Esempio n. 1
0
        public Box2DTestLayer()
        {
            TouchEnabled = true;
            AccelerometerEnabled = true;
            CCSize s = CCDirector.SharedDirector.WinSize;
            // init physics
            initPhysics();
            // create reset button
            createResetButton();

            //Set up sprite
            // Use batch node. Faster
            _batch = CCSpriteBatchNode.Create("Images/blocks", 100);
            m_pSpriteTexture = _batch.Texture;
            AddChild(_batch, 0, kTagParentNode);

            addNewSpriteAtPosition(new CCPoint(s.Width / 2, s.Height / 2));

            CCLabelTTF label = new CCLabelTTF("Tap screen", "Marker Felt", 32);
            AddChild(label, 0);
            label.Color = new CCColor3B(0, 0, 255);
            label.Position = new CCPoint(s.Width / 2, s.Height - 50);

            ScheduleUpdate();
        }
        public SpriteBatchNodeColorOpacity()
        {
            // small capacity. Testing resizing.
            // Don't use capacity=1 in your real game. It is expensive to resize the capacity
            CCSpriteBatchNode batch = new CCSpriteBatchNode("Images/grossini_dance_atlas", 1);
            AddChild(batch, 0, (int)kTags.kTagSpriteBatchNode);

            CCSprite sprite1 = new CCSprite(batch.Texture, new CCRect(85 * 0, 121 * 1, 85, 121));
            CCSprite sprite2 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121));
            CCSprite sprite3 = new CCSprite(batch.Texture, new CCRect(85 * 2, 121 * 1, 85, 121));
            CCSprite sprite4 = new CCSprite(batch.Texture, new CCRect(85 * 3, 121 * 1, 85, 121));

            CCSprite sprite5 = new CCSprite(batch.Texture, new CCRect(85 * 0, 121 * 1, 85, 121));
            CCSprite sprite6 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121));
            CCSprite sprite7 = new CCSprite(batch.Texture, new CCRect(85 * 2, 121 * 1, 85, 121));
            CCSprite sprite8 = new CCSprite(batch.Texture, new CCRect(85 * 3, 121 * 1, 85, 121));

            CCSize s = CCDirector.SharedDirector.WinSize;
            sprite1.Position = new CCPoint((s.Width / 5) * 1, (s.Height / 3) * 1);
            sprite2.Position = new CCPoint((s.Width / 5) * 2, (s.Height / 3) * 1);
            sprite3.Position = new CCPoint((s.Width / 5) * 3, (s.Height / 3) * 1);
            sprite4.Position = new CCPoint((s.Width / 5) * 4, (s.Height / 3) * 1);
            sprite5.Position = new CCPoint((s.Width / 5) * 1, (s.Height / 3) * 2);
            sprite6.Position = new CCPoint((s.Width / 5) * 2, (s.Height / 3) * 2);
            sprite7.Position = new CCPoint((s.Width / 5) * 3, (s.Height / 3) * 2);
            sprite8.Position = new CCPoint((s.Width / 5) * 4, (s.Height / 3) * 2);

            CCActionInterval action = new CCFadeIn  (2);
            CCActionInterval action_back = (CCActionInterval)action.Reverse();
            CCAction fade = new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(action, action_back)));

            CCActionInterval tintred = new CCTintBy (2, 0, -255, -255);
            CCActionInterval tintred_back = (CCActionInterval)tintred.Reverse();
            CCAction red = new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(tintred, tintred_back)));

            CCActionInterval tintgreen = new CCTintBy (2, -255, 0, -255);
            CCActionInterval tintgreen_back = (CCActionInterval)tintgreen.Reverse();
            CCAction green = new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(tintgreen, tintgreen_back)));

            CCActionInterval tintblue = new CCTintBy (2, -255, -255, 0);
            CCActionInterval tintblue_back = (CCActionInterval)tintblue.Reverse();
            CCAction blue = new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(tintblue, tintblue_back)));

            sprite5.RunAction(red);
            sprite6.RunAction(green);
            sprite7.RunAction(blue);
            sprite8.RunAction(fade);

            // late add: test dirtyColor and dirtyPosition
            batch.AddChild(sprite1, 0, (int)kTagSprite.kTagSprite1);
            batch.AddChild(sprite2, 0, (int)kTagSprite.kTagSprite2);
            batch.AddChild(sprite3, 0, (int)kTagSprite.kTagSprite3);
            batch.AddChild(sprite4, 0, (int)kTagSprite.kTagSprite4);
            batch.AddChild(sprite5, 0, (int)kTagSprite.kTagSprite5);
            batch.AddChild(sprite6, 0, (int)kTagSprite.kTagSprite6);
            batch.AddChild(sprite7, 0, (int)kTagSprite.kTagSprite7);
            batch.AddChild(sprite8, 0, (int)kTagSprite.kTagSprite8);

            Schedule(removeAndAddSprite, 2);
        }
Esempio n. 3
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        public static CCSpriteBatchNode batchNodeWithFile(string fileImage)
        {
            CCSpriteBatchNode node = new CCSpriteBatchNode();

            node.initWithFile(fileImage, 0x1d);
            return(node);
        }
        public SpriteBatchNodeAliased()
        {
            CCSpriteBatchNode batch = new CCSpriteBatchNode("Images/grossini_dance_atlas", 10);
            AddChild(batch, 0, (int)kTags.kTagSpriteBatchNode);

            CCSize s = CCDirector.SharedDirector.WinSize;

            CCSprite sprite1 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121));
            sprite1.Position = (new CCPoint(s.Width / 2 - 100, s.Height / 2));
            batch.AddChild(sprite1, 0, (int)kTagSprite.kTagSprite1);

            CCSprite sprite2 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121));
            sprite2.Position = (new CCPoint(s.Width / 2 + 100, s.Height / 2));
            batch.AddChild(sprite2, 0, (int)kTagSprite.kTagSprite2);

            CCActionInterval scale = new CCScaleBy(2, 5);
            CCActionInterval scale_back = (CCActionInterval)scale.Reverse();
            CCActionInterval seq = (CCActionInterval)(CCSequence.FromActions(scale, scale_back));
            CCAction repeat = new CCRepeatForever (seq);

            CCAction repeat2 = (CCAction)(repeat.Copy());

            sprite1.RunAction(repeat);
            sprite2.RunAction(repeat2);
        }
        public SpriteBatchNodeZOrder()
        {
            m_dir = 1;

            // small capacity. Testing resizing.
            // Don't use capacity=1 in your real game. It is expensive to resize the capacity
            CCSpriteBatchNode batch = new CCSpriteBatchNode("Images/grossini_dance_atlas", 1);
            AddChild(batch, 0, (int)kTags.kTagSpriteBatchNode);

            CCSize s = CCDirector.SharedDirector.WinSize;

            float step = s.Width / 11;
            for (int i = 0; i < 5; i++)
            {
                CCSprite sprite = new CCSprite(batch.Texture, new CCRect(85 * 0, 121 * 1, 85, 121));
                sprite.Position = (new CCPoint((i + 1) * step, s.Height / 2));
                batch.AddChild(sprite, i);
            }

            for (int i = 5; i < 10; i++)
            {
                CCSprite sprite = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 0, 85, 121));
                sprite.Position = new CCPoint((i + 1) * step, s.Height / 2);
                batch.AddChild(sprite, 14 - i);
            }

            CCSprite sprite1 = new CCSprite(batch.Texture, new CCRect(85 * 3, 121 * 0, 85, 121));
            batch.AddChild(sprite1, -1, (int)kTagSprite.kTagSprite1);
            sprite1.Position = (new CCPoint(s.Width / 2, s.Height / 2 - 20));
            sprite1.Scale = 6;
            sprite1.Color = new CCColor3B(Color.Red);

            Schedule(reorderSprite, 1);
        }
Esempio n. 6
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        public static CCSpriteBatchNode batchNodeWithFile(string fileImage, int capacity)
        {
            CCSpriteBatchNode node = new CCSpriteBatchNode();

            node.initWithFile(fileImage, capacity);
            return(node);
        }
Esempio n. 7
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        public static CCSpriteBatchNode batchNodeWithTexture(CCTexture2D tex)
        {
            CCSpriteBatchNode node = new CCSpriteBatchNode();

            node.initWithTexture(tex, 0x1d);
            return(node);
        }
        public SpriteBatchNodeChildren()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            // parents
            CCSpriteBatchNode batch = new CCSpriteBatchNode("animations/grossini", 50);

            AddChild(batch, 0, (int)kTags.kTagSpriteBatchNode);

            CCSpriteFrameCache.SharedSpriteFrameCache.AddSpriteFramesWithFile("animations/grossini.plist");

            CCSprite sprite1 = new CCSprite("grossini_dance_01.png");
            sprite1.Position = (new CCPoint(s.Width / 3, s.Height / 2));

            CCSprite sprite2 = new CCSprite("grossini_dance_02.png");
            sprite2.Position = (new CCPoint(50, 50));

            CCSprite sprite3 = new CCSprite("grossini_dance_03.png");
            sprite3.Position = (new CCPoint(-50, -50));

            batch.AddChild(sprite1);
            sprite1.AddChild(sprite2);
            sprite1.AddChild(sprite3);

            // BEGIN NEW CODE
            var animFrames = new List<CCSpriteFrame>();
            string str = "";
            for (int i = 1; i < 15; i++)
            {
                string temp = "";
                if (i<10)
                {
                    temp = "0" + i;
                }
                else
                {
                    temp = i.ToString();
                }
                str = string.Format("grossini_dance_{0}.png", temp);
                CCSpriteFrame frame = CCSpriteFrameCache.SharedSpriteFrameCache.SpriteFrameByName(str);
                animFrames.Add(frame);
            }

            CCAnimation animation = new CCAnimation(animFrames, 0.2f);
            sprite1.RunAction(new CCRepeatForever (new CCAnimate (animation)));
            // END NEW CODE

            CCActionInterval action = new CCMoveBy (2, new CCPoint(200, 0));
            CCActionInterval action_back = (CCActionInterval)action.Reverse();
            CCActionInterval action_rot = new CCRotateBy (2, 360);
            CCActionInterval action_s = new CCScaleBy(2, 2);
            CCActionInterval action_s_back = (CCActionInterval)action_s.Reverse();

            CCActionInterval seq2 = (CCActionInterval)action_rot.Reverse();
            sprite2.RunAction(new CCRepeatForever (seq2));

            sprite1.RunAction((CCAction)(new CCRepeatForever (action_rot)));
            sprite1.RunAction((CCAction)(new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(action, action_back)))));
            sprite1.RunAction((CCAction)(new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(action_s, action_s_back)))));
        }
Esempio n. 9
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        public static CCSpriteBatchNode Create(string fileImage)
        {
            var batchNode = new CCSpriteBatchNode();
            batchNode.InitWithFile(fileImage, kDefaultSpriteBatchCapacity);

            return batchNode;
        }
Esempio n. 10
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        public static CCSpriteBatchNode batchNodeWithTexture(CCTexture2D tex, int capacity)
        {
            CCSpriteBatchNode node = new CCSpriteBatchNode();

            node.initWithTexture(tex, capacity);
            return(node);
        }
Esempio n. 11
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        public RenderTextureZbuffer()
        {
            //this->setIsTouchEnabled(true);
            TouchEnabled = true;
            CCSize size = CCDirector.SharedDirector.WinSize;
            CCLabelTTF label = new CCLabelTTF("vertexZ = 50", "Marker Felt", 32);
            label.Position = new CCPoint(size.Width / 2, size.Height * 0.25f);
            AddChild(label);

            CCLabelTTF label2 = new CCLabelTTF("vertexZ = 0", "Marker Felt", 32);
            label2.Position = new CCPoint(size.Width / 2, size.Height * 0.5f);
            AddChild(label2);

            CCLabelTTF label3 = new CCLabelTTF("vertexZ = -50", "Marker Felt", 32);
            label3.Position = new CCPoint(size.Width / 2, size.Height * 0.75f);
            AddChild(label3);

            label.VertexZ = 50;
            label2.VertexZ = 0;
            label3.VertexZ = -50;

            CCSpriteFrameCache.SharedSpriteFrameCache.AddSpriteFramesWithFile("Images/bugs/circle.plist");

            mgr = CCSpriteBatchNode.Create("Images/bugs/circle", 9);
            AddChild(mgr);

            sp1 = new CCSprite("Images/bugs/circle");
            sp2 = new CCSprite("Images/bugs/circle");
            sp3 = new CCSprite("Images/bugs/circle");
            sp4 = new CCSprite("Images/bugs/circle");
            sp5 = new CCSprite("Images/bugs/circle");
            sp6 = new CCSprite("Images/bugs/circle");
            sp7 = new CCSprite("Images/bugs/circle");
            sp8 = new CCSprite("Images/bugs/circle");
            sp9 = new CCSprite("Images/bugs/circle");

            mgr.AddChild(sp1, 9);
            mgr.AddChild(sp2, 8);
            mgr.AddChild(sp3, 7);
            mgr.AddChild(sp4, 6);
            mgr.AddChild(sp5, 5);
            mgr.AddChild(sp6, 4);
            mgr.AddChild(sp7, 3);
            mgr.AddChild(sp8, 2);
            mgr.AddChild(sp9, 1);

            sp1.VertexZ = 400;
            sp2.VertexZ = 300;
            sp3.VertexZ = 200;
            sp4.VertexZ = 100;
            sp5.VertexZ = 0;
            sp6.VertexZ = -100;
            sp7.VertexZ = -200;
            sp8.VertexZ = -300;
            sp9.VertexZ = -400;

            sp9.Scale = 2;
            sp9.Color = CCTypes.CCYellow;
        }
Esempio n. 12
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        /// <summary>
        /// creates a CCSpriteBatchNode with a texture2d and a default capacity of 29 children.
        /// The capacity will be increased in 33% in runtime if it run out of space.
        /// </summary>
        public static CCSpriteBatchNode batchNodeWithTexture(Texture tex)
        {
            CCSpriteBatchNode batchNode = new CCSpriteBatchNode();

            batchNode.initWithTexture(tex, defaultCapacity);

            return(batchNode);
        }
Esempio n. 13
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        /// <summary>
        ///  creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) with a default capacity of 29 children.
        ///  The capacity will be increased in 33% in runtime if it run out of space.
        ///  The file will be loaded using the TextureMgr.
        /// </summary>
        public static CCSpriteBatchNode batchNodeWithFile(string fileImage)
        {
            CCSpriteBatchNode batchNode = new CCSpriteBatchNode();

            batchNode.initWithFile(fileImage, defaultCapacity);

            return(batchNode);
        }
        public SpriteBatchNodeReorderIssue767()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            string scope = CCSpriteFrameCache.SharedSpriteFrameCache.AddSpriteFramesWithFile("animations/ghosts.plist", "animations/ghosts");
            CCNode aParent;
            CCSprite l1, l2a, l2b, l3a1, l3a2, l3b1, l3b2;

            //
            // SpriteBatchNode: 3 levels of children
            //
            aParent = new CCSpriteBatchNode("animations/ghosts");
            AddChild(aParent, 0, (int) kTagSprite.kTagSprite1);

            // parent
            l1 = new CCSprite(scope + "father.gif");
            l1.Position = (new CCPoint(s.Width / 2, s.Height / 2));
            aParent.AddChild(l1, 0, (int) kTagSprite.kTagSprite2);
            CCSize l1Size = l1.ContentSize;

            // child left
            l2a = new CCSprite(scope + "sister1.gif");
            l2a.Position = (new CCPoint(-25 + l1Size.Width / 2, 0 + l1Size.Height / 2));
            l1.AddChild(l2a, -1, (int) kTags.kTagSpriteLeft);
            CCSize l2aSize = l2a.ContentSize;

            // child right
            l2b = new CCSprite(scope + "sister2.gif");
            l2b.Position = (new CCPoint(+25 + l1Size.Width / 2, 0 + l1Size.Height / 2));
            l1.AddChild(l2b, 1, (int) kTags.kTagSpriteRight);
            CCSize l2bSize = l2a.ContentSize;

            // child left bottom
            l3a1 = new CCSprite(scope + "child1.gif");
            l3a1.Scale = (0.65f);
            l3a1.Position = (new CCPoint(0 + l2aSize.Width / 2, -50 + l2aSize.Height / 2));
            l2a.AddChild(l3a1, -1);

            // child left top
            l3a2 = new CCSprite(scope + "child1.gif");
            l3a2.Scale = (0.65f);
            l3a2.Position = (new CCPoint(0 + l2aSize.Width / 2, +50 + l2aSize.Height / 2));
            l2a.AddChild(l3a2, 1);

            // child right bottom
            l3b1 = new CCSprite(scope + "child1.gif");
            l3b1.Scale = (0.65f);
            l3b1.Position = (new CCPoint(0 + l2bSize.Width / 2, -50 + l2bSize.Height / 2));
            l2b.AddChild(l3b1, -1);

            // child right top
            l3b2 = new CCSprite(scope + "child1.gif");
            l3b2.Scale = (0.65f);
            l3b2.Position = (new CCPoint(0 + l2bSize.Width / 2, +50 + l2bSize.Height / 2));
            l2b.AddChild(l3b2, 1);

            Schedule(reorderSprites, 1);
        }
Esempio n. 15
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 /// <summary>
 /// Initializes an sprite with an CCSpriteBatchNode and a rect in points
 /// </summary>
 public bool initWithBatchNode(CCSpriteBatchNode batchNode, CCRect rect)
 {
     if (initWithTexture(batchNode.Texture, rect))
     {
         useBatchNode(batchNode);
         return(true);
     }
     return(false);
 }
Esempio n. 16
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        public override void initWithQuantityOfNodes(int nNodes)
        {
            batchNode = new CCSpriteBatchNode("Images/spritesheet1");
            AddChild(batchNode);

            base.initWithQuantityOfNodes(nNodes);

            ScheduleUpdate();
        }
Esempio n. 17
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        public SpriteBatchNode1()
        {
            TouchEnabled = true;

            CCSpriteBatchNode BatchNode = new CCSpriteBatchNode("Images/grossini_dance_atlas", 50);
            AddChild(BatchNode, 0, (int)kTags.kTagSpriteBatchNode);

            CCSize s = CCDirector.SharedDirector.WinSize;
            addNewSpriteWithCoords(new CCPoint(s.Width / 2, s.Height / 2));
        }
Esempio n. 18
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        public static CCSprite spriteWithBatchNode(CCSpriteBatchNode batchNode, CCRect rect)
        {
            CCSprite sprite = new CCSprite();

            if (sprite.initWithBatchNode(batchNode, rect))
            {
                return(sprite);
            }
            return(null);
        }
Esempio n. 19
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 /// <summary>
 /// Initializes an sprite with an CCSpriteBatchNode and a rect in pixels
 /// @since v0.99.5
 /// </summary>
 public bool initWithBatchNodeRectInPixels(CCSpriteBatchNode batchNode, CCRect rect)
 {
     if (initWithTexture(batchNode.Texture))
     {
         setTextureRectInPixels(rect, false, rect.size);
         useBatchNode(batchNode);
         return(true);
     }
     return(false);
 }
        public SpriteChildrenVisibilityIssue665()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            CCSpriteFrameCache.SharedSpriteFrameCache.AddSpriteFramesWithFile("animations/grossini.plist");

            CCNode aParent;
            CCSprite sprite1, sprite2, sprite3;
            //
            // SpriteBatchNode
            //
            // parents
            aParent = new CCSpriteBatchNode("animations/grossini", 50);
            aParent.Position = (new CCPoint(s.Width / 3, s.Height / 2));
            AddChild(aParent, 0);

            sprite1 = new CCSprite("grossini_dance_01.png");
            sprite1.Position = (new CCPoint(0, 0));

            sprite2 = new CCSprite("grossini_dance_02.png");
            sprite2.Position = (new CCPoint(20, 30));

            sprite3 = new CCSprite("grossini_dance_03.png");
            sprite3.Position = (new CCPoint(-20, 30));

            // test issue #665
            sprite1.Visible = false;

            aParent.AddChild(sprite1);
            sprite1.AddChild(sprite2, -2);
            sprite1.AddChild(sprite3, 2);

            //
            // Sprite
            //
            aParent = new CCNode ();
            aParent.Position = (new CCPoint(2 * s.Width / 3, s.Height / 2));
            AddChild(aParent, 0);

            sprite1 = new CCSprite("grossini_dance_01.png");
            sprite1.Position = (new CCPoint(0, 0));

            sprite2 = new CCSprite("grossini_dance_02.png");
            sprite2.Position = (new CCPoint(20, 30));

            sprite3 = new CCSprite("grossini_dance_03.png");
            sprite3.Position = (new CCPoint(-20, 30));

            // test issue #665
            sprite1.Visible = false;

            aParent.AddChild(sprite1);
            sprite1.AddChild(sprite2, -2);
            sprite1.AddChild(sprite3, 2);
        }
Esempio n. 21
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        public SpriteHybrid()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            // parents
            CCNode parent1 = new CCNode ();
            CCSpriteBatchNode parent2 = new CCSpriteBatchNode("animations/grossini", 50);

            AddChild(parent1, 0, (int)kTags.kTagNode);
            AddChild(parent2, 0, (int)kTags.kTagSpriteBatchNode);

            // IMPORTANT:
            // The sprite frames will be cached AND RETAINED, and they won't be released unless you call
            //     CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames);
            CCSpriteFrameCache.SharedSpriteFrameCache.AddSpriteFramesWithFile("animations/grossini.plist");

            // create 250 sprites
            // only show 80% of them
            for (int i = 0; i < 250; i++)
            {
                int spriteIdx = (int)(Random.NextDouble() * 14);
                string str = "";
                string temp = "";
                if (spriteIdx+1<10)
                {
                    temp = "0" + (spriteIdx+1);
                }
                else
                {
                    temp = (spriteIdx+1).ToString();
                }
                str = string.Format("grossini_dance_{0}.png", temp);
                CCSpriteFrame frame = CCSpriteFrameCache.SharedSpriteFrameCache.SpriteFrameByName(str);
                CCSprite sprite = new CCSprite(frame);
                parent1.AddChild(sprite, i, i);

                float x = -1000;
                float y = -1000;
                if (Random.NextDouble() < 0.2f)
                {
                    x = (float)(Random.NextDouble() * s.Width);
                    y = (float)(Random.NextDouble() * s.Height);
                }
                sprite.Position = (new CCPoint(x, y));

                CCActionInterval action = new CCRotateBy (4, 360);
                sprite.RunAction(new CCRepeatForever (action));
            }

            m_usingSpriteBatchNode = false;

            Schedule(reparentSprite, 2);
        }
        public SpriteBatchNodeNewTexture()
        {
            TouchEnabled = true;

            CCSpriteBatchNode batch = new CCSpriteBatchNode("Images/grossini_dance_atlas", 50);
            AddChild(batch, 0, (int)kTags.kTagSpriteBatchNode);

            m_texture1 = batch.Texture;
            m_texture2 = CCTextureCache.SharedTextureCache.AddImage("Images/grossini_dance_atlas-mono");

            for (int i = 0; i < 30; i++)
                addNewSprite();
        }
        public override void OnEnter()
        {
            base.OnEnter();
            CCSize s = CCDirector.SharedDirector.WinSize;

            // IMPORTANT:
            // The sprite frames will be cached AND RETAINED, and they won't be released unless you call
            //     [[CCSpriteFrameCache sharedSpriteFrameCache] removeUnusedSpriteFrames];
            //
            // CCSpriteFrameCache is a cache of CCSpriteFrames
            // CCSpriteFrames each contain a texture id and a rect (frame).

            CCSpriteFrameCache cache = CCSpriteFrameCache.SharedSpriteFrameCache;
            cache.AddSpriteFramesWithFile("animations/grossini-aliases.plist", "animations/grossini-aliases");

            //
            // Animation using Sprite batch
            //
            // A CCSpriteBatchNode can reference one and only one texture (one .png file)
            // Sprites that are contained in that texture can be instantiatied as CCSprites and then added to the CCSpriteBatchNode
            // All CCSprites added to a CCSpriteBatchNode are drawn in one OpenGL ES draw call
            // If the CCSprites are not added to a CCSpriteBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient
            //
            // When you animate a sprite, CCAnimation changes the frame of the sprite using setDisplayFrame: (this is why the animation must be in the same texture)
            // When setDisplayFrame: is used in the CCAnimation it changes the frame to one specified by the CCSpriteFrames that were added to the animation,
            // but texture id is still the same and so the sprite is still a child of the CCSpriteBatchNode,
            // and therefore all the animation sprites are also drawn as part of the CCSpriteBatchNode
            //

            CCSprite sprite = new CCSprite("grossini_dance_01.png");
            sprite.Position = (new CCPoint(s.Width * 0.5f, s.Height * 0.5f));

            CCSpriteBatchNode spriteBatch = new CCSpriteBatchNode("animations/grossini-aliases");
            spriteBatch.AddChild(sprite);
            AddChild(spriteBatch);

            var animFrames = new List<CCSpriteFrame>(15);
            string str = "";
            for (int i = 1; i < 15; i++)
            {
                // Obtain frames by alias name
                str = string.Format("dance_{0:00}", i);
                CCSpriteFrame frame = cache.SpriteFrameByName(str);
                animFrames.Add(frame);
            }

            CCAnimation animation = new CCAnimation(animFrames, 0.3f);
            // 14 frames * 1sec = 14 seconds
            sprite.RunAction(new CCRepeatForever (new CCAnimate (animation)));
        }
        public SpriteBatchNodeReorderIssue744()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            // Testing issue #744
            // http://code.google.com/p/cocos2d-iphone/issues/detail?id=744
            CCSpriteBatchNode batch = new CCSpriteBatchNode("Images/grossini_dance_atlas", 15);
            AddChild(batch, 0, (int)kTags.kTagSpriteBatchNode);

            CCSprite sprite = new CCSprite(batch.Texture, new CCRect(0, 0, 85, 121));
            sprite.Position = (new CCPoint(s.Width / 2, s.Height / 2));
            batch.AddChild(sprite, 3);
            batch.ReorderChild(sprite, 1);
        }
        public SpriteBatchNodeReorder()
        {
            List<Object> a = new List<Object>(10);
            CCSpriteBatchNode asmtest = new CCSpriteBatchNode("animations/ghosts");

            for (int i = 0; i < 10; i++)
            {
                CCSprite s1 = new CCSprite(asmtest.Texture, new CCRect(0, 0, 50, 50));
                a.Add(s1);
                asmtest.AddChild(s1, 10);
            }

            for (int i = 0; i < 10; i++)
            {
                if (i != 5)
                {
                    asmtest.ReorderChild((CCNode) (a[i]), 9);
                }
            }

            int prev = -1;
            var children = asmtest.Children;
            CCSprite child;
            foreach (var item in children)
            {
                child = (CCSprite)item;
                if (child == null)
                    break;

                int currentIndex = child.AtlasIndex;
                Debug.Assert(prev == currentIndex - 1, "Child order failed");
                ////----UXLOG("children %x - atlasIndex:%d", child, currentIndex);
                prev = currentIndex;
            }

            prev = -1;
            var sChildren = asmtest.Descendants;
            foreach (var item in sChildren)
            {
                child = (CCSprite)item;
                if (child == null)
                    break;

                int currentIndex = child.AtlasIndex;
                Debug.Assert(prev == currentIndex - 1, "Child order failed");
                ////----UXLOG("descendant %x - atlasIndex:%d", child, currentIndex);
                prev = currentIndex;
            }
        }
        public SpriteBatchNodeReorderIssue766()
        {
            batchNode = new CCSpriteBatchNode("Images/piece", 15);
            AddChild(batchNode, 1, 0);

            sprite1 = makeSpriteZ(2);
            sprite1.Position = (new CCPoint(200, 160));

            sprite2 = makeSpriteZ(3);
            sprite2.Position = (new CCPoint(264, 160));

            sprite3 = makeSpriteZ(4);
            sprite3.Position = (new CCPoint(328, 160));

            Schedule(reorderSprite, 2);
        }
Esempio n. 27
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        public void useSelfRender()
        {
            this.m_uAtlasIndex     = ccMacros.CCSpriteIndexNotInitialized;
            this.m_bUseBatchNode   = false;
            this.m_pobTextureAtlas = null;
            this.m_pobBatchNode    = null;
            this.m_bDirty          = this.m_bRecursiveDirty = false;
            float x    = 0f + this.m_obOffsetPositionInPixels.x;
            float y    = 0f + this.m_obOffsetPositionInPixels.y;
            float num3 = x + this.m_obRectInPixels.size.width;
            float num4 = y + this.m_obRectInPixels.size.height;

            this.m_sQuad.bl.vertices = ccTypes.vertex3(x, y, 0f);
            this.m_sQuad.br.vertices = ccTypes.vertex3(num3, y, 0f);
            this.m_sQuad.tl.vertices = ccTypes.vertex3(x, num4, 0f);
            this.m_sQuad.tr.vertices = ccTypes.vertex3(num3, num4, 0f);
        }
Esempio n. 28
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        public SpriteBatchNodeFlip()
        {
            CCSpriteBatchNode batch = new CCSpriteBatchNode("Images/grossini_dance_atlas", 10);
            AddChild(batch, 0, (int)kTags.kTagSpriteBatchNode);

            CCSize s = CCDirector.SharedDirector.WinSize;

            CCSprite sprite1 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121));
            sprite1.Position = (new CCPoint(s.Width / 2 - 100, s.Height / 2));
            batch.AddChild(sprite1, 0, (int)kTagSprite.kTagSprite1);

            CCSprite sprite2 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121));
            sprite2.Position = new CCPoint(s.Width / 2 + 100, s.Height / 2);
            batch.AddChild(sprite2, 0, (int)kTagSprite.kTagSprite2);

            Schedule(flipSprites, 1);
        }
Esempio n. 29
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        /// <summary>
        /// tell the sprite to use self-render.
        /// @since v0.99.0
        /// </summary>
        public void useSelfRender()
        {
            m_uAtlasIndex     = ccMacros.CCSpriteIndexNotInitialized;
            m_bUseBatchNode   = false;
            m_pobTextureAtlas = null;
            m_pobBatchNode    = null;
            m_bDirty          = m_bRecursiveDirty = false;

            float x1 = 0 + m_obOffsetPositionInPixels.x;
            float y1 = 0 + m_obOffsetPositionInPixels.y;
            float x2 = x1 + m_obRectInPixels.size.width;
            float y2 = y1 + m_obRectInPixels.size.height;

            m_sQuad.bl.vertices = ccTypes.vertex3(x1, y1, 0);
            m_sQuad.br.vertices = ccTypes.vertex3(x2, y1, 0);
            m_sQuad.tl.vertices = ccTypes.vertex3(x1, y2, 0);
            m_sQuad.tr.vertices = ccTypes.vertex3(x2, y2, 0);
        }
Esempio n. 30
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        public SpriteSubclass()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            CCSpriteFrameCache.SharedSpriteFrameCache.AddSpriteFramesWithFile("animations/ghosts.plist");
            CCSpriteBatchNode aParent = new CCSpriteBatchNode("animations/ghosts");

            // MySprite1
            MySprite1 sprite = MySprite1.Create("father.gif");
            sprite.Position = (new CCPoint(s.Width / 4 * 1, s.Height / 2));
            aParent.AddChild(sprite);
            AddChild(aParent);

            // MySprite2
            MySprite2 sprite2 = MySprite2.Create("Images/grossini");
            AddChild(sprite2);
            sprite2.Position = (new CCPoint(s.Width / 4 * 3, s.Height / 2));
        }
        public SpriteBatchNodeZVertex()
        {
            //
            // This test tests z-order
            // If you are going to use it is better to use a 3D projection
            //
            // WARNING:
            // The developer is resposible for ordering it's sprites according to it's Z if the sprite has
            // transparent parts.
            //

            CCSize s = CCDirector.SharedDirector.WinSize;
            float step = s.Width / 12;

            // small capacity. Testing resizing.
            // Don't use capacity=1 in your real game. It is expensive to resize the capacity
            CCSpriteBatchNode batch = new CCSpriteBatchNode("Images/grossini_dance_atlas", 1);
            // camera uses the center of the image as the pivoting point
            batch.ContentSize = new CCSize(s.Width, s.Height);
            batch.AnchorPoint = (new CCPoint(0.5f, 0.5f));
            batch.Position = (new CCPoint(s.Width / 2, s.Height / 2));

            AddChild(batch, 0, (int)kTags.kTagSpriteBatchNode);

            for (int i = 0; i < 5; i++)
            {
                CCSprite sprite = new CCSprite(batch.Texture, new CCRect(85 * 0, 121 * 1, 85, 121));
                sprite.Position = (new CCPoint((i + 1) * step, s.Height / 2));
                sprite.VertexZ = (10 + i * 40);
                batch.AddChild(sprite, 0);

            }

            for (int i = 5; i < 11; i++)
            {
                CCSprite sprite = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 0, 85, 121));
                sprite.Position = (new CCPoint((i + 1) * step, s.Height / 2));
                sprite.VertexZ = 10 + (10 - i) * 40;
                batch.AddChild(sprite, 0);
            }

            batch.RunAction(new CCOrbitCamera(10, 1, 0, 0, 360, 0, 0));
        }
Esempio n. 32
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        public Sprite6()
        {
            // small capacity. Testing resizing
            // Don't use capacity=1 in your real game. It is expensive to resize the capacity
            CCSpriteBatchNode batch = new CCSpriteBatchNode("Images/grossini_dance_atlas", 1);
            AddChild(batch, 0, kTagSpriteBatchNode);
            batch.IgnoreAnchorPointForPosition = true;

            CCSize s = CCDirector.SharedDirector.WinSize;

            batch.AnchorPoint = new CCPoint(0.5f, 0.5f);
            batch.ContentSize = (new CCSize(s.Width, s.Height));

            // SpriteBatchNode actions
            CCActionInterval rotate = new CCRotateBy (5, 360);
            CCAction action = new CCRepeatForever (rotate);

            // SpriteBatchNode actions
            CCActionInterval rotate_back = (CCActionInterval)rotate.Reverse();
            CCActionInterval rotate_seq = (CCActionInterval)(CCSequence.FromActions(rotate, rotate_back));
            CCAction rotate_forever = new CCRepeatForever (rotate_seq);

            CCActionInterval scale = new CCScaleBy(5, 1.5f);
            CCActionInterval scale_back = (CCActionInterval)scale.Reverse();
            CCActionInterval scale_seq = (CCActionInterval)(CCSequence.FromActions(scale, scale_back));
            CCAction scale_forever = new CCRepeatForever (scale_seq);

            float step = s.Width / 4;

            for (int i = 0; i < 3; i++)
            {
                CCSprite sprite = new CCSprite(batch.Texture, new CCRect(85 * i, 121 * 1, 85, 121));
                sprite.Position = (new CCPoint((i + 1) * step, s.Height / 2));

                sprite.RunAction((CCAction)(action.Copy()));
                batch.AddChild(sprite, i);
            }

            batch.RunAction(scale_forever);
            batch.RunAction(rotate_forever);
        }
        public SpriteBatchNodeAnchorPoint()
        {
            // small capacity. Testing resizing.
            // Don't use capacity=1 in your real game. It is expensive to resize the capacity
            CCSpriteBatchNode batch = new CCSpriteBatchNode("Images/grossini_dance_atlas", 1);
            AddChild(batch, 0, (int)kTags.kTagSpriteBatchNode);

            CCSize s = CCDirector.SharedDirector.WinSize;

            CCActionInterval rotate = new CCRotateBy (10, 360);
            CCAction action = new CCRepeatForever (rotate);
            for (int i = 0; i < 3; i++)
            {
                CCSprite sprite = new CCSprite(batch.Texture, new CCRect(85 * i, 121 * 1, 85, 121));
                sprite.Position = (new CCPoint(s.Width / 4 * (i + 1), s.Height / 2));

                CCSprite point = new CCSprite("Images/r1");
                point.Scale = 0.25f;
                point.Position = sprite.Position;
                AddChild(point, 1);

                switch (i)
                {
                    case 0:
                        sprite.AnchorPoint = new CCPoint(0, 0);
                        break;
                    case 1:
                        sprite.AnchorPoint = (new CCPoint(0.5f, 0.5f));
                        break;
                    case 2:
                        sprite.AnchorPoint = (new CCPoint(1, 1));
                        break;
                }

                point.Position = sprite.Position;

                CCAction copy = (CCAction)(action.Copy());
                sprite.RunAction(copy);
                batch.AddChild(sprite, i);
            }
        }
Esempio n. 34
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 /// <summary>
 /// Initializes an sprite with an CCSpriteBatchNode and a rect in pixels
 /// @since v0.99.5
 /// </summary>
 public bool initWithBatchNodeRectInPixels(CCSpriteBatchNode batchNode, CCRect rect)
 {
     if (initWithTexture(batchNode.Texture))
     {
         setTextureRectInPixels(rect, false, rect.Size);
         useBatchNode(batchNode);
         return true;
     }
     return false;
 }
Esempio n. 35
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        /// <summary>
        /// Creates an sprite with an CCBatchNode and a rect 
        /// </summary>
        public static CCSprite spriteWithBatchNode(CCSpriteBatchNode batchNode, CCRect rect)
        {
            CCSprite pobSprite = new CCSprite();
            if (pobSprite.initWithBatchNode(batchNode, rect))
            {
                return pobSprite;
            }

            return null;
        }
Esempio n. 36
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 /// <summary>
 /// Initializes an sprite with an CCSpriteBatchNode and a rect in points
 /// </summary>
 public bool initWithBatchNode(CCSpriteBatchNode batchNode, CCRect rect)
 {
     if (initWithTexture(batchNode.Texture, rect))
     {
         useBatchNode(batchNode);
         return true;
     }
     return false;
 }
Esempio n. 37
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 /// <summary>
 /// tell the sprite to use batch node render.
 /// @since v0.99.0
 /// </summary>
 public void useBatchNode(CCSpriteBatchNode batchNode)
 {
     m_bUseBatchNode = true;
     m_pobTextureAtlas = batchNode.TextureAtlas; // weak ref
     m_pobBatchNode = batchNode;
 }
Esempio n. 38
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        /// <summary>
        /// tell the sprite to use self-render.
        /// @since v0.99.0
        /// </summary>
        public void useSelfRender()
        {
            m_uAtlasIndex = ccMacros.CCSpriteIndexNotInitialized;
            m_bUseBatchNode = false;
            m_pobTextureAtlas = null;
            m_pobBatchNode = null;
            m_bDirty = m_bRecursiveDirty = false;

            float x1 = 0 + m_obOffsetPositionInPixels.X;
            float y1 = 0 + m_obOffsetPositionInPixels.Y;
            float x2 = x1 + m_obRectInPixels.Size.Width;
            float y2 = y1 + m_obRectInPixels.Size.Height;
            m_sQuad.bl.vertices = ccTypes.vertex3(x1, y1, 0);
            m_sQuad.br.vertices = ccTypes.vertex3(x2, y1, 0);
            m_sQuad.tl.vertices = ccTypes.vertex3(x1, y2, 0);
            m_sQuad.tr.vertices = ccTypes.vertex3(x2, y2, 0);
        }
        public SpriteBatchNodeChildrenScale()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            CCSpriteFrameCache.SharedSpriteFrameCache.AddSpriteFramesWithFile("animations/grossini_family.plist");

            CCNode aParent;
            CCSprite sprite1, sprite2;
            CCActionInterval rot = new CCRotateBy (10, 360);
            CCAction seq = new CCRepeatForever (rot);

            //
            // Children + Scale using Sprite
            // Test 1
            //
            aParent = new CCNode ();
            sprite1 = new CCSprite("grossinis_sister1.png");
            sprite1.Position = new CCPoint(s.Width / 4, s.Height / 4);
            sprite1.ScaleX = -0.5f;
            sprite1.ScaleY = 2.0f;
            sprite1.RunAction(seq);

            sprite2 = new CCSprite("grossinis_sister2.png");
            sprite2.Position = (new CCPoint(50, 0));

            AddChild(aParent);
            aParent.AddChild(sprite1);
            sprite1.AddChild(sprite2);

            //
            // Children + Scale using SpriteBatchNode
            // Test 2
            //

            aParent = new CCSpriteBatchNode("animations/grossini_family");
            sprite1 = new CCSprite("grossinis_sister1.png");
            sprite1.Position = new CCPoint(3 * s.Width / 4, s.Height / 4);
            sprite1.ScaleX = -0.5f;
            sprite1.ScaleY = 2.0f;
            sprite1.RunAction((CCAction)(seq.Copy()));

            sprite2 = new CCSprite("grossinis_sister2.png");
            sprite2.Position = (new CCPoint(50, 0));

            AddChild(aParent);
            aParent.AddChild(sprite1);
            sprite1.AddChild(sprite2);

            //
            // Children + Scale using Sprite
            // Test 3
            //

            aParent = new CCNode ();
            sprite1 = new CCSprite("grossinis_sister1.png");
            sprite1.Position = (new CCPoint(s.Width / 4, 2 * s.Height / 3));
            sprite1.ScaleX = (1.5f);
            sprite1.ScaleY = -0.5f;
            sprite1.RunAction((CCAction)(seq.Copy()));

            sprite2 = new CCSprite("grossinis_sister2.png");
            sprite2.Position = (new CCPoint(50, 0));

            AddChild(aParent);
            aParent.AddChild(sprite1);
            sprite1.AddChild(sprite2);

            //
            // Children + Scale using Sprite
            // Test 4
            //

            aParent = new CCSpriteBatchNode("animations/grossini_family");
            sprite1 = new CCSprite("grossinis_sister1.png");
            sprite1.Position = (new CCPoint(3 * s.Width / 4, 2 * s.Height / 3));
            sprite1.ScaleX = 1.5f;
            sprite1.ScaleY = -0.5f;
            sprite1.RunAction((CCAction)(seq.Copy()));

            sprite2 = new CCSprite("grossinis_sister2.png");
            sprite2.Position = (new CCPoint(50, 0));

            AddChild(aParent);
            aParent.AddChild(sprite1);
            sprite1.AddChild(sprite2);
        }
Esempio n. 40
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        internal virtual bool InitWithSpriteFrame(CCSpriteFrame spriteFrame, CCRect capInsets)
        {
            Debug.Assert(spriteFrame != null, "Sprite frame must be not nil");

            CCSpriteBatchNode batchnode = new CCSpriteBatchNode(spriteFrame.Texture, 9);
            bool pReturn = InitWithBatchNode(batchnode, spriteFrame.Rect, spriteFrame.IsRotated, capInsets);
            return pReturn;
        }
Esempio n. 41
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        internal virtual bool InitWithFile(string file, CCRect rect, CCRect capInsets)
        {
            Debug.Assert(!string.IsNullOrEmpty(file), "Invalid file for sprite");

            CCSpriteBatchNode batchnode = new CCSpriteBatchNode(file, 9);
            bool pReturn = InitWithBatchNode(batchnode, rect, capInsets);
            return pReturn;
        }
Esempio n. 42
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 public void useBatchNode(CCSpriteBatchNode batchNode)
 {
     this.m_bUseBatchNode   = true;
     this.m_pobTextureAtlas = batchNode.TextureAtlas;
     this.m_pobBatchNode    = batchNode;
 }
Esempio n. 43
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 /// <summary>
 /// tell the sprite to use batch node render.
 /// @since v0.99.0
 /// </summary>
 public void useBatchNode(CCSpriteBatchNode batchNode)
 {
     m_bUseBatchNode   = true;
     m_pobTextureAtlas = batchNode.TextureAtlas; // weak ref
     m_pobBatchNode    = batchNode;
 }