public override void OnEnter() { base.OnEnter(); CCSize s = CCDirector.SharedDirector.WinSize; CCLayerColor layer1 = new CCLayerColor(new CCColor4B(255, 255, 0, 80), 100, 300); layer1.Position = (new CCPoint(s.Width / 3, s.Height / 2)); layer1.IgnoreAnchorPointForPosition = false; AddChild(layer1, 1); CCLayerColor layer2 = new CCLayerColor(new CCColor4B(0, 0, 255, 255), 100, 300); layer2.Position = (new CCPoint((s.Width / 3) * 2, s.Height / 2)); layer2.IgnoreAnchorPointForPosition = false; AddChild(layer2, 1); CCActionInterval actionTint = new CCTintBy (2, -255, -127, 0); CCActionInterval actionTintBack = (CCActionInterval)actionTint.Reverse(); CCActionInterval seq1 = (CCActionInterval)CCSequence.FromActions(actionTint, actionTintBack); layer1.RunAction(seq1); CCActionInterval actionFade = new CCFadeOut (2.0f); CCActionInterval actionFadeBack = (CCActionInterval)actionFade.Reverse(); CCActionInterval seq2 = (CCActionInterval)CCSequence.FromActions(actionFade, actionFadeBack); layer2.RunAction(seq2); }
public void addNewSpriteWithCoords(CCPoint p) { int idx = (int)(CCMacros.CCRandomBetween0And1() * 1400.0f / 100.0f); int x = (idx % 5) * 85; int y = (idx / 5) * 121; CCSprite sprite = new CCSprite("Images/grossini_dance_atlas", new CCRect(x, y, 85, 121)); AddChild(sprite); sprite.Position = p; CCActionInterval action; float random = CCMacros.CCRandomBetween0And1(); if (random < 0.20) action = new CCScaleBy(3, 2); else if (random < 0.40) action = new CCRotateBy (3, 360); else if (random < 0.60) action = new CCBlink (1, 3); else if (random < 0.8) action = new CCTintBy (2, 0, -255, -255); else action = new CCFadeOut (2); object obj = action.Reverse(); CCActionInterval action_back = (CCActionInterval)action.Reverse(); CCActionInterval seq = (CCActionInterval)(new CCSequence(action, action_back)); sprite.RunAction(new CCRepeatForever (seq)); }
public void addNewSpriteWithCoords(CCPoint p) { CCSpriteBatchNode BatchNode = (CCSpriteBatchNode)GetChildByTag((int)kTags.kTagSpriteBatchNode); int idx = (int)(CCRandom.NextDouble() * 1400 / 100); int x = (idx % 5) * 85; int y = (idx / 5) * 121; CCSprite sprite = new CCSprite(BatchNode.Texture, new CCRect(x, y, 85, 121)); BatchNode.AddChild(sprite); sprite.Position = (new CCPoint(p.X, p.Y)); CCActionInterval action = null; float random = (float)CCRandom.NextDouble(); if (random < 0.20) action = new CCScaleBy(3, 2); else if (random < 0.40) action = new CCRotateBy (3, 360); else if (random < 0.60) action = new CCBlink (1, 3); else if (random < 0.8) action = new CCTintBy (2, 0, -255, -255); else action = new CCFadeOut (2); CCActionInterval action_back = (CCActionInterval)action.Reverse(); CCActionInterval seq = (CCActionInterval)(new CCSequence(action, action_back)); sprite.RunAction(new CCRepeatForever (seq)); }
public SpriteColorOpacity() { CCSprite sprite1 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 0, 121 * 1, 85, 121)); CCSprite sprite2 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 1, 121 * 1, 85, 121)); CCSprite sprite3 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 2, 121 * 1, 85, 121)); CCSprite sprite4 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 3, 121 * 1, 85, 121)); CCSprite sprite5 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 0, 121 * 1, 85, 121)); CCSprite sprite6 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 1, 121 * 1, 85, 121)); CCSprite sprite7 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 2, 121 * 1, 85, 121)); CCSprite sprite8 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 3, 121 * 1, 85, 121)); CCSize s = CCDirector.SharedDirector.WinSize; sprite1.Position = new CCPoint((s.Width / 5) * 1, (s.Height / 3) * 1); sprite2.Position = new CCPoint((s.Width / 5) * 2, (s.Height / 3) * 1); sprite3.Position = new CCPoint((s.Width / 5) * 3, (s.Height / 3) * 1); sprite4.Position = new CCPoint((s.Width / 5) * 4, (s.Height / 3) * 1); sprite5.Position = new CCPoint((s.Width / 5) * 1, (s.Height / 3) * 2); sprite6.Position = new CCPoint((s.Width / 5) * 2, (s.Height / 3) * 2); sprite7.Position = new CCPoint((s.Width / 5) * 3, (s.Height / 3) * 2); sprite8.Position = new CCPoint((s.Width / 5) * 4, (s.Height / 3) * 2); CCActionInterval action = new CCFadeIn (2); CCActionInterval action_back = (CCActionInterval)action.Reverse(); CCAction fade = new CCRepeatForever ((CCActionInterval)(new CCSequence(action, action_back))); CCActionInterval tintred = new CCTintBy (2, 0, -255, -255); CCActionInterval tintred_back = (CCActionInterval)tintred.Reverse(); CCAction red = new CCRepeatForever ((CCActionInterval)(new CCSequence(tintred, tintred_back))); CCActionInterval tintgreen = new CCTintBy (2, -255, 0, -255); CCActionInterval tintgreen_back = (CCActionInterval)tintgreen.Reverse(); CCAction green = new CCRepeatForever ((CCActionInterval)(new CCSequence(tintgreen, tintgreen_back))); CCActionInterval tintblue = new CCTintBy (2, -255, -255, 0); CCActionInterval tintblue_back = (CCActionInterval)tintblue.Reverse(); CCAction blue = new CCRepeatForever ((CCActionInterval)(new CCSequence(tintblue, tintblue_back))); sprite5.RunAction(red); sprite6.RunAction(green); sprite7.RunAction(blue); sprite8.RunAction(fade); // late add: test dirtyColor and dirtyPosition AddChild(sprite1, 0, (int)kTagSprite.kTagSprite1); AddChild(sprite2, 0, (int)kTagSprite.kTagSprite2); AddChild(sprite3, 0, (int)kTagSprite.kTagSprite3); AddChild(sprite4, 0, (int)kTagSprite.kTagSprite4); AddChild(sprite5, 0, (int)kTagSprite.kTagSprite5); AddChild(sprite6, 0, (int)kTagSprite.kTagSprite6); AddChild(sprite7, 0, (int)kTagSprite.kTagSprite7); AddChild(sprite8, 0, (int)kTagSprite.kTagSprite8); Schedule(removeAndAddSprite, 2); }
public void addNewSprite() { CCSize s = CCDirector.SharedDirector.WinSize; CCPoint p = new CCPoint((float)(CCRandom.NextDouble() * s.Width), (float)(CCRandom.NextDouble() * s.Height)); int idx = (int)(CCRandom.NextDouble() * 1400 / 100); int x = (idx % 5) * 85; int y = (idx / 5) * 121; CCNode node = GetChildByTag((int)kTags.kTagSpriteBatchNode); CCSprite sprite = new CCSprite(m_texture1, new CCRect(x, y, 85, 121)); node.AddChild(sprite); sprite.Position = (new CCPoint(p.X, p.Y)); CCActionInterval action; float random = (float)CCRandom.NextDouble(); if (random < 0.20) action = new CCScaleBy(3, 2); else if (random < 0.40) action = new CCRotateBy (3, 360); else if (random < 0.60) action = new CCBlink (1, 3); else if (random < 0.8) action = new CCTintBy (2, 0, -255, -255); else action = new CCFadeOut (2); CCActionInterval action_back = (CCActionInterval)action.Reverse(); CCActionInterval seq = (CCActionInterval)(CCSequence.FromActions(action, action_back)); sprite.RunAction(new CCRepeatForever (seq)); }
public SpriteBatchNodeColorOpacity() { // small capacity. Testing resizing. // Don't use capacity=1 in your real game. It is expensive to resize the capacity CCSpriteBatchNode batch = new CCSpriteBatchNode("Images/grossini_dance_atlas", 1); AddChild(batch, 0, (int)kTags.kTagSpriteBatchNode); CCSprite sprite1 = new CCSprite(batch.Texture, new CCRect(85 * 0, 121 * 1, 85, 121)); CCSprite sprite2 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121)); CCSprite sprite3 = new CCSprite(batch.Texture, new CCRect(85 * 2, 121 * 1, 85, 121)); CCSprite sprite4 = new CCSprite(batch.Texture, new CCRect(85 * 3, 121 * 1, 85, 121)); CCSprite sprite5 = new CCSprite(batch.Texture, new CCRect(85 * 0, 121 * 1, 85, 121)); CCSprite sprite6 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121)); CCSprite sprite7 = new CCSprite(batch.Texture, new CCRect(85 * 2, 121 * 1, 85, 121)); CCSprite sprite8 = new CCSprite(batch.Texture, new CCRect(85 * 3, 121 * 1, 85, 121)); CCSize s = CCDirector.SharedDirector.WinSize; sprite1.Position = new CCPoint((s.Width / 5) * 1, (s.Height / 3) * 1); sprite2.Position = new CCPoint((s.Width / 5) * 2, (s.Height / 3) * 1); sprite3.Position = new CCPoint((s.Width / 5) * 3, (s.Height / 3) * 1); sprite4.Position = new CCPoint((s.Width / 5) * 4, (s.Height / 3) * 1); sprite5.Position = new CCPoint((s.Width / 5) * 1, (s.Height / 3) * 2); sprite6.Position = new CCPoint((s.Width / 5) * 2, (s.Height / 3) * 2); sprite7.Position = new CCPoint((s.Width / 5) * 3, (s.Height / 3) * 2); sprite8.Position = new CCPoint((s.Width / 5) * 4, (s.Height / 3) * 2); CCActionInterval action = new CCFadeIn (2); CCActionInterval action_back = (CCActionInterval)action.Reverse(); CCAction fade = new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(action, action_back))); CCActionInterval tintred = new CCTintBy (2, 0, -255, -255); CCActionInterval tintred_back = (CCActionInterval)tintred.Reverse(); CCAction red = new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(tintred, tintred_back))); CCActionInterval tintgreen = new CCTintBy (2, -255, 0, -255); CCActionInterval tintgreen_back = (CCActionInterval)tintgreen.Reverse(); CCAction green = new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(tintgreen, tintgreen_back))); CCActionInterval tintblue = new CCTintBy (2, -255, -255, 0); CCActionInterval tintblue_back = (CCActionInterval)tintblue.Reverse(); CCAction blue = new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(tintblue, tintblue_back))); sprite5.RunAction(red); sprite6.RunAction(green); sprite7.RunAction(blue); sprite8.RunAction(fade); // late add: test dirtyColor and dirtyPosition batch.AddChild(sprite1, 0, (int)kTagSprite.kTagSprite1); batch.AddChild(sprite2, 0, (int)kTagSprite.kTagSprite2); batch.AddChild(sprite3, 0, (int)kTagSprite.kTagSprite3); batch.AddChild(sprite4, 0, (int)kTagSprite.kTagSprite4); batch.AddChild(sprite5, 0, (int)kTagSprite.kTagSprite5); batch.AddChild(sprite6, 0, (int)kTagSprite.kTagSprite6); batch.AddChild(sprite7, 0, (int)kTagSprite.kTagSprite7); batch.AddChild(sprite8, 0, (int)kTagSprite.kTagSprite8); Schedule(removeAndAddSprite, 2); }
public override void OnEnter() { base.OnEnter(); centerSprites(2); var action1 = new CCTintTo (2, 255, 0, 255); var action2 = new CCTintBy (2, -127, -255, -127); var action2Back = action2.Reverse(); m_tamara.RunAction(action1); m_kathia.RunAction(new CCSequence(action2, action2Back)); }
public MenuLayer1() { CCMenuItemFont.FontSize = 30; CCMenuItemFont.FontName = "arial"; base.TouchEnabled = true; // Font Item CCSprite spriteNormal = new CCSprite(s_MenuItem, new CCRect(0, 23 * 2, 115, 23)); CCSprite spriteSelected = new CCSprite(s_MenuItem, new CCRect(0, 23 * 1, 115, 23)); CCSprite spriteDisabled = new CCSprite(s_MenuItem, new CCRect(0, 23 * 0, 115, 23)); CCMenuItemSprite item1 = new CCMenuItemSprite(spriteNormal, spriteSelected, spriteDisabled, this.menuCallback); // Image Item CCMenuItem item2 = new CCMenuItemImage(s_SendScore, s_PressSendScore, this.menuCallback2); // Label Item (LabelAtlas) CCLabelAtlas labelAtlas = new CCLabelAtlas("0123456789", "Images/fps_Images", 16, 24, '.'); CCMenuItemLabel item3 = new CCMenuItemLabel(labelAtlas, this.menuCallbackDisabled); item3.DisabledColor = new CCColor3B(32, 32, 64); item3.Color = new CCColor3B(200, 200, 255); // Font Item CCMenuItemFont item4 = new CCMenuItemFont("I toggle enable items", this.menuCallbackEnable); item4.FontSizeObj = 20; item4.FontNameObj = "arial"; // Label Item (CCLabelBMFont) CCLabelBMFont label = new CCLabelBMFont("configuration", "fonts/bitmapFontTest3.fnt"); CCMenuItemLabel item5 = new CCMenuItemLabel(label, this.menuCallbackConfig); // Testing issue #500 item5.Scale = 0.8f; // Events CCMenuItemFont.FontName = "arial"; CCMenuItemFont item6 = new CCMenuItemFont("Priority Test", menuCallbackPriorityTest); // Font Item CCMenuItemFont item7 = new CCMenuItemFont("Quit", this.onQuit); CCActionInterval color_action = new CCTintBy (0.5f, 0, -255, -255); CCActionInterval color_back = (CCActionInterval)color_action.Reverse(); CCFiniteTimeAction seq = CCSequence.FromActions(color_action, color_back); item7.RunAction(new CCRepeatForever ((CCActionInterval)seq)); CCMenu menu = new CCMenu(item1, item2, item3, item4, item5, item6, item7); menu.AlignItemsVertically(); // elastic effect CCSize s = CCDirector.SharedDirector.WinSize; int i = 0; CCNode child; var pArray = menu.Children; object pObject = null; if (pArray.Count > 0) { for (int j = 0; j < pArray.Count; j++) { pObject = pArray[j]; if (pObject == null) break; child = (CCNode)pObject; CCPoint dstPoint = child.Position; int offset = (int)(s.Width / 2 + 50); if (i % 2 == 0) offset = -offset; child.Position = new CCPoint(dstPoint.X + offset, dstPoint.Y); child.RunAction(new CCEaseElasticOut(new CCMoveBy (2, new CCPoint(dstPoint.X - offset, 0)), 0.35f)); i++; } } m_disabledItem = item3; m_disabledItem.Enabled = false; AddChild(menu); }