public GameLayer() : base(CCColor4B.Blue, CCColor4B.AliceBlue) { // Set the layer gradient direction this.Vector = new CCPoint (0.5f, 0.5f); // Create and add sprites // We will later be applying a wave action to these sprites // These type of actions can only be applied to CCNodeGrid instances // Therefore, wrap our sprites in a CCNodeGrid parent monkeySprite1 = new CCNodeGrid (); monkeySprite1.AddChild (new CCSprite ("monkey")); AddChild (monkeySprite1); monkeySprite2 = new CCNodeGrid (); monkeySprite2.AddChild (new CCSprite ("monkey")); AddChild (monkeySprite2); // 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); }
/// <summary> /// /// </summary> /// <param name="animation"></param> public virtual bool StartAnimation(Animation animation, bool repeat = true) { if (SpriteSheet == null) return false; if (CurrentAnimation == animation) return false; CurrentAnimation = animation; var animationFrames = GetAnimationSprites(animation.RawSprite); SpriteFrame = animationFrames.First(); if (AnimationAction != null) StopAction(AnimationAction.Tag); AnimationAction = new CCAnimate(new CCAnimation(animationFrames, animation.SpriteDelay)); if (repeat) AnimationAction = new CCRepeatForever(AnimationAction); AnimationAction.Tag = TAG_CURRENT_ANIMATION; RunAction(AnimationAction); OnFrameChanged(); return true; }
public CCFiniteTimeActionState (CCFiniteTimeAction action, CCNode target) : base (action, target) { Duration = action.Duration; Elapsed = 0.0f; firstTick = true; }
void InitCCSequence (CCFiniteTimeAction actionOne, CCFiniteTimeAction actionTwo) { Debug.Assert (actionOne != null); Debug.Assert (actionTwo != null); Actions [0] = actionOne; Actions [1] = actionTwo; }
public static CCFiniteTimeAction ActionWithDuration(float t) { var fadeout = new CCFadeOutDownTiles(t, new CCGridSize(16, 12)); var back = fadeout.Reverse(); var delay = new CCDelayTime (0.5f); var actions = new CCFiniteTimeAction[] {fadeout, delay, back}; return new CCSequence(fadeout, delay, back); }
public SpriteBatchNodeOffsetAnchorSkew() { CCSpriteFrameCache cache = CCSpriteFrameCache.SharedSpriteFrameCache; cache.AddSpriteFrames("animations/grossini.plist"); cache.AddSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray"); // Create animations and actions var animFrames = new List<CCSpriteFrame>(); string tmp = ""; for (int j = 0; j < 14; j++) { string temp = ""; if (j+1<10) { temp = "0" + (j + 1); } else { temp = (j + 1).ToString(); } tmp = string.Format("grossini_dance_{0}.png", temp); CCSpriteFrame frame = cache[tmp]; animFrames.Add(frame); } animation = new CCAnimation(animFrames, 0.3f); // skew CCSkewBy skewX = new CCSkewBy (2, 45, 0); CCFiniteTimeAction skewX_back = (CCFiniteTimeAction)skewX.Reverse(); CCSkewBy skewY = new CCSkewBy (2, 0, 45); CCFiniteTimeAction skewY_back = (CCFiniteTimeAction)skewY.Reverse(); // scale CCScaleBy scale = new CCScaleBy(2, 2); CCFiniteTimeAction scale_back = (CCFiniteTimeAction)scale.Reverse(); seq_scale = new CCSequence(scale, scale_back); seq_skew = new CCSequence(skewX, skewX_back, skewY, skewY_back); sprites = new CCSprite[numOfSprites]; pointSprites = new CCSprite[numOfSprites]; for (int i = 0; i < numOfSprites; i++) { // Animation using Sprite batch sprites[i] = new CCSprite("grossini_dance_01.png"); pointSprites[i] = new CCSprite("Images/r1"); CCSpriteBatchNode spritebatch = new CCSpriteBatchNode("animations/grossini"); AddChild(spritebatch); AddChild(pointSprites[i], 200); spritebatch.AddChild(sprites[i], i); } }
public override CCFiniteTimeAction Reverse() { CCFiniteTimeAction[] rev = new CCFiniteTimeAction[Actions.Length]; for (int i = 0; i < Actions.Length; i++) { rev [i] = Actions [i].Reverse(); } return(new CCParallel(rev)); }
public override CCFiniteTimeAction Reverse () { CCFiniteTimeAction[] rev = new CCFiniteTimeAction[Actions.Length]; for (int i = 0; i < Actions.Length; i++) { rev [i] = Actions [i].Reverse (); } return new CCParallel (rev); }
public SpriteBatchNodeOffsetAnchorFlip() { CCSpriteFrameCache cache = CCSpriteFrameCache.SharedSpriteFrameCache; cache.AddSpriteFrames("animations/grossini.plist"); cache.AddSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray"); // Create animations and actions var animFrames = new List<CCSpriteFrame>(); string tmp = ""; for (int j = 0; j < 14; j++) { string temp = ""; if (j+1<10) { temp = "0" + (j + 1); } else { temp = (j + 1).ToString(); } tmp = string.Format("grossini_dance_{0}.png", temp); CCSpriteFrame frame = cache[tmp]; animFrames.Add(frame); } animation = new CCAnimation(animFrames, 0.3f); CCFlipY flip = new CCFlipY(true); CCFlipY flip_back = new CCFlipY(false); CCDelayTime delay = new CCDelayTime (1); seq = new CCSequence(delay, flip, delay, flip_back); sprites = new CCSprite[numOfSprites]; pointSprites = new CCSprite[numOfSprites]; for (int i = 0; i < numOfSprites; i++) { // Animation using Sprite batch sprites[i] = new CCSprite("grossini_dance_01.png"); pointSprites[i] = new CCSprite("Images/r1"); CCSpriteBatchNode spritebatch = new CCSpriteBatchNode("animations/grossini"); AddChild(spritebatch); AddChild(pointSprites[i], 200); spritebatch.AddChild(sprites[i], i); } }
public CCLayerMultiplex(CCFiniteTimeAction inAction, CCFiniteTimeAction outAction, params CCLayer[] layers) : base() { InAction = inAction; OutAction = outAction; ShowFirstLayerOnEnter = true; EnabledLayerIndex = NoLayer; Layers = new List<CCLayer>(layers); foreach(CCLayer layer in Layers) { AddChild(layer); layer.Visible = false; } }
public CCLayerMultiplex(CCFiniteTimeAction inAction, CCFiniteTimeAction outAction, params CCLayer[] layers) : base() { InAction = inAction; OutAction = outAction; ShowFirstLayerOnEnter = true; EnabledLayerIndex = NoLayer; Layers = new List <CCLayer>(layers); foreach (CCLayer layer in Layers) { AddChild(layer); layer.Visible = false; } }
public SpriteOffsetAnchorSkewScale() { sprites = new CCSprite[numOfSprites]; pointSprites = new CCSprite[numOfSprites]; // Create actions CCSpriteFrameCache cache = CCSpriteFrameCache.SharedSpriteFrameCache; cache.AddSpriteFrames("animations/grossini.plist"); cache.AddSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray"); var animFrames = new List<CCSpriteFrame>(); string tmp = ""; for (int j = 0; j < 14; j++) { tmp = string.Format("grossini_dance_{0:00}.png", j + 1); CCSpriteFrame frame = cache[tmp]; animFrames.Add(frame); } animation = new CCAnimation(animFrames, 0.3f); // Skew CCSkewBy skewX = new CCSkewBy (2, 45, 0); CCFiniteTimeAction skewX_back = (CCFiniteTimeAction)skewX.Reverse(); CCSkewBy skewY = new CCSkewBy (2, 0, 45); CCFiniteTimeAction skewY_back = (CCFiniteTimeAction)skewY.Reverse(); seq_skew = new CCSequence(skewX, skewX_back, skewY, skewY_back); // Scale CCScaleBy scale = new CCScaleBy(2, 2); CCFiniteTimeAction scale_back = (CCFiniteTimeAction)scale.Reverse(); seq_scale = new CCSequence(scale, scale_back); for (int i = 0; i < numOfSprites; i++) { // Animation using Sprite batch sprites[i] = new CCSprite("grossini_dance_01.png"); AddChild(sprites[i], 0); pointSprites[i] = new CCSprite("Images/r1"); AddChild(pointSprites[i], 1); } }
private void RunAction(CCNode node, CCBSequenceProperty pSeqProp, float fTweenDuration) { List <CCBKeyframe> keyframes = pSeqProp.Keyframes; int numKeyframes = keyframes.Count; if (numKeyframes > 1) { // Make an animation! var actions = new List <CCFiniteTimeAction>(); CCBKeyframe keyframeFirst = keyframes[0]; float timeFirst = keyframeFirst.Time + fTweenDuration; if (timeFirst > 0) { actions.Add(new CCDelayTime(timeFirst)); } for (int i = 0; i < numKeyframes - 1; ++i) { CCBKeyframe kf0 = keyframes[i]; CCBKeyframe kf1 = keyframes[i + 1]; CCFiniteTimeAction action = GetAction(kf0, kf1, pSeqProp.Name, node); if (action != null) { // Apply easing action = GetEaseAction(action, kf0.EasingType, kf0.EasingOpt); actions.Add(action); } } if (actions.Count > 1) { CCFiniteTimeAction seq = new CCSequence(actions.ToArray()); node.RunAction(seq); } else { node.RunAction(actions[0]); } } }
public SpriteOffsetAnchorScale() { CCSpriteFrameCache cache = CCSpriteFrameCache.SharedSpriteFrameCache; cache.AddSpriteFrames("animations/grossini.plist"); cache.AddSpriteFrames("animations/grossini_gray.plist", "animations/grossini_gray"); sprites = new CCSprite[numOfSprites]; pointSprites = new CCSprite[numOfSprites]; var animFrames = new List<CCSpriteFrame>(14); string str = ""; for (int j = 0; j < 14; j++) { string temp = ""; if (j + 1 < 10) { temp = "0" + (j + 1); } else { temp = (j + 1).ToString(); } str = string.Format("grossini_dance_{0}.png", temp); CCSpriteFrame frame = cache[str]; animFrames.Add(frame); } animation = new CCAnimation(animFrames, 0.3f); for (int i = 0; i < numOfSprites; i++) { // Animation using Sprite BatchNode sprites[i] = new CCSprite("grossini_dance_01.png"); AddChild(sprites[i], 0); pointSprites[i] = new CCSprite("Images/r1"); AddChild(pointSprites[i], 1); CCFiniteTimeAction scale = new CCScaleBy(2, 2); CCFiniteTimeAction scale_back = (CCFiniteTimeAction)scale.Reverse(); seq_scale = (CCFiniteTimeAction)(new CCSequence(scale, scale_back)); } }
public SpriteBatchNodeChildren() { CCSpriteBatchNode batch = new CCSpriteBatchNode("animations/grossini", 50); AddChild(batch, 0, (int)kTags.kTagSpriteBatchNode); CCSpriteFrameCache.SharedSpriteFrameCache.AddSpriteFrames("animations/grossini.plist"); sprite1 = new CCSprite("grossini_dance_01.png"); sprite2 = new CCSprite("grossini_dance_02.png"); sprite3 = new CCSprite("grossini_dance_03.png"); batch.AddChild(sprite1); sprite1.AddChild(sprite2); sprite1.AddChild(sprite3); var animFrames = new List<CCSpriteFrame>(); string str = ""; for (int i = 1; i < 15; i++) { string temp = ""; if (i<10) { temp = "0" + i; } else { temp = i.ToString(); } str = string.Format("grossini_dance_{0}.png", temp); CCSpriteFrame frame = CCSpriteFrameCache.SharedSpriteFrameCache[str]; animFrames.Add(frame); } animation = new CCAnimation(animFrames, 0.2f); action = new CCMoveBy (2, new CCPoint(200, 0)); action_back = (CCFiniteTimeAction)action.Reverse(); action_rot = new CCRotateBy (2, 360); action_s = new CCScaleBy(2, 2); action_s_back = (CCFiniteTimeAction)action_s.Reverse(); seq2 = (CCFiniteTimeAction)action_rot.Reverse(); }
private void InitCCSpawn(CCFiniteTimeAction action1, CCFiniteTimeAction action2) { Debug.Assert(action1 != null); Debug.Assert(action2 != null); float d1 = action1.Duration; float d2 = action2.Duration; ActionOne = action1; ActionTwo = action2; if (d1 > d2) { ActionTwo = new CCSequence(action2, new CCDelayTime(d1 - d2)); } else if (d1 < d2) { ActionOne = new CCSequence(action1, new CCDelayTime(d2 - d1)); } }
private void InitCCSpawn (CCFiniteTimeAction action1, CCFiniteTimeAction action2) { Debug.Assert (action1 != null); Debug.Assert (action2 != null); float d1 = action1.Duration; float d2 = action2.Duration; ActionOne = action1; ActionTwo = action2; if (d1 > d2) { ActionTwo = new CCSequence (action2, new CCDelayTime (d1 - d2)); } else if (d1 < d2) { ActionOne = new CCSequence (action1, new CCDelayTime (d2 - d1)); } }
public Sprite6() { // small capacity. Testing resizing // Don't use capacity=1 in your real game. It is expensive to resize the capacity batch = new CCSpriteBatchNode("Images/grossini_dance_atlas", 1); // SpriteBatchNode actions rotate = new CCRotateBy(5, 360); action = new CCRepeatForever(rotate); // SpriteBatchNode actions rotate_back = rotate.Reverse(); scale = new CCScaleBy(5, 1.5f); scale_back = scale.Reverse(); for (int i = 0; i < 3; i++) { CCSprite sprite = new CCSprite(batch.Texture, new CCRect(85 * i, 121 * 1, 85, 121)); batch.AddChild(sprite, i); } }
public SpriteAnimationSplit() { var texture = CCTextureCache.SharedTextureCache.AddImage("animations/dragon_animation"); CCSize contentSizeInPixels = texture.ContentSizeInPixels; float height = contentSizeInPixels.Height / 4.0f; float heightOffset = height / 2.0f; float width = contentSizeInPixels.Width / 5.0f; // Manually add frames to the frame cache // The rects in pixels of each frame are determined from the textureatlas var frame0 = new CCSpriteFrame(texture, new CCRect(width * 0, heightOffset + height * 0, width, height)); var frame1 = new CCSpriteFrame(texture, new CCRect(width * 1, heightOffset + height * 0, width, height)); var frame2 = new CCSpriteFrame(texture, new CCRect(width * 2, heightOffset + height * 0, width, height)); var frame3 = new CCSpriteFrame(texture, new CCRect(width * 3, heightOffset + height * 0, width, height)); // Note: The height positioning below is a bit of voodoo because the sprite atlas isn't currently packed tightly // See the dragon_animation.png file var frame4 = new CCSpriteFrame(texture, new CCRect(width * 0, heightOffset * 1.6f + height * 1, width, height)); var frame5 = new CCSpriteFrame(texture, new CCRect(width * 1, heightOffset * 1.6f + height * 1, width, height)); // Animation using Sprite BatchNode sprite = new CCSprite(frame0); AddChild(sprite); var animFrames = new List<CCSpriteFrame>(6); animFrames.Add(frame0); animFrames.Add(frame1); animFrames.Add(frame2); animFrames.Add(frame3); animFrames.Add(frame4); animFrames.Add(frame5); CCAnimation animation = new CCAnimation(animFrames, 0.2f); CCAnimate animate = new CCAnimate (animation); seq = new CCSequence(animate, new CCFlipX(true), animate, new CCFlipX(false)); }
private void AddTitle() { var title = new CCLabelTtf(Settings.GameName, "kongtext", 28) { Color = CCColor3B.White, AnchorPoint = CCPoint.AnchorMiddleTop, PositionX = Settings.ScreenWidth/2, PositionY = 550, }; var titleShadow = new CCLabelTtf(Settings.GameName, "kongtext", 28) { Color = new CCColor3B(100, 0, 220), AnchorPoint = CCPoint.AnchorMiddleTop, PositionX = Settings.ScreenWidth/2, PositionY = 550, }; // Движение тени у текста с названием игры const int moveStreak = 30; var moves = new CCFiniteTimeAction[moveStreak]; for (int i = 0; i < moveStreak; i++) { moves[i] = MoveAround(); } titleShadow.RepeatForever(new CCSequence(moves)); var helper = new CCLabelTtf("Enter/Space to start, Esc to exit", "kongtext", 10) { Color = CCColor3B.Gray, AnchorPoint = CCPoint.AnchorMiddleBottom, PositionX = Settings.ScreenWidth/2, PositionY = 0 }; AddChild(titleShadow); AddChild(title); AddChild(helper); }
public CCEaseInOut (CCFiniteTimeAction action, float rate) : base (action, rate) { }
public CCEaseExponentialOut(CCFiniteTimeAction action) : base(action) { }
public ActionFade() { action1 = new CCFadeIn(1.0f); action1Back = action1.Reverse(); action2 = new CCFadeOut(1.0f); action2Back = action2.Reverse(); }
public CCFiniteTimeAction EaseAction(CCFiniteTimeAction action) { return(new CCEaseOut(action, 2.0f)); }
public CCEaseExponentialIn (CCFiniteTimeAction action) : base (action) { }
public CCBEaseInstant(CCFiniteTimeAction action) : base(action) { }
public CCEaseElasticInOut (CCFiniteTimeAction action) : this (action, 0.3f) { }
public CCSequence (CCFiniteTimeAction action1, CCFiniteTimeAction action2) : base (action1.Duration + action2.Duration) { Actions = new CCFiniteTimeAction[2]; InitCCSequence (action1, action2); }
public CCReverseTime(CCFiniteTimeAction action) : base(action.Duration) { Other = action; }
public CCSpeed(CCFiniteTimeAction action, float speed) { InnerAction = action; Speed = speed; }
public ActionRepeat() { a1 = new CCMoveBy (1, new CCPoint(150, 0)); a1Reverse = a1.Reverse(); }
public ActionReverseSequence2() { var move1 = new CCMoveBy (1, new CCPoint(250, 0)); var move2 = new CCMoveBy (1, new CCPoint(0, 50)); var toggle = new CCToggleVisibility(); var seq = new CCSequence(move1, toggle, move2, toggle, move1.Reverse()); action = new CCRepeat ((new CCSequence(seq, seq.Reverse())), 3); var move_tamara = new CCMoveBy (1, new CCPoint(100, 0)); var move_tamara2 = new CCMoveBy (1, new CCPoint(50, 0)); var hide = new CCHide(); seq_tamara = new CCSequence(move_tamara, hide, move_tamara2); seq_back = seq_tamara.Reverse(); }
public ActionTint() { action1 = new CCTintTo (2, 255, 0, 255); action2 = new CCTintBy (2, -127, -255, -127); action2Back = action2.Reverse(); }
private void SetAnimatedProperty(string pPropName, CCNode node, object pValue, float fTweenDuraion) { if (fTweenDuraion > 0) { // Create a fake keyframe to generate the action from var kf1 = new CCBKeyframe(); kf1.Value = pValue; kf1.Time = fTweenDuraion; kf1.EasingType = CCBEasingType.Linear; // Animate CCFiniteTimeAction tweenAction = GetAction(null, kf1, pPropName, node); node.RunAction(tweenAction); } else { // Just set the value if (pPropName == "position") { // Get position type var array = (List <CCBValue>)GetBaseValue(node, pPropName); var type = (CCBPositionType)array[2].GetIntValue(); // Get relative position var value = (List <CCBValue>)pValue; float x = value[0].GetFloatValue(); float y = value[1].GetFloatValue(); node.Position = CCBHelper.GetAbsolutePosition(new CCPoint(x, y), type, GetContainerSize(node.Parent), pPropName); } else if (pPropName == "scale") { // Get scale type var array = (List <CCBValue>)GetBaseValue(node, pPropName); var type = (CCBScaleType)array[2].GetIntValue(); // Get relative scale var value = (List <CCBValue>)pValue; float x = value[0].GetFloatValue(); float y = value[1].GetFloatValue(); CCBHelper.SetRelativeScale(node, x, y, type, pPropName); } else if (pPropName == "skew") { // Get relative scale var value = (List <CCBValue>)pValue; float x = value[0].GetFloatValue(); float y = value[1].GetFloatValue(); node.SkewX = x; node.SkewY = y; } else { // [node setValue:value forKey:name]; // TODO only handle rotation, opacity, displayFrame, color if (pPropName == "rotation") { float rotate = ((CCBValue)pValue).GetFloatValue(); node.Rotation = rotate; } else if (pPropName == "rotationX") { float rotate = ((CCBValue)pValue).GetFloatValue(); node.RotationX = rotate; } else if (pPropName == "rotationY") { float rotate = ((CCBValue)pValue).GetFloatValue(); node.RotationY = rotate; } else if (pPropName == "opacity") { byte opacity = ((CCBValue)pValue).GetByteValue(); node.Opacity = opacity; } else if (pPropName == "displayFrame") { ((CCSprite)node).SpriteFrame = (CCSpriteFrame)pValue; } else if (pPropName == "color") { var color = (CCColor3BWapper)pValue; node.Color = color.Color; } else if (pPropName == "visible") { bool visible = ((CCBValue)pValue).GetBoolValue(); node.Visible = visible; } else { CCLog.Log("unsupported property name is {0}", pPropName); Debug.Assert(false, "unsupported property now"); } } } }
public CCSequence(CCFiniteTimeAction action1, CCFiniteTimeAction action2) : base(action1.Duration + action2.Duration) { Actions = new CCFiniteTimeAction[2]; InitCCSequence(action1, action2); }
public CCEaseElasticInOut (CCFiniteTimeAction action, float period) : base (action, period) { }
public CCEaseOut(CCFiniteTimeAction action, float rate) : base(action, rate) { }
public CCEaseSineOut (CCFiniteTimeAction action) : base (action) { }
public CCRepeatForever(CCFiniteTimeAction action) { Debug.Assert(action != null); InnerAction = action; }
public CCEaseElasticOut(CCFiniteTimeAction action) : base(action, 0.3f) { }
public CCEaseElasticIn(CCFiniteTimeAction action, float period) : base(action, period) { }
public CCRepeatForever(params CCFiniteTimeAction[] actions) { Debug.Assert(actions != null); InnerAction = new CCSequence(actions); }
public CCEaseElasticIn(CCFiniteTimeAction action) : this(action, 0.3f) { }
public AnimationCache() { var frameCache = CCSpriteFrameCache.SharedSpriteFrameCache; frameCache.AddSpriteFrames("animations/grossini.plist"); frameCache.AddSpriteFrames("animations/grossini_gray.plist"); frameCache.AddSpriteFrames("animations/grossini_blue.plist"); // // create animation "dance" // var animFrames = new List<CCSpriteFrame>(15); string str = ""; for (int i = 1; i < 15; i++) { str = string.Format("grossini_dance_{0:00}.png", i); CCSpriteFrame frame = CCSpriteFrameCache.SharedSpriteFrameCache[str]; animFrames.Add(frame); } CCAnimation animation = new CCAnimation(animFrames, 0.2f); // Add an animation to the Cache CCAnimationCache.SharedAnimationCache.AddAnimation(animation, "dance"); // // create animation "dance gray" // animFrames.Clear(); for (int i = 1; i < 15; i++) { str = String.Format("grossini_dance_gray_{0:00}.png", i); CCSpriteFrame frame = CCSpriteFrameCache.SharedSpriteFrameCache[str]; animFrames.Add(frame); } animation = new CCAnimation(animFrames, 0.2f); // Add an animation to the Cache CCAnimationCache.SharedAnimationCache.AddAnimation(animation, "dance_gray"); // // create animation "dance blue" // animFrames.Clear(); for (int i = 1; i < 4; i++) { str = String.Format("grossini_blue_{0:00}.png", i); CCSpriteFrame frame = CCSpriteFrameCache.SharedSpriteFrameCache[str]; animFrames.Add(frame); } animation = new CCAnimation(animFrames, 0.2f); // Add an animation to the Cache CCAnimationCache.SharedAnimationCache.AddAnimation(animation, "dance_blue"); CCAnimationCache animCache = CCAnimationCache.SharedAnimationCache; CCAnimation normal = animCache["dance"]; normal.RestoreOriginalFrame = true; CCAnimation dance_grey = animCache["dance_gray"]; dance_grey.RestoreOriginalFrame = true; CCAnimation dance_blue = animCache["dance_blue"]; dance_blue.RestoreOriginalFrame = true; CCAnimate animN = new CCAnimate (normal); CCAnimate animG = new CCAnimate (dance_grey); CCAnimate animB = new CCAnimate (dance_blue); seqAnimation = new CCSequence(animN, animG, animB); grossini = new CCSprite(); AddChild(grossini); }
public CCReverseTime (CCFiniteTimeAction action) : base (action.Duration) { Other = action; }
public CCRepeatForever (params CCFiniteTimeAction[] actions) { Debug.Assert (actions != null); InnerAction = new CCSequence (actions); }
public CCRepeatForever (CCFiniteTimeAction action) { Debug.Assert (action != null); InnerAction = action; }
protected CCSpawn(CCFiniteTimeAction action1, CCFiniteTimeAction action2) : base(Math.Max(action1.Duration, action2.Duration)) { InitCCSpawn(action1, action2); }
public CCEaseSineOut(CCFiniteTimeAction action) : base(action) { }
public CCEaseCustom(CCFiniteTimeAction action, Func <float, float> easeFunc) : base(action) { EaseFunc = easeFunc; }
public CCLayerMultiplex(CCFiniteTimeAction inAction, CCFiniteTimeAction outAction) : this(inAction, outAction, null) { }