public override void OnEnter() { base.OnEnter(); Color = CCColor3B.Blue; Opacity = 255; // Make sure we set the Opacity to cascade or fadein action will not work correctly. Target1.IsOpacityCascaded = true; Target2.IsOpacityCascaded = true; // 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! var moveSeq = new CCSequence(new CCEaseBackInOut(moveUp), new CCEaseBackInOut(moveDown)); var repeatedAction = new CCRepeatForever(moveSeq); // A CCSpawn action runs the list of actions concurrently var dreamAction = new CCSpawn(new CCFadeIn(5.0f), new CCWaves(5.0f, new CCGridSize(10, 20), 5, 20, true, false)); Target1.RunActions(dreamAction, repeatedAction); Target2.RunActions(dreamAction, new CCDelayTime(0.5f), repeatedAction); // moving background. Testing issue #244 var move = new CCMoveBy (3, new CCPoint(200, 0)); bgNode.RepeatForever(move, move.Reverse()); }
public GameLayer() : base(CCColor4B.Blue, CCColor4B.AliceBlue) { // Set the layer gradient direction this.Vector = new CCPoint(0.5f, 0.5f); // Create and add sprites monkeySprite1 = new CCSprite("monkey"); AddChild(monkeySprite1, 1); monkeySprite2 = new CCSprite("monkey"); AddChild(monkeySprite2, 1); // 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 CCSpawn (params CCFiniteTimeAction[] actions) { CCFiniteTimeAction prev = actions [0]; CCFiniteTimeAction next = null; if (actions.Length == 1) { next = new CCExtraAction (); } else { // We create a nested set of CCSpawnActions out of all of the actions for (int i = 1; i < actions.Length - 1; i++) { prev = new CCSpawn (prev, actions [i]); } next = actions [actions.Length - 1]; } // Can't call base(duration) because we need to determine max duration // Instead call base's init method here if (prev != null && next != null) { Duration = Math.Max (prev.Duration, next.Duration); InitCCSpawn (prev, next); } }
void OnTouchesEnded(List <CCTouch> touches, CCEvent touchEvent) { if (touches.Count > 0) { // Establezco los valores iniciales por si se ejecuta mas de una vez! label.Scale = 1; label.Rotation = 0; float duracion = 3; // variable que indica cuanto tiempo dura la animacion. // Animacion que hace crecer mi nodo por el tiempo definido, a un Scale de 3 veces su tamaño original. CCScaleBy escalar = new CCScaleBy(duracion, 3); // Animacion que hace rotar mi nodo por el tiempo definido, a un angulo de 360 grados. CCRotateBy rotacion = new CCRotateBy(duracion, 360); // El uso de global permite que mi compilador no se confunda entre el namespace de mi proyecto y el de CocosSharp // Creo el objeto CCSpawn, pasandole las animaciones que quiero ejecutar. global::CocosSharp.CCSpawn spawn = new CocosSharp.CCSpawn(escalar, rotacion); //Ejecuto las animaciones en el label. label.RunAction(spawn); } }
public ActionSpawn() { action = new CCSpawn(new CCJumpBy (2, new CCPoint(300, 0), 50, 4), new CCRotateBy (2, 720)); }
void OnDeleteBackward (object sender, CCIMEKeybardEventArgs e) { var focusedTextField = sender as CCTextField; if (focusedTextField == null || string.IsNullOrEmpty(focusedTextField.Text)) { e.Cancel = true; return; } // Just cancel this if we would backspace over the PlaceHolderText as it would just be // replaced anyway and the Action below should not be executed. var delText = focusedTextField.Text; if (delText == focusedTextField.PlaceHolderText) { e.Cancel = true; return; } delText = delText.Substring(delText.Length - 1); // create a delete text sprite and do some action var label = new CCLabel(delText, TextInputTestScene.FONT_NAME, TextInputTestScene.FONT_SIZE + 3, CCLabelFormat.SpriteFont); this.AddChild(label); // move the sprite to fly out CCPoint beginPos = focusedTextField.Position; CCSize textfieldSize = focusedTextField.ContentSize; CCSize labelSize = label.ContentSize; beginPos.X += (textfieldSize.Width - labelSize.Width) / 2.0f; var nextRandom = (float)CCRandom.Next(RANDOM_MAX); CCSize winSize = VisibleBoundsWorldspace.Size; CCPoint endPos = new CCPoint(-winSize.Width / 4.0f, winSize.Height * (0.5f + nextRandom / (2.0f * RANDOM_MAX))); float duration = 1; float rotateDuration = 0.2f; int repeatTime = 5; label.Position = beginPos; var delAction = new CCSpawn(new CCMoveTo(duration, endPos), new CCRepeat( new CCRotateBy(rotateDuration, (CCRandom.Next() % 2 > 0) ? 360 : -360), (uint)repeatTime), new CCFadeOut(duration) ); label.RunActionsAsync(delAction, new CCRemoveSelf(true)); }
public CCSpawnState (CCSpawn action, CCNode target) : base (action, target) { ActionOne = action.ActionOne; ActionTwo = action.ActionTwo; ActionStateOne = (CCFiniteTimeActionState)ActionOne.StartAction (target); ActionStateTwo = (CCFiniteTimeActionState)ActionTwo.StartAction (target); }
public override void OnEnter() { base.OnEnter(); var s = Layer.VisibleBoundsWorldspace.Size; // rotate and jump var jump1 = new CCJumpBy (4, new CCPoint(-s.Width + 80, 0), 100, 4); var jump2 = jump1.Reverse(); var rot1 = new CCRotateBy (4, 360 * 2); var rot2 = rot1.Reverse(); var seq3_1 = new CCSequence(jump2, jump1); var seq3_2 = new CCSequence(rot1, rot2); var spawn = new CCSpawn(seq3_1, seq3_2); speedAction1 = new CCSpeed(new CCRepeatForever (spawn), 1.0f); speedAction2 = new CCSpeed(new CCRepeatForever (spawn), 2.0f); speedAction3 = new CCSpeed(new CCRepeatForever (spawn), 0.5f); m_grossini.RunAction(speedAction1); m_tamara.RunAction(speedAction2); m_kathia.RunAction(speedAction3); }