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)); sprite.Position = (new CCPoint(p.X, p.Y)); BatchNode.AddChild(sprite); CCFiniteTimeAction 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); CCFiniteTimeAction action_back = (CCFiniteTimeAction)action.Reverse(); CCFiniteTimeAction seq = (CCFiniteTimeAction)(new CCSequence(action, action_back)); sprite.RunAction(new CCRepeatForever (seq)); }
public override void OnEnter() { base.OnEnter(); var s = Layer.VisibleBoundsWorldspace.Size; var layer1 = new CCLayerColor(new CCColor4B(255, 255, 0, 80)); layer1.Position = (new CCPoint(s.Width / 3, s.Height / 2)); layer1.IgnoreAnchorPointForPosition = false; AddChild(layer1, 1); var layer2 = new CCLayerColor(new CCColor4B(0, 0, 255, 255)); layer2.Position = (new CCPoint((s.Width / 3) * 2, s.Height / 2)); layer2.IgnoreAnchorPointForPosition = false; AddChild(layer2, 1); var actionTint = new CCTintBy (2, -255, -127, 0); var actionTintBack = actionTint.Reverse(); var seq1 = new CCSequence(actionTint, actionTintBack); layer1.RunAction(seq1); var actionFade = new CCFadeOut(2.0f); var actionFadeBack = actionFade.Reverse(); var seq2 = new CCSequence(actionFade, actionFadeBack); layer2.RunAction(seq2); }
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); sprite1 = new CCSprite(batch.Texture, new CCRect(85 * 0, 121 * 1, 85, 121)); sprite2 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121)); sprite3 = new CCSprite(batch.Texture, new CCRect(85 * 2, 121 * 1, 85, 121)); sprite4 = new CCSprite(batch.Texture, new CCRect(85 * 3, 121 * 1, 85, 121)); sprite5 = new CCSprite(batch.Texture, new CCRect(85 * 0, 121 * 1, 85, 121)); sprite6 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121)); sprite7 = new CCSprite(batch.Texture, new CCRect(85 * 2, 121 * 1, 85, 121)); sprite8 = new CCSprite(batch.Texture, new CCRect(85 * 3, 121 * 1, 85, 121)); CCFiniteTimeAction action = new CCFadeIn (2); CCFiniteTimeAction action_back = (CCFiniteTimeAction)action.Reverse(); fade = new CCRepeatForever ((CCFiniteTimeAction)(new CCSequence(action, action_back))); CCFiniteTimeAction tintred = new CCTintBy (2, 0, -255, -255); CCFiniteTimeAction tintred_back = (CCFiniteTimeAction)tintred.Reverse(); red = new CCRepeatForever ((CCFiniteTimeAction)(new CCSequence(tintred, tintred_back))); CCFiniteTimeAction tintgreen = new CCTintBy (2, -255, 0, -255); CCFiniteTimeAction tintgreen_back = (CCFiniteTimeAction)tintgreen.Reverse(); green = new CCRepeatForever ((CCFiniteTimeAction)(new CCSequence(tintgreen, tintgreen_back))); CCFiniteTimeAction tintblue = new CCTintBy (2, -255, -255, 0); CCFiniteTimeAction tintblue_back = (CCFiniteTimeAction)tintblue.Reverse(); blue = new CCRepeatForever ((CCFiniteTimeAction)(new CCSequence(tintblue, tintblue_back))); 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); }
public SpriteColorOpacity() { sprite1 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 0, 121 * 1, 85, 121)); sprite2 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 1, 121 * 1, 85, 121)); sprite3 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 2, 121 * 1, 85, 121)); sprite4 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 3, 121 * 1, 85, 121)); sprite5 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 0, 121 * 1, 85, 121)); sprite6 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 1, 121 * 1, 85, 121)); sprite7 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 2, 121 * 1, 85, 121)); sprite8 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 3, 121 * 1, 85, 121)); 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); CCFiniteTimeAction action = new CCFadeIn (2); CCFiniteTimeAction action_back = (CCFiniteTimeAction)action.Reverse(); fade = new CCRepeatForever ((CCFiniteTimeAction)(new CCSequence(action, action_back))); CCFiniteTimeAction tintred = new CCTintBy (2, 0, -255, -255); CCFiniteTimeAction tintred_back = (CCFiniteTimeAction)tintred.Reverse(); red = new CCRepeatForever ((CCFiniteTimeAction)(new CCSequence(tintred, tintred_back))); CCFiniteTimeAction tintgreen = new CCTintBy (2, -255, 0, -255); CCFiniteTimeAction tintgreen_back = (CCFiniteTimeAction)tintgreen.Reverse(); green = new CCRepeatForever ((CCFiniteTimeAction)(new CCSequence(tintgreen, tintgreen_back))); CCFiniteTimeAction tintblue = new CCTintBy (2, -255, -255, 0); CCFiniteTimeAction tintblue_back = (CCFiniteTimeAction)tintblue.Reverse(); blue = new CCRepeatForever ((CCFiniteTimeAction)(new CCSequence(tintblue, tintblue_back))); }
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; CCFiniteTimeAction 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(); CCFiniteTimeAction action_back = (CCFiniteTimeAction)action.Reverse(); CCFiniteTimeAction seq = (CCFiniteTimeAction)(new CCSequence(action, action_back)); sprite.RunAction(new CCRepeatForever (seq)); }
public ActionTint() { action1 = new CCTintTo (2, 255, 0, 255); action2 = new CCTintBy (2, -127, -255, -127); action2Back = action2.Reverse(); }
void AddNewSprite() { CCSize s = Layer.VisibleBoundsWorldspace.Size; 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(texture1, new CCRect(x, y, 85, 121)); node.AddChild(sprite); sprite.Position = (new CCPoint(p.X, p.Y)); CCFiniteTimeAction 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); CCFiniteTimeAction action_back = (CCFiniteTimeAction)action.Reverse(); CCFiniteTimeAction seq = (CCFiniteTimeAction)(new CCSequence(action, action_back)); sprite.RunAction(new CCRepeatForever (seq)); }