public override void OnEnter() { base.OnEnter(); var s = Layer.VisibleBoundsWorldspace.Size; var move = new CCMoveBy(3, new CCPoint(s.Width - 130, 0)); var move_ease_inout1 = new CCEaseElasticInOut(move, 0.3f); var move_ease_inout_back1 = move_ease_inout1.Reverse(); var move_ease_inout2 = new CCEaseElasticInOut(move, 0.45f); var move_ease_inout_back2 = move_ease_inout2.Reverse(); var move_ease_inout3 = new CCEaseElasticInOut(move, 0.6f); var move_ease_inout_back3 = move_ease_inout3.Reverse(); var delay = new CCDelayTime(0.25f); var seq1 = new CCSequence(move_ease_inout1, delay, move_ease_inout_back1, delay); var seq2 = new CCSequence(move_ease_inout2, delay, move_ease_inout_back2, delay); var seq3 = new CCSequence(move_ease_inout3, delay, move_ease_inout_back3, delay); m_tamara.RunAction(new CCRepeatForever(seq1)); m_kathia.RunAction(new CCRepeatForever(seq2)); m_grossini.RunAction(new CCRepeatForever(seq3)); }
public override void OnEnter() { base.OnEnter(); var s = CCDirector.SharedDirector.WinSize; var move = new CCMoveBy(3, new CCPoint(s.Width - 130, 0)); var move_ease_inout1 = new CCEaseElasticInOut((CCActionInterval)(move.Copy()), 0.3f); var move_ease_inout_back1 = move_ease_inout1.Reverse(); var move_ease_inout2 = new CCEaseElasticInOut((CCActionInterval)(move.Copy()), 0.45f); var move_ease_inout_back2 = move_ease_inout2.Reverse(); var move_ease_inout3 = new CCEaseElasticInOut((CCActionInterval)(move.Copy()), 0.6f); var move_ease_inout_back3 = move_ease_inout3.Reverse(); var delay = new CCDelayTime(0.25f); var seq1 = CCSequence.FromActions(move_ease_inout1, delay, move_ease_inout_back1, (CCFiniteTimeAction)delay.Copy()); var seq2 = CCSequence.FromActions(move_ease_inout2, (CCFiniteTimeAction)delay.Copy(), move_ease_inout_back2, (CCFiniteTimeAction)delay.Copy()); var seq3 = CCSequence.FromActions(move_ease_inout3, (CCFiniteTimeAction)delay.Copy(), move_ease_inout_back3, (CCFiniteTimeAction)delay.Copy()); m_tamara.RunAction(new CCRepeatForever(seq1)); m_kathia.RunAction(new CCRepeatForever(seq2)); m_grossini.RunAction(new CCRepeatForever(seq3)); }
public override void onEnter() { base.onEnter(); CCActionInterval move = CCMoveBy.actionWithDuration(3, new CCPoint(350, 0)); CCActionInterval move_ease_inout1 = CCEaseElasticInOut.actionWithAction((CCActionInterval)(move.copy()), 0.3f); CCActionInterval move_ease_inout_back1 = move_ease_inout1.reverse() as CCActionInterval; CCActionInterval move_ease_inout2 = CCEaseElasticInOut.actionWithAction((CCActionInterval)(move.copy()), 0.45f); CCActionInterval move_ease_inout_back2 = move_ease_inout2.reverse() as CCActionInterval; CCActionInterval move_ease_inout3 = CCEaseElasticInOut.actionWithAction((CCActionInterval)(move.copy()), 0.6f); CCActionInterval move_ease_inout_back3 = move_ease_inout3.reverse() as CCActionInterval; CCFiniteTimeAction seq1 = CCSequence.actions(move_ease_inout1, move_ease_inout_back1); CCFiniteTimeAction seq2 = CCSequence.actions(move_ease_inout2, move_ease_inout_back2); CCFiniteTimeAction seq3 = CCSequence.actions(move_ease_inout3, move_ease_inout_back3); m_tamara.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq1)); m_kathia.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq2)); m_grossini.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq3)); }
void HandleMoveCircle(CCTouch touch) { const float timeToTake = 1.5f; // in seconds CCFiniteTimeAction coreAction = null; // By default all actions will be added directly to the // root node - it has values for Position, Scale, and Rotation. CCNode nodeToAddTo = drawNodeRoot; switch (VariableOptions [currentVariableIndex]) { case "Position": coreAction = new CCMoveTo(timeToTake, touch.Location); break; case "Scale": var distance = CCPoint.Distance(touch.Location, drawNodeRoot.Position); var desiredScale = distance / DefaultCircleRadius; coreAction = new CCScaleTo(timeToTake, desiredScale); break; case "Rotation": float differenceY = touch.Location.Y - drawNodeRoot.PositionY; float differenceX = touch.Location.X - drawNodeRoot.PositionX; float angleInDegrees = -1 * CCMathHelper.ToDegrees( (float)Math.Atan2(differenceY, differenceX)); coreAction = new CCRotateTo(timeToTake, angleInDegrees); break; case "LineWidth": coreAction = new LineWidthAction(timeToTake, touch.Location.X / 40f); // The LineWidthAction is a special action designed to work only on // LineNode instances, so we have to set the nodeToAddTo to the lineNode: nodeToAddTo = lineNode; break; } CCAction easing = null; switch (EasingOptions [currentEasingIndex]) { case "CCEaseBack": if (currentInOutIndex == 0) { easing = new CCEaseBackOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseBackIn(coreAction); } else { easing = new CCEaseBackInOut(coreAction); } break; case "CCEaseBounce": if (currentInOutIndex == 0) { easing = new CCEaseBounceOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseBounceIn(coreAction); } else { easing = new CCEaseBounceInOut(coreAction); } break; case "CCEaseElastic": if (currentInOutIndex == 0) { easing = new CCEaseElasticOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseElasticIn(coreAction); } else { easing = new CCEaseElasticInOut(coreAction); } break; case "CCEaseExponential": if (currentInOutIndex == 0) { easing = new CCEaseExponentialOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseExponentialIn(coreAction); } else { easing = new CCEaseExponentialInOut(coreAction); } break; case "CCEaseSine": if (currentInOutIndex == 0) { easing = new CCEaseSineOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseSineIn(coreAction); } else { easing = new CCEaseSineInOut(coreAction); } break; } nodeToAddTo.AddAction(easing ?? coreAction); }
private void HandleMoveCircle(CCTouch touch) { const float timeToTake = 1.5f; // in seconds CCFiniteTimeAction coreAction = null; CCNode nodeToAddTo = drawNodeRoot; switch (VariableOptions [currentVariableIndex]) { case "Position": coreAction = new CCMoveTo(timeToTake, touch.Location); break; case "Scale": coreAction = new CCScaleTo(timeToTake, touch.Location.X / 100.0f); break; case "Rotation": coreAction = new CCRotateTo(timeToTake, (touch.Location.X / 3) % 360); break; case "LineWidth": coreAction = new LineWidthAction(timeToTake, touch.Location.X / 40.0f); nodeToAddTo = lineNode; break; } CCAction easing = null; switch (EasingOptions [currentEasingIndex]) { case "<None>": // no easing, do nothing, it will be handled below break; case "CCEaseBack": if (currentInOutIndex == 0) { easing = new CCEaseBackOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseBackIn(coreAction); } else { easing = new CCEaseBackInOut(coreAction); } break; case "CCEaseBounce": if (currentInOutIndex == 0) { easing = new CCEaseBounceOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseBounceIn(coreAction); } else { easing = new CCEaseBounceInOut(coreAction); } break; case "CCEaseElastic": if (currentInOutIndex == 0) { easing = new CCEaseElasticOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseElasticIn(coreAction); } else { easing = new CCEaseElasticInOut(coreAction); } break; case "CCEaseExponential": if (currentInOutIndex == 0) { easing = new CCEaseExponentialOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseExponentialIn(coreAction); } else { easing = new CCEaseExponentialInOut(coreAction); } break; case "CCEaseSine": if (currentInOutIndex == 0) { easing = new CCEaseSineOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseSineIn(coreAction); } else { easing = new CCEaseSineInOut(coreAction); } break; } if (easing != null) { nodeToAddTo.AddAction(easing); } else { nodeToAddTo.AddAction(coreAction); } }
private void HandleMoveCircle(CCTouch touch) { const float timeToTake = 1.5f; // in seconds CCFiniteTimeAction coreAction = null; CCNode nodeToAddTo = drawNodeRoot; switch (VariableOptions [currentVariableIndex]) { case "Position": coreAction = new CCMoveTo(timeToTake, touch.Location); break; case "Scale": var distance = CCPoint.Distance(touch.Location, drawNodeRoot.Position); var desiredScale = distance / DefaultCircleRadius; coreAction = new CCScaleTo(timeToTake, desiredScale); break; case "Rotation": float differenceY = touch.Location.Y - drawNodeRoot.PositionY; float differenceX = touch.Location.X - drawNodeRoot.PositionX; float angleInDegrees = -1 * CCMathHelper.ToDegrees( (float)System.Math.Atan2(differenceY, differenceX)); coreAction = new CCRotateTo(timeToTake, angleInDegrees); break; case "LineWidth": coreAction = new LineWidthAction(timeToTake, touch.Location.X / 40.0f); nodeToAddTo = lineNode; break; } CCAction easing = null; switch (EasingOptions [currentEasingIndex]) { case "<None>": // no easing, do nothing, it will be handled below break; case "CCEaseBack": if (currentInOutIndex == 0) { easing = new CCEaseBackOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseBackIn(coreAction); } else { easing = new CCEaseBackInOut(coreAction); } break; case "CCEaseBounce": if (currentInOutIndex == 0) { easing = new CCEaseBounceOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseBounceIn(coreAction); } else { easing = new CCEaseBounceInOut(coreAction); } break; case "CCEaseElastic": if (currentInOutIndex == 0) { easing = new CCEaseElasticOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseElasticIn(coreAction); } else { easing = new CCEaseElasticInOut(coreAction); } break; case "CCEaseExponential": if (currentInOutIndex == 0) { easing = new CCEaseExponentialOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseExponentialIn(coreAction); } else { easing = new CCEaseExponentialInOut(coreAction); } break; case "CCEaseSine": if (currentInOutIndex == 0) { easing = new CCEaseSineOut(coreAction); } else if (currentInOutIndex == 1) { easing = new CCEaseSineIn(coreAction); } else { easing = new CCEaseSineInOut(coreAction); } break; } if (easing != null) { nodeToAddTo.AddAction(easing); } else { nodeToAddTo.AddAction(coreAction); } }