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C# cocos2d.CCSprite类代码示例

本文整理汇总了C#中cocos2d.CCSprite的典型用法代码示例。如果您正苦于以下问题:C# CCSprite类的具体用法?C# CCSprite怎么用?C# CCSprite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。


CCSprite类属于cocos2d命名空间,在下文中一共展示了CCSprite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: SpriteZOrder

        public SpriteZOrder()
        {
            m_dir = 1;

            CCSize s = CCDirector.SharedDirector.WinSize;

            float step = s.Width / 11;
            for (int i = 0; i < 5; i++)
            {
                CCSprite sprite = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 0, 121 * 1, 85, 121));
                sprite.Position = (new CCPoint((i + 1) * step, s.Height / 2));
                AddChild(sprite, i);
            }

            for (int i = 5; i < 10; i++)
            {
                CCSprite sprite = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 1, 121 * 0, 85, 121));
                sprite.Position = new CCPoint((i + 1) * step, s.Height / 2);
                AddChild(sprite, 14 - i);
            }

            CCSprite sprite1 = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 3, 121 * 0, 85, 121));
            AddChild(sprite1, -1, (int)kTagSprite.kTagSprite1);
            sprite1.Position = (new CCPoint(s.Width / 2, s.Height / 2 - 20));
            sprite1.Scale = 6;
            sprite1.Color = new CCColor3B(Color.Red);

            Schedule(reorderSprite, 1);
        }
开发者ID:HarkDev,项目名称:cocos2d-xna,代码行数:29,代码来源:SpriteZOrder.cs

示例2: InitWithOurOwnProperties

        void InitWithOurOwnProperties(string theFileNameToAnimate,
		                              int theFrameToStartWith,
		                              int theNumberOfFramesToAnimate,
		                              int theX,
		                              int theY,
		                              bool flipOnX,
		                              bool flipOnY,
		                              bool doesItLoop,
		                              bool doesItUseRandomFrameToLoop)
        {
            this.fileNameToAnimate = theFileNameToAnimate;

            this.frameToStartWith = theFrameToStartWith;
            this.currentFrame = frameToStartWith;

            this.framesToAnimate = theNumberOfFramesToAnimate;

            this.animationFlippedX = flipOnX;
            this.animationFlippedY = flipOnY;

            this.doesTheAnimationLoop = doesItLoop;
            this.useRandomFrameToLoop = doesItUseRandomFrameToLoop;

            this.someSprite = new CCSprite(String.Format("{0}_000{1}.png", fileNameToAnimate, currentFrame));
            AddChild(someSprite);
            someSprite.PositionX = theX;
            someSprite.PositionY = theY;

            someSprite.FlipX = animationFlippedX;
            someSprite.FlipY = animationFlippedY;

            Schedule(RunMyAnimation, 1.0f / 60.0f);
        }
开发者ID:CasperWollesen,项目名称:AngryNinjas,代码行数:33,代码来源:CustomAnimation.cs

示例3: RenderTextureTest

        public RenderTextureTest()
        {
            //if (CCConfiguration.sharedConfiguration().getGlesVersion() <= GLES_VER_1_0)
            //{
            //    CCMessageBox("The Opengl ES version is lower than 1.1, and the test may not run correctly.", "Cocos2d-x Hint");
            //    return;
            //}

            CCSize s = CCDirector.sharedDirector().getWinSize();

            // create a render texture, this is what we're going to draw into
            m_target = CCRenderTexture.renderTextureWithWidthAndHeight((int)s.width, (int)s.height);

            if (null == m_target)
            {
                return;
            }

            m_target.position = new CCPoint(s.width / 2, s.height / 2);

            // note that the render texture is a cocosnode, and contains a sprite of it's texture for convience,
            // so we can just parent it to the scene like any other cocos node
            addChild(m_target, 1);

            // create a brush image to draw into the texture with
            m_brush = CCSprite.spriteWithFile("Images/stars.png");
            //m_brush.retain();

            ccBlendFunc bf = new ccBlendFunc { src = 1, dst = 0x0303 };
            m_brush.BlendFunc = bf;
            m_brush.Opacity = 20;
            isTouchEnabled = true;
        }
开发者ID:Openxlive,项目名称:cocos2d-x-for-xna,代码行数:33,代码来源:RenderTextureTest.cs

示例4: updateQuantityOfNodes

        public override void updateQuantityOfNodes()
        {
            CCSize s = CCDirector.SharedDirector.WinSize;

            // increase nodes
            if (currentQuantityOfNodes < quantityOfNodes)
            {
                for (int i = 0; i < (quantityOfNodes - currentQuantityOfNodes); i++)
                {
                    CCSprite sprite = new CCSprite(batchNode.Texture, new CCRect(0, 0, 32, 32));
                    batchNode.AddChild(sprite);
                    sprite.Position = new CCPoint(Random.Next() * s.Width, Random.Next() * s.Height);
                }
            }

            // decrease nodes
            else if (currentQuantityOfNodes > quantityOfNodes)
            {
                for (int i = 0; i < (currentQuantityOfNodes - quantityOfNodes); i++)
                {
                    int index = currentQuantityOfNodes - i - 1;
                    batchNode.RemoveChildAtIndex(index, true);
                }
            }

            currentQuantityOfNodes = quantityOfNodes;
        }
开发者ID:HarkDev,项目名称:cocos2d-xna,代码行数:27,代码来源:IterateSpriteSheet.cs

示例5: OnEnter

        public override void OnEnter()
        {
            //
            // This test MUST be done in 'onEnter' and not on 'init'
            // otherwise the paused action will be resumed at 'onEnter' time
            //
            base.OnEnter();

            CCSize s = CCDirector.SharedDirector.WinSize;

            CCLabelTTF l = new CCLabelTTF("After 5 seconds grossini should move", "arial", 16);
            AddChild(l);
            l.Position = (new CCPoint(s.Width / 2, 245));

            //
            // Also, this test MUST be done, after [super onEnter]
            //
            CCSprite grossini = new CCSprite(s_pPathGrossini);
            AddChild(grossini, 0, kTagGrossini);
            grossini.Position = (new CCPoint(200, 200));

            CCAction action = new CCMoveBy (1, new CCPoint(150, 0));

            CCDirector.SharedDirector.ActionManager.AddAction(action, grossini, true);

            Schedule(unpause, 3);
        }
开发者ID:homocury,项目名称:cocos2d-xna,代码行数:27,代码来源:PauseTest.cs

示例6: 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 = CCSequence.FromActions(move, move_back);
            CCAction fe2 = new CCRepeatForever ((CCActionInterval) seq);
            back.RunAction(fe2);
        }
开发者ID:KogleDK,项目名称:cocos2d-xna-1,代码行数:28,代码来源:NodeToWorld.cs

示例7: SpriteBatchNodeZOrder

        public SpriteBatchNodeZOrder()
        {
            m_dir = 1;

            // small capacity. Testing resizing.
            // Don't use capacity=1 in your real game. It is expensive to resize the capacity
            CCSpriteBatchNode batch = CCSpriteBatchNode.Create("Images/grossini_dance_atlas", 1);
            AddChild(batch, 0, (int)kTags.kTagSpriteBatchNode);

            CCSize s = CCDirector.SharedDirector.WinSize;

            float step = s.Width / 11;
            for (int i = 0; i < 5; i++)
            {
                CCSprite sprite = new CCSprite(batch.Texture, new CCRect(85 * 0, 121 * 1, 85, 121));
                sprite.Position = (new CCPoint((i + 1) * step, s.Height / 2));
                batch.AddChild(sprite, i);
            }

            for (int i = 5; i < 10; i++)
            {
                CCSprite sprite = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 0, 85, 121));
                sprite.Position = new CCPoint((i + 1) * step, s.Height / 2);
                batch.AddChild(sprite, 14 - i);
            }

            CCSprite sprite1 = new CCSprite(batch.Texture, new CCRect(85 * 3, 121 * 0, 85, 121));
            batch.AddChild(sprite1, -1, (int)kTagSprite.kTagSprite1);
            sprite1.Position = (new CCPoint(s.Width / 2, s.Height / 2 - 20));
            sprite1.Scale = 6;
            sprite1.Color = new CCColor3B(Color.Red);

            Schedule(reorderSprite, 1);
        }
开发者ID:eickegao,项目名称:cocos2d-xna,代码行数:34,代码来源:SpriteBatchNodeZOrder.cs

示例8: RenderTextureSave

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

            // create a render texture, this is what we are going to draw into
            m_pTarget = CCRenderTexture.Create((int) s.Width, (int) s.Height, SurfaceFormat.Color, DepthFormat.None, RenderTargetUsage.PreserveContents);
            m_pTarget.Position = new CCPoint(s.Width / 2, s.Height / 2);

            // It's possible to modify the RenderTexture blending function by
            //CCBlendFunc tbf = new CCBlendFunc (OGLES.GL_ONE, OGLES.GL_ONE_MINUS_SRC_ALPHA);
            //m_pTarget.Sprite.BlendFunc = tbf;

            // note that the render texture is a CCNode, and contains a sprite of its texture for convience,
            // so we can just parent it to the scene like any other CCNode
            AddChild(m_pTarget, -1);

            // create a brush image to draw into the texture with
            m_pBrush = new CCSprite("Images/fire");
            // It's possible to modify the Brushes blending function by
            CCBlendFunc bbf = new CCBlendFunc (OGLES.GL_ONE, OGLES.GL_ONE_MINUS_SRC_ALPHA);
            m_pBrush.BlendFunc = bbf;

            m_pBrush.Color = new CCColor3B (Color.Red);
            m_pBrush.Opacity = 20;
            TouchEnabled = true;

            // Save Image menu
            CCMenuItemFont.FontSize = 16;
            CCMenuItem item1 = CCMenuItemFont.Create("Save Image", saveImage);
            CCMenuItem item2 = CCMenuItemFont.Create("Clear", clearImage);
            var menu = new CCMenu(item1, item2);
            AddChild(menu);
            menu.AlignItemsVertically();
            menu.Position = new CCPoint(s.Width - 80, s.Height - 30);
        }
开发者ID:eickegao,项目名称:cocos2d-xna,代码行数:35,代码来源:RenderTextureSave.cs

示例9: OnEnter

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

            CCSize s = CCDirector.SharedDirector.WinSize;

            CCSpriteFrameCache.SharedSpriteFrameCache.AddSpriteFramesWithFile("zwoptex/grossini.plist");
            CCSpriteFrameCache.SharedSpriteFrameCache.AddSpriteFramesWithFile("zwoptex/grossini-generic.plist");

            CCLayerColor layer1 = CCLayerColor.Create(new CCColor4B(255, 0, 0, 255), 85, 121);
            layer1.Position = new CCPoint(s.Width / 2 - 80 - (85.0f * 0.5f), s.Height / 2 - (121.0f * 0.5f));
            AddChild(layer1);

            sprite1 = new CCSprite(CCSpriteFrameCache.SharedSpriteFrameCache.SpriteFrameByName("grossini_dance_01.png"));
            sprite1.Position = (new CCPoint(s.Width / 2 - 80, s.Height / 2));
            AddChild(sprite1);

            sprite1.FlipX = false;
            sprite1.FlipY = false;

            CCLayerColor layer2 = CCLayerColor.Create(new CCColor4B(255, 0, 0, 255), 85, 121);
            layer2.Position = new CCPoint(s.Width / 2 + 80 - (85.0f * 0.5f), s.Height / 2 - (121.0f * 0.5f));
            AddChild(layer2);

            sprite2 = new CCSprite(CCSpriteFrameCache.SharedSpriteFrameCache.SpriteFrameByName("grossini_dance_generic_01.png"));
            sprite2.Position = (new CCPoint(s.Width / 2 + 80, s.Height / 2));
            AddChild(sprite2);

            sprite2.FlipX = false;
            sprite2.FlipY = false;

            Schedule(startIn05Secs, 1.0f);

            counter = 0;
        }
开发者ID:homocury,项目名称:cocos2d-xna,代码行数:35,代码来源:ZwoptexGenericTest.cs

示例10: Test6

        public Test6()
        {
            CCSprite sp1 = new CCSprite(TestResource.s_pPathSister1);
            CCSprite sp11 = new CCSprite(TestResource.s_pPathSister1);

            CCSprite sp2 = new CCSprite(TestResource.s_pPathSister2);
            CCSprite sp21 = new CCSprite(TestResource.s_pPathSister2);

            sp1.Position = (new CCPoint(100, 160));
            sp2.Position = (new CCPoint(380, 160));

            CCActionInterval rot = new CCRotateBy (2, 360);
            var rot_back = rot.Reverse() as CCActionInterval;
            CCAction forever1 = new CCRepeatForever ((CCActionInterval)CCSequence.FromActions(rot, rot_back));
            var forever11 = (CCAction) (forever1.Copy());

            var forever2 = (CCAction) (forever1.Copy());
            var forever21 = (CCAction) (forever1.Copy());

            AddChild(sp1, 0, CocosNodeTestStaticLibrary.kTagSprite1);
            sp1.AddChild(sp11);
            AddChild(sp2, 0, CocosNodeTestStaticLibrary.kTagSprite2);
            sp2.AddChild(sp21);

            sp1.RunAction(forever1);
            sp11.RunAction(forever11);
            sp2.RunAction(forever2);
            sp21.RunAction(forever21);

            Schedule(addAndRemove, 2.0f);
        }
开发者ID:homocury,项目名称:cocos2d-xna,代码行数:31,代码来源:Test6.cs

示例11: RenderTextureSave

        public RenderTextureSave()
        {
            CCSize s = CCDirector.sharedDirector().getWinSize();
            // create a render texture, this is what we are going to draw into
            m_pTarget = CCRenderTexture.renderTextureWithWidthAndHeight((int)s.width, (int)s.height);
            //m_pTarget->retain();
            m_pTarget.position = new CCPoint(s.width / 2, s.height / 2);

            // note that the render texture is a CCNode, and contains a sprite of its texture for convience,
            // so we can just parent it to the scene like any other CCNode
            this.addChild(m_pTarget, -1);

            // create a brush image to draw into the texture with
            m_pBrush = CCSprite.spriteWithFile("Images/fire.png");
            //m_pBrush->retain();
            m_pBrush.Opacity = 20;
            //this->setIsTouchEnabled(true);
            isTouchEnabled = true;

            // Save Image menu
            CCMenuItemFont.FontSize = 16;
            CCMenuItem item1 = CCMenuItemFont.itemFromString("Save Image", this, saveImage);
            CCMenuItem item2 = CCMenuItemFont.itemFromString("Clear", this, clearImage);
            CCMenu menu = CCMenu.menuWithItems(item1, item2);
            this.addChild(menu);
            menu.alignItemsVertically();
            menu.position = new CCPoint(s.width - 80, s.height - 30);
        }
开发者ID:ChowZenki,项目名称:cocos2d-x-for-xna,代码行数:28,代码来源:RenderTextureSave.cs

示例12: SpriteBatchNodeColorOpacity

        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);
        }
开发者ID:HarkDev,项目名称:cocos2d-xna,代码行数:60,代码来源:SpriteBatchNodeColorOpacity.cs

示例13: performanceRotationScale

 private void performanceRotationScale(CCSprite pSprite)
 {
     CCSize size = CCDirector.SharedDirector.WinSize;
     pSprite.Position = new CCPoint((Random.Next() % (int)size.Width), (Random.Next() % (int)size.Height));
     pSprite.Rotation = Random.Float_0_1() * 360;
     pSprite.Scale = Random.Float_0_1() * 2;
 }
开发者ID:HarkDev,项目名称:cocos2d-xna,代码行数:7,代码来源:SpritePerformTest3.cs

示例14: SpriteBatchNodeAliased

        public SpriteBatchNodeAliased()
        {
            CCSpriteBatchNode batch = CCSpriteBatchNode.Create("Images/grossini_dance_atlas", 10);
            AddChild(batch, 0, (int)kTags.kTagSpriteBatchNode);

            CCSize s = CCDirector.SharedDirector.WinSize;

            CCSprite sprite1 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121));
            sprite1.Position = (new CCPoint(s.Width / 2 - 100, s.Height / 2));
            batch.AddChild(sprite1, 0, (int)kTagSprite.kTagSprite1);

            CCSprite sprite2 = new CCSprite(batch.Texture, new CCRect(85 * 1, 121 * 1, 85, 121));
            sprite2.Position = (new CCPoint(s.Width / 2 + 100, s.Height / 2));
            batch.AddChild(sprite2, 0, (int)kTagSprite.kTagSprite2);

            CCActionInterval scale = new CCScaleBy(2, 5);
            CCActionInterval scale_back = (CCActionInterval)scale.Reverse();
            CCActionInterval seq = (CCActionInterval)(CCSequence.FromActions(scale, scale_back));
            CCAction repeat = new CCRepeatForever (seq);

            CCAction repeat2 = (CCAction)(repeat.Copy());

            sprite1.RunAction(repeat);
            sprite2.RunAction(repeat2);
        }
开发者ID:homocury,项目名称:cocos2d-xna,代码行数:25,代码来源:SpriteBatchNodeAliased.cs

示例15: addNewSpriteWithCoords

        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)(CCSequence.FromActions(action, action_back));

            sprite.RunAction(new CCRepeatForever (seq));
        }
开发者ID:HarkDev,项目名称:cocos2d-xna,代码行数:30,代码来源:Sprite1.cs


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