public SetOffset ( |
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p | /// The offset, specified in the parent coordinate system. /// | |
return | void |
public override void Initialize() { long currentTime = PUtil.CurrentTimeMillis; // Create a new node that we will apply different activities to, and // place that node at location 200, 200. aNode = PPath.CreateRectangle(0, 0, 100, 80); PLayer layer = Canvas.Layer; layer.AddChild(aNode); aNode.SetOffset(200, 200); // Create a new custom "flash" activity. This activity will start running in // five seconds, and while it runs it will flash aNode's brush color between // red and green every half second. The same effect could be achieved by // extending PActivity and override OnActivityStep. PActivity flash = new PActivity(-1, 500, currentTime + 5000); flash.ActivityStepped = new ActivitySteppedDelegate(ActivityStepped); Canvas.Root.AddActivity(flash); // Use the PNode animate methods to create three activities that animate // the node's position. Since our node already descends from the root node the // animate methods will automatically schedule these activities for us. PActivity a1 = aNode.AnimateToPositionScaleRotation(0f, 0f, 0.5f, 0f, 5000); PActivity a2 = aNode.AnimateToPositionScaleRotation(100f, 0f, 1.5f, 110f, 5000); PActivity a3 = aNode.AnimateToPositionScaleRotation(200f, 100f, 1f, 0f, 5000); // the animate activities will start immediately (in the next call to PRoot.processInputs) // by default. Here we set their start times (in PRoot global time) so that they start // when the previous one has finished. a1.StartTime = currentTime; a2.StartAfter(a1); a3.StartAfter(a2); // or the previous three lines could be replaced with these lines for the same effect. //a2.setStartTime(currentTime + 5000); //a3.setStartTime(currentTime + 10000); }