public ButtonJumpLarge() { asc = new CCMoveBy(0.3f, new CCPoint(0, 5)); desc = asc.Reverse(); buttonPress.Action = new CCSequence(desc, asc); sprite = new CCSprite("images/jumpButtonLarge"); }
public SpriteBatchNodeChildren() { CCSpriteBatchNode batch = new CCSpriteBatchNode("animations/grossini", 50); AddChild(batch, 0, (int)kTags.kTagSpriteBatchNode); CCSpriteFrameCache.SharedSpriteFrameCache.AddSpriteFrames("animations/grossini.plist"); sprite1 = new CCSprite("grossini_dance_01.png"); sprite2 = new CCSprite("grossini_dance_02.png"); sprite3 = new CCSprite("grossini_dance_03.png"); batch.AddChild(sprite1); sprite1.AddChild(sprite2); sprite1.AddChild(sprite3); var animFrames = new List <CCSpriteFrame>(); string str = ""; for (int i = 1; i < 15; i++) { string temp = ""; if (i < 10) { temp = "0" + i; } else { temp = i.ToString(); } str = string.Format("grossini_dance_{0}.png", temp); CCSpriteFrame frame = CCSpriteFrameCache.SharedSpriteFrameCache[str]; animFrames.Add(frame); } animation = new CCAnimation(animFrames, 0.2f); action = new CCMoveBy(2, new CCPoint(200, 0)); action_back = (CCFiniteTimeAction)action.Reverse(); action_rot = new CCRotateBy(2, 360); action_s = new CCScaleBy(2, 2); action_s_back = (CCFiniteTimeAction)action_s.Reverse(); seq2 = (CCFiniteTimeAction)action_rot.Reverse(); }
void AddNewSpriteWithCoords(CCPoint p) { CCSpriteBatchNode BatchNode = (CCSpriteBatchNode)this[(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; var random = (float)CCRandom.NextDouble(); if (random < 0.20) { action = scaleBy; } else if (random < 0.40) { action = rotateBy; } else if (random < 0.60) { action = blink; } else if (random < 0.8) { action = tintBy; } else { action = fadeOut; } sprite.RepeatForever(action, action.Reverse()); }
public override CCFiniteTimeAction Reverse() { return(new CCRepeat(m_pInnerAction.Reverse(), m_uTimes)); }
public override CCFiniteTimeAction Reverse() { return(new CCTargetedAction(m_pForcedTarget, m_pAction.Reverse())); }