void OnDeleteBackward(object sender, CCIMEKeybardEventArgs e) { var focusedTextField = sender as CCTextField; if (focusedTextField == null || string.IsNullOrEmpty(focusedTextField.Text)) { e.Cancel = true; return; } // Just cancel this if we would backspace over the PlaceHolderText as it would just be // replaced anyway and the Action below should not be executed. var delText = focusedTextField.Text; if (delText == focusedTextField.PlaceHolderText) { e.Cancel = true; return; } delText = delText.Substring(delText.Length - 1); // create a delete text sprite and do some action var label = new CCLabel(delText, TextInputTestScene.FONT_NAME, TextInputTestScene.FONT_SIZE + 3, CCLabelFormat.SpriteFont); this.AddChild(label); // move the sprite to fly out CCPoint beginPos = focusedTextField.Position; CCSize textfieldSize = focusedTextField.ContentSize; CCSize labelSize = label.ContentSize; beginPos.X += (textfieldSize.Width - labelSize.Width) / 2.0f; var nextRandom = (float)CCRandom.Next(RANDOM_MAX); CCSize winSize = VisibleBoundsWorldspace.Size; CCPoint endPos = new CCPoint(-winSize.Width / 4.0f, winSize.Height * (0.5f + nextRandom / (2.0f * RANDOM_MAX))); float duration = 1; float rotateDuration = 0.2f; int repeatTime = 5; label.Position = beginPos; var delAction = new CCSpawn(new CCMoveTo(duration, endPos), new CCRepeat( new CCRotateBy(rotateDuration, (CCRandom.Next() % 2 > 0) ? 360 : -360), (uint)repeatTime), new CCFadeOut(duration) ); label.RunActionsAsync(delAction, new CCRemoveSelf(true)); }
public override void OnEnter() { base.OnEnter(); CCActionInterval inA, outA; m_pInScene.Visible = false; float inDeltaZ, inAngleZ; float outDeltaZ, outAngleZ; if (m_eOrientation == CCTransitionOrientation.UpOver) { inDeltaZ = 90; inAngleZ = 270; outDeltaZ = 90; outAngleZ = 0; } else { inDeltaZ = -90; inAngleZ = 90; outDeltaZ = -90; outAngleZ = 0; } inA = CCSequence.FromActions ( new CCDelayTime(m_fDuration / 2), CCSpawn.FromActions ( new CCOrbitCamera(m_fDuration / 2, 1, 0, inAngleZ, inDeltaZ, 90, 0), new CCScaleTo(m_fDuration / 2, 1), new CCShow() ), new CCCallFunc(Finish) ); outA = CCSequence.FromActions ( CCSpawn.FromActions ( new CCOrbitCamera(m_fDuration / 2, 1, 0, outAngleZ, outDeltaZ, 90, 0), new CCScaleTo(m_fDuration / 2, 0.5f) ), new CCHide(), new CCDelayTime(m_fDuration / 2) ); m_pInScene.Scale = 0.5f; m_pInScene.RunAction(inA); m_pOutScene.RunAction(outA); }
public override void OnEnter() { base.OnEnter(); alignSpritesLeft(1); var action = CCSpawn.FromActions( new CCJumpBy(2, new CCPoint(300, 0), 50, 4), new CCRotateBy(2, 720)); m_grossini.RunAction(action); }
public override void onEnter() { base.onEnter(); alignSpritesLeft(1); CCAction action = CCSpawn.actions( CCJumpBy.actionWithDuration(2, new CCPoint(300, 0), 50, 4), CCRotateBy.actionWithDuration(2, 720)); m_grossini.runAction(action); }
public static CCSpawn Create(params CCAction[] actions) { var spawn = new CCSpawn(); spawn._actionList = new List <CCAction>(actions.Length); spawn._actionList.AddRange(actions); spawn._duration = 0f; for (int i = 0; i < actions.Length; i++) { spawn._duration = Math.Max(spawn._duration, actions[i].Duration); } return(spawn); }
// int redColorIncrement = 10; public GameLayer() : base(CCColor4B.Blue, CCColor4B.White) { // Set the layer gradient direction this.Vector = new CCPoint(0f, 0.5f); // Create and add sprites initSprites(); scaleSprites(); addChildNodes(); // AddChild (monkeySprite1, 1); monkeySprite2 = new CCSprite("monkey"); // AddChild (monkeySprite2, 1); // Define actions var moveUp = new CCMoveBy(1.0f, new CCPoint(0.0f, 100.0f)); var moveDown = moveUp.Reverse(); // var moveForward = new CCTransitionMoveInR (0.1f,this); // A CCSequence action runs the list of actions in ... sequence! //CCFiniteTimeAction cfa = new CCEaseIn (moveUp); CCSequence moveSeq = new CCSequence(new CCEaseBackIn(moveUp), new CCEaseBackInOut(moveUp)); 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)); // CCAction moveR = new Action // Schedule for method to be called every 0.1s Schedule(UpdateLayerGradient, 0.1f); }
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); }