private void performanceScale(CCSprite pSprite) { CCSize size = CCDirector.SharedDirector.WinSize; pSprite.Position = new CCPoint((CCRandom.Next() % (int)size.Width), (CCRandom.Next() % (int)size.Height)); pSprite.Scale = CCRandom.Float_0_1() * 100 / 50; }
public CCPhysicsSprite addGrossiniAtPosition(CCPoint location) { int posx, posy; posx = CCRandom.Next() * 200; posy = CCRandom.Next() * 200; posx = (Math.Abs(posx) % 4) * 85; posy = (Math.Abs(posy) % 3) * 121; CCPhysicsSprite sp = new CCPhysicsSprite(spriteTexture.Texture, new CCRect(posx, posy, 85, 121)); cpBB verts = new cpBB(-24, -54, 24, 54); var body = new cpBody(1, cp.MomentForBox2(1, new cpBB(-24, -54, 24, 54))); //); body.SetPosition(new cpVect(posx, posy)); space.AddBody(body); var shape = cpPolyShape.BoxShape2(body, verts, 0); shape.e = .5f; shape.u = .5f; space.AddShape(shape); sp.Body = body; AddChild(sp); sp.Position = location; return(sp); }
public override void Update(float time) { int i, j; for (i = 0; i < m_sGridSize.X; ++i) { for (j = 0; j < m_sGridSize.Y; ++j) { CCQuad3 coords = OriginalTile(new CCGridSize(i, j)); // X coords.BottomLeft.X += (CCRandom.Next() % (m_nRandrange * 2)) - m_nRandrange; coords.BottomRight.X += (CCRandom.Next() % (m_nRandrange * 2)) - m_nRandrange; coords.TopLeft.X += (CCRandom.Next() % (m_nRandrange * 2)) - m_nRandrange; coords.TopRight.X += (CCRandom.Next() % (m_nRandrange * 2)) - m_nRandrange; // Y coords.BottomLeft.Y += (CCRandom.Next() % (m_nRandrange * 2)) - m_nRandrange; coords.BottomRight.Y += (CCRandom.Next() % (m_nRandrange * 2)) - m_nRandrange; coords.TopLeft.Y += (CCRandom.Next() % (m_nRandrange * 2)) - m_nRandrange; coords.TopRight.Y += (CCRandom.Next() % (m_nRandrange * 2)) - m_nRandrange; if (m_bShakeZ) { coords.BottomLeft.Z += (CCRandom.Next() % (m_nRandrange * 2)) - m_nRandrange; coords.BottomRight.Z += (CCRandom.Next() % (m_nRandrange * 2)) - m_nRandrange; coords.TopLeft.Z += (CCRandom.Next() % (m_nRandrange * 2)) - m_nRandrange; coords.TopRight.Z += (CCRandom.Next() % (m_nRandrange * 2)) - m_nRandrange; } SetTile(new CCGridSize(i, j), ref coords); } } }
private CCColor4B GetRandomColor(int maxColors) { CCColor4B bubbleColor; switch (CCRandom.Next(0, maxColors)) { case 0: bubbleColor = Color0; break; case 1: bubbleColor = Color1; break; case 2: bubbleColor = Color2; break; case 3: bubbleColor = Color3; break; case 4: bubbleColor = Color4; break; } return(bubbleColor); }
private void StartScheduling() { Schedule(t => { if (ShouldEndGame) { GameLayer.SetScore(_currentScore); GameLayer.GameOver(_currentScore >= _gameConfiguration.ScoreToReach); return; } _visibleBubbles.Add(AddBubble()); if (CCRandom.Next(0, 100) > 90) { _visibleBubbles.Add(AddBubble()); } float timeLeft = (_gameConfiguration.MaxDuration - ElapsedTime); if (timeLeft < 10 && CCRandom.Next(0, 100) > 30) { _visibleBubbles.Add(AddBubble()); } }, .5f); Schedule(t => CheckPop()); Schedule(UpdateLayerGradient, 0.1f); }
public static CCPoint GetRandomPosition(CCSize spriteSize, CCSize visibleBoundsWorldspaceSize) { var randomX = CCRandom.Next(40, (int)visibleBoundsWorldspaceSize.Width - 40); var randomY = CCRandom.Next(40, (int)visibleBoundsWorldspaceSize.Height - 40); return(new CCPoint((float)randomX, (float)randomY)); }
private void CreateTheButtons() { CCNode theLayer = GetChildByTag(kTheLayer); theLayer.RemoveAllChildrenByTag(kTheButtons); int space = 10; // px max_w = 0f; max_h = 0f; for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { // Add the buttons var button = standardButtonWithTitle(CCRandom.Next(30).ToString()); button.SetAdjustBackgroundImage(false); // Tells the button that the background image must not be adjust // It'll use the prefered size of the background image button.Position = new CCPoint(button.ContentSize.Width / 2 + (button.ContentSize.Width + space) * i, button.ContentSize.Height / 2 + (button.ContentSize.Height + space) * j); theLayer.AddChild(button, kTheButtons); max_w = Math.Max(button.ContentSize.Width * (i + 1) + space * i, max_w); max_h = Math.Max(button.ContentSize.Height * (j + 1) + space * j, max_h); } } }
private void performanceActions20(CCSprite pSprite) { CCSize size = Layer.VisibleBoundsWorldspace.Size; if (CCRandom.Float_0_1() < 0.2f) { pSprite.Position = new CCPoint((CCRandom.Next() % (int)size.Width), (CCRandom.Next() % (int)size.Height)); } else { pSprite.Position = new CCPoint(-1000, -1000); } float period = 0.5f + (CCRandom.Next() % 1000) / 500.0f; CCRotateBy rot = new CCRotateBy(period, 360.0f * CCRandom.Float_0_1()); var rot_back = (CCFiniteTimeAction)rot.Reverse(); CCAction permanentRotation = new CCRepeatForever(new CCSequence(rot, rot_back)); pSprite.RunAction(permanentRotation); float growDuration = 0.5f + (CCRandom.Next() % 1000) / 500.0f; CCFiniteTimeAction grow = new CCScaleBy(growDuration, 0.5f, 0.5f); CCAction permanentScaleLoop = new CCRepeatForever(new CCSequence(grow, grow.Reverse())); pSprite.RunAction(permanentScaleLoop); }
public override void Update(float time) { if (Target == null) { return; } int i, j; for (i = 0; i < (GridSize.X + 1); ++i) { for (j = 0; j < (GridSize.Y + 1); ++j) { CCVertex3F v = OriginalVertex(i, j); v.X += (CCRandom.Next() % (Range * 2)) - Range; v.Y += (CCRandom.Next() % (Range * 2)) - Range; if (Shake) { v.Z += (CCRandom.Next() % (Range * 2)) - Range; } SetVertex(i, j, ref v); } } }
public override void updateQuantityOfNodes() { CCSize s = Layer.VisibleBoundsWorldspace.Size; // increase nodes if (currentQuantityOfNodes < quantityOfNodes) { StartTimer(); for (int i = 0; i < (quantityOfNodes - currentQuantityOfNodes); i++) { CCSprite sprite = new CCSprite(batchNode.Texture, new CCRect(0, 0, 32, 32)); AddChild(sprite); sprite.Position = new CCPoint(CCRandom.Next() * s.Width, CCRandom.Next() * s.Height); } } // decrease nodes else if (currentQuantityOfNodes > quantityOfNodes) { StartTimer(); for (int i = 0; i < (currentQuantityOfNodes - quantityOfNodes); i++) { int index = currentQuantityOfNodes - i - 1; } } currentQuantityOfNodes = quantityOfNodes; }
private void performanceActions20(CCSprite pSprite) { CCSize size = CCDirector.SharedDirector.WinSize; if (CCRandom.Float_0_1() < 0.2f) { pSprite.Position = new CCPoint((CCRandom.Next() % (int)size.Width), (CCRandom.Next() % (int)size.Height)); } else { pSprite.Position = new CCPoint(-1000, -1000); } float period = 0.5f + (CCRandom.Next() % 1000) / 500.0f; CCRotateBy rot = new CCRotateBy(period, 360.0f * CCRandom.Float_0_1()); var rot_back = (CCActionInterval)rot.Reverse(); CCAction permanentRotation = new CCRepeatForever(CCSequence.FromActions(rot, rot_back)); pSprite.RunAction(permanentRotation); float growDuration = 0.5f + (CCRandom.Next() % 1000) / 500.0f; CCActionInterval grow = new CCScaleBy(growDuration, 0.5f, 0.5f); CCAction permanentScaleLoop = new CCRepeatForever(new CCSequence(grow, grow.Reverse())); pSprite.RunAction(permanentScaleLoop); }
public override void Update(float time) { int i, j; var doubleRange = Range * 2; for (i = 0; i < GridSize.X; ++i) { for (j = 0; j < GridSize.Y; ++j) { CCQuad3 coords = OriginalTile(i, j); // X coords.BottomLeft.X += (CCRandom.Next() % doubleRange) - Range; coords.BottomRight.X += (CCRandom.Next() % doubleRange) - Range; coords.TopLeft.X += (CCRandom.Next() % doubleRange) - Range; coords.TopRight.X += (CCRandom.Next() % doubleRange) - Range; // Y coords.BottomLeft.Y += (CCRandom.Next() % doubleRange) - Range; coords.BottomRight.Y += (CCRandom.Next() % doubleRange) - Range; coords.TopLeft.Y += (CCRandom.Next() % doubleRange) - Range; coords.TopRight.Y += (CCRandom.Next() % doubleRange) - Range; if (ShakeZ) { coords.BottomLeft.Z += (CCRandom.Next() % doubleRange) - Range; coords.BottomRight.Z += (CCRandom.Next() % doubleRange) - Range; coords.TopLeft.Z += (CCRandom.Next() % doubleRange) - Range; coords.TopRight.Z += (CCRandom.Next() % doubleRange) - Range; } SetTile(i, j, ref coords); } } }
private void performanceScale(CCSprite pSprite) { CCSize size = Layer.VisibleBoundsWorldspace.Size; pSprite.Position = new CCPoint((CCRandom.Next() % (int)size.Width), (CCRandom.Next() % (int)size.Height)); pSprite.Scale = CCRandom.Float_0_1() * 100 / 50; }
public void reset() { int localtag = 0; localtag++; // TO TRIGGER THE BUG: // remove the itself from parent from an action // The menu will be removed, but the instance will be alive // and then a new node will be allocated occupying the memory. // => CRASH BOOM BANG CCNode node = GetChildByTag(localtag - 1); CCLog.Log("Menu: %p", node); RemoveChild(node, false); // [self removeChildByTag:localtag-1 cleanup:NO]; CCMenuItem item1 = new CCMenuItemFont("One", menuCallback); CCLog.Log("MenuItemFont: %p", item1); CCMenuItem item2 = new CCMenuItemFont("Two", menuCallback); CCMenu menu = new CCMenu(item1, item2); menu.AlignItemsVertically(); float x = CCRandom.Next() * 50; float y = CCRandom.Next() * 50; menu.Position = menu.Position + new CCPoint(x, y); AddChild(menu, 0, localtag); //[self check:self]; }
public void PlayStackImpactSound() { if (!soundFXTurnedOff) { int randomNum = CCRandom.Next(0, 4); //0 to 4 switch (randomNum) { case 0: CCSimpleAudioEngine.SharedEngine.PlayEffect(FormatSoundFilePath("impact1")); break; case 1: CCSimpleAudioEngine.SharedEngine.PlayEffect(FormatSoundFilePath("impact2")); break; case 2: CCSimpleAudioEngine.SharedEngine.PlayEffect(FormatSoundFilePath("impact3")); break; case 3: CCSimpleAudioEngine.SharedEngine.PlayEffect(FormatSoundFilePath("impact4")); break; case 4: CCSimpleAudioEngine.SharedEngine.PlayEffect(FormatSoundFilePath("impact5")); break; } } }
public override void updateQuantityOfNodes() { CCSize s = CCDirector.SharedDirector.WinSize; // increase nodes if (currentQuantityOfNodes < quantityOfNodes) { for (int i = 0; i < (quantityOfNodes - currentQuantityOfNodes); i++) { CCSprite sprite = new CCSprite(batchNode.Texture, new CCRect(0, 0, 32, 32)); batchNode.AddChild(sprite); sprite.Position = new CCPoint(CCRandom.Next() * s.Width, CCRandom.Next() * s.Height); } } // decrease nodes else if (currentQuantityOfNodes > quantityOfNodes) { for (int i = 0; i < (currentQuantityOfNodes - quantityOfNodes); i++) { int index = currentQuantityOfNodes - i - 1; batchNode.RemoveChildAtIndex(index, true); } } currentQuantityOfNodes = quantityOfNodes; }
public Bubble() { UniversalId++; id = UniversalId; random = new Random(); Scale = 0.5f; switch (random.Next(0, 5)) { case 0: color = color0; break; case 1: color = color1; break; case 2: color = color2; break; case 3: color = color3; break; case 4: color = color4; break; } colorF = new CCColor4F(color); var size = CCRandom.Next(25, 50); this.ContentSize = new CCSize(size, size); this.DrawSolidCircle(this.Position, (float)size, color); }
void StartScheduling() { Schedule(t => { if (ShouldEndGame()) { EndGame(); return; } visibleBubbles.Add(AddBubble()); if (CCRandom.Next(0, 100) > 90) { visibleBubbles.Add(AddBubble()); } var left = (GAME_DURATION - elapsedTime); if (left < 10 && CCRandom.Next(0, 100) > 30) { visibleBubbles.Add(AddBubble()); } }, .5f); Schedule(t => CheckPop()); // Schedule for method to be called every 0.1s Schedule(UpdateLayerGradient, 0.1f); }
void OpenEyes(float delta) { sprite.Texture = new CCSprite(String.Format("{0}", baseImageName)).Texture; Unschedule(OpenEyes); var blinkInterval = CCRandom.Next(3, 8);// random.Next(3,8); // range 3 to 8 Schedule(Blink, blinkInterval); }
public void SpriteInStandingState() { sprite.Texture = new CCSprite(String.Format("{0}_standing", baseImageName)).Texture; var blinkInterval = CCRandom.Next(3, 8); // range 3 to 8 Schedule(Blink, blinkInterval); }
public virtual EnemySkin Create() { EnemySkin _skin = new NormalEnemySkin(); if (CCRandom.Next(100) < 20) { _skin = new StrongEnemySkin(); } return(_skin); }
public void Shuffle(ref int[] pArray, int nLen) { int i; for (i = nLen - 1; i >= 0; i--) { int j = CCRandom.Next() % (i + 1); int v = pArray[i]; pArray[i] = pArray[j]; pArray[j] = v; } }
void OnDeleteBackward(object sender, CCIMEKeybardEventArgs e) { var focusedTextField = sender as CCTextField; if (focusedTextField == null || string.IsNullOrEmpty(focusedTextField.Text)) { e.Cancel = true; return; } // Just cancel this if we would backspace over the PlaceHolderText as it would just be // replaced anyway and the Action below should not be executed. var delText = focusedTextField.Text; if (delText == focusedTextField.PlaceHolderText) { e.Cancel = true; return; } delText = delText.Substring(delText.Length - 1); // create a delete text sprite and do some action var label = new CCLabel(delText, TextInputTestScene.FONT_NAME, TextInputTestScene.FONT_SIZE + 3, CCLabelFormat.SpriteFont); this.AddChild(label); // move the sprite to fly out CCPoint beginPos = focusedTextField.Position; CCSize textfieldSize = focusedTextField.ContentSize; CCSize labelSize = label.ContentSize; beginPos.X += (textfieldSize.Width - labelSize.Width) / 2.0f; var nextRandom = (float)CCRandom.Next(RANDOM_MAX); CCSize winSize = VisibleBoundsWorldspace.Size; CCPoint endPos = new CCPoint(-winSize.Width / 4.0f, winSize.Height * (0.5f + nextRandom / (2.0f * RANDOM_MAX))); float duration = 1; float rotateDuration = 0.2f; int repeatTime = 5; label.Position = beginPos; var delAction = new CCSpawn(new CCMoveTo(duration, endPos), new CCRepeat( new CCRotateBy(rotateDuration, (CCRandom.Next() % 2 > 0) ? 360 : -360), (uint)repeatTime), new CCFadeOut(duration) ); label.RunActionsAsync(delAction, new CCRemoveSelf(true)); }
protected override void AddedToScene() { base.AddedToScene(); _bubbleMax = CCRandom.Next(4, 6); _growthTime = CCRandom.Next(3, _maxGrowthTime); _scale = new CCScaleBy(_growthTime, _bubbleMax); AddAction(_scale); _move1 = new CCMoveBy(.2f, new CCPoint(4, 4)); _move2 = new CCMoveBy(.24f, new CCPoint(-4, -4)); _repeatedAction = new CCRepeatForever(_move1, _move2); }
protected override void AddedToScene() { base.AddedToScene(); bubbleMax = CCRandom.Next(4, 6); growthTime = CCRandom.Next(3, 5); scale = new CCScaleBy(growthTime, bubbleMax); this.AddAction(scale); move1 = new CCMoveBy(.2f, new CCPoint(4, 4)); move2 = new CCMoveBy(.24f, new CCPoint(-4, -4)); repeatedAction = new CCRepeatForever(move1, move2); }
private void performanceout20(CCSprite pSprite) { CCSize size = Layer.VisibleBoundsWorldspace.Size; if (CCRandom.Float_0_1() < 0.2f) { pSprite.Position = new CCPoint((CCRandom.Next() % (int)size.Width), (CCRandom.Next() % (int)size.Height)); } else { pSprite.Position = new CCPoint(-1000, -1000); } }
public Bubble(int maxColors, int maxGrowthTime) { _maxGrowthTime = maxGrowthTime; Id = _universalId++; Scale = 0.5f; BubbleColor = GetRandomColor(maxColors); ColorF = new CCColor4F(BubbleColor); int randomSize = CCRandom.Next(25, 50); ContentSize = new CCSize(randomSize, randomSize); DrawSolidCircle(Position, randomSize, BubbleColor); }
public static void AddJiggle(CCNode targetSprite) { var swingTime = CCRandom.Next(10, 31) / 100f; var rotateLeftAction = new CCRotateBy(swingTime, 1); var rotateRightAction = new CCRotateBy(swingTime * 2, -2); var rotateBackAction = new CCRotateBy(swingTime, 1); var rotateSequence = new CCSequence(rotateLeftAction, rotateRightAction, rotateBackAction); var repeatAction = new CCRepeatForever(rotateSequence); targetSprite.RunAction(repeatAction); }
private void performanceout20(CCSprite pSprite) { CCSize size = CCDirector.SharedDirector.WinSize; if (CCRandom.Float_0_1() < 0.2f) { pSprite.Position = new CCPoint((CCRandom.Next() % (int)size.Width), (CCRandom.Next() % (int)size.Height)); } else { pSprite.Position = new CCPoint(-1000, -1000); } }
void TransitionOut(float delta) { CCLog.Log("Make Transition to Game Level"); // Too select a random transition comment the two lines below and uncomment the section below. // var transition = Transition2; // CCDirector.SharedDirector.ReplaceScene(transition); // other transition options... int diceRoll = CCRandom.Next(0, 6); //0 to 6 CCTransitionScene transition; switch (diceRoll) { case 0: transition = Transition0; break; case 1: transition = Transition1; break; case 2: transition = Transition2; break; case 3: transition = Transition3; break; case 4: transition = Transition4; break; case 5: transition = Transition5; break; case 6: transition = Transition6; break; default: transition = Transition0; break; } Director.ReplaceScene(transition); }