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); }