Exemplo n.º 1
0
        public override void OnEnter()
        {
            base.OnEnter();
            CCSize s = CCDirector.SharedDirector.WinSize;

            m_pInScene.Scale        = 0.5f;
            m_pInScene.Position     = new CCPoint(s.Width, 0);
            m_pInScene.AnchorPoint  = new CCPoint(0.5f, 0.5f);
            m_pOutScene.AnchorPoint = new CCPoint(0.5f, 0.5f);

            CCActionInterval jump     = new CCJumpBy(m_fDuration / 4, new CCPoint(-s.Width, 0), s.Width / 4, 2);
            CCActionInterval scaleIn  = new CCScaleTo(m_fDuration / 4, 1.0f);
            CCActionInterval scaleOut = new CCScaleTo(m_fDuration / 4, 0.5f);

            CCSequence jumpZoomOut = (CCSequence.FromActions(scaleOut, jump));
            CCSequence jumpZoomIn  = (CCSequence.FromActions((CCActionInterval)jump.Copy(), scaleIn));

            CCActionInterval delay = new CCDelayTime(m_fDuration / 2);

            m_pOutScene.RunAction(jumpZoomOut);
            m_pInScene.RunAction
            (
                CCSequence.FromActions
                (
                    delay,
                    jumpZoomIn,
                    new CCCallFunc(Finish)
                )
            );
        }
Exemplo n.º 2
0
        public override void OnEnter()
        {
            base.OnEnter();

            CCNode target = GetChildByTag(EffectAdvanceScene.kTagBackground);

            // To reuse a grid the grid size and the grid type must be the same.
            // in this case:
            //     Lens3D is Grid3D and it's size is (15,10)
            //     Waves3D is Grid3D and it's size is (15,10)

            CCSize           size  = CCDirector.SharedDirector.WinSize;
            CCActionInterval lens  = new CCLens3D(0.0f, new CCGridSize(15, 10), new CCPoint(size.Width / 4, size.Height / 4), 240);
            CCActionInterval waves = new CCWaves3D(10, new CCGridSize(15, 10), 18, 15);


            CCFiniteTimeAction reuse = new CCReuseGrid(1);
            CCActionInterval   delay = new CCDelayTime(8);

            CCActionInterval   orbit      = new CCOrbitCamera(5, 1, 2, 0, 180, 0, -90);
            CCFiniteTimeAction orbit_back = orbit.Reverse();

            target.RunAction(new CCRepeatForever((new CCSequence(orbit, orbit_back))));
            target.RunAction(new CCSequence(lens, delay, reuse, waves));
        }
Exemplo n.º 3
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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_ease_inout1      = new CCEaseElasticInOut(move, 0.3f);
            var move_ease_inout_back1 = move_ease_inout1.Reverse();

            var move_ease_inout2      = new CCEaseElasticInOut(move, 0.45f);
            var move_ease_inout_back2 = move_ease_inout2.Reverse();

            var move_ease_inout3      = new CCEaseElasticInOut(move, 0.6f);
            var move_ease_inout_back3 = move_ease_inout3.Reverse();

            var delay = new CCDelayTime(0.25f);

            var seq1 = new CCSequence(move_ease_inout1, delay, move_ease_inout_back1, delay);
            var seq2 = new CCSequence(move_ease_inout2, delay, move_ease_inout_back2,
                                      delay);
            var seq3 = new CCSequence(move_ease_inout3, delay, move_ease_inout_back3,
                                      delay);

            m_tamara.RunAction(new CCRepeatForever(seq1));
            m_kathia.RunAction(new CCRepeatForever(seq2));
            m_grossini.RunAction(new CCRepeatForever(seq3));
        }
Exemplo n.º 4
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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));
        }
Exemplo n.º 5
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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));
        }
Exemplo n.º 6
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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_ease_inout1      = new CCEaseElasticInOut((CCActionInterval)(move.Copy()), 0.3f);
            var move_ease_inout_back1 = move_ease_inout1.Reverse();

            var move_ease_inout2      = new CCEaseElasticInOut((CCActionInterval)(move.Copy()), 0.45f);
            var move_ease_inout_back2 = move_ease_inout2.Reverse();

            var move_ease_inout3      = new CCEaseElasticInOut((CCActionInterval)(move.Copy()), 0.6f);
            var move_ease_inout_back3 = move_ease_inout3.Reverse();

            var delay = new CCDelayTime(0.25f);

            var seq1 = CCSequence.FromActions(move_ease_inout1, delay, move_ease_inout_back1, (CCFiniteTimeAction)delay.Copy());
            var seq2 = CCSequence.FromActions(move_ease_inout2, (CCFiniteTimeAction)delay.Copy(), move_ease_inout_back2,
                                              (CCFiniteTimeAction)delay.Copy());
            var seq3 = CCSequence.FromActions(move_ease_inout3, (CCFiniteTimeAction)delay.Copy(), move_ease_inout_back3,
                                              (CCFiniteTimeAction)delay.Copy());

            m_tamara.RunAction(new CCRepeatForever(seq1));
            m_kathia.RunAction(new CCRepeatForever(seq2));
            m_grossini.RunAction(new CCRepeatForever(seq3));
        }
Exemplo n.º 7
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    public Hello3D()
    {
        CC3FbxGeneric hero = new CC3FbxGeneric("cocos2d-unity-demo/3D/Prefabs/Hero");

        hero.setUnityLayerRecursively("3D");
        hero.position3D = new Vector3(CCDirector.sharedDirector.winSize.x / 2, CCDirector.sharedDirector.winSize.y / 2 - 30, -700);
        hero.rotationY  = 180;
        addChild(hero);

        hero.eventHandler = delegate(AnimationEvent evt){
            if (evt.stringParameter == "End")
            {
                hero.playAnimation("Idle");
            }
        };

        var delay  = new CCDelayTime(3f);
        var attack = new CCCallBlock(delegate {
            hero.playAnimation("Punch");
        });
        var seq    = CCSequence.Actions(delay, attack);
        var repeat = new CCRepeatForever(seq as CCActionInterval);

        hero.runAction(repeat);
    }
Exemplo n.º 8
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        public override void OnEnter()
        {
            base.OnEnter();

            // To reuse a grid the grid size and the grid type must be the same.
            // in this case:
            //     ShakyTiles is TiledGrid3D and it's size is (15,10)
            //     Shuffletiles is TiledGrid3D and it's size is (15,10)
            //	   TurnOfftiles is TiledGrid3D and it's size is (15,10)
            var shaky   = new CCShakyTiles3D(5, new CCGridSize(15, 10), 4, false);
            var shuffle = new CCShuffleTiles(new CCGridSize(15, 10), 3, 0);
            var turnoff = new CCTurnOffTiles(3, new CCGridSize(15, 10), 0);
            var turnon  = turnoff.Reverse();

            // reuse 2 times:
            //   1 for shuffle
            //   2 for turn off
            //   turnon tiles will use a new grid
            var reuse = new CCReuseGrid(2);

            var delay = new CCDelayTime(1);

            //	id orbit = [OrbitCamera::actionWithDuration:5 radius:1 deltaRadius:2 angleZ:0 deltaAngleZ:180 angleX:0 deltaAngleX:-90];
            //	id orbit_back = [orbit reverse];
            //
            //	[target runAction: [RepeatForever::actionWithAction: [Sequence actions: orbit, orbit_back, nil]]];
            bgNode.RunActions(shaky, delay, reuse, shuffle, delay, turnoff, turnon);
        }
        public override void OnEnter()
        {
            base.OnEnter();
            CCSize s = CCDirector.SharedDirector.WinSize;

            m_pInScene.Scale = 0.5f;
            m_pInScene.Position = new CCPoint(s.Width, 0);
            m_pInScene.AnchorPoint = new CCPoint(0.5f, 0.5f);
            m_pOutScene.AnchorPoint = new CCPoint(0.5f, 0.5f);

            CCActionInterval jump = new CCJumpBy (m_fDuration / 4, new CCPoint(-s.Width, 0), s.Width / 4, 2);
            CCActionInterval scaleIn = new CCScaleTo(m_fDuration / 4, 1.0f);
            CCActionInterval scaleOut = new CCScaleTo(m_fDuration / 4, 0.5f);

            CCSequence jumpZoomOut = (CCSequence.FromActions(scaleOut, jump));
            CCSequence jumpZoomIn = (CCSequence.FromActions((CCActionInterval) jump.Copy(), scaleIn));

            CCActionInterval delay = new CCDelayTime (m_fDuration / 2);

            m_pOutScene.RunAction(jumpZoomOut);
            m_pInScene.RunAction
                (
                    CCSequence.FromActions
                        (
                            delay,
                            jumpZoomIn,
                            new CCCallFunc(Finish)
                        )
                );
        }
Exemplo n.º 10
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        public override void OnEnter()
        {
            base.OnEnter();

            CCNode target = GetChildByTag(EffectAdvanceScene.kTagBackground);

            // To reuse a grid the grid size and the grid type must be the same.
            // in this case:
            //     ShakyTiles is TiledGrid3D and it's size is (15,10)
            //     Shuffletiles is TiledGrid3D and it's size is (15,10)
            //	   TurnOfftiles is TiledGrid3D and it's size is (15,10)
            CCActionInterval   shaky   = new CCShakyTiles3D(4, false, new CCGridSize(15, 10), 5);
            CCActionInterval   shuffle = new CCShuffleTiles(0, new CCGridSize(15, 10), 3);
            CCActionInterval   turnoff = new CCTurnOffTiles(0, new CCGridSize(15, 10), 3);
            CCFiniteTimeAction turnon  = turnoff.Reverse();

            // reuse 2 times:
            //   1 for shuffle
            //   2 for turn off
            //   turnon tiles will use a new grid
            CCFiniteTimeAction reuse = new CCReuseGrid(2);

            CCActionInterval delay = new CCDelayTime(1);

            //	id orbit = [OrbitCamera::actionWithDuration:5 radius:1 deltaRadius:2 angleZ:0 deltaAngleZ:180 angleX:0 deltaAngleX:-90];
            //	id orbit_back = [orbit reverse];
            //
            //	[target runAction: [RepeatForever::actionWithAction: [Sequence actions: orbit, orbit_back, nil]]];
            target.RunAction((CCSequence.FromActions(shaky, delay, reuse, shuffle, (CCFiniteTimeAction)delay.Copy(), turnoff, turnon)));
        }
Exemplo n.º 11
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 public override void Update(float dt)
 {
     elapsed += dt;
     if (elapsed > 1f)
     {
         elapsed = 0f;
         // CCLabelBMFont
         if (label1 != null)
         {
             RemoveChild(label1);
         }
         CCNode node = new CCNode();
         CCSize s    = CCDirector.SharedDirector.WinSize;
         float  x    = s.Width * CCMacros.CCRandomBetween0And1();
         float  y    = s.Height * CCMacros.CCRandomBetween0And1();
         label1 = new CCLabelBMFont(string.Format("{0:N2},{1:N2} @ Mem Leak Ctor", x, y), "fonts/konqa32.fnt", 255f, CCTextAlignment.Right, CCPoint.Zero);
         node.AddChild(label1);
         label1.Position = new CCPoint(x, y);
         AddChild(node);
         label1 = node;
         // Start - test case for memory leak mentioned at https://cocos2dxna.codeplex.com/discussions/544032
         node.Scale = 2f;
         //--> This action causes the leak
         CCScaleTo    acScale   = new CCScaleTo(0.1f, 1);
         CCDelayTime  acShow    = new CCDelayTime(0.1f);
         CCSplitRows  acFadeOut = new CCSplitRows(0.1f, 20);
         CCRemoveSelf acRemove  = new CCRemoveSelf(true);
         CCSequence   seq       = new CCSequence(acScale, acShow, acFadeOut, acRemove);
         node.RunAction(seq);
     }
 }
Exemplo n.º 12
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        public override void OnEnter()
        {
            base.OnEnter();

            GameView.DepthTesting = true;

            CCRect visibleBounds = VisibleBoundsWorldspace;

            // To reuse a grid the grid size and the grid type must be the same.
            // in this case:
            //     Lens3D is Grid3D and it's size is (15,10)
            //     Waves3D is Grid3D and it's size is (15,10)

            var lens  = new CCLens3D(0.0f, new CCGridSize(15, 10), visibleBounds.Center, 200);
            var waves = new CCWaves3D(10, new CCGridSize(15, 10), 18, 30);


            var reuse = new CCReuseGrid(1);
            var delay = new CCDelayTime(8);

            //bgNode.AnchorPoint = CCPoint.AnchorMiddle;
            var orbit      = new CCOrbitCamera(5, 1.0f, 2, 0, 180, 0, -90);
            var orbit_back = orbit.Reverse();

            //bgNode.RepeatForever(orbit, orbit_back);
            bgNode.RunActions(lens, delay, reuse, waves);
        }
Exemplo n.º 13
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        public override void onEnter()
        {
            base.onEnter();

            CCActionInterval effect = (CCActionInterval)(CCSequence.actions(CCDelayTime.actionWithDuration(2.0f), CCShaky3D.actionWithRange(16, false, new ccGridSize(5, 5), 5.0f)));

            // cleanup
            CCNode bg = getChildByTag(EffectAdvanceScene.kTagBackground);

            removeChild(bg, true);

            // background
            CCLayerColor layer = CCLayerColor.layerWithColor(new ccColor4B(255, 0, 0, 255));

            addChild(layer, -10);
            CCSprite sprite = CCSprite.spriteWithFile("Images/grossini");

            sprite.position = new CCPoint(50, 80);
            layer.addChild(sprite, 10);

            // foreground
            CCLayerColor layer2 = CCLayerColor.layerWithColor(new ccColor4B(0, 255, 0, 255));
            CCSprite     fog    = CCSprite.spriteWithFile("Images/Fog");

            ccBlendFunc bf = new ccBlendFunc {
                src = 0x0302, dst = 0x0303
            };

            fog.BlendFunc = bf;
            layer2.addChild(fog, 1);
            addChild(layer2, 1);

            layer2.runAction(CCRepeatForever.actionWithAction(effect));
        }
Exemplo n.º 14
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        public new static CCActionInterval actionWithDuration(float t)
        {
            CCShuffleTiles     shuffle      = new CCShuffleTiles(25, new CCGridSize(16, 12), t);
            CCFiniteTimeAction shuffle_back = shuffle.Reverse();
            CCDelayTime        delay        = new CCDelayTime(2);

            return((CCActionInterval)(CCSequence.FromActions(shuffle, delay, shuffle_back)));
        }
        public new static CCActionInterval actionWithDuration(float t)
        {
            CCFadeOutTRTiles   fadeout = CCFadeOutTRTiles.actionWithSize(new ccGridSize(16, 12), t);
            CCFiniteTimeAction back    = fadeout.reverse();
            CCDelayTime        delay   = CCDelayTime.actionWithDuration(0.5f);

            return((CCActionInterval)(CCSequence.actions(fadeout, delay, back)));
        }
Exemplo n.º 16
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        public new static CCActionInterval actionWithDuration(float t)
        {
            CCTurnOffTiles     fadeout = new CCTurnOffTiles(t, new CCGridSize(48, 32), 25);
            CCFiniteTimeAction back    = fadeout.Reverse();
            CCDelayTime        delay   = new CCDelayTime(0.5f);

            return((CCActionInterval)(new CCSequence(fadeout, delay, back)));
        }
Exemplo n.º 17
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        public static CCActionInterval actionWithDuration(float t)
        {
            CCFadeOutDownTiles fadeout = new CCFadeOutDownTiles(new CCGridSize(16, 12), t);
            CCFiniteTimeAction back    = fadeout.Reverse();
            CCDelayTime        delay   = new CCDelayTime(0.5f);

            return((CCActionInterval)(CCSequence.FromActions(fadeout, delay, back)));
        }
Exemplo n.º 18
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        public static CCFiniteTimeAction ActionWithDuration(float t)
        {
            var fadeout = new CCFadeOutBLTiles(t, new CCGridSize(16, 12));
            var back    = fadeout.Reverse();
            var delay   = new CCDelayTime(0.5f);

            return(new CCSequence(fadeout, delay, back));
        }
Exemplo n.º 19
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        public static CCFiniteTimeAction ActionWithDuration(float t)
        {
            CCFlipX3D          flipx      = new CCFlipX3D(t);
            CCFiniteTimeAction flipx_back = flipx.Reverse();
            CCDelayTime        delay      = new CCDelayTime(2);

            return(new CCSequence(flipx, delay, flipx_back));
        }
Exemplo n.º 20
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        public static CCActionInterval actionWithDuration(float t)
        {
            CCFlipX3D          flipx      = new CCFlipY3D(t);
            CCFiniteTimeAction flipx_back = flipx.Reverse();
            CCDelayTime        delay      = new CCDelayTime(2);

            return(CCSequence.FromActions(flipx, delay, flipx_back));
        }
Exemplo n.º 21
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        public new static CCActionInterval actionWithDuration(float t)
        {
            CCFlipX3D          flipx      = CCFlipX3D.actionWithDuration(t);
            CCFiniteTimeAction flipx_back = flipx.reverse();
            CCDelayTime        delay      = CCDelayTime.actionWithDuration(2);

            return((CCActionInterval)(CCSequence.actions(flipx, delay, flipx_back)));
        }
Exemplo n.º 22
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        public static CCFiniteTimeAction ActionWithDuration(float t)
        {
            var shuffle      = new CCShuffleTiles(new CCGridSize(16, 12), t, 25);
            var shuffle_back = shuffle.Reverse();
            var delay        = new CCDelayTime(2);

            return(new CCSequence(shuffle, delay, shuffle_back));
        }
Exemplo n.º 23
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        public static CCFiniteTimeAction ActionWithDuration(float t)
        {
            var flipY         = new CCFlipY3D(t);
            var flipY_Reverse = flipY.Reverse();
            var delay         = new CCDelayTime(2);

            return(new CCSequence(flipY, delay, flipY_Reverse));
        }
Exemplo n.º 24
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        void StartPipes()
        {
            var create = new CCCallFunc(CreatePipesAndCoins);

            var wait           = new CCDelayTime(3);
            var sequence       = new CCSequence(create, wait);
            var repeartForever = new CCRepeatForever(sequence);

            this.RunAction(repeartForever);
        }
        public void disableMenuCallback(object pSender)
        {
            menu1.Enabled = false;
            var wait   = new CCDelayTime(5);
            var enable = new CCCallFunc(enableMenuCallback);

            var seq = new CCSequence(wait, enable);

            menu1.RunAction(seq);
        }
Exemplo n.º 26
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        public void disableMenuCallback(object pSender)
        {
            m_pMenu1.Enabled = false;
            CCDelayTime wait   = new CCDelayTime(5);
            CCCallFunc  enable = new CCCallFunc(enableMenuCallback);

            CCFiniteTimeAction seq = new CCSequence(wait, enable);

            m_pMenu1.RunAction(seq);
        }
Exemplo n.º 27
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        public override void OnEnter()
        {
            base.OnEnter();

            var s = Layer.VisibleBoundsWorldspace.Size;

            var layer1 = new CCLayerColor(new CCColor4B(192, 0, 0, 255));

            layer1.IsColorCascaded = false;

            layer1.Position = new CCPoint(0, s.Height / 2);

            var sister1 = new CCSprite("Images/grossinis_sister1.png");
            var sister2 = new CCSprite("Images/grossinis_sister2.png");
            var label   = new CCLabel("Test", "fonts/bitmapFontTest.fnt");

            // by default a CCLabelBMFont has IsColorModifiedByOpacity on by default if the
            // texture atlas is PreMultipliedAlpha.  Label as used by Cocos2d-x by default has
            // this set to false.  Maybe this is a bug in Cocos2d-x?
            label.IsColorModifiedByOpacity = false;

            layer1.AddChild(sister1);
            layer1.AddChild(sister2);
            layer1.AddChild(label);
            this.AddChild(layer1, 0, kTagLayer);

            sister1.Position = new CCPoint(s.Width * 1 / 3, 0);
            sister2.Position = new CCPoint(s.Width * 2 / 3, 0);
            label.Position   = new CCPoint(s.Width / 2, 0);

            // Define our delay time
            var delay = new CCDelayTime(1);

            layer1.RepeatForever(
                new CCFadeTo(4, 0),
                new CCFadeTo(4, 255),
                delay
                );

            // We only have to define them once.
            var fadeTo11 = new CCFadeTo(2, 0);
            var fadeTo12 = new CCFadeTo(2, 255);

            sister1.RepeatForever(
                fadeTo11,
                fadeTo12,
                fadeTo11,
                fadeTo12,
                delay
                );


            // Enable cascading in scene
            SetEnableRecursiveCascading(this, true);
        }
Exemplo n.º 28
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        public override void onEnter()
        {
            base.onEnter();

            alignSpritesLeft(1);

            CCActionInterval   move   = CCMoveBy.actionWithDuration(1, new CCPoint(150, 0));
            CCFiniteTimeAction action = CCSequence.actions(move, CCDelayTime.actionWithDuration(2), move);

            m_grossini.runAction(action);
        }
Exemplo n.º 29
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        public override void onEnter()
        {
            base.onEnter();

            centerSprites(1);

            CCFiniteTimeAction action = CCSequence.actions(
                CCDelayTime.actionWithDuration(1),
                CCCallFuncN.actionWithTarget(this, new SEL_CallFuncN(repeatForever)));

            m_grossini.runAction(action);
        }
Exemplo n.º 30
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        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);
            }
        }
Exemplo n.º 31
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        public LayerPriorityTest()
        {
            // Testing empty menu
            CCMenu menu1 = new CCMenu();
            CCMenu menu2 = new CCMenu();

            // Menu 1
            CCMenuItemFont.DefaultFontName = "Marker Felt";
            CCMenuItemFont.DefaultFontSize = 18;

            CCMenuItemFont item1 = new CCMenuItemFont ("Return to Main Menu", delegate {
                CCDirector.SharedDirector ().PopScene ();
            });

            CCMenuItemFont item2 = new CCMenuItemFont ("Disable menu for 5 seconds", delegate (NSObject ob) {
                menu1.Enabled = false;
                CCDelayTime wait = new CCDelayTime(5);
                CCCallBlockO enable = new CCCallBlockO (
                    delegate (NSObject obj)  {
                    CCMenu obj1 = (CCMenu)obj;
                    obj1.Enabled = true;
                }, menu1);
                CCSequence seq = new CCSequence (wait, enable);
                menu1.RunAction (seq);
            });

            menu1.AddChild (item1);
            menu1.AddChild (item2);
            menu1.AlignItemsVerticallyWithPadding (2);

            this.AddChild (menu1);

            // Menu 2
            bool priority = true;
            CCMenuItemFont.DefaultFontSize = 48;
            item1 = new CCMenuItemFont("Toggle Priority", delegate {
                if (priority == true) {
                    menu2.SetHandlerPriority (-128 + 20);
                    priority = false;
                }
                else {
                    menu2.SetHandlerPriority (-128 - 20);
                    priority = true;
                }
            });

            item1.Color = new ccColor3B(0, 0, 255);
            menu2.AddChild (item1);
            this.AddChild (menu2);
        }
Exemplo n.º 32
0
        public override void OnEnter()
        {
            base.OnEnter();

            var s = Layer.VisibleBoundsWorldspace.Size;

            var layer1 = new CCLayerColor(new CCColor4B(192, 0, 0, 255));

            layer1.IsColorCascaded = false;

            layer1.Position = new CCPoint(0, s.Height / 2);

            var sister1 = new CCSprite("Images/grossinis_sister1.png");
            var sister2 = new CCSprite("Images/grossinis_sister2.png");
            var label   = new CCLabel("Test", "fonts/bitmapFontTest.fnt");

            layer1.AddChild(sister1);
            layer1.AddChild(sister2);
            layer1.AddChild(label);
            this.AddChild(layer1, 0, kTagLayer);

            sister1.Position = new CCPoint(s.Width * 1 / 3, 0);
            sister2.Position = new CCPoint(s.Width * 2 / 3, 0);
            label.Position   = new CCPoint(s.Width / 2, 0);

            // Define our delay time
            var delay = new CCDelayTime(1);

            layer1.RepeatForever(
                new CCTintTo(6, 255, 0, 255),
                new CCTintTo(6, 255, 255, 255),
                delay
                );

            sister1.RepeatForever(
                new CCTintTo(2, 255, 255, 0),
                new CCTintTo(2, 255, 255, 255),
                new CCTintTo(2, 0, 255, 255),
                new CCTintTo(2, 255, 255, 255),
                new CCTintTo(2, 255, 0, 255),
                new CCTintTo(2, 255, 255, 255),
                delay
                );

            // Enable cascading in scene
            SetEnableRecursiveCascading(this, true);
        }
Exemplo n.º 33
0
 public CCDelayTimeState (CCDelayTime action, CCNode target)
     : base (action, target)
 {
 }
Exemplo n.º 34
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        public static new CCSequence ActionWithDuration(ccTime t)
        {
            var fadeout = new CCFadeOutUpTiles (new ccGridSize (16, 12), t);
            var back = fadeout.Reverse ();
            var delay = new CCDelayTime (0.5f);

            return (CCSequence)CCSequence.Actions (fadeout, delay, back);
        }
Exemplo n.º 35
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        public static new CCSequence ActionWithDuration(ccTime t)
        {
            var flipy = new CCFlipY3D (t);
            var flipy_back = flipy.Reverse ();
            var delay = new CCDelayTime (2);

            return (CCSequence)CCSequence.Actions (flipy, delay, flipy_back);
        }
Exemplo n.º 36
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        public static new CCSequence ActionWithDuration(ccTime t)
        {
            var shuffle = new CCShuffleTiles (25, new ccGridSize (16, 12), t);
            var shuffle_back = shuffle.Reverse ();
            var delay = new CCDelayTime (2);

            return (CCSequence)CCSequence.Actions (shuffle, delay, shuffle_back);
        }
Exemplo n.º 37
0
        public static new CCSequence ActionWithDuration(ccTime t)
        {
            var fadeout = new CCTurnOffTiles (25, new ccGridSize (48, 32), t);
            var back = fadeout.Reverse ();
            var delay = new CCDelayTime (0.5f);

            return (CCSequence)CCSequence.Actions (fadeout, delay, back);
        }
Exemplo n.º 38
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		protected CCDelayTime (CCDelayTime delayTime) : base (delayTime)
		{ }