public GameLayer() : base(CCColor4B.Blue, CCColor4B.AliceBlue) { // Set the layer gradient direction this.Vector = new CCPoint (0.5f, 0.5f); // Create and add sprites // We will later be applying a wave action to these sprites // These type of actions can only be applied to CCNodeGrid instances // Therefore, wrap our sprites in a CCNodeGrid parent monkeySprite1 = new CCNodeGrid (); monkeySprite1.AddChild (new CCSprite ("monkey")); AddChild (monkeySprite1); monkeySprite2 = new CCNodeGrid (); monkeySprite2.AddChild (new CCSprite ("monkey")); AddChild (monkeySprite2); // Define actions var moveUp = new CCMoveBy (1.0f, new CCPoint (0.0f, 50.0f)); var moveDown = moveUp.Reverse (); // A CCSequence action runs the list of actions in ... sequence! CCSequence moveSeq = new CCSequence (new CCEaseBackInOut (moveUp), new CCEaseBackInOut (moveDown)); repeatedAction = new CCRepeatForever (moveSeq); // A CCSpawn action runs the list of actions concurrently dreamAction = new CCSpawn (new CCFadeIn (5.0f), new CCWaves (5.0f, new CCGridSize (10, 20), 4, 4)); // Schedule for method to be called every 0.1s Schedule (UpdateLayerGradient, 0.1f); }
public CCLens3DState (CCLens3D action, CCNodeGrid target) : base (action, target) { Position = action.Position; Radius = action.Radius; LensScale = action.LensScale; Concave = action.Concave; }
async void StressIt (float dt) { if (this.NumberOfRunningActions > 0) return; var targetNode = new CCNodeGrid(); AddChild(targetNode); //lbl = new CCSprite("images/bat2.png"); label1 = CreateLabel (string.Format("Score: {0:n0} - Level: {1}", 123456, count), 30, CCColor3B.Yellow, CCColor3B.Blue); label1.Position = this.ContentSize.Center; targetNode.AddChild(label1); count++; await targetNode.RunActionAsync(fadeOut); // Make sure we unset our grid that was attached. targetNode.Grid = null; label1.RemoveFromParent(); label1 = null; targetNode.RemoveFromParent(); // GC.Collect (); // GC.WaitForPendingFinalizers (); // GC.Collect (); }
public CCLens3DState(CCLens3D action, CCNodeGrid target) : base(action, target) { Position = action.Position; Radius = action.Radius; LensScale = action.LensScale; Concave = action.Concave; }
public TextLayer() : base() { Color = new CCColor3B(32, 128, 32); Opacity = 255; BaseNode = new CCNodeGrid(); var effect = CurrentAction; BaseNode.RunAction(effect); AddChild(BaseNode, 0, EffectTestScene.kTagBackground); var bg = new CCSprite(TestResource.s_back3); BaseNode.AddChild(bg, 0); var Kathia = new CCSprite(TestResource.s_pPathSister2); BaseNode.AddChild(Kathia, 1, EffectTestScene.kTagKathia); var sc = new CCScaleBy(2, 5); var sc_back = sc.Reverse(); Kathia.RunAction(new CCRepeatForever(sc, sc_back)); var Tamara = new CCSprite(TestResource.s_pPathSister1); BaseNode.AddChild(Tamara, 1, EffectTestScene.kTagTamara); var sc2 = new CCScaleBy(2, 5); var sc2_back = sc2.Reverse(); Tamara.RunAction(new CCRepeatForever(sc2, sc2_back)); }
public override void OnEnter() { CCRect visibleBounds = Layer.VisibleBoundsWorldspace; base.OnEnter(); bgNode = new CCNodeGrid (); bgNode.AnchorPoint = CCPoint.AnchorMiddle; contentLayer.AddChild (bgNode); //bgNode.Position = visibleBounds.Center; var bg = new CCSprite("Images/background3"); //bg.AnchorPoint = CCPoint.AnchorMiddle; bg.Position = visibleBounds.Center; //bgNode.ContentSize = bg.ContentSize; bgNode.AddChild (bg); Target1 = new CCNodeGrid(); Target1.AnchorPoint = CCPoint.AnchorMiddle; grossini = new CCSprite("Images/grossinis_sister2"); Target1.AddChild(grossini); bgNode.AddChild (Target1); Target1.Position = bg.BoundingBox.Center + new CCPoint(-100.0f, 0.0f); //grossini.Position = var sc = new CCScaleBy(2, 5); var sc_back = sc.Reverse(); Target1.RepeatForever(sc, sc_back); Target2 = new CCNodeGrid(); Target2.AnchorPoint = CCPoint.AnchorMiddle; tamara = new CCSprite("Images/grossinis_sister1"); Target2.AddChild(tamara); bgNode.AddChild(Target2); Target2.Position = bg.BoundingBox.Center + new CCPoint(100.0f, 0.0f); var sc2 = new CCScaleBy(2, 5); var sc2_back = sc2.Reverse(); tamara.RepeatForever(sc2, sc2_back); }
public CCGridActionState(CCGridAction action, CCNodeGrid target) : base(action, target) { GridSize = action.GridSize; // If target is not a CCNodeGrid we will want to emmit a message and // return or there can be possible NRE's later on. var gridNodeTarget = Target as CCNodeGrid; if (gridNodeTarget == null) { Debug.Assert(false, "Grid Actions only target CCNodeGrids."); CCLog.Log("Grid Actions only target CCNodeGrids."); return; } CCGridBase targetGrid = target.Grid; if (targetGrid != null && targetGrid.ReuseGrid > 0) { Grid = targetGrid; if (targetGrid.Active && targetGrid.GridSize.X == GridSize.X && targetGrid.GridSize.Y == GridSize.Y) { targetGrid.Reuse(); } else { Debug.Assert(false); } } else { if (targetGrid != null && targetGrid.Active) { targetGrid.Active = false; } CCGridBase newgrid = Grid; if (target != null) { target.Grid = newgrid; target.Grid.Active = true; } } }
public CCGridActionState (CCGridAction action, CCNodeGrid target) : base (action, target) { GridSize = action.GridSize; // If target is not a CCNodeGrid we will want to emmit a message and // return or there can be possible NRE's later on. var gridNodeTarget = Target as CCNodeGrid; if (gridNodeTarget == null) { Debug.Assert(false, "Grid Actions only target CCNodeGrids."); CCLog.Log("Grid Actions only target CCNodeGrids."); return; } CCGridBase targetGrid = target.Grid; if (targetGrid != null && targetGrid.ReuseGrid > 0) { Grid = targetGrid; if (targetGrid.Active && targetGrid.GridSize.X == GridSize.X && targetGrid.GridSize.Y == GridSize.Y) { targetGrid.Reuse (); } else { Debug.Assert (false); } } else { if (targetGrid != null && targetGrid.Active) { targetGrid.Active = false; } CCGridBase newgrid = Grid; if (target != null) { target.Grid = newgrid; target.Grid.Active = true; } } }
public override void OnEnter() { base.OnEnter(); var effect = new CCSequence(new CCDelayTime (2.0f), new CCShaky3D(5.0f, new CCGridSize(5, 5), 16, false)); // cleanup contentLayer.RemoveChild(bgNode, true); // background var layer = new CCDrawNode(); layer.Color = CCColor3B.Red; layer.Opacity = 255; layer.DrawRect(VisibleBoundsWorldspace); AddChild(layer, -10); var sprite = new CCSprite("Images/grossini"); sprite.Position = new CCPoint(50, 80); layer.AddChild(sprite, 10); // foreground var layer2BaseGrid = new CCNodeGrid (); var layer2 = new CCDrawNode(); layer2.Color = CCColor3B.Green; layer2.Opacity = 255; layer2.DrawRect(VisibleBoundsWorldspace); var fog = new CCSprite("Images/Fog"); var bf = new CCBlendFunc {Source = CCOGLES.GL_SRC_ALPHA, Destination = CCOGLES.GL_ONE_MINUS_SRC_ALPHA}; fog.BlendFunc = bf; layer2.AddChild(fog, 1); AddChild(layer2BaseGrid, 1); layer2BaseGrid.AddChild (layer2); layer2BaseGrid.RepeatForever(effect); }
public CCFadeOutUpTilesState (CCFadeOutUpTiles action, CCNodeGrid target) : base (action, target) { }
public CCJumpTiles3DState (CCJumpTiles3D action, CCNodeGrid target) : base (action, target) { NumberOfJumps = action.NumberOfJumps; }
public CCTiledGrid3DActionState (CCTiledGrid3DAction action, CCNodeGrid target) : base (action, target) { }
public CCWavesState(CCWaves action, CCNodeGrid target) : base(action, target) { Vertical = action.Vertical; Horizontal = action.Horizontal; }
public CCGridActionState (CCGridAction action, CCNodeGrid target) : this (action, (CCNode)target) { }
public CCWavesTiles3DState(CCWavesTiles3D action, CCNodeGrid target) : base(action, target) { Waves = action.Waves; }
public CCFlipX3DState(CCFlipX3D action, CCNodeGrid target) : base(action, target) { }
public CCJumpTiles3DState(CCJumpTiles3D action, CCNodeGrid target) : base(action, target) { NumberOfJumps = action.NumberOfJumps; }
public CCFlipY3DState (CCFlipY3D action, CCNodeGrid target) : base (action, target) { }
public CCTwirlState (CCTwirl action, CCNodeGrid target) : base (action, target) { Twirls = action.Twirls; PositionInPixels = action.Position; }
public CCLiquidState(CCLiquid action, CCNodeGrid target) : base(action, target) { Waves = action.Waves; }
public CCWaves3DState (CCWaves3D action, CCNodeGrid target) : base (action, target) { }
public CCWavesState (CCWaves action, CCNodeGrid target) : base (action, target) { Vertical = action.Vertical; Horizontal = action.Horizontal; }
public CCRipple3DState(CCRipple3D action, CCNodeGrid target) : base(action, target) { Position = action.Position; Radius = action.Radius; Waves = action.Waves; }
public CCFadeOutBLTilesState(CCFadeOutBLTiles action, CCNodeGrid target) : base(action, target) { }
public CCRipple3DState (CCRipple3D action, CCNodeGrid target) : base (action, target) { Position = action.Position; Radius = action.Radius; Waves = action.Waves; }
public CCWaves3DState(CCWaves3D action, CCNodeGrid target) : base(action, target) { }
public CCTwirlState(CCTwirl action, CCNodeGrid target) : base(action, target) { Twirls = action.Twirls; PositionInPixels = action.Position; }
public CCTiledGrid3DActionState(CCTiledGrid3DAction action, CCNodeGrid target) : base(action, target) { }
public CCPageTurn3DState(CCPageTurn3D action, CCNodeGrid target) : base(action, target) { }
public CCGridActionState(CCGridAction action, CCNodeGrid target) : this(action, (CCNode)target) { }
public CCWavesTiles3DState (CCWavesTiles3D action, CCNodeGrid target) : base (action, target) { Waves = action.Waves; }