Esempio n. 1
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        public StressTest2()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            CCLayer sublayer = new CCLayer();

            CCSprite sp1 = new CCSprite(TestResource.s_pPathSister1);

            sp1.Position = (new CCPoint(80, s.Height / 2));

            CCActionInterval move             = new CCMoveBy(3, new CCPoint(350, 0));
            CCActionInterval move_ease_inout3 = new CCEaseInOut((CCActionInterval)(move.Copy()), 2.0f);
            var move_ease_inout_back3         = (CCActionInterval)move_ease_inout3.Reverse();
            CCFiniteTimeAction seq3           = CCSequence.FromActions(move_ease_inout3, move_ease_inout_back3);

            sp1.RunAction(new CCRepeatForever((CCActionInterval)seq3));
            sublayer.AddChild(sp1, 1);

            CCParticleFire fire = new CCParticleFire();

            fire.Texture  = (CCTextureCache.SharedTextureCache.AddImage("Images/fire"));
            fire.Position = (new CCPoint(80, s.Height / 2 - 50));

            var copy_seq3 = (CCActionInterval)(seq3.Copy());

            fire.RunAction(new CCRepeatForever(copy_seq3));
            sublayer.AddChild(fire, 2);

            Schedule((shouldNotLeak), 6.0f);

            AddChild(sublayer, 0, CocosNodeTestStaticLibrary.kTagSprite1);
        }
Esempio n. 2
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        public StressTest2()
        {
            var sublayer = new CCLayer();

            var sp1 = new CCSprite(TestResource.s_pPathSister1);


            var move                  = new CCMoveBy(3, new CCPoint(350, 0));
            var move_ease_inout3      = new CCEaseInOut(move, 2.0f);
            var move_ease_inout_back3 = move_ease_inout3.Reverse();
            var seq3                  = new CCSequence(move_ease_inout3, move_ease_inout_back3);

            sp1.RepeatForever(seq3);

            sublayer.AddChild(sp1, 1, CocosNodeTestStaticLibrary.kTagSprite2);

            var fire = new CCParticleFire(CCPoint.Zero)
            {
                Tag = CocosNodeTestStaticLibrary.kTagSprite3
            };

            fire.Texture = (CCTextureCache.SharedTextureCache.AddImage("Images/fire"));

            fire.RepeatForever(seq3);
            sublayer.AddChild(fire, 2);

            Schedule(shouldNotLeak, 6.0f);

            AddChild(sublayer, 0, CocosNodeTestStaticLibrary.kTagSprite1);
        }
Esempio n. 3
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        public StressTest2()
        {
            CCSize s = CCDirector.sharedDirector().getWinSize();

            CCLayer sublayer = CCLayer.node();

            CCSprite sp1 = CCSprite.spriteWithFile(TestResource.s_pPathSister1);

            sp1.position = (new CCPoint(80, s.height / 2));

            CCActionInterval   move                  = CCMoveBy.actionWithDuration(3, new CCPoint(350, 0));
            CCActionInterval   move_ease_inout3      = CCEaseInOut.actionWithAction((CCActionInterval)(move.copy()), 2.0f);
            CCActionInterval   move_ease_inout_back3 = (CCActionInterval)move_ease_inout3.reverse();
            CCFiniteTimeAction seq3                  = CCSequence.actions(move_ease_inout3, move_ease_inout_back3);

            sp1.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq3));
            sublayer.addChild(sp1, 1);

            CCParticleFire fire = CCParticleFire.node();

            fire.Texture  = (CCTextureCache.sharedTextureCache().addImage("Images/fire"));
            fire.position = (new CCPoint(80, s.height / 2 - 50));

            CCActionInterval copy_seq3 = (CCActionInterval)(seq3.copy());

            fire.runAction(CCRepeatForever.actionWithAction(copy_seq3));
            sublayer.addChild(fire, 2);

            schedule((shouldNotLeak), 6.0f);

            addChild(sublayer, 0, CocosNodeTestStaticLibrary.kTagSprite1);
        }
Esempio n. 4
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        public override void onEnter()
        {
            base.onEnter();

            m_emitter = CCParticleFire.node();
            m_background.addChild(m_emitter, 10);

            m_emitter.Texture = CCTextureCache.sharedTextureCache().addImage(TestResource.s_fire);    //.pvr"];
            CCPoint p = m_emitter.position;

            m_emitter.position = new CCPoint(p.x, 100);

            setEmitterPosition();
        }
Esempio n. 5
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        void AddShip(CCRect bounds)
        {
            ship = new CCDrawNode();

            CCPoint[] points =
            {
                new CCPoint(0,  25),
                new CCPoint(50,  0),
                new CCPoint(0, -25)
            };

            ship.DrawPolygon(points, points.Length, CCColor4B.White, 1.0f, CCColor4B.Orange);
            ship.Position = new CCPoint(bounds.MinX + 100.0f, bounds.MidY);
            AddChild(ship);

            var fire = new CCParticleFire(new CCPoint(-10.0f, 0.0f));

            fire.Rotation = -90.0f;
            fire.Scale    = 0.5f;
            ship.AddChild(fire);
        }
Esempio n. 6
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 public static new CCParticleFire Create()
 {
     var ret = new CCParticleFire();
     ret.InitWithTotalParticles(250);
     return ret;
 }
Esempio n. 7
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        void HandleViewCreated(object sender, EventArgs e)
        {
            //loads the view
            var ccGView            = sender as CCGameView;
            var contentSearchPaths = new List <string>()
            {
                "Resources", "Assets"
            };

            ccGView.ContentManager.SearchPaths = contentSearchPaths;

            if (ccGView != null)
            {
                //if the view is created then load all the assets
                ccGView.DesignResolution = new CCSizeI(App.Width, App.Height);
                _scene = new CCScene(ccGView);
                _layer = new CCLayer();
                _scene.AddLayer(_layer);

                //ship
                ship           = new Ship(this);
                ship.PositionX = ((App.Width) / 2);
                ship.PositionY = ((App.Height) / 4);

                _layer.AddChild(ship);

                //starts are generated as particles
                var stars = new CCParticleRain(new CCPoint(200, App.Height))
                {
                    StartSize      = 1,
                    Color          = CCColor3B.White,
                    Speed          = 250,
                    SourcePosition = new CCPoint(0.0f, -10.0f),
                };
                stars.StartColor = new CCColor4F(1.0f, 1.0f, 1.0f, 1.0f);
                _layer.AddChild(stars);


                var faststars = new CCParticleRain(new CCPoint(200, App.Height))
                {
                    StartSize      = 1,
                    Speed          = 500,
                    SourcePosition = new CCPoint(0.0f, -10.0f),
                };
                faststars.StartColor = new CCColor4F(1.0f, 1.0f, 1.0f, 1.0f);
                _layer.AddChild(faststars);

                var slowstars = new CCParticleRain(new CCPoint(200, App.Height))
                {
                    TotalParticles = 1,
                    StartSize      = 2,
                    Color          = CCColor3B.Blue,
                    Speed          = 50,
                    SourcePosition = new CCPoint(0.0f, -10.0f),
                };
                faststars.StartColor = new CCColor4F(0.0f, 0.0f, 1.0f, 1.0f);
                _layer.AddChild(slowstars);
                //the fire trailing the rocket
                fire = new CCParticleFire(new CCPoint(((App.Width) / 2), ((App.Height) / 4)))
                {
                    StartSize      = 1,
                    Angle          = 270,
                    Speed          = 100,
                    SourcePosition = new CCPoint(0.0f, -10.0f),
                };
                _layer.AddChild(fire);
                //the handlers for the screne being touched
                var touchEvent = new CCEventListenerTouchAllAtOnce();
                touchEvent.OnTouchesEnded = OnTouchesEnded;
                _layer.AddEventListener(touchEvent);

                //asteroid
                asteroids = new List <Asteroid>();
                void HandleAsteroidCreated(Asteroid newAsteroid)
                {
                    _layer.AddChild(newAsteroid);
                    asteroids.Add(newAsteroid);
                }

                AsteroidFactory.Self.AsteroidCreated += HandleAsteroidCreated;

                //psyche

                psyche           = new Psyche();
                psyche.PositionX = 200;
                psyche.PositionY = 4000;
                psyche.VelocityY = -50;
                _layer.AddChild(psyche);
                ccGView.RunWithScene(_scene);
            }
        }