void OnCapture(object sender)
        {
            RemoveChildByTag(childTag);

            var windowSize = VisibleBoundsWorldspace.Size;

            // create a render texture, this is what we are going to draw into
            target = new CCRenderTexture(windowSize, windowSize,
                                         CCSurfaceFormat.Color,
                                         CCDepthFormat.None, CCRenderTargetUsage.PreserveContents);

            target.Sprite.Position = windowSize.Center;

            target.Sprite.AnchorPoint = CCPoint.AnchorMiddle;

            // begin drawing to the render texture
            target.BeginWithClear(CCColor4B.Blue);

            Layer.Visit();

            // finish drawing and return context back to the screen
            target.End();

            AddChild(target.Sprite, 0, childTag);

            target.Sprite.Scale = 0.25f;
        }
示例#2
0
        public void renderScreenShot()
        {
            var size    = Layer.VisibleBoundsWorldspace.Size;
            var texture = new CCRenderTexture(size, size);

            CCAffineTransform worldTransform = AffineWorldTransform;

            texture.Sprite.AnchorPoint = new CCPoint(0, 0);
            texture.BeginWithClear(CCColor4B.Transparent);

            Visit(ref worldTransform);

            texture.End();

            CCSprite sprite = new CCSprite(texture.Sprite.Texture);

            //sprite.Position = new CCPoint(256, 256);
            sprite.Position = new CCPoint(size.Width / 2, size.Height / 2);
            sprite.Opacity  = 182;
            //sprite.IsFlipY = true;
            AddChild(sprite, 999999);
            sprite.Color = CCColor3B.Green;

            sprite.RunAction(
                new CCSequence(
                    new CCFadeTo(2, 0),
                    new CCHide()
                    )
                );
        }
示例#3
0
        public override void OnEnter()
        {
            base.OnEnter(); CCSize windowSize = Layer.VisibleBoundsWorldspace.Size;

            // create a render texture, this is what we are going to draw into
            target = new CCRenderTexture(windowSize, windowSize,
                                         CCSurfaceFormat.Color,
                                         CCDepthFormat.None, CCRenderTargetUsage.PreserveContents);

            // Let's clear the rendertarget here so that we start off fresh.
            // Some platforms do not seem to be initializing the rendertarget color so this will make sure the background shows up colored instead of
            // what looks like non initialized.  Mostly MacOSX for now.
            target.Clear(0, 0, 0, 255);

            target.Position = new CCPoint(windowSize.Width / 2, windowSize.Height / 2);

            // It's possible to modify the RenderTexture blending function by
            //CCBlendFunc tbf = new CCBlendFunc (OGLES.GL_ONE, OGLES.GL_ONE_MINUS_SRC_ALPHA);
            //target.Sprite.BlendFunc = tbf;

            // note that the render texture is a CCNode, and contains a sprite of its texture for convience,
            // so we can just parent it to the scene like any other CCNode
            AddChild(target, -1);

            saveImageMenu.AlignItemsVertically();
            saveImageMenu.Position = new CCPoint(windowSize.Width - 80, windowSize.Height - 30);

            // Register Touch Event
            var touchListener = new CCEventListenerTouchAllAtOnce();

            touchListener.OnTouchesMoved = OnTouchesMoved;

            AddEventListener(touchListener);
        }
        public void renderScreenShot()
        {
            var size    = CCDirector.SharedDirector.WinSize;
            var texture = new CCRenderTexture((int)size.Width, (int)size.Height);

            //var texture = new CCRenderTexture(512, 512);

            texture.AnchorPoint = new CCPoint(0, 0);
            texture.Begin();

            Visit();

            texture.End();

            CCSprite sprite = new CCSprite(texture.Sprite.Texture);

            //sprite.Position = new CCPoint(256, 256);
            sprite.Position = new CCPoint(size.Width / 2, size.Height / 2);
            sprite.Opacity  = 182;
            //sprite.IsFlipY = true;
            AddChild(sprite, 999999);
            sprite.Color = CCTypes.CCGreen;

            sprite.RunAction(
                CCSequence.FromActions(
                    new CCFadeTo(2, 0),
                    new CCHide()
                    )
                );
        }
示例#5
0
        public override void OnEnter()
        {
            base.OnEnter(); CCSize windowSize = Layer.VisibleBoundsWorldspace.Size;

            spritePremulti.Position    = new CCPoint(16, 48);
            spriteNonpremulti.Position = new CCPoint(16, 16);

            CCSize rendSize = new CCSize(32, 64);

            /* A2 & B2 setup */
            CCRenderTexture rend = new CCRenderTexture(rendSize, rendSize);

            //  It's possible to modify the RenderTexture blending function by
            //  CCBlendFunc bf = new CCBlendFunc (OGLES.GL_ONE, OGLES.GL_ONE_MINUS_SRC_ALPHA);
            //  rend.Sprite.BlendFunc = bf;

            rend.Begin();
            // A2
            spritePremulti.Visit();
            // B2
            spriteNonpremulti.Visit();
            rend.End();

            /* A1: setup */
            spritePremulti.Position = new CCPoint(windowSize.Width / 2 - 16, windowSize.Height / 2 + 16);
            /* B1: setup */
            spriteNonpremulti.Position = new CCPoint(windowSize.Width / 2 - 16, windowSize.Height / 2 - 16);

            rend.Position = new CCPoint(windowSize.Width / 2 + 16, windowSize.Height / 2);

            AddChild(spriteNonpremulti);
            AddChild(spritePremulti);
            AddChild(rend);
        }
示例#6
0
        public override void OnEnter()
        {
            base.OnEnter(); CCSize windowSize = Layer.VisibleBoundsWorldspace.Size;

            // create a render texture, this is what we are going to draw into
            target = new CCRenderTexture(windowSize, windowSize,
                                         CCSurfaceFormat.Color,
                                         CCDepthFormat.None, CCRenderTargetUsage.PreserveContents);


            target.Sprite.Position = new CCPoint(windowSize.Width / 2, windowSize.Height / 2);

            target.Sprite.AnchorPoint = CCPoint.AnchorMiddle;

            // It's possible to modify the RenderTexture blending function by
            //CCBlendFunc tbf = new CCBlendFunc (OGLES.GL_ONE, OGLES.GL_ONE_MINUS_SRC_ALPHA);
            //target.Sprite.BlendFunc = tbf;

            // note that the render texture is a CCNode, and contains a sprite of its texture for convience,
            // so we can just parent it to the scene like any other CCNode
            AddChild(target.Sprite);

            saveImageMenu.AlignItemsVertically();
            saveImageMenu.Position = new CCPoint(windowSize.Width - 80, windowSize.Height - 30);

            // Register Touch Event
            var touchListener = new CCEventListenerTouchAllAtOnce();

            touchListener.OnTouchesMoved = OnTouchesMoved;

            AddEventListener(touchListener);
        }
示例#7
0
        public SpriteWithColor(CCColor4B bgColor, CCSize textureSizeInPixels) : base()
        {
            // 1: Create new CCRenderTexture
            CCRenderTexture rt = new CCRenderTexture(textureSizeInPixels, textureSizeInPixels);

            // 2: Call CCRenderTexture:begin
            rt.BeginWithClear(bgColor);

            // 3: Draw into the texture
            // You'll add this later
            GenerateGradient(textureSizeInPixels);


            var noise = new CCSprite("images/Noise.png");

            noise.AnchorPoint          = CCPoint.AnchorLowerLeft;
            noise.Position             = CCPoint.Zero;
            noise.BlendFunc            = new CCBlendFunc(CCOGLES.GL_DST_COLOR, CCOGLES.GL_ZERO);
            noise.Texture.SamplerState = Microsoft.Xna.Framework.Graphics.SamplerState.LinearWrap;

            // To get the linear wrap to work correctly we have to set the TextureRectInPixels as well as ContentSize
            noise.TextureRectInPixels = new CCRect(0, 0, textureSizeInPixels.Width, textureSizeInPixels.Height);
            noise.ContentSize         = noise.TextureRectInPixels.Size;
            noise.Visit();

            // 4: Call CCRenderTexture:end
            rt.End();

            this.Texture = rt.Texture;
        }
示例#8
0
        public RenderTextureSave()
        {
            CCSize s = CCDirector.sharedDirector().getWinSize();

            // create a render texture, this is what we are going to draw into
            m_pTarget = CCRenderTexture.renderTextureWithWidthAndHeight((int)s.width, (int)s.height);
            //m_pTarget->retain();
            m_pTarget.position = new CCPoint(s.width / 2, s.height / 2);

            // note that the render texture is a CCNode, and contains a sprite of its texture for convience,
            // so we can just parent it to the scene like any other CCNode
            this.addChild(m_pTarget, -1);

            // create a brush image to draw into the texture with
            m_pBrush = CCSprite.spriteWithFile("Images/fire.png");
            //m_pBrush->retain();
            m_pBrush.Opacity = 20;
            //this->setIsTouchEnabled(true);
            isTouchEnabled = true;

            // Save Image menu
            CCMenuItemFont.FontSize = 16;
            CCMenuItem item1 = CCMenuItemFont.itemFromString("Save Image", this, saveImage);
            CCMenuItem item2 = CCMenuItemFont.itemFromString("Clear", this, clearImage);
            CCMenu     menu  = CCMenu.menuWithItems(item1, item2);

            this.addChild(menu);
            menu.alignItemsVertically();
            menu.position = new CCPoint(s.width - 80, s.height - 30);
        }
            public Button(CCSprite sprite, CCLabel label)
                : this()
            {
                this.ContentSize   = sprite.ScaledContentSize;
                sprite.AnchorPoint = CCPoint.AnchorLowerLeft;
                label.Position     = sprite.ContentSize.Center;

                // Create the render texture to draw to.  It will be the size of the button background sprite
                var render = new CCRenderTexture(sprite.ContentSize, sprite.ContentSize);

                // Clear it to any background color you want
                render.BeginWithClear(CCColor4B.Transparent);

                // Render the background sprite to the render texture
                sprite.Visit();

                // Render the label to the render texture
                label.Visit();

                // End the rendering
                render.End();

                // Add the button sprite to this node so it can be rendered
                buttonSprite             = render.Sprite;
                buttonSprite.AnchorPoint = CCPoint.AnchorMiddle;
                AddChild(this.buttonSprite);
            }
示例#10
0
        public override void OnEnter()
        {
            base.OnEnter();

            var windowSize = Layer.VisibleBoundsWorldspace.Size;

            CCRenderTexture text = new CCRenderTexture(windowSize, windowSize);

            AddChild(text, 24);

            CCDrawNode draw = new CCDrawNode();

            // 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, 0, 0, 0.5f), 4, new CCColor4F(0, 0, 1, 1));
            draw.AnchorPoint = CCPoint.AnchorLowerLeft;

            text.Begin();
            draw.Visit();
            text.End();
        }
示例#11
0
        protected override void InitialiseScenes()
        {
            base.InitialiseScenes();

            var    bounds       = Layer.VisibleBoundsWorldspace;
            CCRect viewportRect = Viewport.ViewportInPixels;

            CCRenderTexture outTexture   = new CCRenderTexture(bounds.Size, viewportRect.Size);
            CCSprite        outTexSprite = outTexture.Sprite;

            var worldTransform = Layer.AffineWorldTransform;

            outTexture.BeginWithClear(0, 0, 0, 0);
            OutSceneNodeContainer.Visit(ref worldTransform);
            outTexture.End();

            outTexSprite.AnchorPoint = CCPoint.AnchorMiddle;
            outTexSprite.Position    = new CCPoint(bounds.Origin.X + bounds.Size.Width / 2, bounds.Size.Height / 2);
            outTexSprite.BlendFunc   = CCBlendFunc.NonPremultiplied;
            outTexSprite.Opacity     = 255;

            CCAction layerAction = new CCSequence(new CCFadeTo(Duration, 0), new CCCallFunc((Finish)));

            outTexSprite.RunAction(layerAction);

            Layer.AddChild(outTexture.Sprite, 3);

            InSceneNodeContainer.Visible  = true;
            OutSceneNodeContainer.Visible = false;
        }
        public CCTexture2D CreateCharacterTexture()
        {
            const int width  = 490;
            const int height = 278;

            var centerPoint      = new CCPoint(width / 2, height / 2);
            var characterTexture = new CCRenderTexture(width, height);

            characterTexture.BeginWithClear(100, 0, 0, 0);

            var bodySprite = CreateCustomisationSprite();

            bodySprite.Position = centerPoint;
            bodySprite.Visit();

            var armorSprite = CreateCustomisationSprite();

            armorSprite.Position = centerPoint;
            armorSprite.Visit();

            var eyesSprite = CreateCustomisationSprite();

            eyesSprite.Position = centerPoint;
            eyesSprite.Visit();

            var noseSprite = CreateCustomisationSprite();

            noseSprite.Position = centerPoint;
            noseSprite.Visit();

            var hairSprite = CreateCustomisationSprite();

            hairSprite.Position = centerPoint;
            hairSprite.Visit();

            var moustacheSprite = CreateCustomisationSprite();

            moustacheSprite.Position = centerPoint;
            moustacheSprite.Visit();

            var beardSprite = CreateCustomisationSprite();

            beardSprite.Position = centerPoint;
            beardSprite.Visit();

            var helmutSprite = CreateCustomisationSprite();

            helmutSprite.Position = centerPoint;
            helmutSprite.Visit();

            var weaponSprite = CreateCustomisationSprite();

            weaponSprite.Position = centerPoint;
            weaponSprite.Visit();

            characterTexture.End();

            return(characterTexture.Sprite.Texture);
        }
示例#13
0
        public override void OnEnter()
        {
            base.OnEnter(); CCSize windowSize = Layer.VisibleBoundsWorldspace.Size;

            CCSprite sprite = new CCSprite("Images/fire");

            sprite.Position = new CCPoint(windowSize.Width * 0.25f, 0);
            sprite.Scale    = 10;

            CCRenderTexture rend = new CCRenderTexture(windowSize, windowSize,
                                                       CCSurfaceFormat.Color,
                                                       CCDepthFormat.Depth24Stencil8, CCRenderTargetUsage.DiscardContents);

            rend.BeginWithClear(0, 0, 0, 0, 0);

//            var save = CCDrawManager.SharedDrawManager.DepthStencilState;
//
//            CCDrawManager.SharedDrawManager.DepthStencilState = new DepthStencilState()
//                {
//                    ReferenceStencil = 1,
//
//                    DepthBufferEnable = false,
//                    StencilEnable = true,
//                    StencilFunction = CompareFunction.Always,
//                    StencilPass = StencilOperation.Replace,
//
//                    TwoSidedStencilMode = true,
//                    CounterClockwiseStencilFunction = CompareFunction.Always,
//                    CounterClockwiseStencilPass = StencilOperation.Replace,
//                };

            sprite.Visit();

//            CCDrawManager.SharedDrawManager.DepthStencilState = new DepthStencilState()
//            {
//                DepthBufferEnable = false,
//                StencilEnable = true,
//                StencilFunction = CompareFunction.NotEqual,
//                StencilPass = StencilOperation.Keep,
//                ReferenceStencil = 1
//            };

//            CCDrawManager.SharedDrawManager.BlendFunc(new CCBlendFunc(CCOGLES.GL_ONE, CCOGLES.GL_ONE_MINUS_SRC_ALPHA));

            sprite.Position = sprite.Position
                              + new CCPoint(sprite.ContentSize.Width * sprite.ScaleX, sprite.ContentSize.Height * sprite.ScaleY) * 0.5f;

            sprite.Visit();

//            CCDrawManager.SharedDrawManager.DepthStencilState = save;

            rend.End();

            rend.Position = new CCPoint(windowSize.Width * 0.5f, windowSize.Height * 0.5f);

            AddChild(rend);
        }
        public RenderTextureTestDepthStencil()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            CCSprite sprite = new CCSprite("Images/fire");

            sprite.Position = new CCPoint(s.Width * 0.25f, 0);
            sprite.Scale    = 10;

            CCRenderTexture rend = new CCRenderTexture((int)s.Width, (int)s.Height, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, RenderTargetUsage.DiscardContents);

            rend.BeginWithClear(0, 0, 0, 0, 0);

            var save = CCDrawManager.DepthStencilState;

            CCDrawManager.DepthStencilState = new DepthStencilState()
            {
                ReferenceStencil = 1,

                DepthBufferEnable = false,
                StencilEnable     = true,
                StencilFunction   = CompareFunction.Always,
                StencilPass       = StencilOperation.Replace,

                TwoSidedStencilMode             = true,
                CounterClockwiseStencilFunction = CompareFunction.Always,
                CounterClockwiseStencilPass     = StencilOperation.Replace,
            };

            sprite.Visit();

            CCDrawManager.DepthStencilState = new DepthStencilState()
            {
                DepthBufferEnable = false,
                StencilEnable     = true,
                StencilFunction   = CompareFunction.NotEqual,
                StencilPass       = StencilOperation.Keep,
                ReferenceStencil  = 1
            };
            // GL_SRC_ALPHA

            CCDrawManager.BlendFunc(new CCBlendFunc(OGLES.GL_ONE, OGLES.GL_ONE_MINUS_SRC_ALPHA));

            //! move sprite half width and height, and draw only where not marked
            sprite.Position = sprite.Position + new CCPoint(sprite.ContentSize.Width * sprite.Scale, sprite.ContentSize.Height * sprite.Scale) * 0.5f;

            sprite.Visit();

            CCDrawManager.DepthStencilState = save;

            rend.End();


            rend.Position = new CCPoint(s.Width * 0.5f, s.Height * 0.5f);

            AddChild(rend);
        }
示例#15
0
        private void SwitchToRenderTexture()
        {
            bool areVisualComponentsAlreadyAdded = this.Children != null && this.Children.Contains(visualComponents[0]);

            var oldPosition = this.Position;

            if (!areVisualComponentsAlreadyAdded)
            {
                // Temporarily add them so we can render the object:
                foreach (var component in visualComponents)
                {
                    this.AddChild(component);
                }
            }


            // Create the render texture if it hasn't yet been made:
            if (renderTexture == null)
            {
                // Even though the game is zoomed in to create a pixellated look, we are using
                // high-resolution textures. Therefore, we want to have our canvas be 2x as big as
                // the background so fonts don't appear pixellated
                var pixelResolution = background.ContentSize * 2;
                var unitResolution  = background.ContentSize;
                renderTexture = new CCRenderTexture(unitResolution, pixelResolution);
                //renderTexture.Sprite.Scale = .5f;
            }

            // We don't want the render target to be a child of this when we update it:
            if (this.Children != null && this.Children.Contains(renderTexture.Sprite))
            {
                this.Children.Remove(renderTexture.Sprite);
            }

            // Move this instance back to the origin so it is rendered inside the render target:
            this.Position = CCPoint.Zero;
            renderTexture.BeginWithClear(CCColor4B.Transparent);

            this.Visit();

            renderTexture.End();

            // We no longer want the individual components to be drawn, so remove them:
            foreach (var component in visualComponents)
            {
                this.RemoveChild(component);
            }

            // Move this back to its original position:
            this.Position = oldPosition;

            // add the render target sprite to this:
            renderTexture.Sprite.AnchorPoint = CCPoint.Zero;
            this.AddChild(renderTexture.Sprite);
        }
        public RenderTextureIssue937()
        {
            /*
             *     1    2
             * A: A1   A2
             *
             * B: B1   B2
             *
             *  A1: premulti sprite
             *  A2: premulti render
             *
             *  B1: non-premulti sprite
             *  B2: non-premulti render
             */
            CCLayerColor background = CCLayerColor.layerWithColor(new ccColor4B(200, 200, 200, 255));

            addChild(background);

            CCSprite spr_premulti = CCSprite.spriteWithFile("Images/fire.png");

            spr_premulti.position = new CCPoint(16, 48);

            CCSprite spr_nonpremulti = CCSprite.spriteWithFile("Images/fire.png");

            spr_nonpremulti.position = new CCPoint(16, 16);


            /* A2 & B2 setup */
            CCRenderTexture rend = CCRenderTexture.renderTextureWithWidthAndHeight(32, 64);

            if (null == rend)
            {
                return;
            }

            // It's possible to modify the RenderTexture blending function by
            //		[[rend sprite] setBlendFunc:(ccBlendFunc) {GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
            rend.begin();
            spr_premulti.visit();
            spr_nonpremulti.visit();
            rend.end();

            CCSize s = CCDirector.sharedDirector().getWinSize();

            /* A1: setup */
            spr_premulti.position = new CCPoint(s.width / 2 - 16, s.height / 2 + 16);
            /* B1: setup */
            spr_nonpremulti.position = new CCPoint(s.width / 2 - 16, s.height / 2 - 16);

            rend.position = new CCPoint(s.width / 2 + 16, s.height / 2);

            addChild(spr_nonpremulti);
            addChild(spr_premulti);
            addChild(rend);
        }
        public RenderTextureIssue937()
        {
            /*
             *     1    2
             * A: A1   A2
             *
             * B: B1   B2
             *
             *  A1: premulti sprite
             *  A2: premulti render
             *
             *  B1: non-premulti sprite
             *  B2: non-premulti render
             */
            CCLayerColor background = new CCLayerColor(new CCColor4B(200, 200, 200, 255));

            AddChild(background);

            CCSprite spr_premulti = new CCSprite("Images/fire");

            spr_premulti.Position = new CCPoint(16, 48);

            CCSprite spr_nonpremulti = new CCSprite("Images/fire");

            spr_nonpremulti.Position = new CCPoint(16, 16);


            /* A2 & B2 setup */
            CCRenderTexture rend = new CCRenderTexture(32, 64);

            // It's possible to modify the RenderTexture blending function by
            //CCBlendFunc bf = new CCBlendFunc (OGLES.GL_ONE, OGLES.GL_ONE_MINUS_SRC_ALPHA);
            //rend.Sprite.BlendFunc = bf;

            rend.Begin();
            // A2
            spr_premulti.Visit();
            // B2
            spr_nonpremulti.Visit();
            rend.End();

            CCSize s = CCDirector.SharedDirector.WinSize;

            /* A1: setup */
            spr_premulti.Position = new CCPoint(s.Width / 2 - 16, s.Height / 2 + 16);
            /* B1: setup */
            spr_nonpremulti.Position = new CCPoint(s.Width / 2 - 16, s.Height / 2 - 16);

            rend.Position = new CCPoint(s.Width / 2 + 16, s.Height / 2);

            AddChild(spr_nonpremulti);
            AddChild(spr_premulti);
            AddChild(rend);
        }
示例#18
0
        protected override void InitialiseScenes()
        {
            if (Layer == null || Viewport == null)
                return;

            base.InitialiseScenes();

            SetupTransition();

            // create a transparent color layer
            // in which we are going to add our rendertextures
            var bounds = Layer.VisibleBoundsWorldspace;
            CCRect viewportRect = Viewport.ViewportInPixels;

            // create the second render texture for outScene
            CCRenderTexture texture = new CCRenderTexture(bounds.Size, viewportRect.Size);
            texture.Position = bounds.Center;
            texture.AnchorPoint = CCPoint.AnchorMiddle;

            // Temporarily add render texture to get layer/scene properties
            AddChild(texture);

            // Render outScene to its texturebuffer
            texture.BeginWithClear(0, 0, 0, 1);
            SceneNodeContainerToBeModified.Visit();
            texture.End();

            // No longer want to render texture
            RemoveChild(texture);

            // Since we've passed the outScene to the texture we don't need it.
            if (SceneNodeContainerToBeModified == OutSceneNodeContainer)
            {
                HideOutShowIn();
            }

            CCProgressTimer node = ProgressTimerNodeWithRenderTexture(texture);

            // create the blend action
            var layerAction = new CCProgressFromTo(Duration, From, To);

            // add the layer (which contains our two rendertextures) to the scene
            AddChild(node, 2, SceneRadial);

            // run the blend action
            node.RunAction(layerAction);

        }
        void SaveImage(object sender)
        {
            RemoveChildByTag(spriteTag);
            var renderSize = canvasNode.BoundingRect.Size;
            var rtm        = new CCRenderTexture(renderSize, renderSize);

            rtm.BeginWithClear(CCColor4B.Green);
            canvasNode.Position -= canvasNode.BoundingRect.Origin;
            canvasNode.Visit();
            rtm.End();
            canvasNode.Position = CCPoint.Zero;

            rtm.Texture.IsAntialiased = true;
            rtm.Sprite.AnchorPoint    = CCPoint.AnchorLowerLeft;
            rtm.Sprite.Opacity        = 127;
            AddChild(rtm.Sprite, 50, spriteTag);;
        }
示例#20
0
        public GameplayLayer() : base(CCColor4B.Black)
        {
            Animations.Init();


            renderTexture = new CCRenderTexture(VisibleBoundsWorldspace.Size, VisibleBoundsWorldspace.Size * 2);

            background          = new SpaceBackground();
            background.Position = new CCPoint(0, 0);

            player                 = new Player();
            player.Position        = GameParameters.PLAYER_INITIAL_POSITION;
            player.RocketLaunched += NewRocketHandler;

            playerCannotMove    = false;
            playerTakesNoDamage = false;

            playersRocketList       = new List <Rocket>();
            alienInvadersRocketList = new List <Rocket>();

            alienAttackMillis = 0;

            alienHive = new AlienHive(this.ContentSize, NewRocketHandler);

            playerLifeHpDisplay          = new PlayerLifeHpDisplayNode(ref player);
            playerLifeHpDisplay.Position = new CCPoint(VisibleBoundsWorldspace.Size.Width, VisibleBoundsWorldspace.Size.Height);

            renderTexture.BeginWithClear(CCColor4B.Transparent);
            this.Visit();
            renderTexture.End();

            this.AddChild(renderTexture.Sprite);

            renderTexture.Sprite.AddChild(background);

            renderTexture.Sprite.AddChild(player);

            foreach (AlienInvader enemy in alienHive.AlienInvadersList)
            {
                renderTexture.Sprite.AddChild(enemy);
            }

            renderTexture.Sprite.AddChild(playerLifeHpDisplay);

            Schedule(GameLoop, GameParameters.ANIMATION_FRAME_CHANGE_INTERVAL_SECONDS);
        }
示例#21
0
        //OLD_TRANSITION_CREATE_FUNC(CCTransitionProgressRadialCCW)
        //TRANSITION_CREATE_FUNC(CCTransitionProgressRadialCCW)

        protected override CCProgressTimer ProgressTimerNodeWithRenderTexture(CCRenderTexture texture)
        {
            CCSize size = CCDirector.SharedDirector.WinSize;

            CCProgressTimer node = new CCProgressTimer(texture.Sprite);

            // but it is flipped upside down so we flip the sprite
            //node.Sprite.IsFlipY = true;
            node.Type = CCProgressTimerType.Radial;

            //    Return the radial type that we want to use
            node.ReverseDirection = false;
            node.Percentage       = 100;
            node.Position         = new CCPoint(size.Width / 2, size.Height / 2);
            node.AnchorPoint      = new CCPoint(0.5f, 0.5f);

            return(node);
        }
示例#22
0
        public override void OnEnter()
        {
            base.OnEnter();

            SetupTransition();

            // create a transparent color layer
            // in which we are going to add our rendertextures
            CCSize size = CCDirector.SharedDirector.WinSize;

            // create the second render texture for outScene
            CCRenderTexture texture = new CCRenderTexture((int)size.Width, (int)size.Height);

            texture.Sprite.AnchorPoint = new CCPoint(0.5f, 0.5f);
            texture.Position           = new CCPoint(size.Width / 2, size.Height / 2);
            texture.AnchorPoint        = new CCPoint(0.5f, 0.5f);

            // render outScene to its texturebuffer
            texture.Clear(0, 0, 0, 1);
            texture.Begin();
            m_pSceneToBeModified.Visit();
            texture.End();

            //    Since we've passed the outScene to the texture we don't need it.
            if (m_pSceneToBeModified == m_pOutScene)
            {
                HideOutShowIn();
            }

            //    We need the texture in RenderTexture.
            CCProgressTimer node = ProgressTimerNodeWithRenderTexture(texture);

            // create the blend action
            CCSequence layerAction = CCSequence.FromActions(
                new CCProgressFromTo(m_fDuration, m_fFrom, m_fTo),
                new CCCallFunc(Finish)
                );

            // run the blend action
            node.RunAction(layerAction);

            // add the layer (which contains our two rendertextures) to the scene
            AddChild(node, 2, kCCSceneRadial);
        }
示例#23
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        public override void OnEnter()
        {
            base.OnEnter();

            CCDrawNode circle = new CCDrawNode();

            circle.DrawSolidCircle(new CCPoint(150.0f, 150.0f), 75.0f, new CCColor4B(255, 255, 255, 255));

            CCRenderTexture rtm = new CCRenderTexture(new CCSize(200.0f, 200.0f), new CCSize(200.0f, 200.0f), CCSurfaceFormat.Color, CCDepthFormat.Depth24Stencil8);

            rtm.BeginWithClear(CCColor4B.Orange);
            circle.Visit(); // Draw to rendertarget
            rtm.End();

            rtm.Position    = VisibleBoundsWorldspace.Center;
            rtm.AnchorPoint = CCPoint.AnchorMiddle;

            AddChild(rtm);
        }
示例#24
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        public override void OnEnter()
        {
            base.OnEnter();

            SetupTransition();

            // create a transparent color layer
            // in which we are going to add our rendertextures
            CCSize size = CCDirector.SharedDirector.WinSize;

            // create the second render texture for outScene
            CCRenderTexture texture = new CCRenderTexture((int) size.Width, (int) size.Height);
            texture.Sprite.AnchorPoint = new CCPoint(0.5f, 0.5f);
            texture.Position = new CCPoint(size.Width / 2, size.Height / 2);
            texture.AnchorPoint = new CCPoint(0.5f, 0.5f);

            // render outScene to its texturebuffer
            texture.Clear(0, 0, 0, 1);
            texture.Begin();
            m_pSceneToBeModified.Visit();
            texture.End();

            //    Since we've passed the outScene to the texture we don't need it.
            if (m_pSceneToBeModified == m_pOutScene)
            {
                HideOutShowIn();
            }

            //    We need the texture in RenderTexture.
            CCProgressTimer node = ProgressTimerNodeWithRenderTexture(texture);

            // create the blend action
            CCSequence layerAction = new CCSequence(
                new CCProgressFromTo(m_fDuration, m_fFrom, m_fTo),
                new CCCallFunc(Finish)
                );

            // run the blend action
            node.RunAction(layerAction);

            // add the layer (which contains our two rendertextures) to the scene
            AddChild(node, 2, kCCSceneRadial);
        }
示例#25
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        protected override CCProgressTimer ProgressTimerNodeWithRenderTexture(CCRenderTexture texture)
        {
            CCSize size = CCDirector.SharedDirector.WinSize;

            CCProgressTimer node = new CCProgressTimer(texture.Sprite);

            // but it is flipped upside down so we flip the sprite
            //node.Sprite.IsFlipY = true;
            node.Type = CCProgressTimerType.Bar;

            node.Midpoint      = new CCPoint(0.5f, 0.5f);
            node.BarChangeRate = new CCPoint(1, 1);

            node.Percentage  = 100;
            node.Position    = new CCPoint(size.Width / 2, size.Height / 2);
            node.AnchorPoint = new CCPoint(0.5f, 0.5f);

            return(node);
        }
示例#26
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        public RenderTextureSave()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            // create a render texture, this is what we are going to draw into
            m_pTarget = new CCRenderTexture((int)s.Width, (int)s.Height, SurfaceFormat.Color, DepthFormat.None, RenderTargetUsage.PreserveContents);

            // Let's clear the rendertarget here so that we start off fresh.
            // Some platforms do not seem to be initializing the rendertarget color so this will make sure the background shows up colored instead of
            // what looks like non initialized.  Mostly MacOSX for now.
            m_pTarget.Clear(0, 0, 0, 255);

            m_pTarget.Position = new CCPoint(s.Width / 2, s.Height / 2);

            // It's possible to modify the RenderTexture blending function by
            //CCBlendFunc tbf = new CCBlendFunc (OGLES.GL_ONE, OGLES.GL_ONE_MINUS_SRC_ALPHA);
            //m_pTarget.Sprite.BlendFunc = tbf;

            // note that the render texture is a CCNode, and contains a sprite of its texture for convience,
            // so we can just parent it to the scene like any other CCNode
            AddChild(m_pTarget, -1);

            // create a brush image to draw into the texture with
            m_pBrush = new CCSprite("Images/fire");
            // It's possible to modify the Brushes blending function by
            CCBlendFunc bbf = new CCBlendFunc(CCOGLES.GL_ONE, CCOGLES.GL_ONE_MINUS_SRC_ALPHA);

            m_pBrush.BlendFunc = bbf;

            m_pBrush.Color   = new CCColor3B(Color.Red);
            m_pBrush.Opacity = 20;
            TouchEnabled     = true;

            // Save Image menu
            CCMenuItemFont.FontSize = 16;
            CCMenuItem item1 = new CCMenuItemFont("Save Image", saveImage);
            CCMenuItem item2 = new CCMenuItemFont("Clear", clearImage);
            var        menu  = new CCMenu(item1, item2);

            AddChild(menu);
            menu.AlignItemsVertically();
            menu.Position = new CCPoint(s.Width - 80, s.Height - 30);
        }
        public DrawPrimitivesWithRenderTextureTest()
        {
            CCSize          s    = CCDirector.SharedDirector.WinSize;
            CCRenderTexture text = new CCRenderTexture((int)s.Width, (int)s.Height);

            CCDrawNode draw = new CCDrawNode();

            text.AddChild(draw, 10);
            text.Begin();
            // 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));
            text.End();
            AddChild(text, 24);
        }
        void SaveImage(object sender)
        {
            RemoveChildByTag(spriteTag);
            var renderSize   = canvasNode.BoundingRect.Size;
            var renderOrigin = canvasNode.BoundingRect.Origin;

            // here we calculate the translation of the rendering.  It should be the offset of BoundingRect Origin
            // this will then be passed to the Visit(ref CCAffineTransform) method.
            var translate = CCAffineTransform.Translate(canvasNode.AffineWorldTransform, -renderOrigin.X, -renderOrigin.Y);

            var rtm = new CCRenderTexture(renderSize, renderSize);

            rtm.BeginWithClear(CCColor4B.Green);
            canvasNode.Visit(ref translate);
            rtm.End();

            rtm.Texture.IsAntialiased = true;
            rtm.Sprite.AnchorPoint    = CCPoint.AnchorLowerLeft;
            rtm.Sprite.Opacity        = 127;
            AddChild(rtm.Sprite, 50, spriteTag);;
        }
示例#29
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        public override void OnEnter()
        {
            base.OnEnter();

            CCDrawNode circle = new CCDrawNode();

            circle.DrawSolidCircle(new CCPoint(150.0f, 150.0f), 75.0f, new CCColor4B(255, 255, 255, 255));

            CCRenderTexture rtm = new CCRenderTexture(new CCSize(200.0f, 200.0f), new CCSize(200.0f, 200.0f), CCSurfaceFormat.Color, CCDepthFormat.Depth24Stencil8);

            rtm.BeginWithClear(CCColor4B.Orange);
            circle.Visit(); // Draw to rendertarget
            rtm.End();

            // Create a new sprite from the render target texture
            var sprite = new CCSprite(rtm.Texture);

            sprite.Position = VisibleBoundsWorldspace.Center;


            AddChild(sprite);
        }
示例#30
0
        public StripeWithColor(CCColor4B c1, CCColor4B c2, CCSize textureSizeInPixels, int nStripes) : base()
        {
            // 1: Create new CCRenderTexture
            CCRenderTexture rt = new CCRenderTexture(textureSizeInPixels, textureSizeInPixels);

            // 2: Call CCRenderTexture:begin
            rt.BeginWithClear(c1);

            // 3: Draw into the texture
            // You'll add this later
            GenerateStripes(textureSizeInPixels, c2, nStripes);

            var noise = new CCSprite("images/Noise.png");

            noise.AnchorPoint = CCPoint.AnchorLowerLeft;
            noise.BlendFunc   = new CCBlendFunc(CCOGLES.GL_DST_COLOR, CCOGLES.GL_ZERO);
            noise.Visit();

            // 4: Call CCRenderTexture:end
            rt.End();

            this.Texture = rt.Texture;
        }
        public RenderTextureTest()
        {
            //if (CCConfiguration.sharedConfiguration().getGlesVersion() <= GLES_VER_1_0)
            //{
            //    CCMessageBox("The Opengl ES version is lower than 1.1, and the test may not run correctly.", "Cocos2d-x Hint");
            //    return;
            //}

            CCSize s = CCDirector.sharedDirector().getWinSize();

            // create a render texture, this is what we're going to draw into
            m_target = CCRenderTexture.renderTextureWithWidthAndHeight((int)s.width, (int)s.height);

            if (null == m_target)
            {
                return;
            }

            m_target.position = new CCPoint(s.width / 2, s.height / 2);

            // note that the render texture is a cocosnode, and contains a sprite of it's texture for convience,
            // so we can just parent it to the scene like any other cocos node
            addChild(m_target, 1);

            // create a brush image to draw into the texture with
            m_brush = CCSprite.spriteWithFile("Images/stars.png");
            //m_brush.retain();

            ccBlendFunc bf = new ccBlendFunc {
                src = 1, dst = 0x0303
            };

            m_brush.BlendFunc = bf;
            m_brush.Opacity   = 20;
            isTouchEnabled    = true;
        }
示例#32
0
        public LabelSystemFontRenderTexture()
        {

            Color = new CCColor3B(200, 191, 231);
            Opacity = 255;

            label1 = new CCLabel("Visit Rendering", "fonts/MorrisRoman-Black.ttf", 30, CCLabelFormat.SystemFont)
                {
                    Color = CCColor3B.Orange,
                    AnchorPoint = CCPoint.AnchorMiddleLeft,
                    Dimensions = size,
                };
            label1.LabelFormat.Alignment = CCTextAlignment.Center;

            txtLabel = new CCRenderTexture (size, size);


            txtLabel.BeginWithClear (CCColor4B.AliceBlue);
            label1.Visit ();
            txtLabel.End ();

            AddChild(txtLabel.Sprite);

        }
        protected override CCProgressTimer ProgressTimerNodeWithRenderTexture(CCRenderTexture texture)
        {
            CCSize size = CCDirector.SharedDirector.WinSize;

            CCProgressTimer node = CCProgressTimer.Create(texture.Sprite);

            // but it is flipped upside down so we flip the sprite
            //node.Sprite.IsFlipY = true;
            node.Type = CCProgressTimerType.Radial;

            //    Return the radial type that we want to use
            node.ReverseDirection = true;
            node.Percentage = 100;
            node.Position = new CCPoint(size.Width / 2, size.Height / 2);
            node.AnchorPoint = new CCPoint(0.5f, 0.5f);

            return node;
        }
        public override void OnEnter()
        {
            base.OnEnter();

            // create a transparent color layer
            // in which we are going to add our rendertextures
            var color = new CCColor4B(0, 0, 0, 0);
            CCSize size = CCDirector.SharedDirector.WinSize;
            CCLayerColor layer = new CCLayerColor(color);

            // create the first render texture for inScene
            CCRenderTexture inTexture = new CCRenderTexture((int) size.Width, (int) size.Height);

            if (null == inTexture)
            {
                return;
            }

            inTexture.Sprite.AnchorPoint = new CCPoint(0.5f, 0.5f);
            inTexture.Position = new CCPoint(size.Width / 2, size.Height / 2);
            inTexture.AnchorPoint = new CCPoint(0.5f, 0.5f);

            //  render inScene to its texturebuffer
            inTexture.Begin();
            m_pInScene.Visit();
            inTexture.End();

            // create the second render texture for outScene
            CCRenderTexture outTexture = new CCRenderTexture((int) size.Width, (int) size.Height);
            outTexture.Sprite.AnchorPoint = new CCPoint(0.5f, 0.5f);
            outTexture.Position = new CCPoint(size.Width / 2, size.Height / 2);
            outTexture.AnchorPoint = new CCPoint(0.5f, 0.5f);

            //  render outScene to its texturebuffer
            outTexture.Begin();
            m_pOutScene.Visit();
            outTexture.End();

            // create blend functions

            var blend1 = new CCBlendFunc(CCOGLES.GL_ONE, CCOGLES.GL_ONE); // inScene will lay on background and will not be used with alpha
            var blend2 = CCBlendFunc.NonPremultiplied; // we are going to blend outScene via alpha 

            // set blendfunctions
            inTexture.Sprite.BlendFunc = blend1;
            outTexture.Sprite.BlendFunc = blend2;

            // add render textures to the layer
            layer.AddChild(inTexture);
            layer.AddChild(outTexture);

            // initial opacity:
            inTexture.Sprite.Opacity = 255;
            outTexture.Sprite.Opacity = 255;

            // create the blend action
            CCAction layerAction = CCSequence.FromActions
                (
                    new CCFadeTo (m_fDuration, 0),
                    new CCCallFunc((HideOutShowIn)),
                    new CCCallFunc((Finish))
                );


            //// run the blend action
            outTexture.Sprite.RunAction(layerAction);

            // add the layer (which contains our two rendertextures) to the scene
            AddChild(layer, 2, kSceneFade);
        }
示例#35
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        protected override void InitialiseScenes()
        {
            base.InitialiseScenes();

            // create a transparent color layer
            // in which we are going to add our rendertextures
            var color = new CCColor4B(0, 0, 0, 0);
            var bounds = Layer.VisibleBoundsWorldspace;
            CCRect viewportRect = Viewport.ViewportInPixels;

            // create the first render texture for inScene
            CCRenderTexture inTexture = new CCRenderTexture(bounds.Size, viewportRect.Size);

            if (null == inTexture)
            {
                return;
            }

            inTexture.Sprite.AnchorPoint = new CCPoint(0.5f, 0.5f);
            inTexture.Position = new CCPoint(bounds.Origin.X + bounds.Size.Width / 2, bounds.Size.Height / 2);
            inTexture.AnchorPoint = new CCPoint(0.5f, 0.5f);

            AddChild(inTexture);

            //  render inScene to its texturebuffer
            inTexture.Begin();
            InSceneNodeContainer.Visit();
            inTexture.End();

            // create the second render texture for outScene
            CCRenderTexture outTexture = new CCRenderTexture(bounds.Size, viewportRect.Size);
            outTexture.Sprite.AnchorPoint = new CCPoint(0.5f, 0.5f);
            outTexture.Position = new CCPoint(bounds.Origin.X + bounds.Size.Width / 2, bounds.Size.Height / 2);
            outTexture.AnchorPoint = new CCPoint(0.5f, 0.5f);

            AddChild(outTexture);

            //  render outScene to its texturebuffer
            outTexture.Begin();
            OutSceneNodeContainer.Visit();
            outTexture.End();

            // create blend functions

            var blend1 = new CCBlendFunc(CCOGLES.GL_ONE, CCOGLES.GL_ONE); // inScene will lay on background and will not be used with alpha
            var blend2 = CCBlendFunc.NonPremultiplied; // we are going to blend outScene via alpha 

            inTexture.Sprite.BlendFunc = blend1;
            outTexture.Sprite.BlendFunc = blend2;

            inTexture.Sprite.Opacity = 255;
            outTexture.Sprite.Opacity = 255;

            CCAction layerAction = new CCSequence
                (
                    new CCFadeTo (Duration, 0),
                    new CCCallFunc((Finish))
                );

            outTexture.Sprite.RunAction(layerAction);

            InSceneNodeContainer.Visible = false;
            OutSceneNodeContainer.Visible = false;
        }
        protected override CCProgressTimer ProgressTimerNodeWithRenderTexture(CCRenderTexture texture)
        {
            CCSize size = CCDirector.SharedDirector.WinSize;

            CCProgressTimer node = CCProgressTimer.Create(texture.Sprite);

            // but it is flipped upside down so we flip the sprite
            //node.Sprite.IsFlipY = true;
            node.Type = CCProgressTimerType.Bar;

            node.Midpoint = new CCPoint(1, 0);
            node.BarChangeRate = new CCPoint(1, 0);

            node.Percentage = 100;
            node.Position = new CCPoint(size.Width / 2, size.Height / 2);
            node.AnchorPoint = new CCPoint(0.5f, 0.5f);

            return node;
        }
示例#37
0
        protected override CCProgressTimer ProgressTimerNodeWithRenderTexture(CCRenderTexture texture)
        {
            var bounds = Layer.VisibleBoundsWorldspace;

            CCProgressTimer node = new CCProgressTimer(texture.Sprite);

            // but it is flipped upside down so we flip the sprite
            //node.Sprite.IsFlipY = true;
            node.Type = CCProgressTimerType.Bar;

            node.Midpoint = new CCPoint(0.5f, 0.5f);
            node.BarChangeRate = new CCPoint(1, 1);

            node.Percentage = 100;
            node.Position = new CCPoint(bounds.Origin.X + bounds.Size.Width / 2, bounds.Size.Height / 2);
            node.AnchorPoint = CCPoint.AnchorMiddle;

            return node;
        }
 protected abstract CCProgressTimer ProgressTimerNodeWithRenderTexture(CCRenderTexture texture);
示例#39
0
        protected override CCProgressTimer ProgressTimerNodeWithRenderTexture(CCRenderTexture texture)
        {
            var bounds = Layer.VisibleBoundsWorldspace;

            CCProgressTimer node = new CCProgressTimer(texture.Sprite);

            // but it is flipped upside down so we flip the sprite
            //node.Sprite.IsFlipY = true;
            node.Type = CCProgressTimerType.Radial;

            //    Return the radial type that we want to use
            node.ReverseDirection = true;
            node.Percentage = 100;
            node.Position = new CCPoint(bounds.Origin.X + bounds.Size.Width / 2, bounds.Size.Height / 2);
            node.AnchorPoint = CCPoint.AnchorMiddle;

            return node;
        }