public CCBezierToState (CCBezierBy action, CCNode target) : base (action, target) { var config = BezierConfig; config.ControlPoint1 -= StartPosition; config.ControlPoint2 -= StartPosition; config.EndPosition -= StartPosition; BezierConfig = config; }
public CCBezierToState(CCBezierBy action, CCNode target) : base(action, target) { var config = BezierConfig; config.ControlPoint1 -= StartPosition; config.ControlPoint2 -= StartPosition; config.EndPosition -= StartPosition; BezierConfig = config; }
public override void OnEnter() { base.OnEnter(); var s = CCDirector.SharedDirector.WinSize; // // startPosition can be any coordinate, but since the movement // is relative to the Bezier curve, make it (0,0) // centerSprites(3); // sprite 1 ccBezierConfig bezier; bezier.ControlPoint1 = new CCPoint(0, s.Height / 2); bezier.ControlPoint2 = new CCPoint(300, -s.Height / 2); bezier.EndPosition = new CCPoint(300, 100); var bezierForward = new CCBezierBy(3, bezier); var bezierBack = bezierForward.Reverse(); var rep = new CCRepeatForever((CCActionInterval)CCSequence.FromActions(bezierForward, bezierBack)); // sprite 2 m_tamara.Position = new CCPoint(80, 160); ccBezierConfig bezier2; bezier2.ControlPoint1 = new CCPoint(100, s.Height / 2); bezier2.ControlPoint2 = new CCPoint(200, -s.Height / 2); bezier2.EndPosition = new CCPoint(240, 160); var bezierTo1 = new CCBezierTo(2, bezier2); // sprite 3 m_kathia.Position = new CCPoint(400, 160); var bezierTo2 = new CCBezierTo(2, bezier2); m_grossini.RunAction(rep); m_tamara.RunAction(bezierTo1); m_kathia.RunAction(bezierTo2); }
public override void onEnter() { base.onEnter(); CCSize s = CCDirector.sharedDirector().getWinSize(); // // startPosition can be any coordinate, but since the movement // is relative to the Bezier curve, make it (0,0) // centerSprites(3); // sprite 1 ccBezierConfig bezier; bezier.controlPoint_1 = new CCPoint(0, s.height / 2); bezier.controlPoint_2 = new CCPoint(300, -s.height / 2); bezier.endPosition = new CCPoint(300, 100); CCActionInterval bezierForward = CCBezierBy.actionWithDuration(3, bezier); CCFiniteTimeAction bezierBack = bezierForward.reverse(); CCAction rep = CCRepeatForever.actionWithAction((CCActionInterval)CCSequence.actions(bezierForward, bezierBack)); // sprite 2 m_tamara.position = new CCPoint(80, 160); ccBezierConfig bezier2; bezier2.controlPoint_1 = new CCPoint(100, s.height / 2); bezier2.controlPoint_2 = new CCPoint(200, -s.height / 2); bezier2.endPosition = new CCPoint(240, 160); CCActionInterval bezierTo1 = CCBezierTo.actionWithDuration(2, bezier2); // sprite 3 m_kathia.position = new CCPoint(400, 160); CCActionInterval bezierTo2 = CCBezierTo.actionWithDuration(2, bezier2); m_grossini.runAction(rep); m_tamara.runAction(bezierTo1); m_kathia.runAction(bezierTo2); }