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 CCEaseBackIn((CCActionInterval)(move.Copy())); var move_ease_in_back = move_ease_in.Reverse(); var move_ease_out = new CCEaseBackOut((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)); }
public GameScoresLayer() { var touchListener = new CCEventListenerTouchAllAtOnce(); touchListener.OnTouchesBegan = (touches, ccevent) => { var mainGame = GameStartLayer.CreateScene(Window); var transitionToGameOver = new CCTransitionMoveInL(0.3f, mainGame); Director.ReplaceScene(transitionToGameOver); }; AddEventListener(touchListener, this); scoreMessage = String.Format("Current High Score"); Color = new CCColor3B(127, 200, 205); Opacity = 255; var moveUp = new CCMoveBy(1.0f, new CCPoint(0.0f, 50.0f)); var moveDown = moveUp.Reverse(); // A CCSequence action runs the list of actions in ... sequence! CCSequence moveSeq = new CCSequence(new CCEaseBackInOut(moveUp), new CCEaseBackInOut(moveDown)); repeatedAction = new CCRepeatForever(moveSeq); }
public override void OnEnter() { // todo : CCOrbitCamera hasn't been implement base.OnEnter(); centerSprites(3); var orbit1 = new CCOrbitCamera(2, 1, 0, 0, 180, 0, 0); var action1 = CCSequence.FromActions(orbit1, orbit1.Reverse()); var orbit2 = new CCOrbitCamera(2, 1, 0, 0, 180, -45, 0); var action2 = CCSequence.FromActions(orbit2, orbit2.Reverse()); var orbit3 = new CCOrbitCamera(2, 1, 0, 0, 180, 90, 0); var action3 = CCSequence.FromActions(orbit3, orbit3.Reverse()); m_kathia.RunAction(new CCRepeatForever(action1)); m_tamara.RunAction(new CCRepeatForever(action2)); m_grossini.RunAction(new CCRepeatForever(action3)); var move = new CCMoveBy(3, new CCPoint(100, -100)); var move_back = move.Reverse(); var seq = CCSequence.FromActions(move, move_back); var rfe = new CCRepeatForever(seq); m_kathia.RunAction(rfe); m_tamara.RunAction((CCAction)(rfe.Copy())); m_grossini.RunAction((CCAction)(rfe.Copy())); }
public NodeToWorld() { // // This code tests that nodeToParent works OK: // - It tests different anchor Points // - It tests different children anchor points CCSprite back = new CCSprite(TestResource.s_back3); AddChild(back, -10); back.AnchorPoint = (new CCPoint(0, 0)); CCSize backSize = back.ContentSize; CCMenuItem item = new CCMenuItemImage(TestResource.s_PlayNormal, TestResource.s_PlaySelect); CCMenu menu = new CCMenu(item); menu.AlignItemsVertically(); menu.Position = (new CCPoint(backSize.Width / 2, backSize.Height / 2)); back.AddChild(menu); CCActionInterval rot = new CCRotateBy(5, 360); CCAction fe = new CCRepeatForever(rot); item.RunAction(fe); CCActionInterval move = new CCMoveBy(3, new CCPoint(200, 0)); var move_back = (CCActionInterval)move.Reverse(); CCFiniteTimeAction seq = CCSequence.FromActions(move, move_back); CCAction fe2 = new CCRepeatForever((CCActionInterval)seq); back.RunAction(fe2); }
public override void OnEnter() { base.OnEnter(); alignSpritesLeft(2); // Test: // Sequence should work both with IntervalAction and InstantActions var move1 = new CCMoveBy(1, new CCPoint(250, 0)); var move2 = new CCMoveBy(1, new CCPoint(0, 50)); var tog1 = new CCToggleVisibility(); var tog2 = new CCToggleVisibility(); var seq = CCSequence.FromActions(move1, tog1, move2, tog2, move1.Reverse()); var action = new CCRepeat((CCSequence.FromActions(seq, seq.Reverse())), 3); // Test: // Also test that the reverse of Hide is Show, and vice-versa m_kathia.RunAction(action); var move_tamara = new CCMoveBy(1, new CCPoint(100, 0)); var move_tamara2 = new CCMoveBy(1, new CCPoint(50, 0)); var hide = new CCHide(); var seq_tamara = CCSequence.FromActions(move_tamara, hide, move_tamara2); var seq_back = seq_tamara.Reverse(); m_tamara.RunAction(CCSequence.FromActions(seq_tamara, seq_back)); }
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 CCEaseBackIn(move); var move_ease_in_back = move_ease_in.Reverse(); var move_ease_out = new CCEaseBackOut(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)); }
protected override void AddedToScene() { base.AddedToScene(); var s = VisibleBoundsWorldspace.Size; var left = new CCPoint(s.Width / 4, s.Height / 2); var right = new CCPoint(s.Width / 4 * 3, s.Height / 2); var sp1 = new CCSprite("Images/grossini.png"); sp1.Position = new CCPoint(left); var move1 = new CCMoveBy(1, new CCPoint(s.Width / 2, 0)); AddChild(sp1); sp1.RepeatForever(move1, move1.Reverse()); var sp2 = new CCSprite("Images/grossinis_sister1.png"); sp2.Position = new CCPoint(right); var move2 = new CCMoveBy(1, new CCPoint(-s.Width / 2, 0)); AddChild(sp2); sp2.RepeatForever(move2, move2.Reverse()); var label1 = new CCLabel("capture all", "fonts/arial", 24, CCLabelFormat.SpriteFont); var mi1 = new CCMenuItemLabel(label1, OnCapture); var menu = new CCMenu(mi1); AddChild(menu); menu.Position = new CCPoint(s.Width / 2, s.Height / 4); }
public override void OnEnter() { base.OnEnter(); Color = CCColor3B.Blue; Opacity = 255; // Make sure we set the Opacity to cascade or fadein action will not work correctly. Target1.IsOpacityCascaded = true; Target2.IsOpacityCascaded = true; // Define actions var moveUp = new CCMoveBy(1.0f, new CCPoint(0.0f, 50.0f)); var moveDown = moveUp.Reverse(); // A CCSequence action runs the list of actions in ... sequence! var moveSeq = new CCSequence(new CCEaseBackInOut(moveUp), new CCEaseBackInOut(moveDown)); var repeatedAction = new CCRepeatForever(moveSeq); // A CCSpawn action runs the list of actions concurrently var dreamAction = new CCSpawn(new CCFadeIn(5.0f), new CCWaves(5.0f, new CCGridSize(10, 20), 5, 20, true, false)); Target1.RunActions(dreamAction, repeatedAction); Target2.RunActions(dreamAction, new CCDelayTime(0.5f), repeatedAction); // moving background. Testing issue #244 var move = new CCMoveBy(3, new CCPoint(200, 0)); bgNode.RepeatForever(move, move.Reverse()); }
public Parallax1() { // Top Layer, a simple image CCSprite cocosImage = new CCSprite(s_Power); // scale the image (optional) cocosImage.Scale = 2.5f; // change the transform anchor point to 0,0 (optional) cocosImage.AnchorPoint = new CCPoint(0, 0); // Middle layer: a Tile map atlas CCTileMapAtlas tilemap = CCTileMapAtlas.Create(s_TilesPng, s_LevelMapTga, 16, 16); tilemap.ReleaseMap(); // change the transform anchor to 0,0 (optional) tilemap.AnchorPoint = new CCPoint(0, 0); // Anti Aliased images tilemap.Texture.SetAntiAliasTexParameters(); // background layer: another image CCSprite background = new CCSprite(TestResource.s_back); // scale the image (optional) background.Scale = 1.5f; // change the transform anchor point (optional) background.AnchorPoint = new CCPoint(0, 0); // create a void node, a parent node CCParallaxNode voidNode = new CCParallaxNode(); // NOW add the 3 layers to the 'void' node // background image is moved at a ratio of 0.4x, 0.5y voidNode.AddChild(background, -1, new CCPoint(0.4f, 0.5f), new CCPoint(0, 0)); // tiles are moved at a ratio of 2.2x, 1.0y voidNode.AddChild(tilemap, 1, new CCPoint(2.2f, 1.0f), new CCPoint(0, -200)); // top image is moved at a ratio of 3.0x, 2.5y voidNode.AddChild(cocosImage, 2, new CCPoint(3.0f, 2.5f), new CCPoint(200, 800)); // now create some actions that will move the 'void' node // and the children of the 'void' node will move at different // speed, thus, simulation the 3D environment CCMoveBy goUp = new CCMoveBy(4, new CCPoint(0, -500)); CCFiniteTimeAction goDown = goUp.Reverse(); CCMoveBy go = new CCMoveBy(8, new CCPoint(-1000, 0)); CCFiniteTimeAction goBack = go.Reverse(); CCFiniteTimeAction seq = CCSequence.FromActions(goUp, go, goDown, goBack); voidNode.RunAction(new CCRepeatForever((CCActionInterval)seq)); AddChild(voidNode, -1, kTagTileMap); }
public GameLayer() : base(CCColor4B.Blue, CCColor4B.AliceBlue) { // Set the layer gradient direction this.Vector = new CCPoint(0.5f, 0.5f); // Create and add sprites // We will later be applying a wave action to these sprites // These type of actions can only be applied to CCNodeGrid instances // Therefore, wrap our sprites in a CCNodeGrid parent monkeySprite1 = new CCNodeGrid(); monkeySprite1.AddChild(new CCSprite("monkey")); AddChild(monkeySprite1); monkeySprite2 = new CCNodeGrid(); monkeySprite2.AddChild(new CCSprite("monkey")); AddChild(monkeySprite2); // Define actions var moveUp = new CCMoveBy(1.0f, new CCPoint(0.0f, 50.0f)); var moveDown = moveUp.Reverse(); // A CCSequence action runs the list of actions in ... sequence! CCSequence moveSeq = new CCSequence(new CCEaseBackInOut(moveUp), new CCEaseBackInOut(moveDown)); repeatedAction = new CCRepeatForever(moveSeq); // A CCSpawn action runs the list of actions concurrently dreamAction = new CCSpawn(new CCFadeIn(5.0f), new CCWaves(5.0f, new CCGridSize(10, 20), 4, 4)); // Schedule for method to be called every 0.1s Schedule(UpdateLayerGradient, 0.1f); }
public GameLayer() : base(CCColor4B.Blue, CCColor4B.AliceBlue) { // Set the layer gradient direction this.Vector = new CCPoint(0.5f, 0.5f); // Create and add sprites monkeySprite1 = new CCSprite("monkey"); AddChild(monkeySprite1, 1); monkeySprite2 = new CCSprite("monkey"); AddChild(monkeySprite2, 1); // Define actions var moveUp = new CCMoveBy(1.0f, new CCPoint(0.0f, 50.0f)); var moveDown = moveUp.Reverse(); // A CCSequence action runs the list of actions in ... sequence! CCSequence moveSeq = new CCSequence(new CCEaseBackInOut(moveUp), new CCEaseBackInOut(moveDown)); repeatedAction = new CCRepeatForever(moveSeq); // A CCSpawn action runs the list of actions concurrently dreamAction = new CCSpawn(new CCFadeIn(5.0f), new CCWaves(5.0f, new CCGridSize(10, 20), 4, 4)); // Schedule for method to be called every 0.1s Schedule(UpdateLayerGradient, 0.1f); }
public override void OnEnter() { base.OnEnter(); CCSize windowSize = Layer.VisibleBoundsWorldspace.Size; var move = new CCMoveBy(10, Layer.ScreenToWorldspace(new CCPoint(400, 450))); var back = move.Reverse(); m_tamara.RepeatForever(move, back); Schedule(repositionSprite); }
protected override void AddedToScene() { base.AddedToScene(); var winSize = VisibleBoundsWorldspace.Size; var moveTo = new CCMoveBy(1.0f, new CCPoint(30, 0)); var moveBack = moveTo.Reverse(); var rotateBy = new CCRotateBy(1.0f, 180); var scaleBy = new CCScaleTo(1.0f, -2.0f); var action = new CCSequence(moveTo, moveBack, rotateBy, scaleBy); var buttonNormal = new CCSprite("Images/animationbuttonnormal.png"); var button1 = new Button(buttonNormal, new CCLabel("Click", "fonts/arial", 20, CCLabelFormat.SpriteFont)); button1.Position = winSize.Center; button1.PositionX -= 100; button1.PositionY += 100; AddChild(button1); button1.RunAction(action); var button2 = new Button(buttonNormal, new CCLabel("Me", "fonts/arial", 20, CCLabelFormat.SpriteFont)); button2.Position = winSize.Center; button2.PositionX += 100; button2.PositionY += 100; AddChild(button2); button2.RunAction(action); var button3 = new Button(buttonNormal, new CCLabel("Ple", "fonts/arial", 20, CCLabelFormat.SpriteFont)); button3.Position = winSize.Center; button3.PositionX -= 100; button3.PositionY -= 100; AddChild(button3); button3.RunAction(action); var button4 = new Button(buttonNormal, new CCLabel("ase", "fonts/arial", 20, CCLabelFormat.SpriteFont)); button4.Position = winSize.Center; button4.PositionX += 100; button4.PositionY -= 100; AddChild(button4); button4.RunAction(action); }
public override void OnEnter() { base.OnEnter(); alignSpritesLeft(1); var move1 = new CCMoveBy(1, new CCPoint(250, 0)); var move2 = new CCMoveBy(1, new CCPoint(0, 50)); var seq = CCSequence.FromActions(move1, move2, move1.Reverse()); var action = CCSequence.FromActions(seq, seq.Reverse()); m_grossini.RunAction(action); }
private void CreateLogo(CCRect bounds) { CCSprite logo = new CCSprite("logo2"); var moveUp = new CCMoveBy(1.0f, new CCPoint(0.0f, 50.0f)); var moveDown = moveUp.Reverse(); var moveSeq = new CCSequence(new CCEaseBackInOut(moveUp), new CCEaseBackInOut(moveDown)); CCRepeatForever repeatedAction = new CCRepeatForever(moveSeq); logo.AnchorPoint = CCPoint.AnchorMiddle; logo.Position = new CCPoint(bounds.Size.Width / 2, bounds.Size.Height * 0.75f); logo.RunAction(repeatedAction); AddChild(logo); }
public GameStartLayer() : base(new CCColor4B(127, 200, 205)) { Color = new CCColor3B(127, 200, 205); Opacity = 255; // Define actions var moveUp = new CCMoveBy(1.0f, new CCPoint(0.0f, 50.0f)); var moveDown = moveUp.Reverse(); // A CCSequence action runs the list of actions in ... sequence! var moveSeq = new CCSequence(new CCEaseBackInOut(moveUp), new CCEaseBackInOut(moveDown)); repeatedAction = new CCRepeatForever(moveSeq); }
public override void OnEnter() { base.OnEnter(); var waves = new CCWaves(5, new CCGridSize(15, 10), 5, 20, true, false); var shaky = new CCShaky3D(5, new CCGridSize(15, 10), 4, false); Target1.RepeatForever(waves); Target2.RepeatForever(shaky); // moving background. Testing issue #244 var move = new CCMoveBy(3, new CCPoint(200, 0)); bgNode.RepeatForever(move, move.Reverse()); }
public override void OnEnter() { base.OnEnter(); centerSprites(3); var s = CCDirector.SharedDirector.WinSize; var actionTo = new CCMoveTo(2, new CCPoint(s.Width - 40, s.Height - 40)); var actionBy = new CCMoveBy(2, new CCPoint(80, 80)); var actionByBack = actionBy.Reverse(); m_tamara.RunAction(actionTo); m_grossini.RunAction(CCSequence.FromActions(actionBy, actionByBack)); m_kathia.RunAction(new CCMoveTo(1, new CCPoint(40, 40))); }
public override void OnEnter() { base.OnEnter(); var move = new CCMoveBy(10, new CCPoint(400, 450)); var back = move.Reverse(); m_tamara.RepeatForever(move, back); Schedule(repositionSprite); tileMap.Camera.NearAndFarOrthographicZClipping = new CCNearAndFarClipping(-2000f, 2000f); Window.IsUseDepthTesting = true; }
public override void OnEnter() { base.OnEnter(); alignSpritesLeft(2); var a1 = new CCMoveBy(1, new CCPoint(150, 0)); var action1 = new CCRepeat( CCSequence.FromActions(new CCPlace(new CCPoint(60, 60)), a1), 3); var action2 = new CCRepeatForever( (CCSequence.FromActions((CCActionInterval)(a1.Copy()), a1.Reverse())) ); m_kathia.RunAction(action1); m_tamara.RunAction(action2); }
public override void OnEnter() { base.OnEnter(); CCSize windowSize = Layer.VisibleBoundsWorldspace.Size; CCSize s = map.ContentSize; map.Position = new CCPoint(-s.Width / 2, 0); CCMoveBy move = new CCMoveBy(10, new CCPoint(300, 250)); CCFiniteTimeAction back = move.Reverse(); CCSequence seq = new CCSequence(move, back); m_tamara.RunAction(new CCRepeatForever(seq)); Schedule(repositionSprite); }
public override void OnEnter() { base.OnEnter(); centerSprites(1); var s = CCDirector.SharedDirector.WinSize; m_grossini.Position = new CCPoint(-200, s.Height / 2); var move = new CCMoveBy(2, new CCPoint(s.Width * 3, 0)); var move_back = move.Reverse(); var seq = CCSequence.FromActions(move, move_back); var rep = new CCRepeatForever(seq); m_grossini.RunAction(rep); RunAction(new CCFollow(m_grossini, new CCRect(0, 0, s.Width * 2 - 100, s.Height))); }
public override void OnEnter() { base.OnEnter(); centerSprites(0); var spr = new CCSprite("Images/grossini"); spr.Position = new CCPoint(100, 100); AddChild(spr); var act1 = new CCMoveBy(0.5f, new CCPoint(100, 0)); var act2 = (CCMoveBy)act1.Reverse(); var act3 = CCSequence.FromActions(act1, act2); var act4 = new CCRepeat(act3, 2); spr.RunAction(act4); }
public override void OnEnter() { base.OnEnter(); CCNode bg = GetChildByTag(EffectAdvanceScene.kTagBackground); CCNode target1 = bg.GetChildByTag(EffectAdvanceScene.kTagSprite1); CCNode target2 = bg.GetChildByTag(EffectAdvanceScene.kTagSprite2); CCActionInterval waves = new CCWaves(5, new CCGridSize(15, 10), 5, 20, true, false); CCActionInterval shaky = new CCShaky3D(5, new CCGridSize(15, 10), 4, false); target1.RunAction(new CCRepeatForever(waves)); target2.RunAction(new CCRepeatForever(shaky)); // moving background. Testing issue #244 CCActionInterval move = new CCMoveBy(3, new CCPoint(200, 0)); bg.RunAction(new CCRepeatForever(new CCSequence(move, move.Reverse()))); }
public override void OnEnter() { base.OnEnter(); //var bg = this[EffectAdvanceScene.kTagBackground]; //var target1 = bg[EffectAdvanceScene.kTagSprite1]; //var target2 = bg[EffectAdvanceScene.kTagSprite2]; var waves = new CCWaves(5, new CCGridSize(15, 10), 5, 20, true, false); var shaky = new CCShaky3D(5, new CCGridSize(15, 10), 4, false); grossini.RepeatForever(waves); tamara.RepeatForever(shaky); // moving background. Testing issue #244 var move = new CCMoveBy(3, new CCPoint(200, 0)); bgNode.RepeatForever(move, move.Reverse()); }
public GameOverLayer(Int64 score) { var touchListener = new CCEventListenerTouchAllAtOnce(); touchListener.OnTouchesBegan = (touches, ccevent) => { if (touches[0].Location.X < VisibleBoundsWorldspace.Size.Center.X) { Window.DefaultDirector.ReplaceScene(GameStartLayer.CreateScene(Window)); } else { Window.DefaultDirector.ReplaceScene(GameMainLayer.CreateScene(Window)); } }; AddEventListener(touchListener, this); scoreMessage = String.Format("Game Over.\nYour score: {0}", score); if (score > Settings.HighScore) { scoreMessage += "\nNew High Score!"; Settings.HighScore = score; highScore = true; } else { scoreMessage += "\nCurrent High Score : " + Settings.HighScore; } Color = new CCColor3B(127, 200, 205); Opacity = 255; var moveUp = new CCMoveBy(1.0f, new CCPoint(0.0f, 50.0f)); var moveDown = moveUp.Reverse(); // A CCSequence action runs the list of actions in ... sequence! CCSequence moveSeq = new CCSequence(new CCEaseBackInOut(moveUp), new CCEaseBackInOut(moveDown)); repeatedAction = new CCRepeatForever(moveSeq); }
public override void OnEnter() { base.OnEnter(); CCSize s = tileLayersContainer.ContentSize; tileLayersContainer.Position = new CCPoint(-s.Width / 2, 0); CCMoveBy move = new CCMoveBy(10, new CCPoint(300, 250)); CCFiniteTimeAction back = move.Reverse(); CCSequence seq = new CCSequence(move, back); m_tamara.RunAction(new CCRepeatForever(seq)); Schedule(repositionSprite); tileMap.Camera.NearAndFarOrthographicZClipping = new CCNearAndFarClipping(-2000f, 2000f); Window.IsUseDepthTesting = true; }
// int redColorIncrement = 10; public GameLayer() : base(CCColor4B.Blue, CCColor4B.White) { // Set the layer gradient direction this.Vector = new CCPoint(0f, 0.5f); // Create and add sprites initSprites(); scaleSprites(); addChildNodes(); // AddChild (monkeySprite1, 1); monkeySprite2 = new CCSprite("monkey"); // AddChild (monkeySprite2, 1); // Define actions var moveUp = new CCMoveBy(1.0f, new CCPoint(0.0f, 100.0f)); var moveDown = moveUp.Reverse(); // var moveForward = new CCTransitionMoveInR (0.1f,this); // A CCSequence action runs the list of actions in ... sequence! //CCFiniteTimeAction cfa = new CCEaseIn (moveUp); CCSequence moveSeq = new CCSequence(new CCEaseBackIn(moveUp), new CCEaseBackInOut(moveUp)); repeatedAction = new CCRepeatForever(moveSeq); // A CCSpawn action runs the list of actions concurrently dreamAction = new CCSpawn(new CCFadeIn(5.0f), new CCWaves(5.0f, new CCGridSize(10, 20), 4, 4)); // CCAction moveR = new Action // Schedule for method to be called every 0.1s Schedule(UpdateLayerGradient, 0.1f); }
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 CCEaseExponentialInOut((CCActionInterval)move.Copy()); var move_ease_back = move_ease.Reverse(); //-. reverse() 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 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)); }