void OnTouchesBegan(List <CCTouch> touches, CCEvent touchEvent) { if (touches.Count > 0) { _line.DrawLine(touches[0].StartLocation, touches[0].Location, LINE_WIDTH, CCColor4B.Yellow, CCLineCap.Round); _lastLineStartPoint = new CCPoint(touches[0].Location); _ball.AddChild(_glow); _ball.ReorderChild(_glow, 1); } }
protected override void AddedToScene() { base.AddedToScene(); // Use the bounds to layout the positioning of our drawable assets _bounds = VisibleBoundsWorldspace; //var background = new CCSprite("background"); //AddChild(background); _targetZone = new CCDrawNode(); _targetZone.Position = new CCPoint(_bounds.MaxX - 100, _bounds.MaxY - 100); _targetZone.DrawRect(new CCPoint(0, 0), 50, CCColor4B.Transparent); AddChild(_targetZone); var coinSprite = new CCSprite("coin"); _targetZone.AddChild(coinSprite); _line = new CCDrawNode(); AddChild(_line); _ball = new CCDrawNode(); _ball.Position = new CCPoint(100, 100); _ball.DrawCircle(new CCPoint(0, 0), 50, CCColor4B.Transparent); AddChild(_ball); ReorderChild(_ball, 2); var ballSprite = new CCSprite("ball"); _ball.AddChild(ballSprite); //ballSprite.Scale = 0.15f; _ball.ReorderChild(ballSprite, 2); _glow = new CCParticleSun(new CCPoint(0, 0), CCEmitterMode.Radius); _glow.StartColor = new CCColor4F(CCColor3B.Orange); _glow.EndColor = new CCColor4F(CCColor3B.Yellow); _glow.StartRadius = _ball.ContentSize.Width * 0.4f; _glow.EndRadius = _ball.ContentSize.Width * 0.5f; Schedule(RunGameLogic); // Register for touch events var touchListener = new CCEventListenerTouchAllAtOnce(); touchListener.OnTouchesBegan = OnTouchesBegan; touchListener.OnTouchesEnded = OnTouchesEnded; touchListener.OnTouchesMoved = HandleTouchesMoved; AddEventListener(touchListener, _ball); }