示例#1
0
        public override void OnEnter()
        {
            base.OnEnter();

            var s = CCDirector.SharedDirector.WinSize;

            var move      = new CCMoveBy(3, new CCPoint(s.Width - 130, 0));
            var move_back = move.Reverse();

            var move_ease_in      = new CCEaseBackIn((CCActionInterval)(move.Copy()));
            var move_ease_in_back = move_ease_in.Reverse();

            var move_ease_out      = new CCEaseBackOut((CCActionInterval)(move.Copy()));
            var move_ease_out_back = move_ease_out.Reverse();

            var delay = new CCDelayTime(0.25f);

            var seq1 = CCSequence.FromActions(move, delay, move_back, (CCFiniteTimeAction)delay.Copy());
            var seq2 = CCSequence.FromActions(move_ease_in, (CCFiniteTimeAction)delay.Copy(), move_ease_in_back, (CCFiniteTimeAction)delay.Copy());
            var seq3 = CCSequence.FromActions(move_ease_out, (CCFiniteTimeAction)delay.Copy(), move_ease_out_back,
                                              (CCFiniteTimeAction)delay.Copy());

            m_grossini.RunAction(new CCRepeatForever(seq1));
            m_tamara.RunAction(new CCRepeatForever(seq2));
            m_kathia.RunAction(new CCRepeatForever(seq3));
        }
示例#2
0
        public override void OnEnter()
        {
            base.OnEnter();

            var s = CCDirector.SharedDirector.WinSize;

            var move = new CCMoveBy(3, new CCPoint(s.Width - 130, 0));

            var move_ease_inout1      = new CCEaseElasticInOut((CCActionInterval)(move.Copy()), 0.3f);
            var move_ease_inout_back1 = move_ease_inout1.Reverse();

            var move_ease_inout2      = new CCEaseElasticInOut((CCActionInterval)(move.Copy()), 0.45f);
            var move_ease_inout_back2 = move_ease_inout2.Reverse();

            var move_ease_inout3      = new CCEaseElasticInOut((CCActionInterval)(move.Copy()), 0.6f);
            var move_ease_inout_back3 = move_ease_inout3.Reverse();

            var delay = new CCDelayTime(0.25f);

            var seq1 = CCSequence.FromActions(move_ease_inout1, delay, move_ease_inout_back1, (CCFiniteTimeAction)delay.Copy());
            var seq2 = CCSequence.FromActions(move_ease_inout2, (CCFiniteTimeAction)delay.Copy(), move_ease_inout_back2,
                                              (CCFiniteTimeAction)delay.Copy());
            var seq3 = CCSequence.FromActions(move_ease_inout3, (CCFiniteTimeAction)delay.Copy(), move_ease_inout_back3,
                                              (CCFiniteTimeAction)delay.Copy());

            m_tamara.RunAction(new CCRepeatForever(seq1));
            m_kathia.RunAction(new CCRepeatForever(seq2));
            m_grossini.RunAction(new CCRepeatForever(seq3));
        }
示例#3
0
        public override void OnEnter()
        {
            base.OnEnter();

            var s = CCDirector.SharedDirector.WinSize;

            var move      = new CCMoveBy(3, new CCPoint(s.Width - 130, 0));
            var move_back = move.Reverse();

            var move_ease      = new CCEaseBackInOut((CCActionInterval)(move.Copy()));
            var move_ease_back = move_ease.Reverse() as CCActionInterval;

            var delay = new CCDelayTime(0.25f);

            var seq1 = new CCSequence(move, delay, move_back, (CCFiniteTimeAction)delay.Copy());
            var seq2 = new CCSequence(move_ease, (CCFiniteTimeAction)delay.Copy(), move_ease_back, (CCFiniteTimeAction)delay.Copy());

            positionForTwo();

            m_grossini.RunAction(new CCRepeatForever(seq1));
            m_tamara.RunAction(new CCRepeatForever(seq2));
        }
示例#4
0
        public override void OnEnter()
        {
            base.OnEnter();

            var size = CCDirector.SharedDirector.WinSize;

            var move      = new CCMoveBy(3, new CCPoint(size.Width - 130, 0));
            var move_back = (CCActionInterval)move.Reverse();

            var move_ease_in      = new CCEaseIn((CCActionInterval)move.Copy(), 2.5f);
            var move_ease_in_back = move_ease_in.Reverse();

            var move_ease_out      = new CCEaseOut((CCActionInterval)move.Copy(), 2.5f);
            var move_ease_out_back = move_ease_out.Reverse();

            var delay = new CCDelayTime(0.25f);

            var seq1 = CCSequence.FromActions(move, delay, move_back, (CCFiniteTimeAction)delay.Copy());
            var seq2 = CCSequence.FromActions(move_ease_in, (CCFiniteTimeAction)delay.Copy(), move_ease_in_back, (CCFiniteTimeAction)delay.Copy());
            var seq3 = CCSequence.FromActions(move_ease_out, (CCFiniteTimeAction)delay.Copy(), move_ease_out_back,
                                              (CCFiniteTimeAction)delay.Copy());

            var a2 = m_grossini.RunAction(new CCRepeatForever((CCActionInterval)seq1));

            a2.Tag = 1;

            var a1 = m_tamara.RunAction(new CCRepeatForever((CCActionInterval)seq2));

            a1.Tag = 1;

            var a = m_kathia.RunAction(new CCRepeatForever((CCActionInterval)seq3));

            a.Tag = 1;

            Schedule(testStopAction, 6.25f);
        }
        public SpriteBatchNodeOffsetAnchorFlip()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            for (int i = 0; i < 3; i++)
            {
                CCSpriteFrameCache cache = CCSpriteFrameCache.SharedSpriteFrameCache;
                cache.AddSpriteFramesWithFile("animations/grossini.plist");
                cache.AddSpriteFramesWithFile("animations/grossini_gray.plist", "animations/grossini_gray");

                //
                // Animation using Sprite batch
                //
                CCSprite sprite = new CCSprite("grossini_dance_01.png");
                sprite.Position = (new CCPoint(s.Width / 4 * (i + 1), s.Height / 2));

                CCSprite point = new CCSprite("Images/r1");
                point.Scale    = 0.25f;
                point.Position = sprite.Position;
                AddChild(point, 200);

                switch (i)
                {
                case 0:
                    sprite.AnchorPoint = new CCPoint(0, 0);
                    break;

                case 1:
                    sprite.AnchorPoint = new CCPoint(0.5f, 0.5f);
                    break;

                case 2:
                    sprite.AnchorPoint = (new CCPoint(1, 1));
                    break;
                }

                point.Position = sprite.Position;

                CCSpriteBatchNode spritebatch = new CCSpriteBatchNode("animations/grossini");
                AddChild(spritebatch);

                var    animFrames = new List <CCSpriteFrame>();
                string tmp        = "";
                for (int j = 0; j < 14; j++)
                {
                    string temp = "";
                    if (i + 1 < 10)
                    {
                        temp = "0" + (i + 1);
                    }
                    else
                    {
                        temp = (i + 1).ToString();
                    }
                    tmp = string.Format("grossini_dance_{0}.png", temp);
                    CCSpriteFrame frame = cache.SpriteFrameByName(tmp);
                    animFrames.Add(frame);
                }

                CCAnimation animation = new CCAnimation(animFrames, 0.3f);
                sprite.RunAction(new CCRepeatForever(new CCAnimate(animation)));

                animFrames = null;

                CCFlipY            flip      = new CCFlipY(true);
                CCFlipY            flip_back = new CCFlipY(false);
                CCDelayTime        delay     = new CCDelayTime(1);
                CCFiniteTimeAction seq       = CCSequence.FromActions((CCFiniteTimeAction)delay, (CCFiniteTimeAction)flip, (CCFiniteTimeAction)delay.Copy(null), (CCFiniteTimeAction)flip_back);
                sprite.RunAction(new CCRepeatForever((CCActionInterval)seq));

                spritebatch.AddChild(sprite, i);
            }
        }
示例#6
0
        public override void OnEnter()
        {
            base.OnEnter();

            CCNode target = GetChildByTag(EffectAdvanceScene.kTagBackground);

            // To reuse a grid the grid size and the grid type must be the same.
            // in this case:
            //     ShakyTiles is TiledGrid3D and it's size is (15,10)
            //     Shuffletiles is TiledGrid3D and it's size is (15,10)
            //	   TurnOfftiles is TiledGrid3D and it's size is (15,10)
            CCActionInterval   shaky   = new CCShakyTiles3D(4, false, new CCGridSize(15, 10), 5);
            CCActionInterval   shuffle = new CCShuffleTiles(0, new CCGridSize(15, 10), 3);
            CCActionInterval   turnoff = new CCTurnOffTiles(0, new CCGridSize(15, 10), 3);
            CCFiniteTimeAction turnon  = turnoff.Reverse();

            // reuse 2 times:
            //   1 for shuffle
            //   2 for turn off
            //   turnon tiles will use a new grid
            CCFiniteTimeAction reuse = new CCReuseGrid(2);

            CCActionInterval delay = new CCDelayTime(1);

            //	id orbit = [OrbitCamera::actionWithDuration:5 radius:1 deltaRadius:2 angleZ:0 deltaAngleZ:180 angleX:0 deltaAngleX:-90];
            //	id orbit_back = [orbit reverse];
            //
            //	[target runAction: [RepeatForever::actionWithAction: [Sequence actions: orbit, orbit_back, nil]]];
            target.RunAction((CCSequence.FromActions(shaky, delay, reuse, shuffle, (CCFiniteTimeAction)delay.Copy(), turnoff, turnon)));
        }