protected override void AddedToScene() { base.AddedToScene(); // Use the bounds to layout the positioning of our drawable assets CCRect bounds = VisibleBoundsWorldspace; // point to rotate around origin = bounds.Center; var originNode = new CCDrawNode(); originNode.DrawDot(origin, 10, new CCColor4F(CCColor4B.Magenta)); AddChild(originNode); PositionMonkey(); rotateAround = new CCRotateAroundTo(2.0f, origin, 45, -1); // Register for touch events var touchListener = new CCEventListenerTouchAllAtOnce(); touchListener.OnTouchesEnded = OnTouchesEnded; AddEventListener(touchListener, this); }
void Dot() { drawNode.DrawDot( pos: new CCPoint(0, 0), radius: 15, color: CCColor4B.Blue); }
protected override void AddedToScene() { base.AddedToScene(); CCTileMapObjectGroup group = tileMap.ObjectGroupNamed("Object Layer 1"); drawNode.Color = CCColor3B.Magenta; drawNode.Opacity = 255; drawNode.Clear(); foreach (var dict in group.Objects) { int x = int.Parse(dict["x"]); int y = int.Parse(dict["y"]); ; drawNode.DrawDot(new CCPoint(x, y), 10.0f, new CCColor4F(CCColor4B.Magenta)); } }
public override bool Init() { base.Init(); CCSize s = CCDirector.SharedDirector.WinSize; CCDrawNode draw = new CCDrawNode(); AddChild(draw, 10); // Draw 10 circles for (int i = 0; i < 10; i++) { draw.DrawDot(new CCPoint(s.Width / 2, s.Height / 2), 10 * (10 - i), new CCColor4F(CCRandom.Float_0_1(), CCRandom.Float_0_1(), CCRandom.Float_0_1(), 1)); } // Draw polygons CCPoint[] points = new CCPoint[] { new CCPoint(s.Height / 4, 0), new CCPoint(s.Width, s.Height / 5), new CCPoint(s.Width / 3 * 2, s.Height) }; draw.DrawPolygon(points, points.Length, new CCColor4F(1, 0, 0, 0.5f), 4, new CCColor4F(0, 0, 1, 1)); // star poly (triggers buggs) { const float o = 80; const float w = 20; const float h = 50; CCPoint[] star = new CCPoint[] { new CCPoint(o + w, o - h), new CCPoint(o + w * 2, o), // lower spike new CCPoint(o + w * 2 + h, o + w), new CCPoint(o + w * 2, o + w * 2), // right spike // {o +w, o+w*2+h}, {o,o+w*2}, // top spike // {o -h, o+w}, {o,o}, // left spike }; draw.DrawPolygon(star, star.Length, new CCColor4F(1, 0, 0, 0.5f), 1, new CCColor4F(0, 0, 1, 1)); } // star poly (doesn't trigger bug... order is important un tesselation is supported. { const float o = 180; const float w = 20; const float h = 50; var star = new CCPoint[] { new CCPoint(o, o), new CCPoint(o + w, o - h), new CCPoint(o + w * 2, o), // lower spike new CCPoint(o + w * 2 + h, o + w), new CCPoint(o + w * 2, o + w * 2), // right spike new CCPoint(o + w, o + w * 2 + h), new CCPoint(o, o + w * 2), // top spike new CCPoint(o - h, o + w), // left spike }; draw.DrawPolygon(star, star.Length, new CCColor4F(1, 0, 0, 0.5f), 1, new CCColor4F(0, 0, 1, 1)); } // Draw segment draw.DrawSegment(new CCPoint(20, s.Height), new CCPoint(20, s.Height / 2), 10, new CCColor4F(0, 1, 0, 1)); draw.DrawSegment(new CCPoint(10, s.Height / 2), new CCPoint(s.Width / 2, s.Height / 2), 40, new CCColor4F(1, 0, 1, 0.5f)); return(true); }
public override void OnEnter() { base.OnEnter(); CCSize windowSize = Layer.VisibleBoundsWorldspace.Size; CCDrawNode draw = new CCDrawNode(); AddChild(draw, 10); var s = windowSize; // Draw 10 circles for (int i = 0; i < 10; i++) { draw.DrawDot(s.Center, 10 * (10 - i), new CCColor4F(CCRandom.Float_0_1(), CCRandom.Float_0_1(), CCRandom.Float_0_1(), 1)); } // Draw polygons CCV3F_C4B[] points = new CCV3F_C4B[3]; points[0].Colors = CCColor4B.Red; points[0].Colors.A = 127; points[1].Colors = CCColor4B.Green; points[1].Colors.A = 127; points[2].Colors = CCColor4B.Blue; points[2].Colors.A = 127; points[0].Vertices.X = windowSize.Height / 4; points[0].Vertices.Y = 0; points[1].Vertices.X = windowSize.Width; points[1].Vertices.Y = windowSize.Height / 5; points[2].Vertices.X = windowSize.Width / 3 * 2; points[2].Vertices.Y = windowSize.Height; draw.DrawTriangleList(points); // star poly (triggers buggs) { const float o = 80; const float w = 20; const float h = 50; CCPoint[] star = new CCPoint[] { new CCPoint(o + w, o - h), new CCPoint(o + w * 2, o), // lower spike new CCPoint(o + w * 2 + h, o + w), new CCPoint(o + w * 2, o + w * 2), // right spike }; draw.DrawPolygon(star, star.Length, new CCColor4F(1, 0, 0, 0.5f), 1, new CCColor4F(0, 0, 1, 1)); } // star poly (doesn't trigger bug... order is important un tesselation is supported. { const float o = 180; const float w = 20; const float h = 50; var star = new CCPoint[] { new CCPoint(o, o), new CCPoint(o + w, o - h), new CCPoint(o + w * 2, o), // lower spike new CCPoint(o + w * 2 + h, o + w), new CCPoint(o + w * 2, o + w * 2), // right spike new CCPoint(o + w, o + w * 2 + h), new CCPoint(o, o + w * 2), // top spike new CCPoint(o - h, o + w), // left spike }; draw.DrawPolygon(star, star.Length, new CCColor4F(1, 0, 0, 0.5f), 1, new CCColor4F(0, 0, 1, 1)); } // Draw segment draw.DrawSegment(new CCPoint(20, windowSize.Height), new CCPoint(20, windowSize.Height / 2), 10, new CCColor4F(0, 1, 0, 1)); draw.DrawSegment(new CCPoint(10, windowSize.Height / 2), new CCPoint(windowSize.Width / 2, windowSize.Height / 2), 40, new CCColor4F(1, 0, 1, 0.5f)); }
protected void UpdateSkeletonGeometry() { skeletonGeometry.ClearInstances(); //defaultBlendState = PremultipliedAlpha ? BlendState.AlphaBlend : BlendState.NonPremultiplied; float[] vertices = this.vertices; List <Slot> drawOrder = Skeleton.DrawOrder; float x = Skeleton.X, y = Skeleton.Y; CCColor3B color3b = Color; float skeletonR = color3b.R / 255f; float skeletonG = color3b.G / 255f; float skeletonB = color3b.B / 255f; float skeletonA = Opacity / 255f; for (int i = 0, n = drawOrder.Count; i < n; i++) { Slot slot = drawOrder[i]; Attachment attachment = slot.Attachment; if (attachment is RegionAttachment) { RegionAttachment regionAttachment = (RegionAttachment)attachment; //BlendState blend = slot.Data.AdditiveBlending ? BlendState.Additive : defaultBlendState; var item = skeletonGeometry.CreateGeometryInstance(4, 6); //item.InstanceAttributes.BlendState = blend; //item.InstanceAttributes.AdditionalTransform = AffineWorldTransform; item.GeometryPacket.Indicies = quadTriangles; var itemVertices = item.GeometryPacket.Vertices; AtlasRegion region = (AtlasRegion)regionAttachment.RendererObject; item.GeometryPacket.Texture = (CCTexture2D)region.page.rendererObject; CCColor4B color; float a = skeletonA * slot.A * regionAttachment.A; if (PremultipliedAlpha) { color = new CCColor4B( skeletonR * slot.R * regionAttachment.R * a, skeletonG * slot.G * regionAttachment.G * a, skeletonB * slot.B * regionAttachment.B * a, a); } else { color = new CCColor4B( skeletonR * slot.R * regionAttachment.R, skeletonG * slot.G * regionAttachment.G, skeletonB * slot.B * regionAttachment.B, a); } itemVertices[TL].Colors = color; itemVertices[BL].Colors = color; itemVertices[BR].Colors = color; itemVertices[TR].Colors = color; regionAttachment.ComputeWorldVertices(x, y, slot.Bone, vertices); itemVertices[TL].Vertices.X = vertices[RegionAttachment.X1]; itemVertices[TL].Vertices.Y = vertices[RegionAttachment.Y1]; itemVertices[TL].Vertices.Z = 0; itemVertices[BL].Vertices.X = vertices[RegionAttachment.X2]; itemVertices[BL].Vertices.Y = vertices[RegionAttachment.Y2]; itemVertices[BL].Vertices.Z = 0; itemVertices[BR].Vertices.X = vertices[RegionAttachment.X3]; itemVertices[BR].Vertices.Y = vertices[RegionAttachment.Y3]; itemVertices[BR].Vertices.Z = 0; itemVertices[TR].Vertices.X = vertices[RegionAttachment.X4]; itemVertices[TR].Vertices.Y = vertices[RegionAttachment.Y4]; itemVertices[TR].Vertices.Z = 0; float[] uvs = regionAttachment.UVs; itemVertices[TL].TexCoords.U = uvs[RegionAttachment.X1]; itemVertices[TL].TexCoords.V = uvs[RegionAttachment.Y1]; itemVertices[BL].TexCoords.U = uvs[RegionAttachment.X2]; itemVertices[BL].TexCoords.V = uvs[RegionAttachment.Y2]; itemVertices[BR].TexCoords.U = uvs[RegionAttachment.X3]; itemVertices[BR].TexCoords.V = uvs[RegionAttachment.Y3]; itemVertices[TR].TexCoords.U = uvs[RegionAttachment.X4]; itemVertices[TR].TexCoords.V = uvs[RegionAttachment.Y4]; } else if (attachment is MeshAttachment) { MeshAttachment mesh = (MeshAttachment)attachment; int vertexCount = mesh.Vertices.Length; if (vertices.Length < vertexCount) { vertices = new float[vertexCount]; } mesh.ComputeWorldVertices(x, y, slot, vertices); int[] triangles = mesh.Triangles; var item = skeletonGeometry.CreateGeometryInstance(vertexCount, triangles.Length); //item.InstanceAttributes.AdditionalTransform = AffineWorldTransform; item.GeometryPacket.Indicies = triangles; AtlasRegion region = (AtlasRegion)mesh.RendererObject; item.GeometryPacket.Texture = (CCTexture2D)region.page.rendererObject; CCColor4B color; float a = skeletonA * slot.A * mesh.A; if (PremultipliedAlpha) { color = new CCColor4B( skeletonR * slot.R * mesh.R * a, skeletonG * slot.G * mesh.G * a, skeletonB * slot.B * mesh.B * a, a); } else { color = new CCColor4B( skeletonR * slot.R * mesh.R, skeletonG * slot.G * mesh.G, skeletonB * slot.B * mesh.B, a); } float[] uvs = mesh.UVs; var itemVertices = item.GeometryPacket.Vertices; for (int ii = 0, v = 0; v < vertexCount; ii++, v += 2) { itemVertices[ii].Colors = color; itemVertices[ii].Vertices.X = vertices[v]; itemVertices[ii].Vertices.Y = vertices[v + 1]; itemVertices[ii].Vertices.Z = 0; itemVertices[ii].TexCoords.U = uvs[v]; itemVertices[ii].TexCoords.V = uvs[v + 1]; } } else if (attachment is SkinnedMeshAttachment) { SkinnedMeshAttachment mesh = (SkinnedMeshAttachment)attachment; int vertexCount = mesh.UVs.Length; if (vertices.Length < vertexCount) { vertices = new float[vertexCount]; } mesh.ComputeWorldVertices(x, y, slot, vertices); int[] triangles = mesh.Triangles; var item = skeletonGeometry.CreateGeometryInstance(vertexCount, triangles.Length); item.GeometryPacket.Indicies = triangles; //item.InstanceAttributes.AdditionalTransform = AffineWorldTransform; AtlasRegion region = (AtlasRegion)mesh.RendererObject; item.GeometryPacket.Texture = (CCTexture2D)region.page.rendererObject; CCColor4B color; float a = skeletonA * slot.A * mesh.A; if (PremultipliedAlpha) { color = new CCColor4B( skeletonR * slot.R * mesh.R * a, skeletonG * slot.G * mesh.G * a, skeletonB * slot.B * mesh.B * a, a); } else { color = new CCColor4B( skeletonR * slot.R * mesh.R, skeletonG * slot.G * mesh.G, skeletonB * slot.B * mesh.B, a); } float[] uvs = mesh.UVs; var itemVertices = item.GeometryPacket.Vertices; for (int ii = 0, v = 0; v < vertexCount; ii++, v += 2) { itemVertices[ii].Colors = color; itemVertices[ii].Vertices.X = vertices[v]; itemVertices[ii].Vertices.Y = vertices[v + 1]; itemVertices[ii].Vertices.Z = 0; itemVertices[ii].TexCoords.U = uvs[v]; itemVertices[ii].TexCoords.V = uvs[v + 1]; } } } debugger.Clear(); if (DebugBones || DebugSlots) { if (DebugSlots) { for (int i = 0; i < Skeleton.Slots.Count; ++i) { var slot = Skeleton.Slots[i]; if (slot.Attachment == null) { continue; } var verticesCount = 0; var worldVertices = new float[1000]; // Max number of vertices per mesh. if (slot.Attachment is RegionAttachment) { var attachment = (RegionAttachment)slot.Attachment; attachment.ComputeWorldVertices(Skeleton.X, Skeleton.Y, slot.bone, worldVertices); verticesCount = 8; } else if (slot.Attachment is MeshAttachment) { var mesh = (MeshAttachment)slot.Attachment; mesh.ComputeWorldVertices(Skeleton.X, Skeleton.Y, slot, worldVertices); verticesCount = mesh.Vertices.Length; } else if (slot.Attachment is SkinnedMeshAttachment) { var mesh = (SkinnedMeshAttachment)slot.Attachment; mesh.ComputeWorldVertices(Skeleton.X, Skeleton.Y, slot, worldVertices); verticesCount = mesh.UVs.Length; } else { continue; } CCPoint[] slotVertices = new CCPoint[verticesCount / 2]; for (int ii = 0, si = 0; ii < verticesCount; ii += 2, si++) { slotVertices[si].X = worldVertices[ii] * ScaleX; slotVertices[si].Y = worldVertices[ii + 1] * ScaleY; } debugger.DrawPolygon(slotVertices, verticesCount / 2, CCColor4B.Transparent, 1, DebugSlotColor); } } if (DebugBones) { // Bone lengths. for (int i = 0; i < Skeleton.Bones.Count; i++) { Bone bone = Skeleton.Bones[i]; x = bone.Data.Length * bone.M00 + bone.WorldX; y = bone.Data.Length * bone.M10 + bone.WorldY; debugger.DrawLine(new CCPoint(bone.WorldX, bone.WorldY), new CCPoint(x, y), 1, DebugJointColor); } // Bone origins. for (int i = 0; i < Skeleton.Bones.Count; i++) { Bone bone = Skeleton.Bones[i]; debugger.DrawDot(new CCPoint(bone.WorldX, bone.WorldY), 3, DebugBoneColor); } } } }
public override void OnEnter() { base.OnEnter(); CCSize windowSize = Layer.VisibleBoundsWorldspace.Size; CCDrawNode draw = new CCDrawNode(); AddChild(draw, 10); var s = windowSize; // Draw 10 circles for (int i = 0; i < 10; i++) { draw.DrawDot(s.Center, 10 * (10 - i), new CCColor4F(CCRandom.Float_0_1(), CCRandom.Float_0_1(), CCRandom.Float_0_1(), 1)); } // Draw polygons CCPoint[] points = new CCPoint[] { new CCPoint(windowSize.Height / 4, 0), new CCPoint(windowSize.Width, windowSize.Height / 5), new CCPoint(windowSize.Width / 3 * 2, windowSize.Height) }; draw.DrawPolygon(points, points.Length, new CCColor4F(1.0f, 0, 0, 0.5f), 4, new CCColor4F(0, 0, 1, 1)); // star poly (triggers buggs) { const float o = 80; const float w = 20; const float h = 50; CCPoint[] star = new CCPoint[] { new CCPoint(o + w, o - h), new CCPoint(o + w * 2, o), // lower spike new CCPoint(o + w * 2 + h, o + w), new CCPoint(o + w * 2, o + w * 2), // right spike }; draw.DrawPolygon(star, star.Length, new CCColor4F(1, 0, 0, 0.5f), 1, new CCColor4F(0, 0, 1, 1)); } // star poly (doesn't trigger bug... order is important un tesselation is supported. { const float o = 180; const float w = 20; const float h = 50; var star = new CCPoint[] { new CCPoint(o, o), new CCPoint(o + w, o - h), new CCPoint(o + w * 2, o), // lower spike new CCPoint(o + w * 2 + h, o + w), new CCPoint(o + w * 2, o + w * 2), // right spike new CCPoint(o + w, o + w * 2 + h), new CCPoint(o, o + w * 2), // top spike new CCPoint(o - h, o + w), // left spike }; draw.DrawPolygon(star, star.Length, new CCColor4F(1, 0, 0, 0.5f), 1, new CCColor4F(0, 0, 1, 1)); } // Draw segment draw.DrawSegment(new CCPoint(20, windowSize.Height), new CCPoint(20, windowSize.Height / 2), 10, new CCColor4F(0, 1, 0, 1)); draw.DrawSegment(new CCPoint(10, windowSize.Height / 2), new CCPoint(windowSize.Width / 2, windowSize.Height / 2), 40, new CCColor4F(1, 0, 1, 0.5f)); CCSize size = Layer.VisibleBoundsWorldspace.Size; var visibleRect = VisibleBoundsWorldspace; // draw quad bezier path draw.DrawQuadBezier(new CCPoint(0, size.Height), visibleRect.Center, (CCPoint)visibleRect.Size, 50, 3, new CCColor4B(255, 0, 255, 255)); // draw cubic bezier path draw.DrawCubicBezier(visibleRect.Center, new CCPoint(size.Width / 2 + 30, size.Height / 2 + 50), new CCPoint(size.Width / 2 + 60, size.Height / 2 - 50), new CCPoint(size.Width, size.Height / 2), 100, 2, CCColor4B.Green); // draw an ellipse within rectangular region draw.DrawEllipse(new CCRect(100, 300, 100, 200), 2, CCColor4B.AliceBlue); }