Example #1
0
        public override void OnEnter()
        {
            base.OnEnter();

            CCSize s = CCDirector.SharedDirector.WinSize;
            CCLayerColor layer1 = new CCLayerColor(new CCColor4B(255, 255, 0, 80), 100, 300);
            layer1.Position = (new CCPoint(s.Width / 3, s.Height / 2));
            layer1.IgnoreAnchorPointForPosition = false;
            AddChild(layer1, 1);

            CCLayerColor layer2 = new CCLayerColor(new CCColor4B(0, 0, 255, 255), 100, 300);
            layer2.Position = (new CCPoint((s.Width / 3) * 2, s.Height / 2));
            layer2.IgnoreAnchorPointForPosition = false;
            AddChild(layer2, 1);

            CCActionInterval actionTint = new CCTintBy (2, -255, -127, 0);
            CCActionInterval actionTintBack = (CCActionInterval)actionTint.Reverse();
            CCActionInterval seq1 = (CCActionInterval)CCSequence.FromActions(actionTint, actionTintBack);
            layer1.RunAction(seq1);

            CCActionInterval actionFade = new CCFadeOut  (2.0f);
            CCActionInterval actionFadeBack = (CCActionInterval)actionFade.Reverse();
            CCActionInterval seq2 = (CCActionInterval)CCSequence.FromActions(actionFade, actionFadeBack);
            layer2.RunAction(seq2);
        }
Example #2
0
        public void addNewSpriteWithCoords(CCPoint p)
        {
            int idx = (int)(CCMacros.CCRandomBetween0And1() * 1400.0f / 100.0f);
            int x = (idx % 5) * 85;
            int y = (idx / 5) * 121;

            CCSprite sprite = new CCSprite("Images/grossini_dance_atlas", new CCRect(x, y, 85, 121));
            AddChild(sprite);

            sprite.Position = p;

            CCActionInterval action;
            float random = CCMacros.CCRandomBetween0And1();

            if (random < 0.20)
                action = new CCScaleBy(3, 2);
            else if (random < 0.40)
                action = new CCRotateBy (3, 360);
            else if (random < 0.60)
                action = new CCBlink (1, 3);
            else if (random < 0.8)
                action = new CCTintBy (2, 0, -255, -255);
            else
                action = new CCFadeOut  (2);
            object obj = action.Reverse();
            CCActionInterval action_back = (CCActionInterval)action.Reverse();
            CCActionInterval seq = (CCActionInterval)(new CCSequence(action, action_back));

            sprite.RunAction(new CCRepeatForever (seq));
        }
Example #3
0
        public void addNewSpriteWithCoords(CCPoint p)
        {
            CCSpriteBatchNode BatchNode = (CCSpriteBatchNode)GetChildByTag((int)kTags.kTagSpriteBatchNode);

            int idx = (int)(CCRandom.NextDouble() * 1400 / 100);
            int x = (idx % 5) * 85;
            int y = (idx / 5) * 121;


            CCSprite sprite = new CCSprite(BatchNode.Texture, new CCRect(x, y, 85, 121));
            BatchNode.AddChild(sprite);

            sprite.Position = (new CCPoint(p.X, p.Y));

            CCActionInterval action = null;
            float random = (float)CCRandom.NextDouble();

            if (random < 0.20)
                action = new CCScaleBy(3, 2);
            else if (random < 0.40)
                action = new CCRotateBy (3, 360);
            else if (random < 0.60)
                action = new CCBlink (1, 3);
            else if (random < 0.8)
                action = new CCTintBy (2, 0, -255, -255);
            else
                action = new CCFadeOut  (2);

            CCActionInterval action_back = (CCActionInterval)action.Reverse();
            CCActionInterval seq = (CCActionInterval)(new CCSequence(action, action_back));

            sprite.RunAction(new CCRepeatForever (seq));
        }
Example #4
0
        public SpriteColorOpacity()
        {
            CCSprite sprite1 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 0, 121 * 1, 85, 121));
            CCSprite sprite2 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 1, 121 * 1, 85, 121));
            CCSprite sprite3 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 2, 121 * 1, 85, 121));
            CCSprite sprite4 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 3, 121 * 1, 85, 121));

            CCSprite sprite5 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 0, 121 * 1, 85, 121));
            CCSprite sprite6 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 1, 121 * 1, 85, 121));
            CCSprite sprite7 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 2, 121 * 1, 85, 121));
            CCSprite sprite8 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 3, 121 * 1, 85, 121));

            CCSize s = CCDirector.SharedDirector.WinSize;
            sprite1.Position = new CCPoint((s.Width / 5) * 1, (s.Height / 3) * 1);
            sprite2.Position = new CCPoint((s.Width / 5) * 2, (s.Height / 3) * 1);
            sprite3.Position = new CCPoint((s.Width / 5) * 3, (s.Height / 3) * 1);
            sprite4.Position = new CCPoint((s.Width / 5) * 4, (s.Height / 3) * 1);
            sprite5.Position = new CCPoint((s.Width / 5) * 1, (s.Height / 3) * 2);
            sprite6.Position = new CCPoint((s.Width / 5) * 2, (s.Height / 3) * 2);
            sprite7.Position = new CCPoint((s.Width / 5) * 3, (s.Height / 3) * 2);
            sprite8.Position = new CCPoint((s.Width / 5) * 4, (s.Height / 3) * 2);

            CCActionInterval action = new CCFadeIn  (2);
            CCActionInterval action_back = (CCActionInterval)action.Reverse();
            CCAction fade = new CCRepeatForever ((CCActionInterval)(new CCSequence(action, action_back)));

            CCActionInterval tintred = new CCTintBy (2, 0, -255, -255);
            CCActionInterval tintred_back = (CCActionInterval)tintred.Reverse();
            CCAction red = new CCRepeatForever ((CCActionInterval)(new CCSequence(tintred, tintred_back)));

            CCActionInterval tintgreen = new CCTintBy (2, -255, 0, -255);
            CCActionInterval tintgreen_back = (CCActionInterval)tintgreen.Reverse();
            CCAction green = new CCRepeatForever ((CCActionInterval)(new CCSequence(tintgreen, tintgreen_back)));

            CCActionInterval tintblue = new CCTintBy (2, -255, -255, 0);
            CCActionInterval tintblue_back = (CCActionInterval)tintblue.Reverse();
            CCAction blue = new CCRepeatForever ((CCActionInterval)(new CCSequence(tintblue, tintblue_back)));

            sprite5.RunAction(red);
            sprite6.RunAction(green);
            sprite7.RunAction(blue);
            sprite8.RunAction(fade);

            // late add: test dirtyColor and dirtyPosition
            AddChild(sprite1, 0, (int)kTagSprite.kTagSprite1);
            AddChild(sprite2, 0, (int)kTagSprite.kTagSprite2);
            AddChild(sprite3, 0, (int)kTagSprite.kTagSprite3);
            AddChild(sprite4, 0, (int)kTagSprite.kTagSprite4);
            AddChild(sprite5, 0, (int)kTagSprite.kTagSprite5);
            AddChild(sprite6, 0, (int)kTagSprite.kTagSprite6);
            AddChild(sprite7, 0, (int)kTagSprite.kTagSprite7);
            AddChild(sprite8, 0, (int)kTagSprite.kTagSprite8);

            Schedule(removeAndAddSprite, 2);
        }
Example #5
0
        public void addNewSprite()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            CCPoint p = new CCPoint((float)(CCRandom.NextDouble() * s.Width), (float)(CCRandom.NextDouble() * s.Height));

            int idx = (int)(CCRandom.NextDouble() * 1400 / 100);
            int x = (idx % 5) * 85;
            int y = (idx / 5) * 121;


            CCNode node = GetChildByTag((int)kTags.kTagSpriteBatchNode);
            CCSprite sprite = new CCSprite(m_texture1, new CCRect(x, y, 85, 121));
            node.AddChild(sprite);

            sprite.Position = (new CCPoint(p.X, p.Y));

            CCActionInterval action;
            float random = (float)CCRandom.NextDouble();

            if (random < 0.20)
                action = new CCScaleBy(3, 2);
            else if (random < 0.40)
                action = new CCRotateBy (3, 360);
            else if (random < 0.60)
                action = new CCBlink (1, 3);
            else if (random < 0.8)
                action = new CCTintBy (2, 0, -255, -255);
            else
                action = new CCFadeOut  (2);

            CCActionInterval action_back = (CCActionInterval)action.Reverse();
            CCActionInterval seq = (CCActionInterval)(CCSequence.FromActions(action, action_back));

            sprite.RunAction(new CCRepeatForever (seq));
        }
        public SpriteBatchNodeColorOpacity()
        {
            // small capacity. Testing resizing.
            // Don't use capacity=1 in your real game. It is expensive to resize the capacity
            CCSpriteBatchNode batch = new CCSpriteBatchNode("Images/grossini_dance_atlas", 1);
            AddChild(batch, 0, (int)kTags.kTagSpriteBatchNode);

            CCSprite sprite1 = new CCSprite(batch.Texture, new CCRect(85 * 0, 121 * 1, 85, 121));
            CCSprite sprite2 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121));
            CCSprite sprite3 = new CCSprite(batch.Texture, new CCRect(85 * 2, 121 * 1, 85, 121));
            CCSprite sprite4 = new CCSprite(batch.Texture, new CCRect(85 * 3, 121 * 1, 85, 121));

            CCSprite sprite5 = new CCSprite(batch.Texture, new CCRect(85 * 0, 121 * 1, 85, 121));
            CCSprite sprite6 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121));
            CCSprite sprite7 = new CCSprite(batch.Texture, new CCRect(85 * 2, 121 * 1, 85, 121));
            CCSprite sprite8 = new CCSprite(batch.Texture, new CCRect(85 * 3, 121 * 1, 85, 121));


            CCSize s = CCDirector.SharedDirector.WinSize;
            sprite1.Position = new CCPoint((s.Width / 5) * 1, (s.Height / 3) * 1);
            sprite2.Position = new CCPoint((s.Width / 5) * 2, (s.Height / 3) * 1);
            sprite3.Position = new CCPoint((s.Width / 5) * 3, (s.Height / 3) * 1);
            sprite4.Position = new CCPoint((s.Width / 5) * 4, (s.Height / 3) * 1);
            sprite5.Position = new CCPoint((s.Width / 5) * 1, (s.Height / 3) * 2);
            sprite6.Position = new CCPoint((s.Width / 5) * 2, (s.Height / 3) * 2);
            sprite7.Position = new CCPoint((s.Width / 5) * 3, (s.Height / 3) * 2);
            sprite8.Position = new CCPoint((s.Width / 5) * 4, (s.Height / 3) * 2);

            CCActionInterval action = new CCFadeIn  (2);
            CCActionInterval action_back = (CCActionInterval)action.Reverse();
            CCAction fade = new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(action, action_back)));

            CCActionInterval tintred = new CCTintBy (2, 0, -255, -255);
            CCActionInterval tintred_back = (CCActionInterval)tintred.Reverse();
            CCAction red = new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(tintred, tintred_back)));

            CCActionInterval tintgreen = new CCTintBy (2, -255, 0, -255);
            CCActionInterval tintgreen_back = (CCActionInterval)tintgreen.Reverse();
            CCAction green = new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(tintgreen, tintgreen_back)));

            CCActionInterval tintblue = new CCTintBy (2, -255, -255, 0);
            CCActionInterval tintblue_back = (CCActionInterval)tintblue.Reverse();
            CCAction blue = new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(tintblue, tintblue_back)));


            sprite5.RunAction(red);
            sprite6.RunAction(green);
            sprite7.RunAction(blue);
            sprite8.RunAction(fade);

            // late add: test dirtyColor and dirtyPosition
            batch.AddChild(sprite1, 0, (int)kTagSprite.kTagSprite1);
            batch.AddChild(sprite2, 0, (int)kTagSprite.kTagSprite2);
            batch.AddChild(sprite3, 0, (int)kTagSprite.kTagSprite3);
            batch.AddChild(sprite4, 0, (int)kTagSprite.kTagSprite4);
            batch.AddChild(sprite5, 0, (int)kTagSprite.kTagSprite5);
            batch.AddChild(sprite6, 0, (int)kTagSprite.kTagSprite6);
            batch.AddChild(sprite7, 0, (int)kTagSprite.kTagSprite7);
            batch.AddChild(sprite8, 0, (int)kTagSprite.kTagSprite8);


            Schedule(removeAndAddSprite, 2);
        }
Example #7
0
        public override void OnEnter()
        {
            base.OnEnter();

            centerSprites(2);

            var action1 = new CCTintTo (2, 255, 0, 255);
            var action2 = new CCTintBy (2, -127, -255, -127);
            var action2Back = action2.Reverse();

            m_tamara.RunAction(action1);
            m_kathia.RunAction(new CCSequence(action2, action2Back));
        }
Example #8
0
        public MenuLayer1()
        {
            CCMenuItemFont.FontSize = 30;
            CCMenuItemFont.FontName = "arial";
            base.TouchEnabled = true;
            // Font Item

            CCSprite spriteNormal = new CCSprite(s_MenuItem, new CCRect(0, 23 * 2, 115, 23));
            CCSprite spriteSelected = new CCSprite(s_MenuItem, new CCRect(0, 23 * 1, 115, 23));
            CCSprite spriteDisabled = new CCSprite(s_MenuItem, new CCRect(0, 23 * 0, 115, 23));

            CCMenuItemSprite item1 = new CCMenuItemSprite(spriteNormal, spriteSelected, spriteDisabled, this.menuCallback);

            // Image Item
            CCMenuItem item2 = new CCMenuItemImage(s_SendScore, s_PressSendScore, this.menuCallback2);

            // Label Item (LabelAtlas)
            CCLabelAtlas labelAtlas = new CCLabelAtlas("0123456789", "Images/fps_Images", 16, 24, '.');
            CCMenuItemLabel item3 = new CCMenuItemLabel(labelAtlas, this.menuCallbackDisabled);
            item3.DisabledColor = new CCColor3B(32, 32, 64);
            item3.Color = new CCColor3B(200, 200, 255);

            // Font Item
            CCMenuItemFont item4 = new CCMenuItemFont("I toggle enable items", this.menuCallbackEnable);

            item4.FontSizeObj = 20;
            item4.FontNameObj = "arial";

            // Label Item (CCLabelBMFont)
            CCLabelBMFont label = new CCLabelBMFont("configuration", "fonts/bitmapFontTest3.fnt");
            CCMenuItemLabel item5 = new CCMenuItemLabel(label, this.menuCallbackConfig);
            

            // Testing issue #500
            item5.Scale = 0.8f;

            // Events
            CCMenuItemFont.FontName = "arial";
            CCMenuItemFont item6 = new CCMenuItemFont("Priority Test", menuCallbackPriorityTest);

            // Font Item
            CCMenuItemFont item7 = new CCMenuItemFont("Quit", this.onQuit);

            CCActionInterval color_action = new CCTintBy (0.5f, 0, -255, -255);
            CCActionInterval color_back = (CCActionInterval)color_action.Reverse();
            CCFiniteTimeAction seq = CCSequence.FromActions(color_action, color_back);
            item7.RunAction(new CCRepeatForever ((CCActionInterval)seq));

            CCMenu menu = new CCMenu(item1, item2, item3, item4, item5, item6, item7);
            menu.AlignItemsVertically();

            // elastic effect
            CCSize s = CCDirector.SharedDirector.WinSize;
            int i = 0;
            CCNode child;
            var pArray = menu.Children;
            object pObject = null;
            if (pArray.Count > 0)
            {
                for (int j = 0; j < pArray.Count; j++)
                {
                    pObject = pArray[j];
                    if (pObject == null)

                        break;
                    child = (CCNode)pObject;
                    CCPoint dstPoint = child.Position;
                    int offset = (int)(s.Width / 2 + 50);
                    if (i % 2 == 0)
                        offset = -offset;

                    child.Position = new CCPoint(dstPoint.X + offset, dstPoint.Y);
                    child.RunAction(new CCEaseElasticOut(new CCMoveBy (2, new CCPoint(dstPoint.X - offset, 0)), 0.35f));
                    i++;

                }
            }
            m_disabledItem = item3;
            m_disabledItem.Enabled = false;

            AddChild(menu);
        }