public Parallax1() { // Top Layer, a simple image CCSprite cocosImage = new CCSprite(s_Power); // scale the image (optional) cocosImage.Scale = 2.5f; // change the transform anchor point to 0,0 (optional) cocosImage.AnchorPoint = new CCPoint(0, 0); // // Middle layer: a Tile map atlas // CCTileMapAtlas tilemap = new CCTileMapAtlas(s_TilesPng, s_LevelMapTga, 16, 16); // tilemap.ReleaseMap(); // // // change the transform anchor to 0,0 (optional) // tilemap.AnchorPoint = new CCPoint(0, 0); // // // Anti Aliased images // tilemap.IsAntialiased = true; // background layer: another image CCSprite background = new CCSprite(TestResource.s_back); // scale the image (optional) background.Scale = 1.5f; // change the transform anchor point (optional) background.AnchorPoint = new CCPoint(0, 0); // create a void node, a parent node CCParallaxNode voidNode = new CCParallaxNode(); // NOW add the 3 layers to the 'void' node // background image is moved at a ratio of 0.4x, 0.5y voidNode.AddChild(background, -1, new CCPoint(0.4f, 0.5f), new CCPoint(0, 0)); // tiles are moved at a ratio of 2.2x, 1.0y // voidNode.AddChild(tilemap, 1, new CCPoint(2.2f, 1.0f), new CCPoint(0, -200)); // top image is moved at a ratio of 3.0x, 2.5y voidNode.AddChild(cocosImage, 2, new CCPoint(3.0f, 2.5f), new CCPoint(200, 800)); // now create some actions that will move the 'void' node // and the children of the 'void' node will move at different // speed, thus, simulation the 3D environment CCMoveBy goUp = new CCMoveBy (4, new CCPoint(0, -500)); CCFiniteTimeAction goDown = goUp.Reverse(); CCMoveBy go = new CCMoveBy (8, new CCPoint(-1000, 0)); CCFiniteTimeAction goBack = go.Reverse(); CCFiniteTimeAction seq = new CCSequence(goUp, go, goDown, goBack); voidNode.RunAction(new CCRepeatForever ((CCFiniteTimeAction) seq)); AddChild(voidNode, -1, kTagTileMap); }
public Parallax2() { var listener = new CCEventListenerTouchAllAtOnce(); listener.OnTouchesMoved = onTouchesMoved; AddEventListener(listener); // Top Layer, a simple image CCSprite cocosImage = new CCSprite(s_Power); // scale the image (optional) cocosImage.Scale = 2.5f; // change the transform anchor point to 0,0 (optional) cocosImage.AnchorPoint = new CCPoint(0, 0); // // Middle layer: a Tile map atlas // CCTileMapAtlas tilemap = new CCTileMapAtlas(s_TilesPng, s_LevelMapTga, 16, 16); // tilemap.ReleaseMap(); // // // change the transform anchor to 0,0 (optional) // tilemap.AnchorPoint = new CCPoint(0, 0); // // // Anti Aliased images // tilemap.IsAntialiased = true; // background layer: another image CCSprite background = new CCSprite(TestResource.s_back); // scale the image (optional) background.Scale = 1.5f; // change the transform anchor point (optional) background.AnchorPoint = new CCPoint(0, 0); // create a void node, a parent node CCParallaxNode voidNode = new CCParallaxNode(); // NOW add the 3 layers to the 'void' node // background image is moved at a ratio of 0.4x, 0.5y voidNode.AddChild(background, -1, new CCPoint(0.4f, 0.5f), new CCPoint(0, 0)); // tiles are moved at a ratio of 1.0, 1.0y // voidNode.AddChild(tilemap, 1, new CCPoint(1.0f, 1.0f), new CCPoint(0, -200)); // top image is moved at a ratio of 3.0x, 2.5y voidNode.AddChild(cocosImage, 2, new CCPoint(3.0f, 2.5f), new CCPoint(200, 1000)); AddChild(voidNode, -1, (int)KTag.kTagNode); // 0, (int)KTag.kTagNode); }
public override void OnEnter() { base.OnEnter(); CCSize windowSize = Layer.VisibleBoundsWorldspace.Size; Background.Parent.RemoveChild(Background, true); Background = null; CCParallaxNode p = new CCParallaxNode(); AddChild(p, 5); CCSprite p1 = new CCSprite(TestResource.s_back3); CCSprite p2 = new CCSprite(TestResource.s_back3); p.AddChild(p1, 1, new CCPoint(0.5f, 1), new CCPoint(0, 250)); p.AddChild(p2, 2, new CCPoint(1.5f, 1), new CCPoint(0, 50)); Emitter = new CCParticleFlower(MidWindowPoint); Emitter.Texture = CCTextureCache.SharedTextureCache.AddImage(TestResource.s_fire); p1.AddChild(Emitter, 10); Emitter.Position = new CCPoint(250, 200); CCParticleSun par = new CCParticleSun(MidWindowPoint); p2.AddChild(par, 10); par.Texture = CCTextureCache.SharedTextureCache.AddImage(TestResource.s_fire); CCFiniteTimeAction move = new CCMoveBy (4, new CCPoint(300, 0)); CCFiniteTimeAction move_back = move.Reverse(); CCFiniteTimeAction seq = new CCSequence(move, move_back); p.RunAction(new CCRepeatForever ((CCFiniteTimeAction) seq)); }
void AddClouds() { float h = VisibleBoundsWorldspace.Size.Height; parallaxClouds = new CCParallaxNode { Position = new CCPoint (0, h) }; AddChild (parallaxClouds); var cloud1 = new CCSprite ("cloud"); var cloud2 = new CCSprite ("cloud"); var cloud3 = new CCSprite ("cloud"); float yRatio1 = 1.0f; float yRatio2 = 0.15f; float yRatio3 = 0.5f; parallaxClouds.AddChild (cloud1, 0, new CCPoint (1.0f, yRatio1), new CCPoint (100, -100 + h - (h * yRatio1))); parallaxClouds.AddChild (cloud2, 0, new CCPoint (1.0f, yRatio2), new CCPoint (250, -200 + h - (h * yRatio2))); parallaxClouds.AddChild (cloud3, 0, new CCPoint (1.0f, yRatio3), new CCPoint (400, -150 + h - (h * yRatio3))); }
public CCSprite AddParallaxBackground(string idlayer, string fileName, int z, CCPoint ratio, CCPoint offset, CCParallaxNode container) { var dev = new CCSprite(fileName); container.AddChild(new CCSprite(fileName), 0, ratio, offset); return dev; }
protected override void AddedToScene() { base.AddedToScene(); //IA Initialization IASystem = new CSKSeuIA(this); //Map Tile // 1) Create the CCParallaxNode _backgroundNode = new CCParallaxNode(); AddChild(_backgroundNode, -3); _foregroundNode = new CCParallaxNode(); AddChild(_foregroundNode, 30); _bachMeteor = new CCSpriteBatchNode("meteors"); AddChild(_bachMeteor); _bachShips = new CCSpriteBatchNode("ships"); AddChild(_bachShips); }