void TransitionSplitCols::onEnter() { TransitionScene::onEnter(); _gridProxy->setTarget(_outScene); _gridProxy->onEnter(); ActionInterval* split = action(); ActionInterval* seq = (ActionInterval*)Sequence::create ( split, CallFunc::create(CC_CALLBACK_0(TransitionSplitCols::switchTargetToInscene,this)), split->reverse(), nullptr ); _gridProxy->runAction ( Sequence::create ( easeActionWithAction(seq), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), StopGrid::create(), nullptr ) ); }
void TransitionFadeTR::onEnter() { TransitionScene::onEnter(); _outSceneProxy->setTarget(_outScene); _outSceneProxy->onEnter(); Size s = _director->getWinSize(); float aspect = s.width / s.height; int x = (int)(12 * aspect); int y = 12; ActionInterval* action = actionWithSize(Size(x,y)); _outSceneProxy->runAction ( Sequence::create ( easeActionWithAction(action), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), StopGrid::create(), nullptr ) ); }
void CCTransitionSplitCols::onEnter() { CCTransitionScene::onEnter(); m_pInScene->setVisible(false); CCActionInterval* split = action(); CCActionInterval* seq = (CCActionInterval*)CCSequence::create ( split, CCCallFunc::create(this, callfunc_selector(CCTransitionScene::hideOutShowIn)), split->reverse(), NULL ); this->runAction ( CCSequence::create ( easeActionWithAction(seq), CCCallFunc::create(this, callfunc_selector(CCTransitionScene::finish)), CCStopGrid::create(), NULL ) ); }
void TransitionSlideInL::onEnter() { TransitionScene::onEnter(); this->initScenes(); ActionInterval *in = this->action(); ActionInterval *out = this->action(); ActionInterval* inAction = easeActionWithAction(in); ActionInterval* outAction = (ActionInterval*)Sequence::create ( easeActionWithAction(out), CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), nullptr ); _inScene->runAction(inAction); _outScene->runAction(outAction); }
void CCTransitionSlideInL::onEnter() { CCTransitionScene::onEnter(); this->initScenes(); CCActionInterval *in = this->action(); CCActionInterval *out = this->action(); CCActionInterval* inAction = easeActionWithAction(in); CCActionInterval* outAction = (CCActionInterval*)CCSequence::create ( easeActionWithAction(out), CCCallFunc::create(this, callfunc_selector(CCTransitionScene::finish)), NULL ); m_pInScene->runAction(inAction); m_pOutScene->runAction(outAction); }
void CCTransitionTurnOffTiles::onEnter() { CCTransitionScene::onEnter(); CCSize s = CCDirector::sharedDirector()->getWinSize(); float aspect = s.width / s.height; int x = (int)(12 * aspect); int y = 12; CCTurnOffTiles* toff = CCTurnOffTiles::create( ccg(x,y), m_fDuration); CCActionInterval* action = easeActionWithAction(toff); m_pOutScene->runAction ( CCSequence::create ( action, CCCallFunc::create(this, callfunc_selector(CCTransitionScene::finish)), CCStopGrid::create(), NULL ) ); }
void CCTransitionFadeTR::onEnter() { CCTransitionScene::onEnter(); CCSize s = CCDirector::sharedDirector()->getWinSize(); float aspect = s.width / s.height; int x = (int)(12 * aspect); int y = 12; CCActionInterval* action = actionWithSize(ccg(x,y)); m_pOutScene->runAction ( CCSequence::actions ( easeActionWithAction(action), CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)), CCStopGrid::action(), NULL ) ); }
void TransitionTurnOffTiles::onEnter() { TransitionScene::onEnter(); _outSceneProxy->setTarget(_outScene); _outSceneProxy->onEnter(); Size s = _director->getWinSize(); float aspect = s.width / s.height; int x = (int)(12 * aspect); int y = 12; TurnOffTiles* toff = TurnOffTiles::create(_duration, Size(x,y)); ActionInterval* action = easeActionWithAction(toff); _outSceneProxy->runAction ( Sequence::create ( action, CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)), StopGrid::create(), nullptr ) ); }