public Test6() { CCSprite sp1 = new CCSprite(TestResource.s_pPathSister1); CCSprite sp11 = new CCSprite(TestResource.s_pPathSister1); CCSprite sp2 = new CCSprite(TestResource.s_pPathSister2); CCSprite sp21 = new CCSprite(TestResource.s_pPathSister2); sp1.Position = (new CCPoint(100, 160)); sp2.Position = (new CCPoint(380, 160)); CCActionInterval rot = new CCRotateBy (2, 360); var rot_back = rot.Reverse() as CCActionInterval; CCAction forever1 = new CCRepeatForever ((CCActionInterval)new CCSequence(rot, rot_back)); var forever11 = (CCAction) (forever1.Copy()); var forever2 = (CCAction) (forever1.Copy()); var forever21 = (CCAction) (forever1.Copy()); AddChild(sp1, 0, CocosNodeTestStaticLibrary.kTagSprite1); sp1.AddChild(sp11); AddChild(sp2, 0, CocosNodeTestStaticLibrary.kTagSprite2); sp2.AddChild(sp21); sp1.RunAction(forever1); sp11.RunAction(forever11); sp2.RunAction(forever2); sp21.RunAction(forever21); Schedule(addAndRemove, 2.0f); }
public SpriteBatchNodeAliased() { CCSpriteBatchNode batch = new CCSpriteBatchNode("Images/grossini_dance_atlas", 10); AddChild(batch, 0, (int)kTags.kTagSpriteBatchNode); CCSize s = CCDirector.SharedDirector.WinSize; CCSprite sprite1 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121)); sprite1.Position = (new CCPoint(s.Width / 2 - 100, s.Height / 2)); batch.AddChild(sprite1, 0, (int)kTagSprite.kTagSprite1); CCSprite sprite2 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121)); sprite2.Position = (new CCPoint(s.Width / 2 + 100, s.Height / 2)); batch.AddChild(sprite2, 0, (int)kTagSprite.kTagSprite2); CCActionInterval scale = new CCScaleBy(2, 5); CCActionInterval scale_back = (CCActionInterval)scale.Reverse(); CCActionInterval seq = (CCActionInterval)(new CCSequence(scale, scale_back)); CCAction repeat = new CCRepeatForever (seq); CCAction repeat2 = (CCAction)(repeat.Copy()); sprite1.RunAction(repeat); sprite2.RunAction(repeat2); }
public LabelAtlasColorTest() { CCLabelAtlas label1 = new CCLabelAtlas("123 Test", "fonts/tuffy_bold_italic-charmap.png", 48, 64, ' '); AddChild(label1, 0, (int)TagSprite.kTagSprite1); label1.Position = new CCPoint(10, 100); label1.Opacity = 200; CCLabelAtlas label2 = new CCLabelAtlas("0123456789", "fonts/tuffy_bold_italic-charmap.png", 48, 64, ' '); AddChild(label2, 0, (int)TagSprite.kTagSprite2); label2.Position = new CCPoint(10, 200); //label2.setColor( ccRED ); label2.Color = ccRED; CCActionInterval fade = new CCFadeOut(1.0f); //CCActionInterval fade_in = fade.reverse(); CCActionInterval fade_in = null; CCFiniteTimeAction seq = new CCSequence(fade, fade_in, null); CCAction repeat = new CCRepeatForever((CCActionInterval)seq); label2.RunAction(repeat); m_time = 0; //schedule( schedule_selector(LabelAtlasColorTest.step) ); //:@selector(step:)]; }
public NodeToWorld() { // // This code tests that nodeToParent works OK: // - It tests different anchor Points // - It tests different children anchor points CCSprite back = new CCSprite(TestResource.s_back3); AddChild(back, -10); back.AnchorPoint = (new CCPoint(0, 0)); CCSize backSize = back.ContentSize; CCMenuItem item = new CCMenuItemImage(TestResource.s_PlayNormal, TestResource.s_PlaySelect); CCMenu menu = new CCMenu(item); menu.AlignItemsVertically(); menu.Position = (new CCPoint(backSize.Width / 2, backSize.Height / 2)); back.AddChild(menu); CCActionInterval rot = new CCRotateBy (5, 360); CCAction fe = new CCRepeatForever (rot); item.RunAction(fe); CCActionInterval move = new CCMoveBy (3, new CCPoint(200, 0)); var move_back = (CCActionInterval) move.Reverse(); CCFiniteTimeAction seq = new CCSequence(move, move_back); CCAction fe2 = new CCRepeatForever ((CCActionInterval) seq); back.RunAction(fe2); }
public override bool Init() { InitWithColor(new CCColor4B(0, 0, 255, 255)); var item0 = new CCMenuItemFont("(3) Touch to pushScene (self)", item0Clicked); var item1 = new CCMenuItemFont("(3) Touch to popScene", item1Clicked); var item2 = new CCMenuItemFont("(3) Touch to popToRootScene", item2Clicked); var item3 = new CCMenuItemFont("(3) Touch to popToSceneStackLevel(2)", item3Clicked); CCMenu menu = new CCMenu(item0, item1, item2, item3); menu.AlignItemsVertically(); AddChild(menu); CCSize s = CCDirector.SharedDirector.WinSize; CCSprite sprite = new CCSprite(s_pPathGrossini); AddChild(sprite); sprite.Position = new CCPoint(s.Width /2, 40); CCActionInterval rotate = new CCRotateBy (2, 360); CCAction repeat = new CCRepeatForever (rotate); sprite.RunAction(repeat); Schedule(testDealloc); return true; }
public Test5() { CCSprite sp1 = new CCSprite(TestResource.s_pPathSister1); sp2 = new CCSprite(TestResource.s_pPathSister2); sp1.Position = (new CCPoint(100, 160)); sp2.Position = (new CCPoint(380, 160)); CCRotateBy rot = new CCRotateBy (2, 360); var rot_back = rot.Reverse() as CCActionInterval; CCAction forever = new CCRepeatForever ((CCActionInterval)new CCSequence(rot, rot_back)); forever2 = (CCAction) (forever.Copy()); forever.Tag = (101); forever2.Tag = (102); AddChild(sp1, 0, CocosNodeTestStaticLibrary.kTagSprite1); AddChild(sp2, 0, CocosNodeTestStaticLibrary.kTagSprite2); RemoveChild(sp2, true); AddChild(sp2, 0, CocosNodeTestStaticLibrary.kTagSprite2); // Sprite 1 should run and run // Sprite 2 should stop sp1.RunAction(forever); sp2.RunAction(forever2); // Experiment with removing sp2 and re-adding it after cleanup to reproduce an error in child management // ScheduleOnce(Stage2OfTest, 2.0f); Schedule(addAndRemove, 2.0f); }
public Atlas4() { m_time = 0; // Upper Label CCLabelBMFont label = new CCLabelBMFont("Bitmap Font Atlas", "fonts/bitmapFontTest.fnt"); AddChild(label); CCSize s = CCDirector.SharedDirector.WinSize; label.Position = new CCPoint(s.Width / 2, s.Height / 2); label.AnchorPoint = new CCPoint(0.5f, 0.5f); CCSprite BChar = (CCSprite)label.GetChildByTag(1); CCSprite FChar = (CCSprite)label.GetChildByTag(7); CCSprite AChar = (CCSprite)label.GetChildByTag(12); CCActionInterval rotate = new CCRotateBy(2, 360); CCAction rot_4ever = new CCRepeatForever(rotate); CCActionInterval scale = new CCScaleBy(2, 1.5f); //CCActionInterval scale_back = scale.reverse(); CCActionInterval scale_back = null; CCFiniteTimeAction scale_seq = CCSequence.FromActions(scale, scale_back, null); CCAction scale_4ever = new CCRepeatForever((CCActionInterval)scale_seq); CCActionInterval jump = new CCJumpBy(0.5f, new CCPoint(), 60, 1); CCAction jump_4ever = new CCRepeatForever(jump); CCActionInterval fade_out = new CCFadeOut(1); CCActionInterval fade_in = new CCFadeIn(1); CCFiniteTimeAction seq = CCSequence.FromActions(fade_out, fade_in, null); CCAction fade_4ever = new CCRepeatForever((CCActionInterval)seq); BChar.RunAction(rot_4ever); BChar.RunAction(scale_4ever); FChar.RunAction(jump_4ever); AChar.RunAction(fade_4ever); // Bottom Label CCLabelBMFont label2 = new CCLabelBMFont("00.0", "fonts/bitmapFontTest.fnt"); AddChild(label2, 0, (int)TagSprite.kTagBitmapAtlas2); label2.Position = new CCPoint(s.Width / 2.0f, 80); CCSprite lastChar = (CCSprite)label2.GetChildByTag(3); lastChar.RunAction((CCAction)(rot_4ever.Copy())); //schedule( schedule_selector(Atlas4::step), 0.1f); base.Schedule(step, 0.1f); }
/// <summary> /// Creates a sequence of actions that causes a sprite to move using all the actions on the screen. /// </summary> /// <param name="repeatForever">A boolean value that determines if the action should be repeated indefinitely.</param> /// <returns></returns> internal static CCAction AllShapesAction(bool repeatForever) { // Create a new action sequence that will move the sprite using all the other actions CCActionInterval allAction = new CCSequence(RotateAction(false), ScaleAction(false), JumpAction(false), BoxAction(false), TriangleAction(false)); // See if we're repeating the action indefinitely if (repeatForever) allAction = new CCRepeatForever(allAction); return allAction; }
public SpriteColorOpacity() { CCSprite sprite1 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 0, 121 * 1, 85, 121)); CCSprite sprite2 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 1, 121 * 1, 85, 121)); CCSprite sprite3 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 2, 121 * 1, 85, 121)); CCSprite sprite4 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 3, 121 * 1, 85, 121)); CCSprite sprite5 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 0, 121 * 1, 85, 121)); CCSprite sprite6 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 1, 121 * 1, 85, 121)); CCSprite sprite7 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 2, 121 * 1, 85, 121)); CCSprite sprite8 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 3, 121 * 1, 85, 121)); CCSize s = CCDirector.SharedDirector.WinSize; sprite1.Position = new CCPoint((s.Width / 5) * 1, (s.Height / 3) * 1); sprite2.Position = new CCPoint((s.Width / 5) * 2, (s.Height / 3) * 1); sprite3.Position = new CCPoint((s.Width / 5) * 3, (s.Height / 3) * 1); sprite4.Position = new CCPoint((s.Width / 5) * 4, (s.Height / 3) * 1); sprite5.Position = new CCPoint((s.Width / 5) * 1, (s.Height / 3) * 2); sprite6.Position = new CCPoint((s.Width / 5) * 2, (s.Height / 3) * 2); sprite7.Position = new CCPoint((s.Width / 5) * 3, (s.Height / 3) * 2); sprite8.Position = new CCPoint((s.Width / 5) * 4, (s.Height / 3) * 2); CCActionInterval action = new CCFadeIn (2); CCActionInterval action_back = (CCActionInterval)action.Reverse(); CCAction fade = new CCRepeatForever ((CCActionInterval)(new CCSequence(action, action_back))); CCActionInterval tintred = new CCTintBy (2, 0, -255, -255); CCActionInterval tintred_back = (CCActionInterval)tintred.Reverse(); CCAction red = new CCRepeatForever ((CCActionInterval)(new CCSequence(tintred, tintred_back))); CCActionInterval tintgreen = new CCTintBy (2, -255, 0, -255); CCActionInterval tintgreen_back = (CCActionInterval)tintgreen.Reverse(); CCAction green = new CCRepeatForever ((CCActionInterval)(new CCSequence(tintgreen, tintgreen_back))); CCActionInterval tintblue = new CCTintBy (2, -255, -255, 0); CCActionInterval tintblue_back = (CCActionInterval)tintblue.Reverse(); CCAction blue = new CCRepeatForever ((CCActionInterval)(new CCSequence(tintblue, tintblue_back))); sprite5.RunAction(red); sprite6.RunAction(green); sprite7.RunAction(blue); sprite8.RunAction(fade); // late add: test dirtyColor and dirtyPosition 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); Schedule(removeAndAddSprite, 2); }
public Atlas4() { m_time = 0; // Upper Label CCLabelBMFont label = new CCLabelBMFont("Bitmap Font Atlas", "fonts/bitmapFontTest.fnt"); AddChild(label); CCSize s = CCDirector.SharedDirector.WinSize; label.Position = new CCPoint(s.Width / 2, s.Height / 2); label.AnchorPoint = new CCPoint(0.5f, 0.5f); CCSprite BChar = (CCSprite)label.GetChildByTag(0); CCSprite FChar = (CCSprite)label.GetChildByTag(7); CCSprite AChar = (CCSprite)label.GetChildByTag(12); CCActionInterval rotate = new CCRotateBy (2, 360); CCAction rot_4ever = new CCRepeatForever (rotate); CCActionInterval scale = new CCScaleBy(2, 1.5f); CCFiniteTimeAction scale_back = scale.Reverse(); CCFiniteTimeAction scale_seq = new CCSequence(scale, scale_back); CCAction scale_4ever = new CCRepeatForever ((CCActionInterval)scale_seq); CCActionInterval jump = new CCJumpBy (0.5f, new CCPoint(), 60, 1); CCAction jump_4ever = new CCRepeatForever (jump); CCActionInterval fade_out = new CCFadeOut (1); CCActionInterval fade_in = new CCFadeIn (1); CCFiniteTimeAction seq = new CCSequence(fade_out, fade_in); CCAction fade_4ever = new CCRepeatForever ((CCActionInterval)seq); BChar.RunAction(rot_4ever); BChar.RunAction(scale_4ever); FChar.RunAction(jump_4ever); AChar.RunAction(fade_4ever); // Bottom Label CCLabelBMFont label2 = new CCLabelBMFont("00.0", "fonts/bitmapFontTest.fnt"); AddChild(label2, 0, (int)TagSprite.kTagBitmapAtlas2); label2.Position = new CCPoint(s.Width / 2.0f, 80); CCSprite lastChar = (CCSprite)label2.GetChildByTag(3); lastChar.RunAction((CCAction)(rot_4ever.Copy())); //schedule( schedule_selector(Atlas4::step), 0.1f); base.Schedule(step, 0.1f); }
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); }
/// <summary> /// Creates a sequence of actions that causes a sprite to move in a box shape on the screen. /// </summary> /// <param name="repeatForever">A boolean value that determines if the action should be repeated indefinitely.</param> /// <returns></returns> internal static CCFiniteTimeAction BoxAction(bool repeatForever) { // Create a new action sequence that will move the sprite in a box shape at fixed positions on the screen CCActionInterval boxAction = new CCSequence( new CCMoveTo(1, new CCPoint(100, 100)), new CCMoveTo(1, new CCPoint(100, 500)), new CCMoveTo(1, new CCPoint(500, 500)), new CCMoveTo(1, new CCPoint(500, 100))); // See if we're repeating the action indefinitely if (repeatForever) boxAction = new CCRepeatForever(boxAction); return boxAction; }
private void performanceActions(CCSprite pSprite) { CCSize size = CCDirector.SharedDirector.WinSize; pSprite.Position = new CCPoint((CCRandom.Next() % (int) size.Width), (CCRandom.Next() % (int) size.Height)); float period = 0.5f + (CCRandom.Next() % 1000) / 500.0f; CCRotateBy rot = new CCRotateBy (period, 360.0f * CCRandom.Float_0_1()); var rot_back = 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 OnEnter() { base.OnEnter(); CCSize s = CCDirector.SharedDirector.WinSize; // the root object just rotates around m_root = new CCSprite(s_pPathR1); AddChild(m_root, 1); m_root.Position = new CCPoint(s.Width / 2, s.Height / 2); // the target object is offset from root, and the streak is moved to follow it m_target = new CCSprite(s_pPathR1); m_root.AddChild(m_target); m_target.Position = new CCPoint(s.Width / 4, 0); // create the streak object and add it to the scene streak = CCMotionStreak.Create(2, 3, 32, CCTypes.CCGreen, s_streak); streak.FastMode = true; AddChild(streak); // schedule an update on each frame so we can syncronize the streak with the target Schedule(onUpdate); var a1 = new CCRotateBy (2, 360); var action1 = new CCRepeatForever (a1); var motion = new CCMoveBy (2, new CCPoint(100, 0)); m_root.RunAction(new CCRepeatForever ((CCActionInterval)CCSequence.FromActions(motion, motion.Reverse()))); m_root.RunAction(action1); var colorAction = new CCRepeatForever ((CCActionInterval) CCSequence.FromActions( new CCTintTo (0.2f, 255, 0, 0), new CCTintTo (0.2f, 0, 255, 0), new CCTintTo (0.2f, 0, 0, 255), new CCTintTo (0.2f, 0, 255, 255), new CCTintTo (0.2f, 255, 255, 0), new CCTintTo (0.2f, 255, 0, 255), new CCTintTo (0.2f, 255, 255, 255) ) ); streak.RunAction(colorAction); }
public Atlas3() { m_time = 0; CCLayerColor col = new CCLayerColor(new CCColor4B(128, 128, 128, 255)); AddChild(col, -10); CCLabelBMFont label1 = new CCLabelBMFont("Test", "fonts/bitmapFontTest2.fnt"); // testing anchors label1.AnchorPoint = new CCPoint(0, 0); AddChild(label1, 0, (int)TagSprite.kTagBitmapAtlas1); CCActionInterval fade = new CCFadeOut (1.0f); CCFiniteTimeAction fade_in = fade.Reverse(); CCFiniteTimeAction seq = CCSequence.FromActions(fade, fade_in); CCAction repeat = new CCRepeatForever ((CCActionInterval)seq); label1.RunAction(repeat); // VERY IMPORTANT // color and opacity work OK because bitmapFontAltas2 loads a BMP image (not a PNG image) // If you want to use both opacity and color, it is recommended to use NON premultiplied images like BMP images // Of course, you can also tell XCode not to compress PNG images, but I think it doesn't work as expected CCLabelBMFont label2 = new CCLabelBMFont("Test", "fonts/bitmapFontTest2.fnt"); // testing anchors label2.AnchorPoint = new CCPoint(0.5f, 0.5f); label2.Color = ccRED; AddChild(label2, 0, (int)TagSprite.kTagBitmapAtlas2); label2.RunAction((CCAction)(repeat.Copy())); CCLabelBMFont label3 = new CCLabelBMFont("Test", "fonts/bitmapFontTest2.fnt"); // testing anchors label3.AnchorPoint = new CCPoint(1, 1); AddChild(label3, 0, (int)TagSprite.kTagBitmapAtlas3); CCSize s = CCDirector.SharedDirector.WinSize; label1.Position = new CCPoint(); label2.Position = new CCPoint(s.Width / 2, s.Height / 2); label3.Position = new CCPoint(s.Width, s.Height); base.Schedule(step);//:@selector(step:)]; }
public LabelTTFA8Test() { CCSize s = CCDirector.SharedDirector.WinSize; CCLayerColor layer = new CCLayerColor(new CCColor4B(128, 128, 128, 255)); AddChild(layer, -10); // CCLabelBMFont CCLabelTTF label1 = new CCLabelTTF("Testing A8 Format", "Marker Felt", 38); AddChild(label1); label1.Color = CCTypes.CCRed; label1.Position = new CCPoint(s.Width / 2, s.Height / 2); CCFadeOut fadeOut = new CCFadeOut (2); CCFadeIn fadeIn = new CCFadeIn (2); CCFiniteTimeAction seq = new CCSequence(fadeOut, fadeIn); CCRepeatForever forever = new CCRepeatForever ((CCActionInterval) seq); label1.RunAction(forever); }
public SpriteBatchNodeAnchorPoint() { // 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); CCSize s = CCDirector.SharedDirector.WinSize; CCActionInterval rotate = new CCRotateBy (10, 360); CCAction action = new CCRepeatForever (rotate); for (int i = 0; i < 3; i++) { CCSprite sprite = new CCSprite(batch.Texture, new CCRect(85 * i, 121 * 1, 85, 121)); sprite.Position = (new CCPoint(s.Width / 4 * (i + 1), s.Height / 2)); CCSprite point = new CCSprite("Images/r1"); point.Scale = 0.25f; point.Position = sprite.Position; AddChild(point, 1); switch (i) { case 0: sprite.AnchorPoint = new CCPoint(0, 0); break; case 1: sprite.AnchorPoint = (new CCPoint(0.5f, 0.5f)); break; case 2: sprite.AnchorPoint = (new CCPoint(1, 1)); break; } point.Position = sprite.Position; CCAction copy = (CCAction)(action.Copy()); sprite.RunAction(copy); batch.AddChild(sprite, i); } }
public Sprite6() { // 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, kTagSpriteBatchNode); batch.IgnoreAnchorPointForPosition = true; CCSize s = CCDirector.SharedDirector.WinSize; batch.AnchorPoint = new CCPoint(0.5f, 0.5f); batch.ContentSize = (new CCSize(s.Width, s.Height)); // SpriteBatchNode actions CCActionInterval rotate = new CCRotateBy (5, 360); CCAction action = new CCRepeatForever (rotate); // SpriteBatchNode actions CCActionInterval rotate_back = (CCActionInterval)rotate.Reverse(); CCActionInterval rotate_seq = (CCActionInterval)(CCSequence.FromActions(rotate, rotate_back)); CCAction rotate_forever = new CCRepeatForever (rotate_seq); CCActionInterval scale = new CCScaleBy(5, 1.5f); CCActionInterval scale_back = (CCActionInterval)scale.Reverse(); CCActionInterval scale_seq = (CCActionInterval)(CCSequence.FromActions(scale, scale_back)); CCAction scale_forever = new CCRepeatForever (scale_seq); float step = s.Width / 4; for (int i = 0; i < 3; i++) { CCSprite sprite = new CCSprite(batch.Texture, new CCRect(85 * i, 121 * 1, 85, 121)); sprite.Position = (new CCPoint((i + 1) * step, s.Height / 2)); sprite.RunAction((CCAction)(action.Copy())); batch.AddChild(sprite, i); } batch.RunAction(scale_forever); batch.RunAction(rotate_forever); }
public SceneTestLayer1() { CCMenuItemFont item1 = new CCMenuItemFont("(1) Test pushScene", onPushScene); CCMenuItemFont item2 = new CCMenuItemFont("(1) Test pushScene w/transition", onPushSceneTran); CCMenuItemFont item3 = new CCMenuItemFont("(1) Quit", onQuit); _PopMenuItem = new CCMenuItemFont("(1) Test popScene w/transition", onPopSceneTran); _TheMenu = new CCMenu(item1, item2, item3, _PopMenuItem); _TheMenu.AlignItemsVertically(); AddChild(_TheMenu); CCSize s = CCDirector.SharedDirector.WinSize; CCSprite sprite = new CCSprite(s_pPathGrossini); AddChild(sprite); sprite.Position = new CCPoint(s.Width - 40, s.Height / 2); CCActionInterval rotate = new CCRotateBy (2, 360); CCAction repeat = new CCRepeatForever (rotate); sprite.RunAction(repeat); }
public override void OnEnter() { base.OnEnter(); CCSize s = CCDirector.SharedDirector.WinSize; CCSprite sp1 = new CCSprite(TestResource.s_pPathSister1); CCSprite sp2 = new CCSprite(TestResource.s_pPathSister2); CCSprite sp3 = new CCSprite(TestResource.s_pPathSister1); CCSprite sp4 = new CCSprite(TestResource.s_pPathSister2); sp1.Position = (new CCPoint(100, s.Height / 2)); sp2.Position = (new CCPoint(380, s.Height / 2)); AddChild(sp1); AddChild(sp2); sp3.Scale = (0.25f); sp4.Scale = (0.25f); sp1.AddChild(sp3); sp2.AddChild(sp4); CCActionInterval a1 = new CCRotateBy (2, 360); CCActionInterval a2 = new CCScaleBy(2, 2); CCAction action1 = new CCRepeatForever ((CCActionInterval)new CCSequence(a1, a2, a2.Reverse()) ); CCAction action2 = new CCRepeatForever ((CCActionInterval) (new CCSequence( (CCActionInterval) (a1.Copy()), (CCActionInterval) (a2.Copy()), a2.Reverse())) ); sp2.AnchorPoint = (new CCPoint(0, 0)); sp1.RunAction(action1); sp2.RunAction(action2); }
public LabelAtlasColorTest() { CCLabelAtlas label1 = new CCLabelAtlas("123 Test", "fonts/tuffy_bold_italic-charmap", 48, 64, ' '); AddChild(label1, 0, (int)TagSprite.kTagSprite1); label1.Position = new CCPoint(10, 100); label1.Opacity = 200; CCLabelAtlas label2 = new CCLabelAtlas("0123456789", "fonts/tuffy_bold_italic-charmap", 48, 64, ' '); AddChild(label2, 0, (int)TagSprite.kTagSprite2); label2.Position = new CCPoint(10, 200); label2.Color = ccRED; CCActionInterval fade = new CCFadeOut (1.0f); CCFiniteTimeAction fade_in = fade.Reverse(); CCFiniteTimeAction seq = CCSequence.FromActions(fade, fade_in); CCAction repeat = new CCRepeatForever ((CCActionInterval)seq); label2.RunAction(repeat); m_time = 0; Schedule(step); //:@selector(step:)]; }
public SpriteAnchorPoint() { CCSize s = CCDirector.SharedDirector.WinSize; CCActionInterval rotate = new CCRotateBy (10, 360); CCAction action = new CCRepeatForever (rotate); for (int i = 0; i < 3; i++) { CCSprite sprite = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * i, 121 * 1, 85, 121)); sprite.Position = (new CCPoint(s.Width / 4 * (i + 1), s.Height / 2)); CCSprite point = new CCSprite("Images/r1"); point.Scale = 0.25f; point.Position = (sprite.Position); AddChild(point, 10); switch (i) { case 0: sprite.AnchorPoint = (new CCPoint(0, 0)); break; case 1: sprite.AnchorPoint = (new CCPoint(0.5f, 0.5f)); break; case 2: sprite.AnchorPoint = (new CCPoint(1, 1)); break; } point.Position = sprite.Position; CCAction copy = (CCAction)(action.Copy()); sprite.RunAction(copy); AddChild(sprite, i); } }
public ConvertToNode() { TouchEnabled = true; CCSize s = CCDirector.SharedDirector.WinSize; CCRotateBy rotate = new CCRotateBy (10, 360); CCRepeatForever action = new CCRepeatForever (rotate); for (int i = 0; i < 3; i++) { CCSprite sprite = new CCSprite("Images/grossini"); sprite.Position = (new CCPoint(s.Width / 4 * (i + 1), s.Height / 2)); CCSprite point = new CCSprite("Images/r1"); point.Scale = 0.25f; point.Position = sprite.Position; AddChild(point, 10, 100 + i); switch (i) { case 0: sprite.AnchorPoint = new CCPoint(0, 0); break; case 1: sprite.AnchorPoint = (new CCPoint(0.5f, 0.5f)); break; case 2: sprite.AnchorPoint = (new CCPoint(1, 1)); break; } point.Position = (sprite.Position); var copy = (CCRepeatForever) action.Copy(); sprite.RunAction(copy); AddChild(sprite, i); } }
public SceneTestLayer2() { m_timeCounter = 0; CCMenuItemFont item1 = new CCMenuItemFont("(2) replaceScene", onReplaceScene); CCMenuItemFont item2 = new CCMenuItemFont("(2) replaceScene w/transition", onReplaceSceneTran); CCMenuItemFont item3 = new CCMenuItemFont("(2) Go Back", onGoBack); _PopMenuItem = new CCMenuItemFont("(2) Test popScene w/transition", onPopSceneTran); _TheMenu = new CCMenu(item1, item2, item3, _PopMenuItem); _TheMenu.AlignItemsVertically(); AddChild(_TheMenu); CCSize s = CCDirector.SharedDirector.WinSize; CCSprite sprite = new CCSprite(s_pPathGrossini); AddChild(sprite); sprite.Position = new CCPoint(s.Width - 40, s.Height / 2); CCActionInterval rotate = new CCRotateBy (2, 360); CCAction repeat = new CCRepeatForever (rotate); sprite.RunAction(repeat); Schedule(testDealloc); }
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); CCSprite sprite1 = new CCSprite(batch.Texture, new CCRect(85 * 0, 121 * 1, 85, 121)); CCSprite sprite2 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121)); CCSprite sprite3 = new CCSprite(batch.Texture, new CCRect(85 * 2, 121 * 1, 85, 121)); CCSprite sprite4 = new CCSprite(batch.Texture, new CCRect(85 * 3, 121 * 1, 85, 121)); CCSprite sprite5 = new CCSprite(batch.Texture, new CCRect(85 * 0, 121 * 1, 85, 121)); CCSprite sprite6 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121)); CCSprite sprite7 = new CCSprite(batch.Texture, new CCRect(85 * 2, 121 * 1, 85, 121)); CCSprite sprite8 = new CCSprite(batch.Texture, new CCRect(85 * 3, 121 * 1, 85, 121)); CCSize s = CCDirector.SharedDirector.WinSize; sprite1.Position = new CCPoint((s.Width / 5) * 1, (s.Height / 3) * 1); sprite2.Position = new CCPoint((s.Width / 5) * 2, (s.Height / 3) * 1); sprite3.Position = new CCPoint((s.Width / 5) * 3, (s.Height / 3) * 1); sprite4.Position = new CCPoint((s.Width / 5) * 4, (s.Height / 3) * 1); sprite5.Position = new CCPoint((s.Width / 5) * 1, (s.Height / 3) * 2); sprite6.Position = new CCPoint((s.Width / 5) * 2, (s.Height / 3) * 2); sprite7.Position = new CCPoint((s.Width / 5) * 3, (s.Height / 3) * 2); sprite8.Position = new CCPoint((s.Width / 5) * 4, (s.Height / 3) * 2); CCActionInterval action = new CCFadeIn (2); CCActionInterval action_back = (CCActionInterval)action.Reverse(); CCAction fade = new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(action, action_back))); CCActionInterval tintred = new CCTintBy (2, 0, -255, -255); CCActionInterval tintred_back = (CCActionInterval)tintred.Reverse(); CCAction red = new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(tintred, tintred_back))); CCActionInterval tintgreen = new CCTintBy (2, -255, 0, -255); CCActionInterval tintgreen_back = (CCActionInterval)tintgreen.Reverse(); CCAction green = new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(tintgreen, tintgreen_back))); CCActionInterval tintblue = new CCTintBy (2, -255, -255, 0); CCActionInterval tintblue_back = (CCActionInterval)tintblue.Reverse(); CCAction blue = new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(tintblue, tintblue_back))); sprite5.RunAction(red); sprite6.RunAction(green); sprite7.RunAction(blue); sprite8.RunAction(fade); // late add: test dirtyColor and dirtyPosition 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); Schedule(removeAndAddSprite, 2); }
public override void OnEnter() { base.OnEnter(); var s = CCDirector.SharedDirector.WinSize; // // startPosition can be any coordinate, but since the movement // is relative to the Bezier curve, make it (0,0) // centerSprites(3); // sprite 1 CCBezierConfig bezier; bezier.ControlPoint1 = new CCPoint(0, s.Height / 2); bezier.ControlPoint2 = new CCPoint(300, -s.Height / 2); bezier.EndPosition = new CCPoint(300, 100); var bezierForward = new CCBezierBy (3, bezier); var bezierBack = bezierForward.Reverse(); var rep = new CCRepeatForever ((CCActionInterval)new CCSequence(bezierForward, bezierBack)); // sprite 2 m_tamara.Position = new CCPoint(80, 160); CCBezierConfig bezier2; bezier2.ControlPoint1 = new CCPoint(100, s.Height / 2); bezier2.ControlPoint2 = new CCPoint(200, -s.Height / 2); bezier2.EndPosition = new CCPoint(240, 160); var bezierTo1 = new CCBezierTo (2, bezier2); // sprite 3 m_kathia.Position = new CCPoint(400, 160); var bezierTo2 = new CCBezierTo (2, bezier2); m_grossini.RunAction(rep); m_tamara.RunAction(bezierTo1); m_kathia.RunAction(bezierTo2); }
public override void RunActionsInSprite(CCSprite sprite) { CCSize s = CCDirector.SharedDirector.WinSize; // sprite 1 CCBezierConfig bezier; bezier.ControlPoint1 = new CCPoint(0, s.Height / 2); bezier.ControlPoint2 = new CCPoint(300, -s.Height / 2); bezier.EndPosition = new CCPoint(300, 100); CCBezierBy bezierForward = new CCBezierBy(3, bezier); CCBezierBy bezierBack = (CCBezierBy) bezierForward.Reverse(); CCSequence seq = new CCSequence(bezierForward, bezierBack); CCRepeatForever rep = new CCRepeatForever(seq); sprite.RunAction(rep); sprite.RunAction( new CCRepeatForever( new CCSequence( new CCMoveBy(0.05f, new CCPoint(10, 0)), new CCMoveBy(0.05f, new CCPoint(-10, 0)) ) ) ); }
public override void OnEnter() { base.OnEnter(); centerSprites(2); var jump1 = new CCJumpBy (2, CCPoint.Zero, 100, 3); var jump2 = (CCJumpBy) jump1.Copy(); var rot1 = new CCRotateBy (1, 360); var rot2 = (CCRotateBy) rot1.Copy(); var t1 = new CCTargetedAction (m_kathia, jump2); var t2 = new CCTargetedAction (m_kathia, rot2); var seq = new CCSequence(jump1, t1, rot1, t2); var always = new CCRepeatForever (seq); m_tamara.RunAction(always); }
public override void OnEnter() { base.OnEnter(); centerSprites(1); var s = CCDirector.SharedDirector.WinSize; m_grossini.Position = new CCPoint(-200, s.Height / 2); var move = new CCMoveBy (2, new CCPoint(s.Width * 3, 0)); var move_back = move.Reverse(); var seq = new CCSequence(move, move_back); var rep = new CCRepeatForever (seq); m_grossini.RunAction(rep); RunAction(new CCFollow (m_grossini, new CCRect(0, 0, s.Width * 2 - 100, s.Height))); }
public override void OnEnter() { // todo : CCOrbitCamera hasn't been implement base.OnEnter(); centerSprites(3); var orbit1 = new CCOrbitCamera(2, 1, 0, 0, 180, 0, 0); var action1 = new CCSequence(orbit1,orbit1.Reverse()); var orbit2 = new CCOrbitCamera(2, 1, 0, 0, 180, -45, 0); var action2 = new CCSequence(orbit2, orbit2.Reverse()); var orbit3 = new CCOrbitCamera(2, 1, 0, 0, 180, 90, 0); var action3 = new CCSequence(orbit3, orbit3.Reverse()); m_kathia.RunAction(new CCRepeatForever (action1)); m_tamara.RunAction(new CCRepeatForever (action2)); m_grossini.RunAction(new CCRepeatForever (action3)); var move = new CCMoveBy (3, new CCPoint(100, -100)); var move_back = move.Reverse(); var seq = new CCSequence(move, move_back); var rfe = new CCRepeatForever (seq); m_kathia.RunAction(rfe); m_tamara.RunAction((CCAction) (rfe.Copy())); m_grossini.RunAction((CCAction) (rfe.Copy())); }
public override void OnEnter() { base.OnEnter(); alignSpritesLeft(2); var a1 = new CCMoveBy (1, new CCPoint(150, 0)); var action1 = new CCRepeat ( new CCSequence(new CCPlace(new CCPoint(60, 60)), a1), 3); var action2 = new CCRepeatForever ( (new CCSequence((CCActionInterval) (a1.Copy()), a1.Reverse())) ); m_kathia.RunAction(action1); m_tamara.RunAction(action2); }
public override void OnEnter() { base.OnEnter(); centerSprites(2); var seq = new CCSequence( new CCRotateTo (0.5f, -20), new CCRotateTo (0.5f, 20)); var rep1 = new CCRepeat (seq, 10); var rep2 = new CCRepeatForever ((CCActionInterval)(seq.Copy())); m_tamara.RunAction(rep1); m_kathia.RunAction(rep2); }
protected CCRepeatForever(CCRepeatForever repeatForever) : base(repeatForever) { var param = repeatForever.m_pInnerAction.Copy() as CCActionInterval; InitWithAction(param); }