public override void onEnter() { base.onEnter(); m_emitter = CCParticleRain.node(); m_background.addChild(m_emitter, 10); CCPoint p = m_emitter.position; m_emitter.position = new CCPoint(p.x, p.y - 100); m_emitter.Life = 4; m_emitter.Texture = CCTextureCache.sharedTextureCache().addImage(TestResource.s_fire); setEmitterPosition(); }
protected override void AddedToScene() { base.AddedToScene(); // Test code -------------------------- CCRect bounds = VisibleBoundsWorldspace; var topOfscreen = bounds.Center.Offset(0f, bounds.MaxY / 2f); var rain = new CCParticleRain(topOfscreen) { Scale = 1.5f }; AddChild(rain); var levelKeyLabel = new CCLabel(_levelDefinition.Key, Fonts.MainFont, 48f) { Color = CCColor3B.Black, Position = bounds.Center }; AddChild(levelKeyLabel); var content = new CCLabel(_levelDefinition.Content, Fonts.MainFont, 30f) { PositionX = bounds.Center.X, PositionY = bounds.Center.Y - 50, Color = CCColor3B.Black }; AddChild(content); // ---------------------------------------- var touchListener = new CCEventListenerTouchAllAtOnce { OnTouchesEnded = OnTouchesEnded }; AddEventListener(touchListener, this); }
public static new CCParticleRain Create() { var ret = new CCParticleRain(); ret.InitWithTotalParticles(1000); return ret; }
void HandleViewCreated(object sender, EventArgs e) { //loads the view var ccGView = sender as CCGameView; var contentSearchPaths = new List <string>() { "Resources", "Assets" }; ccGView.ContentManager.SearchPaths = contentSearchPaths; if (ccGView != null) { //if the view is created then load all the assets ccGView.DesignResolution = new CCSizeI(App.Width, App.Height); _scene = new CCScene(ccGView); _layer = new CCLayer(); _scene.AddLayer(_layer); //ship ship = new Ship(this); ship.PositionX = ((App.Width) / 2); ship.PositionY = ((App.Height) / 4); _layer.AddChild(ship); //starts are generated as particles var stars = new CCParticleRain(new CCPoint(200, App.Height)) { StartSize = 1, Color = CCColor3B.White, Speed = 250, SourcePosition = new CCPoint(0.0f, -10.0f), }; stars.StartColor = new CCColor4F(1.0f, 1.0f, 1.0f, 1.0f); _layer.AddChild(stars); var faststars = new CCParticleRain(new CCPoint(200, App.Height)) { StartSize = 1, Speed = 500, SourcePosition = new CCPoint(0.0f, -10.0f), }; faststars.StartColor = new CCColor4F(1.0f, 1.0f, 1.0f, 1.0f); _layer.AddChild(faststars); var slowstars = new CCParticleRain(new CCPoint(200, App.Height)) { TotalParticles = 1, StartSize = 2, Color = CCColor3B.Blue, Speed = 50, SourcePosition = new CCPoint(0.0f, -10.0f), }; faststars.StartColor = new CCColor4F(0.0f, 0.0f, 1.0f, 1.0f); _layer.AddChild(slowstars); //the fire trailing the rocket fire = new CCParticleFire(new CCPoint(((App.Width) / 2), ((App.Height) / 4))) { StartSize = 1, Angle = 270, Speed = 100, SourcePosition = new CCPoint(0.0f, -10.0f), }; _layer.AddChild(fire); //the handlers for the screne being touched var touchEvent = new CCEventListenerTouchAllAtOnce(); touchEvent.OnTouchesEnded = OnTouchesEnded; _layer.AddEventListener(touchEvent); //asteroid asteroids = new List <Asteroid>(); void HandleAsteroidCreated(Asteroid newAsteroid) { _layer.AddChild(newAsteroid); asteroids.Add(newAsteroid); } AsteroidFactory.Self.AsteroidCreated += HandleAsteroidCreated; //psyche psyche = new Psyche(); psyche.PositionX = 200; psyche.PositionY = 4000; psyche.VelocityY = -50; _layer.AddChild(psyche); ccGView.RunWithScene(_scene); } }