Esempio n. 1
0
        public MyScene(SizeF size)
            : base(size)
        {
            BackgroundColor = new MonoTouch.UIKit.UIColor (.15f, .15f, .3f, 1);

            AddChild( new SKLabelNode ("Chalkduster") {
                Text = "Hello World",
                FontSize = 30,
                Position = new PointF(Frame.GetMidX(),Frame.GetMidY()),
            });
        }
Esempio n. 2
0
        public MyScene(SizeF size) : base(size)
        {
            BackgroundColor = new MonoTouch.UIKit.UIColor(.15f, .15f, .3f, 1);

            AddChild(new SKLabelNode("Chalkduster")
            {
                Text     = "Hello World",
                FontSize = 30,
                Position = new PointF(Frame.GetMidX(), Frame.GetMidY()),
            });
        }
Esempio n. 3
0
 //TODO Convert to HSV or HSB to bump the saturation to something more iOS looking.
 public Color CalculateColor(Int64 percentage)
 {
     if ((percentage < 0) || (percentage > 100))
     {
         return(_tmpCol);
     }
     #if __ANDROID__
     var tempCol = new Color(_redArray[percentage], _greenArray[percentage], _blueArray[percentage]);
     #elif __IOS__
     var tempCol = UIColor.FromRGB(_redArray[percentage], _greenArray[percentage], _blueArray[percentage]);
     #endif
     _tmpCol = tempCol;
     return(tempCol);
 }
		//TODO Convert to HSV or HSB to bump the saturation to something more iOS looking.
		public Color CalculateColor(Int64 percentage)
		{
			if ((percentage < 0) || (percentage > 100)) 
				return _tmpCol;
#if __ANDROID__
			var tempCol = new Color(_redArray[percentage], _greenArray[percentage], _blueArray[percentage]);
#elif __IOS__
			var tempCol = UIColor.FromRGB(_redArray[percentage], _greenArray[percentage], _blueArray[percentage]);
#endif
			_tmpCol = tempCol;
			return tempCol;
		}