本文整理汇总了C#中CocosSharp.CCLabelTtf.RepeatForever方法的典型用法代码示例。如果您正苦于以下问题:C# CCLabelTtf.RepeatForever方法的具体用法?C# CCLabelTtf.RepeatForever怎么用?C# CCLabelTtf.RepeatForever使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CocosSharp.CCLabelTtf
的用法示例。
在下文中一共展示了CCLabelTtf.RepeatForever方法的4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: LabelTTFA8Test
public LabelTTFA8Test()
{
var layer = new CCLayerColor(new CCColor4B(128, 128, 128, 255));
AddChild(layer, -10);
// CCLabelBMFont
label1 = new CCLabelTtf("Testing A8 Format", "MarkerFelt", 38);
AddChild(label1);
label1.Color = CCColor3B.Red;
var fadeOut = new CCFadeOut (2);
var fadeIn = new CCFadeIn (2);
label1.RepeatForever(fadeIn, fadeOut);
}
示例2: AddTitle
private void AddTitle() {
var title = new CCLabelTtf(Settings.GameName, "kongtext", 28) {
Color = CCColor3B.White,
AnchorPoint = CCPoint.AnchorMiddleTop,
PositionX = Settings.ScreenWidth/2,
PositionY = 550,
};
var titleShadow = new CCLabelTtf(Settings.GameName, "kongtext", 28) {
Color = new CCColor3B(100, 0, 220),
AnchorPoint = CCPoint.AnchorMiddleTop,
PositionX = Settings.ScreenWidth/2,
PositionY = 550,
};
// Движение тени у текста с названием игры
const int moveStreak = 30;
var moves = new CCFiniteTimeAction[moveStreak];
for (int i = 0; i < moveStreak; i++) {
moves[i] = MoveAround();
}
titleShadow.RepeatForever(new CCSequence(moves));
var helper = new CCLabelTtf("Enter/Space to start, Esc to exit", "kongtext", 10) {
Color = CCColor3B.Gray,
AnchorPoint = CCPoint.AnchorMiddleBottom,
PositionX = Settings.ScreenWidth/2,
PositionY = 0
};
AddChild(titleShadow);
AddChild(title);
AddChild(helper);
}
示例3: OnEnter
public override void OnEnter()
{
base.OnEnter();
m_nImageOffset = 0;
CCSize size = Layer.VisibleBoundsWorldspace.Size;
CCLabelTtf label = new CCLabelTtf("Loading...", "Marker Felt", 32);
label.Position = size.Center;
AddChild(label, 10);
var scale = new CCScaleBy(0.3f, 2);
label.RepeatForever(scale, scale.Reverse());
ScheduleOnce(LoadImages, 1.0f);
}
示例4: createParticlesAsync
public void createParticlesAsync()
{
isLoading = true;
var label = new CCLabelTtf("Loading...", "MarkerFelt", 22);
label.Position = _screenSize.Center;
label.Position = new CCPoint(_screenSize.Center.X, _screenSize.Height * 0.75f);
label.Visible = false;
label.Name = "Loading";
AddChild(label, 10);
var scale = new CCScaleBy(0.3f, 2);
label.RunActions(new CCDelayTime(1.0f), new CCShow());
label.RepeatForever(scale, scale.Reverse());
CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("jet.plist",
(jetConfig) =>
{
_jet = new CCParticleSystemQuad(jetConfig);
_jet.SourcePosition = new CCPoint(-_rocket._radius * 0.8f, 0);
_jet.Angle = 180;
_jet.StopSystem();
AddChild(_jet, kBackground);
loadedParticleSystems++;
updateLoading();
});
CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("boom.plist",
(boomConfig) =>
{
_boom = new CCParticleSystemQuad(boomConfig);
_boom.StopSystem();
AddChild(_boom, kForeground);
loadedParticleSystems++;
updateLoading();
});
CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("comet.plist",
(cometConfig) =>
{
_comet = new CCParticleSystemQuad(cometConfig);
_comet.StopSystem();
_comet.Position = new CCPoint(0, _screenSize.Height * 0.6f);
_comet.Visible = false;
AddChild(_comet, kForeground);
loadedParticleSystems++;
updateLoading();
});
CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("star.plist",
(starConfig) =>
{
_star = new CCParticleSystemQuad(starConfig);
_star.StopSystem();
_star.Visible = false;
AddChild(_star, kBackground, kSpriteStar);
loadedParticleSystems++;
updateLoading();
});
CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("plink.plist",
(plinkConfig) =>
{
_pickup = new CCParticleSystemQuad(plinkConfig);
_pickup.StopSystem();
AddChild(_pickup, kMiddleground);
loadedParticleSystems++;
updateLoading();
});
CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("warp.plist",
(warpConfig) =>
{
_warp = new CCParticleSystemQuad(warpConfig);
_warp.Position = _rocket.Position;
AddChild(_warp, kBackground);
loadedParticleSystems++;
updateLoading();
});
}