public CCSpeedState(CCSpeed action, CCNode target) : base(action, target) { InnerActionState = (CCFiniteTimeActionState)action.InnerAction.StartAction(target); Speed = action.Speed; }
public CCSpeedState (CCSpeed action, CCNode target) : base (action, target) { InnerActionState = (CCFiniteTimeActionState)action.InnerAction.StartAction (target); Speed = action.Speed; }
public override void OnEnter() { base.OnEnter(); var s = Layer.VisibleBoundsWorldspace.Size; // rotate and jump var jump1 = new CCJumpBy (4, new CCPoint(-s.Width + 80, 0), 100, 4); var jump2 = jump1.Reverse(); var rot1 = new CCRotateBy (4, 360 * 2); var rot2 = rot1.Reverse(); var seq3_1 = new CCSequence(jump2, jump1); var seq3_2 = new CCSequence(rot1, rot2); var spawn = new CCSpawn(seq3_1, seq3_2); speedAction1 = new CCSpeed(new CCRepeatForever (spawn), 1.0f); speedAction2 = new CCSpeed(new CCRepeatForever (spawn), 2.0f); speedAction3 = new CCSpeed(new CCRepeatForever (spawn), 0.5f); m_grossini.RunAction(speedAction1); m_tamara.RunAction(speedAction2); m_kathia.RunAction(speedAction3); }