public override void OnEnter()
        {
            base.OnEnter();

            CCSize s = Layer.VisibleBoundsWorldspace.Size;

			var progressTo = new CCProgressTo(2, 100);

            CCProgressTimer left = new CCProgressTimer(s_pPathSister1);
            left.Type = CCProgressTimerType.Bar;
            //    Setup for a bar starting from the left since the midpoint is 0 for the x
            left.Midpoint = new CCPoint(0, 0);
            //    Setup for a horizontal bar since the bar change rate is 0 for y meaning no vertical change
            left.BarChangeRate = new CCPoint(1, 0);
            AddChild(left);
            left.Position = new CCPoint(100, s.Height / 2);
			left.RepeatForever (progressTo);

            CCProgressTimer right = new CCProgressTimer(s_pPathSister2);
            right.Type = CCProgressTimerType.Bar;
            //    Setup for a bar starting from the left since the midpoint is 1 for the x
            right.Midpoint = new CCPoint(1, 0);
            //    Setup for a horizontal bar since the bar change rate is 0 for y meaning no vertical change
            right.BarChangeRate = new CCPoint(1, 0);
            AddChild(right);
            right.Position = new CCPoint(s.Width - 100, s.Height / 2);
			right.RepeatForever(progressTo);
        }
        public override void OnEnter()
        {
            base.OnEnter();

            CCSize s = Layer.VisibleBoundsWorldspace.Size;

			var progressTo = new CCProgressTo(2, 100);

            /**
           *  Our image on the left should be a radial progress indicator, clockwise
           */
            CCProgressTimer left = new CCProgressTimer(new CCSprite(s_pPathBlock));
            left.Type = CCProgressTimerType.Radial;
            AddChild(left);
            left.Midpoint = new CCPoint(0.25f, 0.75f);
            left.Position = new CCPoint(100, s.Height / 2);
			left.RepeatForever(progressTo);

            /**
           *  Our image on the left should be a radial progress indicator, counter clockwise
           */
            CCProgressTimer right = new CCProgressTimer(new CCSprite(s_pPathBlock));
            right.Type = CCProgressTimerType.Radial;
            right.Midpoint = new CCPoint(0.75f, 0.25f);

            /**
           *  Note the reverse property (default=NO) is only added to the right image. That's how
           *  we get a counter clockwise progress.
           */
            AddChild(right);
            right.Position = new CCPoint(s.Width - 100, s.Height / 2);
			right.RepeatForever(progressTo);
        }
        public override void OnEnter()
        {
            base.OnEnter();

            CCSize s = Layer.VisibleBoundsWorldspace.Size;

			var progressTo = new CCProgressTo(6, 100);
			var tint = new CCSequence(new CCTintTo (1, 255, 0, 0),
                                              new CCTintTo (1, 0, 255, 0),
                                              new CCTintTo (1, 0, 0, 255));
			var fade = new CCSequence(new CCFadeTo (1.0f, 0),
                                              new CCFadeTo (1.0f, 255));

            CCProgressTimer left = new CCProgressTimer(new CCSprite(s_pPathSister1));
            left.Type = CCProgressTimerType.Bar;

            //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
            left.Midpoint = new CCPoint(0.5f, 0.5f);
            //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
            left.BarChangeRate = new CCPoint(1, 0);
            AddChild(left);
            left.Position = new CCPoint(100, s.Height / 2);
			left.RepeatForever(progressTo);
			left.RepeatForever(tint);

            left.AddChild(new CCLabelTtf("Tint", "arial", 20.0f));

            CCProgressTimer middle = new CCProgressTimer(new CCSprite(s_pPathSister2));
            middle.Type = CCProgressTimerType.Bar;
            //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
            middle.Midpoint = new CCPoint(0.5f, 0.5f);
            //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
            middle.BarChangeRate = new CCPoint(1, 1);
            AddChild(middle);
            middle.Position = new CCPoint(s.Width / 2, s.Height / 2);
			middle.RepeatForever(progressTo);
			middle.RepeatForever(fade);

            middle.AddChild(new CCLabelTtf("Fade", "arial", 20.0f));

            CCProgressTimer right = new CCProgressTimer(new CCSprite(s_pPathSister2));
            right.Type = CCProgressTimerType.Bar;
            //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
            right.Midpoint = new CCPoint(0.5f, 0.5f);
            //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
            right.BarChangeRate = new CCPoint(0, 1);
            AddChild(right);
            right.Position = new CCPoint(s.Width - 100, s.Height / 2);
			right.RepeatForever(progressTo);
			right.RepeatForever(tint);
			right.RepeatForever(fade);

            right.AddChild(new CCLabelTtf("Tint and Fade", "arial", 20.0f));
        }
        public override void OnEnter()
        {
            base.OnEnter();

            CCSize s = Layer.VisibleBoundsWorldspace.Size;

			var progressTo = new CCProgressTo(6, 100);

            CCSpriteFrameCache.SharedSpriteFrameCache.AddSpriteFrames("zwoptex/grossini.plist");

            CCSprite sprite = new CCSprite("grossini_dance_01.png");

            CCProgressTimer left = new CCProgressTimer(sprite);
            left.Type = CCProgressTimerType.Bar;
            //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
            left.Midpoint = new CCPoint(0.5f, 0.5f);
            //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
            left.BarChangeRate = new CCPoint(1, 0);
            AddChild(left);
            left.Position = new CCPoint(100, s.Height / 2);
			left.RepeatForever(progressTo);

            CCProgressTimer middle = new CCProgressTimer(new CCSprite("grossini_dance_02.png"));
            middle.Type = CCProgressTimerType.Bar;
            //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
            middle.Midpoint = new CCPoint(0.5f, 0.5f);
            //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
            middle.BarChangeRate = new CCPoint(1, 1);
            AddChild(middle);
            middle.Position = new CCPoint(s.Width / 2, s.Height / 2);
			middle.RepeatForever(progressTo);

            CCProgressTimer right = new CCProgressTimer(new CCSprite("grossini_dance_03.png"));
            right.Type = CCProgressTimerType.Radial;
            //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
            right.Midpoint = new CCPoint(0.5f, 0.5f);
            //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
            right.BarChangeRate = new CCPoint(0, 1);
            AddChild(right);
            right.Position = new CCPoint(s.Width - 100, s.Height / 2);
			right.RepeatForever(progressTo);
        }
        public override void OnEnter()
        {
            base.OnEnter();

            CCSize s = Layer.VisibleBoundsWorldspace.Size;

			var progressTo = new CCProgressTo(2, 100);

            CCProgressTimer left = new CCProgressTimer(s_pPathSister1);
            left.Type = CCProgressTimerType.Radial;
            AddChild(left);
            left.Position = new CCPoint(100, s.Height / 2);
			left.RepeatForever(progressTo);

            CCProgressTimer right = new CCProgressTimer(s_pPathBlock);
            right.Type = CCProgressTimerType.Radial;
            right.ReverseDirection = true;
            AddChild(right);
            right.Position = new CCPoint(s.Width - 100, s.Height / 2);
			right.RepeatForever(progressTo);
        }