, fadeTo12, fadeTo11, fadeTo12, delay ); }
protected CCFadeTo(CCFadeTo fadeTo) : base(fadeTo) { InitWithDuration(fadeTo.m_fDuration, fadeTo.m_toOpacity); }