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C# Cocos2D.CCSequence类代码示例

本文整理汇总了C#中Cocos2D.CCSequence的典型用法代码示例。如果您正苦于以下问题:C# CCSequence类的具体用法?C# CCSequence怎么用?C# CCSequence使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


CCSequence类属于Cocos2D命名空间,在下文中一共展示了CCSequence类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: StressTest2

        public StressTest2()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            CCLayer sublayer = new CCLayer();

            CCSprite sp1 = new CCSprite(TestResource.s_pPathSister1);
            sp1.Position = (new CCPoint(80, s.Height / 2));

            CCActionInterval move = new CCMoveBy (3, new CCPoint(350, 0));
            CCActionInterval move_ease_inout3 = new CCEaseInOut((CCActionInterval) (move.Copy()), 2.0f);
            var move_ease_inout_back3 = (CCActionInterval) move_ease_inout3.Reverse();
            CCFiniteTimeAction seq3 = new CCSequence(move_ease_inout3, move_ease_inout_back3);
            sp1.RunAction(new CCRepeatForever ((CCActionInterval) seq3));
            sublayer.AddChild(sp1, 1);

            CCParticleFire fire = new CCParticleFire();
            fire.Texture = (CCTextureCache.SharedTextureCache.AddImage("Images/fire"));
            fire.Position = (new CCPoint(80, s.Height / 2 - 50));

            var copy_seq3 = (CCActionInterval) (seq3.Copy());

            fire.RunAction(new CCRepeatForever (copy_seq3));
            sublayer.AddChild(fire, 2);

            Schedule((shouldNotLeak), 6.0f);

            AddChild(sublayer, 0, CocosNodeTestStaticLibrary.kTagSprite1);
        }
开发者ID:Karunp,项目名称:cocos2d-xna,代码行数:29,代码来源:StressTest2.cs

示例2: OnEnter

        public override void OnEnter()
        {
            base.OnEnter();

            var s = CCDirector.SharedDirector.WinSize;
            var layer1 = new CCLayerColor(new CCColor4B(255, 255, 0, 80), 100, s.Height - 50);
            layer1.Position = (new CCPoint(s.Width / 3, s.Height / 2));
            layer1.IgnoreAnchorPointForPosition = false;
            AddChild(layer1, 1);

            var layer2 = new CCLayerColor(new CCColor4B(0, 0, 255, 255), 100, s.Height - 50);
            layer2.Position = (new CCPoint((s.Width / 3) * 2, s.Height / 2));
            layer2.IgnoreAnchorPointForPosition = false;
            AddChild(layer2, 1);

            var actionTint = new CCTintBy (2, -255, -127, 0);
            var actionTintBack = actionTint.Reverse();
            var seq1 = new CCSequence(actionTint, actionTintBack);
            layer1.RunAction(seq1);

            var actionFade = new CCFadeOut(2.0f);
            var actionFadeBack = actionFade.Reverse();
            var seq2 = new CCSequence(actionFade, actionFadeBack);
            layer2.RunAction(seq2);
        }
开发者ID:Karunp,项目名称:cocos2d-xna,代码行数:25,代码来源:LayerTest2.cs

示例3: NodeToWorld

        public NodeToWorld()
        {
            //
            // This code tests that nodeToParent works OK:
            //  - It tests different anchor Points
            //  - It tests different children anchor points

            CCSprite back = new CCSprite(TestResource.s_back3);
            AddChild(back, -10);
            back.AnchorPoint = (new CCPoint(0, 0));
            CCSize backSize = back.ContentSize;

            CCMenuItem item = new CCMenuItemImage(TestResource.s_PlayNormal, TestResource.s_PlaySelect);
            CCMenu menu = new CCMenu(item);
            menu.AlignItemsVertically();
            menu.Position = (new CCPoint(backSize.Width / 2, backSize.Height / 2));
            back.AddChild(menu);

            CCActionInterval rot = new CCRotateBy (5, 360);
            CCAction fe = new CCRepeatForever (rot);
            item.RunAction(fe);

            CCActionInterval move = new CCMoveBy (3, new CCPoint(200, 0));
            var move_back = (CCActionInterval) move.Reverse();
            CCFiniteTimeAction seq = new CCSequence(move, move_back);
            CCAction fe2 = new CCRepeatForever ((CCActionInterval) seq);
            back.RunAction(fe2);
        }
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:28,代码来源:NodeToWorld.cs

示例4: CCSequence

        protected CCSequence(CCSequence sequence) : base(sequence)
        {
            var param1 = sequence.m_pActions[0].Copy() as CCFiniteTimeAction;
            var param2 = sequence.m_pActions[1].Copy() as CCFiniteTimeAction;

            InitOneTwo(param1, param2);
        }
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:7,代码来源:CCSequence.cs

示例5: FadeThenRemove

 public void FadeThenRemove(float delta)
 {
     var seq = new CCSequence(
                        new CCFadeTo (1.0f,0),
                        new CCCallFunc(RemoveSpriteAndBody));
     sprite.RunAction(seq);
 }
开发者ID:johnkg,项目名称:AngryNinjas,代码行数:7,代码来源:BodyNode.cs

示例6: disableMenuCallback

        public void disableMenuCallback(object pSender)
        {
            m_pMenu1.Enabled = false;
            CCDelayTime wait = new CCDelayTime (5);
            CCCallFunc enable = new CCCallFunc(enableMenuCallback);

            CCFiniteTimeAction seq = new CCSequence(wait, enable);
            m_pMenu1.RunAction(seq);
        }
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:9,代码来源:MenuLayerPriorityTest.cs

示例7: Parallax1

        public Parallax1()
        {
            // Top Layer, a simple image
            CCSprite cocosImage = new CCSprite(s_Power);
            // scale the image (optional)
            cocosImage.Scale = 2.5f;
            // change the transform anchor point to 0,0 (optional)
            cocosImage.AnchorPoint = new CCPoint(0, 0);


            // Middle layer: a Tile map atlas
            CCTileMapAtlas tilemap = CCTileMapAtlas.Create(s_TilesPng, s_LevelMapTga, 16, 16);
            tilemap.ReleaseMap();

            // change the transform anchor to 0,0 (optional)
            tilemap.AnchorPoint = new CCPoint(0, 0);

            // Anti Aliased images
            tilemap.Texture.SetAntiAliasTexParameters();


            // background layer: another image
            CCSprite background = new CCSprite(TestResource.s_back);
            // scale the image (optional)
            background.Scale = 1.5f;
            // change the transform anchor point (optional)
            background.AnchorPoint = new CCPoint(0, 0);


            // create a void node, a parent node
            CCParallaxNode voidNode = new CCParallaxNode();

            // NOW add the 3 layers to the 'void' node

            // background image is moved at a ratio of 0.4x, 0.5y
            voidNode.AddChild(background, -1, new CCPoint(0.4f, 0.5f), new CCPoint(0, 0));

            // tiles are moved at a ratio of 2.2x, 1.0y
            voidNode.AddChild(tilemap, 1, new CCPoint(2.2f, 1.0f), new CCPoint(0, -200));

            // top image is moved at a ratio of 3.0x, 2.5y
            voidNode.AddChild(cocosImage, 2, new CCPoint(3.0f, 2.5f), new CCPoint(200, 800));


            // now create some actions that will move the 'void' node
            // and the children of the 'void' node will move at different
            // speed, thus, simulation the 3D environment
            CCMoveBy goUp = new CCMoveBy (4, new CCPoint(0, -500));
            CCFiniteTimeAction goDown = goUp.Reverse();
            CCMoveBy go = new CCMoveBy (8, new CCPoint(-1000, 0));
            CCFiniteTimeAction goBack = go.Reverse();
            CCFiniteTimeAction seq = new CCSequence(goUp, go, goDown, goBack);

            voidNode.RunAction(new CCRepeatForever ((CCActionInterval) seq));

            AddChild(voidNode, -1, kTagTileMap);
        }
开发者ID:rtabbara,项目名称:cocos2d-xna,代码行数:57,代码来源:Parallax1.cs

示例8: AllShapesAction

        /// <summary>
        /// Creates a sequence of actions that causes a sprite to move using all the actions on the screen.
        /// </summary>
        /// <param name="repeatForever">A boolean value that determines if the action should be repeated indefinitely.</param>
        /// <returns></returns>
        internal static CCAction AllShapesAction(bool repeatForever)
        {
            // Create a new action sequence that will move the sprite using all the other actions
            CCActionInterval allAction = new CCSequence(RotateAction(false), ScaleAction(false), JumpAction(false), BoxAction(false), TriangleAction(false));

            // See if we're repeating the action indefinitely
            if (repeatForever) allAction = new CCRepeatForever(allAction);

            return allAction;
        }
开发者ID:blueshirt13,项目名称:Cocos2D-XNA-Tutorials,代码行数:15,代码来源:BasicActionsLayer.cs

示例9: OnEnter

        public override void OnEnter()
        {
            base.OnEnter();

            CCSize s = CCDirector.SharedDirector.WinSize;

            CCProgressTo to = new CCProgressTo(6, 100);
            CCAction tint = new CCSequence(new CCTintTo (1, 255, 0, 0),
                                              new CCTintTo (1, 0, 255, 0),
                                              new CCTintTo (1, 0, 0, 255));
            CCAction fade = new CCSequence(new CCFadeTo (1.0f, 0),
                                              new CCFadeTo (1.0f, 255));

            CCProgressTimer left = new CCProgressTimer(new CCSprite(s_pPathSister1));
            left.Type = CCProgressTimerType.Bar;

            //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
            left.Midpoint = new CCPoint(0.5f, 0.5f);
            //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
            left.BarChangeRate = new CCPoint(1, 0);
            AddChild(left);
            left.Position = new CCPoint(100, s.Height / 2);
            left.RunAction(new CCRepeatForever ((CCActionInterval) to.Copy()));
            left.RunAction(new CCRepeatForever ((CCActionInterval) tint.Copy()));

            left.AddChild(new CCLabelTTF("Tint", "arial", 20.0f));

            CCProgressTimer middle = new CCProgressTimer(new CCSprite(s_pPathSister2));
            middle.Type = CCProgressTimerType.Bar;
            //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
            middle.Midpoint = new CCPoint(0.5f, 0.5f);
            //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
            middle.BarChangeRate = new CCPoint(1, 1);
            AddChild(middle);
            middle.Position = new CCPoint(s.Width / 2, s.Height / 2);
            middle.RunAction(new CCRepeatForever ((CCActionInterval) to.Copy()));
            middle.RunAction(new CCRepeatForever ((CCActionInterval) fade.Copy()));

            middle.AddChild(new CCLabelTTF("Fade", "arial", 20.0f));

            CCProgressTimer right = new CCProgressTimer(new CCSprite(s_pPathSister2));
            right.Type = CCProgressTimerType.Bar;
            //    Setup for a bar starting from the bottom since the midpoint is 0 for the y
            right.Midpoint = new CCPoint(0.5f, 0.5f);
            //    Setup for a vertical bar since the bar change rate is 0 for x meaning no horizontal change
            right.BarChangeRate = new CCPoint(0, 1);
            AddChild(right);
            right.Position = new CCPoint(s.Width - 100, s.Height / 2);
            right.RunAction(new CCRepeatForever ((CCActionInterval) to.Copy()));
            right.RunAction(new CCRepeatForever ((CCActionInterval) tint.Copy()));
            right.RunAction(new CCRepeatForever ((CCActionInterval) fade.Copy()));

            right.AddChild(new CCLabelTTF("Tint and Fade", "arial", 20.0f));
        }
开发者ID:Karunp,项目名称:cocos2d-xna,代码行数:54,代码来源:SpriteProgressBarTintAndFade.cs

示例10: Atlas4

        public Atlas4()
        {
            m_time = 0;

            // Upper Label
            CCLabelBMFont label = new CCLabelBMFont("Bitmap Font Atlas", "fonts/bitmapFontTest.fnt");
            AddChild(label);

            CCSize s = CCDirector.SharedDirector.WinSize;

            label.Position = new CCPoint(s.Width / 2, s.Height / 2);
            label.AnchorPoint = new CCPoint(0.5f, 0.5f);


            CCSprite BChar = (CCSprite)label.GetChildByTag(0);
            CCSprite FChar = (CCSprite)label.GetChildByTag(7);
            CCSprite AChar = (CCSprite)label.GetChildByTag(12);


            CCActionInterval rotate = new CCRotateBy (2, 360);
            CCAction rot_4ever = new CCRepeatForever (rotate);

            CCActionInterval scale = new CCScaleBy(2, 1.5f);
            CCFiniteTimeAction scale_back = scale.Reverse();
            CCFiniteTimeAction scale_seq = new CCSequence(scale, scale_back);
            CCAction scale_4ever = new CCRepeatForever ((CCActionInterval)scale_seq);

            CCActionInterval jump = new CCJumpBy (0.5f, new CCPoint(), 60, 1);
            CCAction jump_4ever = new CCRepeatForever (jump);

            CCActionInterval fade_out = new CCFadeOut  (1);
            CCActionInterval fade_in = new CCFadeIn  (1);
            CCFiniteTimeAction seq = new CCSequence(fade_out, fade_in);
            CCAction fade_4ever = new CCRepeatForever ((CCActionInterval)seq);

            BChar.RunAction(rot_4ever);
            BChar.RunAction(scale_4ever);
            FChar.RunAction(jump_4ever);
            AChar.RunAction(fade_4ever);


            // Bottom Label
            CCLabelBMFont label2 = new CCLabelBMFont("00.0", "fonts/bitmapFontTest.fnt");
            AddChild(label2, 0, (int)TagSprite.kTagBitmapAtlas2);
            label2.Position = new CCPoint(s.Width / 2.0f, 80);

            CCSprite lastChar = (CCSprite)label2.GetChildByTag(3);
            lastChar.RunAction((CCAction)(rot_4ever.Copy()));

            //schedule( schedule_selector(Atlas4::step), 0.1f);
            base.Schedule(step, 0.1f);
        }
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:52,代码来源:Atlas4.cs

示例11: AddJiggle

        public static void AddJiggle(CCNode targetSprite)
        {
            var swingTime = CCRandom.Next(10, 31) / 100f;

            var rotateLeftAction = new CCRotateBy(swingTime, 1);
            var rotateRightAction = new CCRotateBy(swingTime * 2, -2);
            var rotateBackAction = new CCRotateBy(swingTime, 1);

            var rotateSequence = new CCSequence(rotateLeftAction, rotateRightAction, rotateBackAction);
            var repeatAction = new CCRepeatForever(rotateSequence);

            targetSprite.RunAction(repeatAction);
        }
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:13,代码来源:MenuTestScene.cs

示例12: BoxAction

        /// <summary>
        /// Creates a sequence of actions that causes a sprite to move in a box shape on the screen.
        /// </summary>
        /// <param name="repeatForever">A boolean value that determines if the action should be repeated indefinitely.</param>
        /// <returns></returns>
        internal static CCFiniteTimeAction BoxAction(bool repeatForever)
        {
            // Create a new action sequence that will move the sprite in a box shape at fixed positions on the screen
            CCActionInterval boxAction = new CCSequence(
                new CCMoveTo(1, new CCPoint(100, 100)),
                new CCMoveTo(1, new CCPoint(100, 500)),
                new CCMoveTo(1, new CCPoint(500, 500)),
                new CCMoveTo(1, new CCPoint(500, 100)));

            // See if we're repeating the action indefinitely
            if (repeatForever) boxAction = new CCRepeatForever(boxAction);

            return boxAction;
        }
开发者ID:blueshirt13,项目名称:Cocos2D-XNA-Tutorials,代码行数:19,代码来源:BasicActionsLayer.cs

示例13: Atlas3

        public Atlas3()
        {
            m_time = 0;

            CCLayerColor col = new CCLayerColor(new CCColor4B(128, 128, 128, 255));
            AddChild(col, -10);

            CCLabelBMFont label1 = new CCLabelBMFont("Test", "fonts/bitmapFontTest2.fnt");

            // testing anchors
            label1.AnchorPoint = new CCPoint(0, 0);
            AddChild(label1, 0, (int)TagSprite.kTagBitmapAtlas1);
            CCActionInterval fade = new CCFadeOut  (1.0f);
            CCFiniteTimeAction fade_in = fade.Reverse();
            CCFiniteTimeAction seq = new CCSequence(fade, fade_in);
            CCAction repeat = new CCRepeatForever ((CCActionInterval)seq);
            label1.RunAction(repeat);


            // VERY IMPORTANT
            // color and opacity work OK because bitmapFontAltas2 loads a BMP image (not a PNG image)
            // If you want to use both opacity and color, it is recommended to use NON premultiplied images like BMP images
            // Of course, you can also tell XCode not to compress PNG images, but I think it doesn't work as expected
            CCLabelBMFont label2 = new CCLabelBMFont("Test", "fonts/bitmapFontTest2.fnt");
            // testing anchors
            label2.AnchorPoint = new CCPoint(0.5f, 0.5f);
            label2.Color = ccRED;
            AddChild(label2, 0, (int)TagSprite.kTagBitmapAtlas2);
            label2.RunAction((CCAction)(repeat.Copy()));

            CCLabelBMFont label3 = new CCLabelBMFont("Test", "fonts/bitmapFontTest2.fnt");
            // testing anchors
            label3.AnchorPoint = new CCPoint(1, 1);
            AddChild(label3, 0, (int)TagSprite.kTagBitmapAtlas3);


            CCSize s = CCDirector.SharedDirector.WinSize;
            label1.Position = new CCPoint();
            label2.Position = new CCPoint(s.Width / 2, s.Height / 2);
            label3.Position = new CCPoint(s.Width, s.Height);

            base.Schedule(step);//:@selector(step:)];
        }
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:43,代码来源:Atlas3.cs

示例14: LabelTTFA8Test

        public LabelTTFA8Test()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            CCLayerColor layer = new CCLayerColor(new CCColor4B(128, 128, 128, 255));
            AddChild(layer, -10);

            // CCLabelBMFont
            CCLabelTTF label1 = new CCLabelTTF("Testing A8 Format", "Marker Felt", 38);
            AddChild(label1);
            label1.Color = CCTypes.CCRed;
            label1.Position = new CCPoint(s.Width / 2, s.Height / 2);

            CCFadeOut fadeOut = new CCFadeOut  (2);
            CCFadeIn fadeIn = new CCFadeIn  (2);
            CCFiniteTimeAction seq = new CCSequence(fadeOut, fadeIn);
            CCRepeatForever forever = new CCRepeatForever ((CCActionInterval) seq);
            label1.RunAction(forever);
        }
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:19,代码来源:LabelTTFA8Test.cs

示例15: OnEnter

        public override void OnEnter()
        {
            base.OnEnter();

            CCActionInterval inA, outA;
            m_pInScene.Visible = false;

            float inDeltaZ, inAngleZ;
            float outDeltaZ, outAngleZ;

            if (m_eOrientation == CCTransitionOrientation.UpOver)
            {
                inDeltaZ = 90;
                inAngleZ = 270;
                outDeltaZ = 90;
                outAngleZ = 0;
            }
            else
            {
                inDeltaZ = -90;
                inAngleZ = 90;
                outDeltaZ = -90;
                outAngleZ = 0;
            }

            inA = new CCSequence
                (
                    new CCDelayTime (m_fDuration / 2),
                    new CCShow(),
                    new CCOrbitCamera(m_fDuration / 2, 1, 0, inAngleZ, inDeltaZ, 90, 0),
                    new CCCallFunc(Finish)
                );
            outA = new CCSequence
                (
                    new CCOrbitCamera(m_fDuration / 2, 1, 0, outAngleZ, outDeltaZ, 90, 0),
                    new CCHide(),
                    new CCDelayTime (m_fDuration / 2)
                );

            m_pInScene.RunAction(inA);
            m_pOutScene.RunAction(outA);
        }
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:42,代码来源:CCTransitionFlipY.cs


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