private void CreateGameOver() { _gameOverGems = new List <GameOverGem>(); for (var x = 0; x < Constants.KBoardWidth; x++) { var column = _fallingGems[x]; for (var i = 0; i < column.Count; i++) { var gem = column[i]; var ySpeed = (float)(CCRandom.NextDouble() * 2 - 1) * Constants.KGameOverGemSpeed; var xSpeed = (float)(CCRandom.NextDouble() * 2 - 1) * Constants.KGameOverGemSpeed; var gameOverGem = new GameOverGem() { sprite = gem.sprite, xPos = x, yPos = gem.yPos, ySpeed = ySpeed, xSpeed = xSpeed }; _gameOverGems.Add(gameOverGem); } for (var y = 0; y < Constants.KBoardHeight; y++) { var i1 = x + y * Constants.KBoardWidth; if (_boardSprites[i1] != null) { var ySpeed1 = (float)(CCRandom.NextDouble() * 2 - 1) * Constants.KGameOverGemSpeed; var xSpeed1 = (float)(CCRandom.NextDouble() * 2 - 1) * Constants.KGameOverGemSpeed; var gameOverGem1 = new GameOverGem() { sprite = _boardSprites[i1], xPos = x, yPos = y, ySpeed = ySpeed1, xSpeed = xSpeed1 }; _gameOverGems.Add(gameOverGem1); } } } _hintLayer.RemoveAllChildrenWithCleanup(true); RemoveShimmer(); }
public void reparentSprite(float dt) { CCNode p1 = GetChildByTag((int)kTags.kTagNode); CCNode p2 = GetChildByTag((int)kTags.kTagSpriteBatchNode); List <CCNode> retArray = new List <CCNode>(250); if (m_usingSpriteBatchNode) { CCNode tmp = p1; p1 = p2; p2 = tmp; } ////----UXLOG("New parent is: %x", p2); CCNode node; var children = p1.Children; foreach (var item in children) { if (item == null) { break; } retArray.Add(item); } int i = 0; p1.RemoveAllChildrenWithCleanup(false); foreach (var item in retArray) { if (item == null) { break; } p2.AddChild(item, i, i); i++; } m_usingSpriteBatchNode = !m_usingSpriteBatchNode; }