public override void OnEnter() { base.OnEnter(); centerSprites(0); var spr = new CCSprite("Images/grossini"); spr.Position = new CCPoint(100, 100); AddChild(spr); var act1 = new CCMoveBy (0.5f, new CCPoint(100, 0)); var act2 = (CCMoveBy) act1.Reverse(); var act3 = new CCSequence(act1, act2); var act4 = new CCRepeat (act3, 2); spr.RunAction(act4); }
public override void OnEnter() { base.OnEnter(); alignSpritesLeft(2); var a1 = new CCMoveBy (1, new CCPoint(150, 0)); var action1 = new CCRepeat ( new CCSequence(new CCPlace(new CCPoint(60, 60)), a1), 3); var action2 = new CCRepeatForever ( (new CCSequence((CCActionInterval) (a1.Copy()), a1.Reverse())) ); m_kathia.RunAction(action1); m_tamara.RunAction(action2); }
public override void OnEnter() { base.OnEnter(); alignSpritesLeft(2); // Test: // Sequence should work both with IntervalAction and InstantActions var move1 = new CCMoveBy (1, new CCPoint(250, 0)); var move2 = new CCMoveBy (1, new CCPoint(0, 50)); var tog1 = new CCToggleVisibility(); var tog2 = new CCToggleVisibility(); var seq = new CCSequence(move1, tog1, move2, tog2, move1.Reverse()); var action = new CCRepeat ((new CCSequence(seq, seq.Reverse())), 3); // Test: // Also test that the reverse of Hide is Show, and vice-versa m_kathia.RunAction(action); var move_tamara = new CCMoveBy (1, new CCPoint(100, 0)); var move_tamara2 = new CCMoveBy (1, new CCPoint(50, 0)); var hide = new CCHide(); var seq_tamara = new CCSequence(move_tamara, hide, move_tamara2); var seq_back = seq_tamara.Reverse(); m_tamara.RunAction(new CCSequence(seq_tamara, seq_back)); }
public override void OnEnter() { base.OnEnter(); centerSprites(2); var seq = new CCSequence( new CCRotateTo (0.5f, -20), new CCRotateTo (0.5f, 20)); var rep1 = new CCRepeat (seq, 10); var rep2 = new CCRepeatForever ((CCActionInterval)(seq.Copy())); m_tamara.RunAction(rep1); m_kathia.RunAction(rep2); }
public override void OnEnter() { base.OnEnter(); centerSprites(2); var act1 = new CCRotateTo (1, 90); var act2 = new CCRotateTo (1, 0); var seq = (new CCSequence(act1, act2)); var rep1 = new CCRepeatForever ((CCActionInterval)seq); var rep2 = new CCRepeat ((CCFiniteTimeAction)(seq.Copy()), 10); m_tamara.RunAction(rep1); m_kathia.RunAction(rep2); }
/// <summary> /// Creates a sequence of actions that causes a sprite to jump on the screen. /// </summary> /// <param name="repeatForever">A boolean value that determines if the action should be repeated indefinitely.</param> /// <returns></returns> internal static CCFiniteTimeAction JumpAction(bool repeatForever) { // Create an action to jump the active sprite from it's current position CCActionInterval jumpAction = new CCJumpBy(0.3f, new CCPoint(150, 0), 100, 1); // Setup an action sequence to perform the jump action, then reverse it jumpAction = new CCSequence(jumpAction, jumpAction.Reverse()); // Repeat the jump sequence three times, just for fun jumpAction = new CCRepeat(jumpAction, 3); // If necessary, repeat the jump actions above indefinitely if (repeatForever) jumpAction = new CCRepeatForever(jumpAction); return jumpAction; }