コード例 #1
0
        public virtual bool onTextFieldDeleteBackward(CCTextFieldTTF pSender, string delText, int nLen)
        {
            // create a delete text sprite and do some action
            CCLabelTTF label = CCLabelTTF.labelWithString(delText, TextInputTestScene.FONT_NAME, TextInputTestScene.FONT_SIZE);

            this.addChild(label);

            // move the sprite to fly out
            CCPoint beginPos      = pSender.position;
            CCSize  textfieldSize = pSender.contentSize;
            CCSize  labelSize     = label.contentSize;

            beginPos.x += (textfieldSize.width - labelSize.width) / 2.0f;

            int    RAND_MAX = 32767;
            Random rand     = new Random();

            CCSize  winSize        = CCDirector.sharedDirector().getWinSize();
            CCPoint endPos         = new CCPoint(-winSize.width / 4.0f, winSize.height * (0.5f + (float)rand.Next() / (2.0f * RAND_MAX)));
            float   duration       = 1;
            float   rotateDuration = 0.2f;
            int     repeatTime     = 5;

            label.position = beginPos;

            CCAction seq = CCSequence.actions(
                CCSpawn.actions(
                    CCMoveTo.actionWithDuration(duration, endPos),
                    CCRepeat.actionWithAction(
                        CCRotateBy.actionWithDuration(rotateDuration, (rand.Next() % 2 > 0) ? 360 : -360),
                        (uint)repeatTime),
                    CCFadeOut.actionWithDuration(duration)),
                CCCallFuncN.actionWithTarget(this, callbackRemoveNodeWhenDidAction));

            label.runAction(seq);
            return(false);
        }
コード例 #2
0
        public override void onEnter()
        {
            base.onEnter();

            // create a transparent color layer
            // in which we are going to add our rendertextures
            ccColor4B color = new ccColor4B(0, 0, 0, 0);
            CCSize    size  = CCDirector.sharedDirector().getWinSize();
            //CCLayerColor layer = CCLayerColor.layerWithColor(color);

            CCLayer layer = new CCLayer();

            // create the first render texture for inScene
            CCRenderTexture inTexture = CCRenderTexture.renderTextureWithWidthAndHeight((int)size.width, (int)size.height);

            if (null == inTexture)
            {
                return;
            }

            inTexture.Sprite.anchorPoint = new CCPoint(0.5f, 0.5f);
            inTexture.position           = new CCPoint(size.width / 2, size.height / 2);
            inTexture.anchorPoint        = new CCPoint(0.5f, 0.5f);

            //  render inScene to its texturebuffer
            inTexture.begin();
            m_pInScene.visit();
            inTexture.end();

            // create the second render texture for outScene
            CCRenderTexture outTexture = CCRenderTexture.renderTextureWithWidthAndHeight((int)size.width, (int)size.height);

            outTexture.Sprite.anchorPoint = new CCPoint(0.5f, 0.5f);
            outTexture.position           = new CCPoint(size.width / 2, size.height / 2);
            outTexture.anchorPoint        = new CCPoint(0.5f, 0.5f);

            //  render outScene to its texturebuffer
            outTexture.begin();
            m_pOutScene.visit();
            outTexture.end();

            // create blend functions

            ccBlendFunc blend1 = new ccBlendFunc(OGLES.GL_ONE, OGLES.GL_ONE);                       // inScene will lay on background and will not be used with alpha
            ccBlendFunc blend2 = new ccBlendFunc(OGLES.GL_SRC_ALPHA, OGLES.GL_ONE_MINUS_SRC_ALPHA); // we are going to blend outScene via alpha

            // set blendfunctions
            inTexture.Sprite.BlendFunc  = blend1;
            outTexture.Sprite.BlendFunc = blend2;

            // add render textures to the layer
            layer.addChild(inTexture);
            layer.addChild(outTexture);

            // initial opacity:
            inTexture.Sprite.Opacity  = 255;
            outTexture.Sprite.Opacity = 255;

            // create the blend action
            CCAction layerAction = CCSequence.actions
                                   (
                CCFadeTo.actionWithDuration(m_fDuration, 0),
                CCCallFunc.actionWithTarget(this, (base.hideOutShowIn)),
                CCCallFunc.actionWithTarget(this, (base.finish))
                                   );


            //// run the blend action
            outTexture.Sprite.runAction(layerAction);

            // add the layer (which contains our two rendertextures) to the scene
            addChild(layer, 2, kSceneFade);
        }