예제 #1
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        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 CCEaseBackIn((CCActionInterval)(move.Copy()));
            var move_ease_in_back = move_ease_in.Reverse();

            var move_ease_out      = new CCEaseBackOut((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));
        }
예제 #2
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        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 CCEaseBackIn(move);
            var move_ease_in_back = move_ease_in.Reverse();

            var move_ease_out      = new CCEaseBackOut(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));
        }
예제 #3
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        private void CreateButtons()
        {
            var i = 0;

            foreach (var buttonText in GameConfig.BUTTONS_DICTIONARY.Keys)
            {
                // create button and set action
                var button = new Button(buttonText);
                button.Action = GameConfig.BUTTONS_DICTIONARY[buttonText];

                // add button
                foregroundLayer.AddChild(button);
                buttons.Add(button);

                // start position
                var startPositionX = (base.GameView.DesignResolution.Width - button.ContentSize.Width) / 2;
                var startPositionY = GameConfig.PLAY_BUTTON_POSITION_Y - i * 170 - GameConfig.PLAY_BUTTON_POSITION_Y;
                button.PositionX = startPositionX;
                button.PositionY = startPositionY;

                // end position
                var endPositionX = (base.GameView.DesignResolution.Width - button.ContentSize.Width) / 2;
                var endPositionY = GameConfig.PLAY_BUTTON_POSITION_Y - i * 170;

                // create and run ease move action
                var point      = new CCPoint(endPositionX, endPositionY);
                var coreAction = new CCMoveTo(4.0f, point);
                var easeAction = new CCEaseBackOut(coreAction);
                button.RunAction(easeAction);

                // increment counter
                i += 1;
            }
        }
예제 #4
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        /// <summary>
        /// creates the action
        /// </summary>
        /// <param name="pAction"></param>
        /// <returns></returns>
        public static new CCEaseBackOut actionWithAction(CCActionInterval pAction)
        {
            CCEaseBackOut pRet = new CCEaseBackOut();

            if (pRet != null)
            {
                if (pRet.initWithAction(pAction))
                {
                    //pRet->autorelease();
                }
                else
                {
                    //CC_SAFE_RELEASE_NULL(pRet);
                }
            }

            return pRet;
        }
예제 #5
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        /// <summary>
        /// creates the action
        /// </summary>
        /// <param name="pAction"></param>
        /// <returns></returns>
        public new static CCEaseBackOut actionWithAction(CCActionInterval pAction)
        {
            CCEaseBackOut pRet = new CCEaseBackOut();

            if (pRet != null)
            {
                if (pRet.initWithAction(pAction))
                {
                    //pRet->autorelease();
                }
                else
                {
                    //CC_SAFE_RELEASE_NULL(pRet);
                }
            }

            return(pRet);
        }
예제 #6
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        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      = CCEaseBackIn.actionWithAction((CCActionInterval)(move.copy()));
            CCActionInterval move_ease_in_back = move_ease_in.reverse() as CCActionInterval;

            CCActionInterval move_ease_out      = CCEaseBackOut.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));
        }
예제 #7
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        public override CCObject copyWithZone(CCZone pZone)
        {
            CCZone pNewZone = null;
            CCEaseBackOut pCopy = null;

            if (pZone != null && pZone.m_pCopyObject != null)
            {
                //in case of being called at sub class
                pCopy = pZone.m_pCopyObject as CCEaseBackOut;
            }
            else
            {
                pCopy = new CCEaseBackOut();
                pZone = pNewZone = new CCZone(pCopy);
            }

            pCopy.initWithAction((CCActionInterval)(m_pOther.copy()));

            return pCopy;
        }
예제 #8
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        public override CCObject copyWithZone(CCZone pZone)
        {
            CCZone        pNewZone = null;
            CCEaseBackOut pCopy    = null;

            if (pZone != null && pZone.m_pCopyObject != null)
            {
                //in case of being called at sub class
                pCopy = pZone.m_pCopyObject as CCEaseBackOut;
            }
            else
            {
                pCopy = new CCEaseBackOut();
                pZone = pNewZone = new CCZone(pCopy);
            }

            pCopy.initWithAction((CCActionInterval)(m_pOther.copy()));

            return(pCopy);
        }
예제 #9
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 protected CCEaseBackOut(CCEaseBackOut easeBackOut) : base(easeBackOut)
 {
 }
예제 #10
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 public CCEaseBackOutState(CCEaseBackOut action, CCNode target) : base(action, target)
 {
 }
예제 #11
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		protected CCEaseBackOut (CCEaseBackOut easeBackOut) : base (easeBackOut)
		{}
예제 #12
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        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);
        }
예제 #13
0
        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);
            }
        }
예제 #14
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 public override CCFiniteTimeAction Reverse()
 {
     return(CCEaseBackOut.actionWithAction((CCActionInterval)m_pOther.Reverse()));
 }
예제 #15
0
        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);
            }
        }
예제 #16
0
 public CCEaseBackOutState (CCEaseBackOut action, CCNode target) : base (action, target)
 {
 }