TintBy* TintBy::create(float duration, GLshort deltaRed, GLshort deltaGreen, GLshort deltaBlue) { TintBy *pTintBy = new TintBy(); pTintBy->initWithDuration(duration, deltaRed, deltaGreen, deltaBlue); pTintBy->autorelease(); return pTintBy; }
bool GameColorButton::onTouchBegan(Touch* touch, Event* event) { if ( !containsTouchLocation(touch) )return false; if (aGameScene->isFirstIn) { aGameScene->AllGameColorButtonMoveBy(Point(0,-VisibleRect::getVisibleRect().size.height/4),rectScrollSpeed_macro,0.0f); aGameScene->isFirstIn = false; return false; } if(2 == isBlack) { return false; } if (aGameScene->isTouchLock) { return false; } if(0 == isBlack) { aGameScene->isTouchLock=true; CocosDenshion::SimpleAudioEngine::getInstance()->playEffect(clickWhiteEffect_macro ); CallFuncN * callFuncN = CallFuncN::create( CC_CALLBACK_1(GameColorButton::replayGameOverScene, this, true)); TintBy * tint = TintBy::create(0.3f, 240, 650, 85); auto reverse = tint->reverse(); runAction(Sequence::create(tint,reverse,callFuncN,NULL)); } else { if(getTag() != aGameScene->blackRectTagVec[0]) { aGameScene->gameOver2(); } else { CocosDenshion::SimpleAudioEngine::getInstance()->playEffect(clickBlackEffect_macro ); clickBlack(); } } return true; }
void Player::isHit() { if (invurnerable) return; this->HP -= 10; this->invurnerable = true; this->invurnerableTime = 90; // TODO: discuss if this is necessary this->getPhysicsBody()->applyImpulse(Vect(-70, 0)); //FadeIn* fadeIn = FadeIn::create(0.5f); //FadeOut* fadeOut = FadeOut::create(0.5f); TintBy* tintToWhite = TintBy::create(1, 0, 255, 255); TintBy* tintBack = tintToWhite->reverse(); //Sequence* sequence = Sequence::create(fadeOut, fadeIn, fadeOut,fadeIn,fadeOut, fadeIn, nullptr); Sequence* sequence = Sequence::create(tintToWhite, tintToWhite, tintToWhite, nullptr); this->runAction(sequence); }