Exemplo n.º 1
0
        public override void OnEnter()
        {
base.OnEnter(); CCSize windowSize = Layer.VisibleBoundsWorldspace.Size;

            Emitter = new CCParticleExplosion(MidWindowPoint);

            Background.AddChild(Emitter, 10);

            Emitter.Texture = CCTextureCache.SharedTextureCache.AddImage(TestResource.s_stars1);

            Emitter.AutoRemoveOnFinish = true;

			SetEmitterPosition();

        }
Exemplo n.º 2
0
 void Explode(CCPoint pt)
 {
     var explosion = new CCParticleExplosion (pt); //TODO: manage "better" for performance when "many" particles
     explosion.TotalParticles = 10;
     explosion.AutoRemoveOnFinish = true;
     AddChild (explosion);
 }
Exemplo n.º 3
0
        void RunGameLogic(float frameTimeInSeconds)
        {
            // This is a linear approximation, so not 100% accurate.
            ballYVelocity += frameTimeInSeconds * -gravity;
            ballSprite.PositionX += ballXVelocity * frameTimeInSeconds;
            ballSprite.PositionY += ballYVelocity * frameTimeInSeconds;

            // Check if the two CCSprites overlap...
            bool doesBallOverlapPaddle = ballSprite.BoundingBoxTransformedToParent.IntersectsRect(
                paddleSprite.BoundingBoxTransformedToParent);
            // ... and if the ball is moving downward.
            bool isMovingDownward = ballYVelocity < 0;

            if (doesBallOverlapPaddle && isMovingDownward) {
                // First let's invert the velocity:
                ballYVelocity *= -1;

                // Then let's assign a random value to the ball's x velocity:
                const float minXVelocity = -600;
                const float maxXVelocity = 600;

                ballXVelocity = CCRandom.GetRandomFloat (minXVelocity, maxXVelocity);
                score++;
                scoreLabel.Text = "Score: " + score;

                var effect = new CCParticleExplosion(ballSprite.Position) {
                    AutoRemoveOnFinish = true,
                    EmissionRate = 100
                };
                AddChild(effect);

                CCSimpleAudioEngine.SharedEngine.PlayEffect("tennis_ball");
            }

            // First let’s get the ball position:
            float ballRight = ballSprite.BoundingBoxTransformedToParent.MaxX;
            float ballLeft = ballSprite.BoundingBoxTransformedToParent.MinX;
            // Then let’s get the screen edges.
            float screenRight = VisibleBoundsWorldspace.MaxX;
            float screenLeft = VisibleBoundsWorldspace.MinX;
            // Check if the ball is either too far to the right or left:
            bool shouldReflectXVelocity =
                (ballRight > screenRight && ballXVelocity > 0) ||
                (ballLeft < screenLeft && ballXVelocity < 0);

            if (shouldReflectXVelocity) {
                ballXVelocity *= -1;
            }

            if (ballSprite.PositionY < VisibleBoundsWorldspace.MinY) {
                ballSprite.PositionY = VisibleBoundsWorldspace.MaxY;
                if (highestScore < score) {
                    highestScore = score;
                    highestScoreLabel.Text = "Highest Score: " + highestScore;
                }

                score = 0;
                scoreLabel.Text = "Score: 0";
                ballXVelocity = 0;
                ballYVelocity = 0;
            }
        }
Exemplo n.º 4
0
        void StartExplosion(CCNode monster, object arg2)
        {
            var particleExplosion = new CCParticleExplosion(monster.Position)
            {
                TotalParticles = 809,
                Texture = CCTextureCache.SharedTextureCache.AddImage("textureRed.png"),
                Life = 0.0f,
                LifeVar = 0.708f,
                StartSize = 40,
                StartSizeVar = 38,
                EndSize = 14,
                EndSizeVar = 0,
                Angle = 360,
                AngleVar = 360,
                Speed = 243,
                SpeedVar = 1
            };

            particleExplosion.Gravity = new CCPoint(1.15f, 1.58f);
            particleExplosion.StartColor = new CCColor4F(0.89f, 0.56f, 0.36f, 1.0f);
            particleExplosion.EndColor = new CCColor4F(1.0f,0.0f,0.0f,1.0f);

            AddChild(particleExplosion);
            particleExplosion.ResetSystem();
        }
        void Explode(CCPoint pt)
        {
            string[] effectArray = {"exp1.plist", "boom.plist", "starTest.plist"};
            //			string[] effectArray = {"exp1.plist"};
            foreach (var effectName in effectArray) {
                var effect = new CCParticleSystemQuad (effectName);
                effect.Position = pt;
                AddChild (effect, 10000);
            }
            return;

            var explosion = new CCParticleExplosion (pt); //TODO: manage "better" for performance when "many" particles
            explosion.TotalParticles = 10;
            explosion.AutoRemoveOnFinish = true;
            AddChild (explosion);
        }