Beispiel #1
0
//------------------------------------------------------------------
//
// TextureGlRepeat
//
//------------------------------------------------------------------
void TextureGlRepeat::onEnter()
{
    TextureDemo::onEnter();

    CCSize size = CCDirector::sharedDirector()->getWinSize();
	
	// The .png image MUST be power of 2 in order to create a continue effect.
	// eg: 32x64, 512x128, 256x1024, 64x64, etc..
    CCSprite *sprite = CCSprite::spriteWithFile("Images/pattern1.png", CCRectMake(0, 0, 4096, 4096));
	addChild(sprite, -1, kTagSprite1);
	sprite->setPosition(ccp(size.width/2,size.height/2));
	ccTexParams params = {CC_LINEAR,CC_LINEAR,CC_REPEAT,CC_REPEAT};
	sprite->getTexture()->setTexParameters(&params);
	
    CCRotateBy* rotate = CCRotateBy::actionWithDuration(4, 360);
	sprite->runAction(rotate);
    CCScaleBy* scale = CCScaleBy::actionWithDuration(2, 0.04f);
	CCScaleBy* scaleBack = (CCScaleBy*) (scale->reverse());
    CCFiniteTimeAction* seq = CCSequence::actions(scale, scaleBack, NULL);
	sprite->runAction(seq);
}
Beispiel #2
0
void IOSStoreLayer::showStarsFadeEffect(CCNode* pBox)
{
	int iStarCount = 8;
	CCPointArray* pPointArray = randStarPoint(iStarCount);
	for (int i = 0; i < iStarCount; ++i)
	{
		CCSprite* pStar = CCSprite::create(ResManager::getManager()->getSharedFilePath(g_storelayerPath+"daoju_baoxiang_xiaoguo_2.png").c_str());
		pStar->setScale(this->randScale());
		pStar->setRotation(this->randRotation());
		pBox->addChild(pStar);
		CCPoint point = pPointArray->getControlPointAtIndex(i);
		pStar->setPosition(ccp(point.x , point.y));
		pStar->setTag(box_star_tag);

		float dt = CCRANDOM_0_1() + 1.0f;
		float scale = CCRANDOM_0_1() + 0.5f;
		pStar->runAction(CCRepeatForever::create(CCSequence::create(CCFadeOut::create(dt), CCFadeIn::create(dt), NULL)));
		CCScaleBy* pscaleby = CCScaleBy::create(dt, scale);
		pStar->runAction(CCRepeatForever::create(CCSequence::create(pscaleby, pscaleby->reverse(), NULL)));
	}
}
Beispiel #3
0
//------------------------------------------------------------------
//
// TextureAlias
//
//------------------------------------------------------------------
void TextureAlias::onEnter()
{
    TextureDemo::onEnter();
	CCSize s = CCDirector::sharedDirector()->getWinSize();
	
	//
	// Sprite 1: GL_LINEAR
	//
	// Default filter is GL_LINEAR
	
    CCSprite *sprite = CCSprite::spriteWithFile("Images/grossinis_sister1.png");
	sprite->setPosition(ccp( s.width/3.0f, s.height/2.0f));
	addChild(sprite);
	
	// this is the default filterting
	sprite->getTexture()->setAntiAliasTexParameters();
	
	//
	// Sprite 1: GL_NEAREST
	//	
	
    CCSprite *sprite2 = CCSprite::spriteWithFile("Images/grossinis_sister2.png");
	sprite2->setPosition(ccp( 2*s.width/3.0f, s.height/2.0f));
	addChild(sprite2);
	
	// Use Nearest in this one
	sprite2->getTexture()->setAliasTexParameters();
		
	// scale them to show
    CCScaleBy* sc = CCScaleBy::actionWithDuration(3, 8.0f);
	CCScaleBy* sc_back = (CCScaleBy*) (sc->reverse());
    CCRepeatForever* scaleforever = CCRepeatForever::actionWithAction((CCActionInterval*) (CCSequence::actions(sc, sc_back, NULL)));
    CCRepeatForever* scaleToo = (CCRepeatForever*) (scaleforever->copy());
    scaleToo->autorelease();

	sprite2->runAction(scaleforever);
	sprite->runAction(scaleToo);
	CCTextureCache::sharedTextureCache()->dumpCachedTextureInfo();
}
//------------------------------------------------------------------
//
// TileMapTest
//
//------------------------------------------------------------------
TileMapTest::TileMapTest()
{
    CCTileMapAtlas* map = CCTileMapAtlas::create(s_TilesPng,  s_LevelMapTga, 16, 16);
    // Convert it to "alias" (GL_LINEAR filtering)
    map->getTexture()->setAntiAliasTexParameters();
    
    CCSize s = map->getContentSize();
    CCLOG("ContentSize: %f, %f", s.width,s.height);

    // If you are not going to use the Map, you can free it now
    // NEW since v0.7
    map->releaseMap();
    
    addChild(map, 0, kTagTileMap);
    
    map->setAnchorPoint( ccp(0, 0.5f) );

    CCScaleBy *scale = CCScaleBy::create(4, 0.8f);
    CCActionInterval *scaleBack = scale->reverse();

    CCFiniteTimeAction* seq = CCSequence::create(scale, scaleBack, NULL);

    map->runAction(CCRepeatForever::create((CCActionInterval *)seq));
}
Beispiel #5
0
CCAction* BasicTest::actionScale()
{
    CCScaleBy *scale = CCScaleBy::create(1.33f, 1.5f);
    return CCRepeatForever::create(CCSequence::create(scale, scale->reverse(), NULL));
}