public override void OnEnter() { base.OnEnter(); var s = Layer.VisibleBoundsWorldspace.Size; var move = new CCMoveBy(3, new CCPoint(s.Width - 130, 0)); var move_back = move.Reverse(); var move_ease_in = new CCEaseElasticIn(move); var move_ease_in_back = move_ease_in.Reverse(); var move_ease_out = new CCEaseElasticOut(move); var move_ease_out_back = move_ease_out.Reverse(); var delay = new CCDelayTime(0.25f); var seq1 = new CCSequence(move, delay, move_back, delay); var seq2 = new CCSequence(move_ease_in, delay, move_ease_in_back, delay); var seq3 = new CCSequence(move_ease_out, delay, move_ease_out_back, delay); m_grossini.RunAction(new CCRepeatForever(seq1)); m_tamara.RunAction(new CCRepeatForever(seq2)); m_kathia.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_back = move.Reverse(); var move_ease_in = new CCEaseElasticIn((CCActionInterval)(move.Copy())); var move_ease_in_back = move_ease_in.Reverse(); var move_ease_out = new CCEaseElasticOut((CCActionInterval)(move.Copy())); var move_ease_out_back = move_ease_out.Reverse(); var delay = new CCDelayTime(0.25f); var seq1 = CCSequence.FromActions(move, delay, move_back, (CCFiniteTimeAction)delay.Copy()); var seq2 = CCSequence.FromActions(move_ease_in, (CCFiniteTimeAction)delay.Copy(), move_ease_in_back, (CCFiniteTimeAction)delay.Copy()); var seq3 = CCSequence.FromActions(move_ease_out, (CCFiniteTimeAction)delay.Copy(), move_ease_out_back, (CCFiniteTimeAction)delay.Copy()); m_grossini.RunAction(new CCRepeatForever(seq1)); m_tamara.RunAction(new CCRepeatForever(seq2)); m_kathia.RunAction(new CCRepeatForever(seq3)); }
private void CreateLogo() { // create logo graphic var logo = new CCSprite("Logo.png"); logo.BlendFunc = CCBlendFunc.NonPremultiplied; logo.AnchorPoint = new CCPoint(0, 0); logo.PositionX = (base.GameView.DesignResolution.Width - logo.ContentSize.Width) / 2; logo.PositionY = GameConfig.LOGO_POSITION_Y; logo.IsAntialiased = false; foregroundLayer.AddChild(logo); // start position var startPositionX = -500.0f; var startPositionY = GameConfig.LOGO_POSITION_Y; logo.PositionX = startPositionX; logo.PositionY = startPositionY; // end position var endPositionX = (base.GameView.DesignResolution.Width - logo.ContentSize.Width) / 2; var endPositionY = startPositionY; // create and run ease move action var point = new CCPoint(endPositionX, endPositionY); var coreAction = new CCMoveTo(4.0f, point); var easeAction = new CCEaseElasticOut(coreAction); logo.RunAction(easeAction); }
public override void onEnter() { base.onEnter(); CCActionInterval move = CCMoveBy.actionWithDuration(3, new CCPoint(350, 0)); CCActionInterval move_back = move.reverse() as CCActionInterval; CCActionInterval move_ease_in = CCEaseElasticIn.actionWithAction((CCActionInterval)(move.copy())); CCActionInterval move_ease_in_back = move_ease_in.reverse() as CCActionInterval; CCActionInterval move_ease_out = CCEaseElasticOut.actionWithAction((CCActionInterval)(move.copy())); CCActionInterval move_ease_out_back = move_ease_out.reverse() as CCActionInterval; CCFiniteTimeAction seq1 = CCSequence.actions(move, move_back); CCFiniteTimeAction seq2 = CCSequence.actions(move_ease_in, move_ease_in_back); CCFiniteTimeAction seq3 = CCSequence.actions(move_ease_out, move_ease_out_back); m_grossini.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq1)); m_tamara.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq2)); m_kathia.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq3)); }
public MenuLayer1() { CCMenuItemFont.FontSize = 30; CCMenuItemFont.FontName = "Arial"; base.isTouchEnabled = true; // Font Item CCSprite spriteNormal = CCSprite.spriteWithFile(s_MenuItem, new CCRect(0, 23 * 2, 115, 23)); CCSprite spriteSelected = CCSprite.spriteWithFile(s_MenuItem, new CCRect(0, 23 * 1, 115, 23)); CCSprite spriteDisabled = CCSprite.spriteWithFile(s_MenuItem, new CCRect(0, 23 * 0, 115, 23)); CCMenuItemSprite item1 = CCMenuItemSprite.itemFromNormalSprite(spriteNormal, spriteSelected, spriteDisabled, this, this.menuCallback); // Image Item CCMenuItem item2 = CCMenuItemImage.itemFromNormalImage(s_SendScore, s_PressSendScore, this, this.menuCallback2); // Label Item (LabelAtlas) CCLabelAtlas labelAtlas = CCLabelAtlas.labelWithString("0123456789", "Images/fps_images", 16, 24, '.'); CCMenuItemLabel item3 = CCMenuItemLabel.itemWithLabel(labelAtlas, this, this.menuCallbackDisabled); item3.DisabledColor = new ccColor3B(32, 32, 64); item3.Color = new ccColor3B(200, 200, 255); // Font Item CCMenuItemFont item4 = CCMenuItemFont.itemFromString("I toggle enable items", this, this.menuCallbackEnable); item4.FontSizeObj = 20; item4.FontNameObj = "Arial"; // Label Item (CCLabelBMFont) CCLabelBMFont label = CCLabelBMFont.labelWithString("configuration", "fonts/fnt/bitmapFontTest3"); CCMenuItemLabel item5 = CCMenuItemLabel.itemWithLabel(label, this, this.menuCallbackConfig); // Testing issue #500 item5.scale = 0.8f; // Font Item CCMenuItemFont item6 = CCMenuItemFont.itemFromString("Quit", this, this.onQuit); CCActionInterval color_action = CCTintBy.actionWithDuration(0.5f, 0, -255, -255); CCActionInterval color_back = (CCActionInterval)color_action.reverse(); CCFiniteTimeAction seq = CCSequence.actions(color_action, color_back); item6.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq)); CCMenu menu = CCMenu.menuWithItems(item1, item2, item3, item4, item5, item6); menu.alignItemsVertically(); // elastic effect CCSize s = CCDirector.sharedDirector().getWinSize(); int i = 0; CCNode child; List <CCNode> pArray = menu.children; CCObject pObject = null; if (pArray.Count > 0) { for (int j = 0; j < pArray.Count; j++) { pObject = pArray[j]; if (pObject == null) { break; } child = (CCNode)pObject; CCPoint dstPoint = child.position; int offset = (int)(s.width / 2 + 50); if (i % 2 == 0) { offset = -offset; } child.position = new CCPoint(dstPoint.x + offset, dstPoint.y); child.runAction(CCEaseElasticOut.actionWithAction(CCMoveBy.actionWithDuration(2, new CCPoint(dstPoint.x - offset, 0)), 0.35f)); i++; } } m_disabledItem = item3; m_disabledItem.Enabled = false; addChild(menu); }
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); } }