Example #1
0
//------------------------------------------------------------------
//
//	ActionCallFunc
//
//------------------------------------------------------------------
void ActionCallFunc::onEnter()
{
    ActionsDemo::onEnter();

    centerSprites(3);

    CCFiniteTimeAction*  action = CCSequence::actions(
                                      CCMoveBy::actionWithDuration(2, CGPointMake(200,0)),
                                      CCCallFunc::actionWithTarget(this, callfunc_selector(ActionCallFunc::callback1)),
                                      NULL);

    CCFiniteTimeAction*  action2 = CCSequence::actions(
                                       CCScaleBy::actionWithDuration(2 ,  2),
                                       CCFadeOut::actionWithDuration(2),
                                       CCCallFuncN::actionWithTarget(this, callfuncN_selector(ActionSequence2::callback2)),
                                       NULL);

    CCFiniteTimeAction*  action3 = CCSequence::actions(
                                       CCRotateBy::actionWithDuration(3 , 360),
                                       CCFadeOut::actionWithDuration(2),
                                       CCCallFuncND::actionWithTarget(this, callfuncND_selector(ActionSequence2::callback3), (void*)0xbebabeba),
                                       NULL);

    m_grossini->runAction(action);
    m_tamara->runAction(action2);
    m_kathia->runAction(action3);
}
Example #2
0
//------------------------------------------------------------------
//
// ActionBlink
//
//------------------------------------------------------------------
void ActionBlink::onEnter()
{
    ActionsDemo::onEnter();

    centerSprites(2);

    CCActionInterval*  action1 = CCBlink::actionWithDuration(2, 10);
    CCActionInterval*  action2 = CCBlink::actionWithDuration(2, 5);

    m_tamara->runAction( action1);
    m_kathia->runAction(action2);
}
Example #3
0
//------------------------------------------------------------------
//
// ActionRepeatForever
//
//------------------------------------------------------------------
void ActionRepeatForever::onEnter()
{
    ActionsDemo::onEnter();

    centerSprites(1);

    CCFiniteTimeAction*  action = CCSequence::actions(
                                      CCDelayTime::actionWithDuration(1),
                                      CCCallFuncN::actionWithTarget( this, callfuncN_selector(ActionRepeatForever::repeatForever) ),
                                      NULL);

    m_grossini->runAction(action);
}
Example #4
0
void ActionTint::onEnter()
{
    ActionsDemo::onEnter();

    centerSprites(2);

    CCActionInterval*  action1 = CCTintTo::actionWithDuration(2, 255, 0, 255);
    CCActionInterval*  action2 = CCTintBy::actionWithDuration(2, -127, -255, -127);
    CCActionInterval*  action2Back = action2->reverse();

    m_tamara->runAction( action1);
    m_kathia->runAction( CCSequence::actions( action2, action2Back, NULL));
}
void SpriteEaseBezier::onEnter()
{
    EaseSpriteDemo::onEnter();
    
    auto s = Director::getInstance()->getWinSize();
    
    //
    // startPosition can be any coordinate, but since the movement
    // is relative to the Bezier curve, make it (0,0)
    //
    
    centerSprites(3);
    
    // sprite 1
    ccBezierConfig bezier;
    bezier.controlPoint_1 = Point(0, s.height/2);
    bezier.controlPoint_2 = Point(300, -s.height/2);
    bezier.endPosition = Point(300,100);
    
    auto bezierForward = BezierBy::create(3, bezier);
    auto bezierEaseForward = EaseBezierAction::create(bezierForward);
    bezierEaseForward->setBezierParamer(0.5, 0.5, 1.0, 1.0);
    
    auto bezierEaseBack = bezierEaseForward->reverse();
    auto rep = RepeatForever::create(Sequence::create( bezierEaseForward, bezierEaseBack, NULL));
    
    
    // sprite 2
    _tamara->setPosition(Point(80,160));
	ccBezierConfig bezier2;
    bezier2.controlPoint_1 = Point(100, s.height/2);
    bezier2.controlPoint_2 = Point(200, -s.height/2);
    bezier2.endPosition = Point(240,160);
    
    auto bezierTo1 = BezierTo::create(2, bezier2);
    auto bezierEaseTo1 = EaseBezierAction::create(bezierTo1);
    bezierEaseTo1->setBezierParamer(0.5, 0.5, 1.0, 1.0);
    
    // sprite 3
    _kathia->setPosition(Point(400,160));
    auto bezierTo2 = BezierTo::create(2, bezier2);
    auto bezierEaseTo2 = EaseBezierAction::create(bezierTo2);
    bezierEaseTo2->setBezierParamer(0.0, 0.5, -5.0, 1.0);

    
    _grossini->runAction( rep);
    _tamara->runAction(bezierEaseTo1);
    _kathia->runAction(bezierTo2);
    
}
Example #6
0
//------------------------------------------------------------------
//
// ActionRotateToRepeat
//
//------------------------------------------------------------------
void ActionRotateToRepeat::onEnter()
{
    ActionsDemo::onEnter();

    centerSprites(2);

    CCActionInterval*  act1 = CCRotateTo::actionWithDuration(1, 90);
    CCActionInterval*  act2 = CCRotateTo::actionWithDuration(1, 0);
    CCActionInterval*  seq = (CCActionInterval*)(CCSequence::actions(act1, act2, NULL));
    CCAction*  rep1 = CCRepeatForever::actionWithAction(seq);
    CCActionInterval*  rep2 = CCRepeat::actionWithAction((CCFiniteTimeAction*)(seq->copy()->autorelease()), 10);

    m_tamara->runAction(rep1);
    m_kathia->runAction(rep2);
}
Example #7
0
//------------------------------------------------------------------
//
// ActionJump
//
//------------------------------------------------------------------
void ActionJump::onEnter()
{
    ActionsDemo::onEnter();

    centerSprites(3);

    CCActionInterval*  actionTo = CCJumpTo::actionWithDuration(2, CGPointMake(300,300), 50, 4);
    CCActionInterval*  actionBy = CCJumpBy::actionWithDuration(2, CGPointMake(300,0), 50, 4);
    CCActionInterval*  actionUp = CCJumpBy::actionWithDuration(2, CGPointMake(0,0), 80, 4);
    CCActionInterval*  actionByBack = actionBy->reverse();

    m_tamara->runAction( actionTo);
    m_grossini->runAction( CCSequence::actions(actionBy, actionByBack, NULL));
    m_kathia->runAction( CCRepeatForever::actionWithAction(actionUp));
}
Example #8
0
//------------------------------------------------------------------
//
// ActionScale
//
//------------------------------------------------------------------
void ActionScale::onEnter()
{
    ActionsDemo::onEnter();

    centerSprites(3);

    CCActionInterval*  actionTo = CCScaleTo::actionWithDuration( 2, 0.5f);
    CCActionInterval*  actionBy = CCScaleBy::actionWithDuration(2 ,  2);
    CCActionInterval*  actionBy2 = CCScaleBy::actionWithDuration(2, 0.25f, 4.5f);
    CCActionInterval*  actionByBack = actionBy->reverse();

    m_tamara->runAction( actionTo);
    m_grossini->runAction( CCSequence::actions(actionBy, actionByBack, NULL));
    m_kathia->runAction( CCSequence::actions(actionBy2, actionBy2->reverse(), NULL));
}
Example #9
0
//------------------------------------------------------------------
//
// ActionFade
//
//------------------------------------------------------------------
void ActionFade::onEnter()
{
    ActionsDemo::onEnter();

    centerSprites(2);

    m_tamara->setOpacity( 0 );
    CCActionInterval*  action1 = CCFadeIn::actionWithDuration(1.0f);
    CCActionInterval*  action1Back = action1->reverse();

    CCActionInterval*  action2 = CCFadeOut::actionWithDuration(1.0f);
    CCActionInterval*  action2Back = action2->reverse();

    m_tamara->runAction( CCSequence::actions( action1, action1Back, NULL));
    m_kathia->runAction( CCSequence::actions( action2, action2Back, NULL));
}
Example #10
0
//------------------------------------------------------------------
//
//	ActionMove
//
//------------------------------------------------------------------
void ActionMove::onEnter()
{
    ActionsDemo::onEnter();

    centerSprites(3);

    CGSize s = CCDirector::sharedDirector()->getWinSize();

    CCActionInterval*  actionTo = CCMoveTo::actionWithDuration(2, CGPointMake(s.width-40, s.height-40));
    CCActionInterval*  actionBy = CCMoveBy::actionWithDuration(2, CGPointMake(80,80));
    CCActionInterval*  actionByBack = actionBy->reverse();

    m_tamara->runAction( actionTo);
    m_grossini->runAction( CCSequence::actions(actionBy, actionByBack, NULL));
    m_kathia->runAction(CCMoveTo::actionWithDuration(1, CGPointMake(40,40)));
}
Example #11
0
//------------------------------------------------------------------
//
// ActionRotateJerk
//
//------------------------------------------------------------------
void ActionRotateJerk::onEnter()
{
    ActionsDemo::onEnter();

    centerSprites(2);

    CCFiniteTimeAction*  seq = CCSequence::actions(
                                   CCRotateTo::actionWithDuration(0.5f, -20),
                                   CCRotateTo::actionWithDuration(0.5f, 20),
                                   NULL);

    CCActionInterval*  rep1 = CCRepeat::actionWithAction(seq, 10);
    CCAction*  rep2 = CCRepeatForever::actionWithAction( (CCActionInterval*)(seq->copy()->autorelease()) );

    m_tamara->runAction(rep1);
    m_kathia->runAction(rep2);
}
Example #12
0
//------------------------------------------------------------------
//
//	ActionRotate
//
//------------------------------------------------------------------
void ActionRotate::onEnter()
{
    ActionsDemo::onEnter();

    centerSprites(3);

    CCActionInterval*  actionTo = CCRotateTo::actionWithDuration( 2, 45);
    CCActionInterval*  actionTo2 = CCRotateTo::actionWithDuration( 2, -45);
    CCActionInterval*  actionTo0 = CCRotateTo::actionWithDuration(2 , 0);
    m_tamara->runAction( CCSequence::actions(actionTo, actionTo0, NULL));

    CCActionInterval*  actionBy = CCRotateBy::actionWithDuration(2 ,  360);
    CCActionInterval*  actionByBack = actionBy->reverse();
    m_grossini->runAction( CCSequence::actions(actionBy, actionByBack, NULL));

    m_kathia->runAction( CCSequence::actions(actionTo2, actionTo0->copy()->autorelease(), NULL));
}
Example #13
0
//------------------------------------------------------------------
//
// ActionFollow
//
//------------------------------------------------------------------
void ActionFollow::onEnter()
{
    ActionsDemo::onEnter();

    centerSprites(1);
    CGSize s = CCDirector::sharedDirector()->getWinSize();

    m_grossini->setPosition(CGPointMake(-200, s.height / 2));
    CCActionInterval* move      = CCMoveBy::actionWithDuration(2, CGPointMake(s.width * 3, 0));
    CCActionInterval* move_back = move->reverse();
    CCFiniteTimeAction* seq       = CCSequence::actions(move, move_back, NULL);
    CCAction* rep               = CCRepeatForever::actionWithAction((CCActionInterval*)seq);

    m_grossini->runAction(rep);

    this->runAction(CCFollow::actionWithTarget(m_grossini, CGRectMake(0, 0, s.width * 2 - 100, s.height)));
}
Example #14
0
//------------------------------------------------------------------
//
// ActionAnimate
//
//------------------------------------------------------------------
void ActionAnimate::onEnter()
{
    ActionsDemo::onEnter();

    centerSprites(1);

    CCAnimation* animation = CCAnimation::animationWithName("dance", 0.2f);
    char frameName[100] = {0};
    for( int i=1; i<15; i++)
    {
        sprintf(frameName, "Images/grossini_dance_%02d.png", i);
        animation->addFrameWithFileName(frameName);
    }

    CCActionInterval*  action = CCAnimate::actionWithAnimation( animation, false);
    CCActionInterval*  action_back = action->reverse();

    m_grossini->runAction( CCSequence::actions( action, action_back, NULL));
}
Example #15
0
//------------------------------------------------------------------
//
// ActionBezier
//
//------------------------------------------------------------------
void ActionBezier::onEnter()
{
    ActionsDemo::onEnter();

    CGSize s = CCDirector::sharedDirector()->getWinSize();

    //
    // startPosition can be any coordinate, but since the movement
    // is relative to the Bezier curve, make it (0,0)
    //

    centerSprites(3);

    // sprite 1
    ccBezierConfig bezier;
    bezier.controlPoint_1 = CGPointMake(0, s.height/2);
    bezier.controlPoint_2 = CGPointMake(300, -s.height/2);
    bezier.endPosition = CGPointMake(300,100);

    CCActionInterval*  bezierForward = CCBezierBy::actionWithDuration(3, bezier);
    CCActionInterval*  bezierBack = bezierForward->reverse();
    CCAction*  rep = CCRepeatForever::actionWithAction((CCActionInterval*)CCSequence::actions( bezierForward, bezierBack, NULL));


    // sprite 2
    m_tamara->setPosition(CGPointMake(80,160));
    ccBezierConfig bezier2;
    bezier2.controlPoint_1 = CGPointMake(100, s.height/2);
    bezier2.controlPoint_2 = CGPointMake(200, -s.height/2);
    bezier2.endPosition = CGPointMake(240,160);

    CCActionInterval*  bezierTo1 = CCBezierTo::actionWithDuration(2, bezier2);

    // sprite 3
    m_kathia->setPosition(CGPointMake(400,160));
    CCActionInterval*  bezierTo2 = CCBezierTo::actionWithDuration(2, bezier2);

    m_grossini->runAction( rep);
    m_tamara->runAction(bezierTo1);
    m_kathia->runAction(bezierTo2);

}
Example #16
0
//------------------------------------------------------------------
//
// ActionOrbit
//
//------------------------------------------------------------------
void ActionOrbit::onEnter()
{
    ActionsDemo::onEnter();

    centerSprites(3);

    CCActionInterval*  orbit1 = CCOrbitCamera::actionWithDuration(2,1, 0, 0, 180, 0, 0);
    CCFiniteTimeAction*  action1 = CCSequence::actions(
                                       orbit1,
                                       orbit1->reverse(),
                                       NULL);

    CCActionInterval*  orbit2 = CCOrbitCamera::actionWithDuration(2,1, 0, 0, 180, -45, 0);
    CCFiniteTimeAction*  action2 = CCSequence::actions(
                                       orbit2,
                                       orbit2->reverse(),
                                       NULL);

    CCActionInterval*  orbit3 = CCOrbitCamera::actionWithDuration(2,1, 0, 0, 180, 90, 0);
    CCFiniteTimeAction*  action3 = CCSequence::actions(
                                       orbit3,
                                       orbit3->reverse(),
                                       NULL);

    m_kathia->runAction(CCRepeatForever::actionWithAction((CCActionInterval*)action1));
    m_tamara->runAction(CCRepeatForever::actionWithAction((CCActionInterval*)action2));
    m_grossini->runAction(CCRepeatForever::actionWithAction((CCActionInterval*)action3));

    CCActionInterval*  move = CCMoveBy::actionWithDuration(3, CGPointMake(100,-100));
    CCActionInterval*  move_back = move->reverse();
    CCFiniteTimeAction*  seq = CCSequence::actions(move, move_back, NULL);
    CCAction*  rfe = CCRepeatForever::actionWithAction((CCActionInterval*)seq);
    m_kathia->runAction(rfe);
    m_tamara->runAction((CCAction*)(rfe->copy()->autorelease()));
    m_grossini->runAction((CCAction*)(rfe->copy()->autorelease()));
}