public RenderTextureCompositeTest() { var winSize = CCDirector.SharedDirector.WinSize; var characterSpriteFactory = new CharacterSpriteFactory(); _testSprite = new CCSprite(@"Images\grossini_dance_01"); _testSprite2 = new CCSprite(@"Images\grossini_dance_02"); _swingAnimate = characterSpriteFactory.CreateAnimateAction(); _thrustAnimate = characterSpriteFactory.CreateAnimateAction(); _dodgeAnimate = characterSpriteFactory.CreateAnimateAction(); _collapseAnimate = characterSpriteFactory.CreateAnimateAction(); _swingAnimate2 = characterSpriteFactory.CreateAnimateAction(); _thrustAnimate2 = characterSpriteFactory.CreateAnimateAction(); _dodgeAnimate2 = characterSpriteFactory.CreateAnimateAction(); _collapseAnimate2 = characterSpriteFactory.CreateAnimateAction(); _testSprite.Position = new CCPoint(winSize.Width / 2 -200, winSize.Height / 2 + 100); AddChild(_testSprite); _testSprite2.Position = new CCPoint(winSize.Width / 2 + 200, winSize.Height / 2 + 100); _testSprite2.FlipX = true; AddChild(_testSprite2); AnimationLoop(); AnimationLoop2(); }
public SpriteAnimationSplit() { CCSize s = CCDirector.SharedDirector.WinSize; CCTexture2D texture = CCTextureCache.SharedTextureCache.AddImage("animations/dragon_animation"); // manually add frames to the frame cache CCSpriteFrame frame0 = new CCSpriteFrame(texture, new CCRect(132 * 0, 132 * 0, 132, 132)); CCSpriteFrame frame1 = new CCSpriteFrame(texture, new CCRect(132 * 1, 132 * 0, 132, 132)); CCSpriteFrame frame2 = new CCSpriteFrame(texture, new CCRect(132 * 2, 132 * 0, 132, 132)); CCSpriteFrame frame3 = new CCSpriteFrame(texture, new CCRect(132 * 3, 132 * 0, 132, 132)); CCSpriteFrame frame4 = new CCSpriteFrame(texture, new CCRect(132 * 0, 132 * 1, 132, 132)); CCSpriteFrame frame5 = new CCSpriteFrame(texture, new CCRect(132 * 1, 132 * 1, 132, 132)); // // Animation using Sprite BatchNode // CCSprite sprite = new CCSprite(frame0); sprite.Position = (new CCPoint(s.Width / 2 - 80, s.Height / 2)); AddChild(sprite); var animFrames = new List<CCSpriteFrame>(6); animFrames.Add(frame0); animFrames.Add(frame1); animFrames.Add(frame2); animFrames.Add(frame3); animFrames.Add(frame4); animFrames.Add(frame5); CCAnimation animation = new CCAnimation(animFrames, 0.2f); CCAnimate animate = new CCAnimate (animation); CCActionInterval seq = (CCActionInterval)(new CCSequence(animate, new CCFlipX(true), (CCFiniteTimeAction)animate.Copy(), new CCFlipX(false) )); sprite.RunAction(new CCRepeatForever (seq)); //animFrames->release(); // win32 : memory leak 2010-0415 }
public override void OnEnter() { base.OnEnter(); centerSprites(3); // // Manual animation // var animation = new CCAnimation(); for (var i = 1; i < 15; i++) { var szName = String.Format("Images/grossini_dance_{0:00}", i); animation.AddSpriteFrameWithFileName(szName); } // should last 2.8 seconds. And there are 14 frames. animation.DelayPerUnit = 2.8f / 14.0f; animation.RestoreOriginalFrame = true; var action = new CCAnimate (animation); m_grossini.RunAction(new CCSequence(action, action.Reverse())); // // File animation // // With 2 loops and reverse var cache = CCAnimationCache.SharedAnimationCache; cache.AddAnimationsWithFile("animations/animations-2.plist"); var animation2 = cache.AnimationByName("dance_1"); var action2 = new CCAnimate (animation2); m_tamara.RunAction(new CCSequence(action2, action2.Reverse())); // TODO: // observer_ = [[NSNotificationCenter defaultCenter] addObserverForName:CCAnimationFrameDisplayedNotification object:nil queue:nil usingBlock:^(NSNotification* notification) { // // NSDictionary *userInfo = [notification userInfo]; // NSLog(@"object %@ with data %@", [notification object], userInfo ); // }]; // // File animation // // with 4 loops var animation3 = (CCAnimation) animation2.Copy(); animation3.Loops = 4; var action3 = new CCAnimate (animation3); m_kathia.RunAction(action3); }
protected CCAnimate(CCAnimate animate) : base(animate) { InitWithAnimation((CCAnimation) animate.m_pAnimation.Copy()); }
protected CCAnimate(CCAnimate animate) : base(animate) { InitWithAnimation((CCAnimation)animate.m_pAnimation.Copy()); }
public AnimationCache() { var frameCache = CCSpriteFrameCache.SharedSpriteFrameCache; frameCache.AddSpriteFramesWithFile("animations/grossini.plist"); frameCache.AddSpriteFramesWithFile("animations/grossini_gray.plist"); frameCache.AddSpriteFramesWithFile("animations/grossini_blue.plist"); // // create animation "dance" // var animFrames = new List<CCSpriteFrame>(15); string str = ""; for (int i = 1; i < 15; i++) { str = string.Format("grossini_dance_{0:00}.png", i); CCSpriteFrame frame = CCSpriteFrameCache.SharedSpriteFrameCache.SpriteFrameByName(str); animFrames.Add(frame); } CCAnimation animation = new CCAnimation(animFrames, 0.2f); // Add an animation to the Cache CCAnimationCache.SharedAnimationCache.AddAnimation(animation, "dance"); // // create animation "dance gray" // animFrames.Clear(); for (int i = 1; i < 15; i++) { str = String.Format("grossini_dance_gray_{0:00}.png", i); CCSpriteFrame frame = CCSpriteFrameCache.SharedSpriteFrameCache.SpriteFrameByName(str); animFrames.Add(frame); } animation = new CCAnimation(animFrames, 0.2f); // Add an animation to the Cache CCAnimationCache.SharedAnimationCache.AddAnimation(animation, "dance_gray"); // // create animation "dance blue" // animFrames.Clear(); for (int i = 1; i < 4; i++) { str = String.Format("grossini_blue_{0:00}.png", i); CCSpriteFrame frame = CCSpriteFrameCache.SharedSpriteFrameCache.SpriteFrameByName(str); animFrames.Add(frame); } animation = new CCAnimation(animFrames, 0.2f); // Add an animation to the Cache CCAnimationCache.SharedAnimationCache.AddAnimation(animation, "dance_blue"); CCAnimationCache animCache = CCAnimationCache.SharedAnimationCache; CCAnimation normal = animCache.AnimationByName("dance"); normal.RestoreOriginalFrame = true; CCAnimation dance_grey = animCache.AnimationByName("dance_gray"); dance_grey.RestoreOriginalFrame = true; CCAnimation dance_blue = animCache.AnimationByName("dance_blue"); dance_blue.RestoreOriginalFrame = true; CCAnimate animN = new CCAnimate (normal); CCAnimate animG = new CCAnimate (dance_grey); CCAnimate animB = new CCAnimate (dance_blue); CCFiniteTimeAction seq = new CCSequence(animN, animG, animB); // create an sprite without texture CCSprite grossini = new CCSprite(); grossini.DisplayFrame = frameCache.SpriteFrameByName("grossini_dance_01.png"); CCSize winSize = CCDirector.SharedDirector.WinSize; grossini.Position = (new CCPoint(winSize.Width / 2, winSize.Height / 2)); AddChild(grossini); // run the animation grossini.RunAction(seq); }
public CCAnimate CreateAnimateAction() { var frameList = new List<CCSpriteFrame>(); for (var i = 0; i < 7; i++) { var texture = CreateCharacterTexture(); var sprite = new CCSpriteFrame(texture, new CCRect(0, 0, texture.ContentSize.Width, texture.ContentSize.Height)); frameList.Add(sprite); } var animation = new CCAnimation(frameList, 0.1f); var animate = new CCAnimate (animation); return animate; }
public static CCAnimate CreateAnimate(string[] spriteFrmaeName, float delay, uint loops = 0) { List<CCSpriteFrame> frames = new List<CCSpriteFrame>(); for (int i = 0; i < spriteFrmaeName.Length; i++) frames.Add(Factory.CreateSpriteFrame(spriteFrmaeName[i])); CCAnimation animation = new CCAnimation(frames, delay); if (loops != 0) animation.Loops = loops; CCAnimate animate = new CCAnimate(animation); return animate; }