void SolidCircle() { drawNode.DrawSolidCircle( pos: new CCPoint(100, 100), radius: 50, color: CCColor4B.Yellow); }
protected override void AddedToScene() { base.AddedToScene (); // Use the bounds to layout the positioning of our drawable assets CCRect bounds = VisibleBoundsWorldspace; // construct a white circle CCDrawNode circle = new CCDrawNode(); circle.DrawSolidCircle(new CCPoint(100.0f, 100.0f), 75.0f, new CCColor4B(255, 255, 255, 255)); AddChild(circle); // Register for touch events var touchListener = new CCEventListenerTouchAllAtOnce (); touchListener.OnTouchesEnded = OnTouchesEnded; AddEventListener (touchListener, this); }
public GameLayer() { drawNode = new CocosSharp.CCDrawNode(); this.AddChild(drawNode); drawNode.PositionX = 100; drawNode.PositionY = 100; drawNode.DrawSolidCircle(CCPoint.Zero, 100, CCColor4B.Green); // Uncomment one of the following to see // an example of a given Draw call: CardinalSpline(); // CatmullRom (); // Circle (); // CubicBezier (); // Ellipse (); // Line (); // LineList (); // Polygon (); // QuadBezier (); // Rect (); // Segment (); // SolidArc (); // SolidCircle (); // TriangleList (); Schedule((tick) => { drawNode.PositionX++; }); }
public GameLayer () { drawNodeRoot = new CCNode (); drawNodeRoot.PositionX = 500; drawNodeRoot.PositionY = 350; this.AddChild (drawNodeRoot); CCDrawNode circle; circle = new CCDrawNode (); circle.DrawSolidCircle (CCPoint.Zero, DefaultCircleRadius, CCColor4B.Red); drawNodeRoot.AddChild (circle); lineNode = new LineNode (); drawNodeRoot.AddChild (lineNode); variableLabel = new CCLabel ("Hello", "Arial", 46, CCLabelFormat.SystemFont); variableLabel.HorizontalAlignment = CCTextAlignment.Left; variableLabel.AnchorPoint = new CCPoint (0, 0); variableLabel.PositionX = 48; variableLabel.PositionY = 390; this.AddChild (variableLabel); easingLabel = new CCLabel ("Hello", "Arial", 46, CCLabelFormat.SystemFont); easingLabel.HorizontalAlignment = CCTextAlignment.Left; easingLabel.AnchorPoint = new CCPoint (0, 0); easingLabel.PositionX = 48; easingLabel.PositionY = 330; this.AddChild (easingLabel); inOutLabel = new CCLabel ("Hello", "Arial", 46, CCLabelFormat.SystemFont); inOutLabel.HorizontalAlignment = CCTextAlignment.Left; inOutLabel.AnchorPoint = new CCPoint (0, 0); inOutLabel.PositionX = 48; inOutLabel.PositionY = 270; this.AddChild (inOutLabel); UpdateLabels (); }
/// <summary> /// Draws the border. /// </summary> /// <param name="borderPositions">The border positions.</param> /// <param name="color">The border color.</param> /// <param name="owner">The area owner.</param> public void DrawBorder(HashSet<PositionI> borderPositions, CCColor4B color, Account owner) { RemoveBorder(owner); if (borderPositions != null) { var border = new CCDrawNode(); m_tileMap.TileLayersContainer.AddChild(border); m_drawNodes.Add(owner, border); var halfwidth = ClientConstants.TILE_HEX_IMAGE_WIDTH / 2.0f; var halfhight = ClientConstants.TILE_HEX_IMAGE_HEIGHT / 2.0f; // zentrieren der Grenzpunkte und zeichnen dieser foreach (var positionI in borderPositions) { var centerPos = PositionHelper.CellToTile(positionI.CellPosition); centerPos.X += halfwidth; centerPos.Y -= halfhight; border.DrawSolidCircle(centerPos, ClientConstants.TERRATORRY_BUILDING_BORDER_SIZE, color); } } }
void AddSun() { circleNode = new CCDrawNode (); circleNode.DrawSolidCircle (CCPoint.Zero, 30.0f, CCColor4B.Yellow); AddChild (circleNode); sun = new CCParticleSun (CCPoint.Zero); sun.StartColor = new CCColor4F (CCColor3B.Red); sun.EndColor = new CCColor4F (CCColor3B.Yellow); AddChild (sun); }
public override void OnEnter() { base.OnEnter(); CCSize windowSize = Layer.VisibleBoundsWorldspace.Size; CCDrawNode draw = new CCDrawNode(); AddChild(draw, 10); var s = windowSize; // Draw 10 circles for (int i = 0; i < 10; i++) { draw.DrawSolidCircle(s.Center, 10 * (10 - i), new CCColor4F(CCRandom.Float_0_1(), CCRandom.Float_0_1(), CCRandom.Float_0_1(), 1)); } // Draw polygons CCV3F_C4B[] points = new CCV3F_C4B[3]; points[0].Colors = CCColor4B.Red; points[0].Colors.A = 127; points[1].Colors = CCColor4B.Green; points[1].Colors.A = 127; points[2].Colors = CCColor4B.Blue; points[2].Colors.A = 127; points[0].Vertices.X = windowSize.Height / 4; points[0].Vertices.Y = 0; points[1].Vertices.X = windowSize.Width; points[1].Vertices.Y = windowSize.Height / 5; points[2].Vertices.X = windowSize.Width / 3 * 2; points[2].Vertices.Y = windowSize.Height; draw.DrawTriangleList(points); // star poly (triggers buggs) { const float o = 80; const float w = 20; const float h = 50; CCPoint[] star = new CCPoint[] { new CCPoint(o + w, o - h), new CCPoint(o + w * 2, o), // lower spike new CCPoint(o + w * 2 + h, o + w), new CCPoint(o + w * 2, o + w * 2), // right spike }; draw.DrawPolygon(star, star.Length, new CCColor4F(1, 0, 0, 0.5f), 1, new CCColor4F(0, 0, 1, 1)); } // star poly (doesn't trigger bug... order is important un tesselation is supported. { const float o = 180; const float w = 20; const float h = 50; var star = new CCPoint[] { new CCPoint(o, o), new CCPoint(o + w, o - h), new CCPoint(o + w * 2, o), // lower spike new CCPoint(o + w * 2 + h, o + w), new CCPoint(o + w * 2, o + w * 2), // right spike new CCPoint(o + w, o + w * 2 + h), new CCPoint(o, o + w * 2), // top spike new CCPoint(o - h, o + w), // left spike }; draw.DrawPolygon(star, star.Length, new CCColor4F(1, 0, 0, 0.5f), 1, new CCColor4F(0, 0, 1, 1)); } // Draw segment draw.DrawLine(new CCPoint(20, windowSize.Height), new CCPoint(20, windowSize.Height / 2), 10, new CCColor4F(0, 1, 0, 1), CCLineCap.Round); draw.DrawLine(new CCPoint(10, windowSize.Height / 2), new CCPoint(windowSize.Width / 2, windowSize.Height / 2), 40, new CCColor4F(1, 0, 1, 0.5f), CCLineCap.Round); }
public override void OnEnter() { base.OnEnter(); CCSize windowSize = Layer.VisibleBoundsWorldspace.Size; CCDrawNode draw = new CCDrawNode(); AddChild(draw, 10); var s = windowSize; // Draw 10 circles for (int i = 0; i < 10; i++) { draw.DrawSolidCircle(s.Center, 10 * (10 - i), new CCColor4F(CCRandom.Float_0_1(), CCRandom.Float_0_1(), CCRandom.Float_0_1(), 1)); } // Draw polygons CCPoint[] points = new CCPoint[] { new CCPoint(windowSize.Height / 4, 0), new CCPoint(windowSize.Width, windowSize.Height / 5), new CCPoint(windowSize.Width / 3 * 2, windowSize.Height) }; draw.DrawPolygon(points, points.Length, new CCColor4F(1.0f, 0, 0, 0.5f), 4, new CCColor4F(0, 0, 1, 1)); // star poly (triggers buggs) { const float o = 80; const float w = 20; const float h = 50; CCPoint[] star = new CCPoint[] { new CCPoint(o + w, o - h), new CCPoint(o + w * 2, o), // lower spike new CCPoint(o + w * 2 + h, o + w), new CCPoint(o + w * 2, o + w * 2), // right spike }; draw.DrawPolygon(star, star.Length, new CCColor4F(1, 0, 0, 0.5f), 1, new CCColor4F(0, 0, 1, 1)); } // star poly (doesn't trigger bug... order is important un tesselation is supported. { const float o = 180; const float w = 20; const float h = 50; var star = new CCPoint[] { new CCPoint(o, o), new CCPoint(o + w, o - h), new CCPoint(o + w * 2, o), // lower spike new CCPoint(o + w * 2 + h, o + w), new CCPoint(o + w * 2, o + w * 2), // right spike new CCPoint(o + w, o + w * 2 + h), new CCPoint(o, o + w * 2), // top spike new CCPoint(o - h, o + w), // left spike }; draw.DrawPolygon(star, star.Length, new CCColor4F(1, 0, 0, 0.5f), 1, new CCColor4F(0, 0, 1, 1)); } // Draw segment draw.DrawLine(new CCPoint(20, windowSize.Height), new CCPoint(20, windowSize.Height / 2), 10, new CCColor4F(0, 1, 0, 1), CCLineCap.Round); draw.DrawLine(new CCPoint(10, windowSize.Height / 2), new CCPoint(windowSize.Width / 2, windowSize.Height / 2), 40, new CCColor4F(1, 0, 1, 0.5f), CCLineCap.Round); CCSize size = Layer.VisibleBoundsWorldspace.Size; var visibleRect = VisibleBoundsWorldspace; // draw quad bezier path draw.DrawQuadBezier(new CCPoint(0, size.Height), visibleRect.Center, (CCPoint)visibleRect.Size, 50, 3, new CCColor4B(255, 0, 255, 255)); // draw cubic bezier path draw.DrawCubicBezier(visibleRect.Center, new CCPoint(size.Width / 2 + 30, size.Height / 2 + 50), new CCPoint(size.Width / 2 + 60, size.Height / 2 - 50), new CCPoint(size.Width, size.Height / 2), 100, 2, CCColor4B.Green); // draw an ellipse within rectangular region draw.DrawEllipse(new CCRect(100, 300, 100, 200), 8, CCColor4B.AliceBlue); var splinePoints = new List<CCPoint>(); splinePoints.Add(new CCPoint(0, 0)); splinePoints.Add(new CCPoint(50, 70)); splinePoints.Add(new CCPoint(0, 140)); splinePoints.Add(new CCPoint(100, 210)); splinePoints.Add(new CCPoint(0, 280)); splinePoints.Add(new CCPoint(150, 350)); int numberOfSegments = 64; float tension = .05f; draw.DrawCardinalSpline(splinePoints, tension, numberOfSegments); draw.DrawSolidArc( pos: new CCPoint(350, windowSize.Height * 0.75f), radius: 100, startAngle: CCMathHelper.ToRadians(45), sweepAngle: CCMathHelper.Pi / 2, // this is in radians, clockwise color: CCColor4B.Aquamarine); }
public override void OnEnter() { base.OnEnter(); CCDrawNode circle = new CCDrawNode(); circle.DrawSolidCircle(new CCPoint(150.0f, 150.0f), 75.0f, new CCColor4B(255, 255, 255, 255)); CCRenderTexture rtm = new CCRenderTexture(new CCSize(200.0f, 200.0f), new CCSize(200.0f, 200.0f), CCSurfaceFormat.Color, CCDepthFormat.Depth24Stencil8); rtm.BeginWithClear(CCColor4B.Orange); circle.Visit(); // Draw to rendertarget rtm.End(); // Create a new sprite from the render target texture var sprite = new CCSprite(rtm.Texture); sprite.Position = VisibleBoundsWorldspace.Center; AddChild(sprite); }
public override void OnEnter() { base.OnEnter(); CCDrawNode circle = new CCDrawNode(); circle.DrawSolidCircle(new CCPoint(150.0f, 150.0f), 75.0f, new CCColor4B(255, 255, 255, 255)); CCRenderTexture rtm = new CCRenderTexture(new CCSize(200.0f, 200.0f), new CCSize(200.0f, 200.0f), CCSurfaceFormat.Color, CCDepthFormat.Depth24Stencil8); rtm.BeginWithClear(CCColor4B.Orange); circle.Visit(); rtm.End(); // Make sure our children nodes get visited rtm.Sprite.Position = VisibleBoundsWorldspace.Center; rtm.Sprite.AnchorPoint = CCPoint.AnchorMiddle; AddChild(rtm.Sprite); }