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); sprite1 = new CCSprite(batch.Texture, new CCRect(85 * 0, 121 * 1, 85, 121)); sprite2 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121)); sprite3 = new CCSprite(batch.Texture, new CCRect(85 * 2, 121 * 1, 85, 121)); sprite4 = new CCSprite(batch.Texture, new CCRect(85 * 3, 121 * 1, 85, 121)); sprite5 = new CCSprite(batch.Texture, new CCRect(85 * 0, 121 * 1, 85, 121)); sprite6 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121)); sprite7 = new CCSprite(batch.Texture, new CCRect(85 * 2, 121 * 1, 85, 121)); sprite8 = new CCSprite(batch.Texture, new CCRect(85 * 3, 121 * 1, 85, 121)); CCFiniteTimeAction action = new CCFadeIn (2); CCFiniteTimeAction action_back = (CCFiniteTimeAction)action.Reverse(); fade = new CCRepeatForever ((CCFiniteTimeAction)(new CCSequence(action, action_back))); CCFiniteTimeAction tintred = new CCTintBy (2, 0, -255, -255); CCFiniteTimeAction tintred_back = (CCFiniteTimeAction)tintred.Reverse(); red = new CCRepeatForever ((CCFiniteTimeAction)(new CCSequence(tintred, tintred_back))); CCFiniteTimeAction tintgreen = new CCTintBy (2, -255, 0, -255); CCFiniteTimeAction tintgreen_back = (CCFiniteTimeAction)tintgreen.Reverse(); green = new CCRepeatForever ((CCFiniteTimeAction)(new CCSequence(tintgreen, tintgreen_back))); CCFiniteTimeAction tintblue = new CCTintBy (2, -255, -255, 0); CCFiniteTimeAction tintblue_back = (CCFiniteTimeAction)tintblue.Reverse(); blue = new CCRepeatForever ((CCFiniteTimeAction)(new CCSequence(tintblue, tintblue_back))); 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); }
public SpriteColorOpacity() { sprite1 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 0, 121 * 1, 85, 121)); sprite2 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 1, 121 * 1, 85, 121)); sprite3 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 2, 121 * 1, 85, 121)); sprite4 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 3, 121 * 1, 85, 121)); sprite5 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 0, 121 * 1, 85, 121)); sprite6 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 1, 121 * 1, 85, 121)); sprite7 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 2, 121 * 1, 85, 121)); sprite8 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 3, 121 * 1, 85, 121)); 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); CCFiniteTimeAction action = new CCFadeIn (2); CCFiniteTimeAction action_back = (CCFiniteTimeAction)action.Reverse(); fade = new CCRepeatForever ((CCFiniteTimeAction)(new CCSequence(action, action_back))); CCFiniteTimeAction tintred = new CCTintBy (2, 0, -255, -255); CCFiniteTimeAction tintred_back = (CCFiniteTimeAction)tintred.Reverse(); red = new CCRepeatForever ((CCFiniteTimeAction)(new CCSequence(tintred, tintred_back))); CCFiniteTimeAction tintgreen = new CCTintBy (2, -255, 0, -255); CCFiniteTimeAction tintgreen_back = (CCFiniteTimeAction)tintgreen.Reverse(); green = new CCRepeatForever ((CCFiniteTimeAction)(new CCSequence(tintgreen, tintgreen_back))); CCFiniteTimeAction tintblue = new CCTintBy (2, -255, -255, 0); CCFiniteTimeAction tintblue_back = (CCFiniteTimeAction)tintblue.Reverse(); blue = new CCRepeatForever ((CCFiniteTimeAction)(new CCSequence(tintblue, tintblue_back))); }
public ActionFade() { action1 = new CCFadeIn(1.0f); action1Back = action1.Reverse(); action2 = new CCFadeOut(1.0f); action2Back = action2.Reverse(); }