Esempio n. 1
0
void CCTransitionRadialCCW::onEnter()
{
	CCTransitionScene::onEnter();
	// create a transparent color layer
	// in which we are going to add our rendertextures
	CCSize size = CCDirector::sharedDirector()->getWinSize();

	// create the second render texture for outScene
	m_OutRT = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height);

	if (NULL == m_OutRT)
		return;
	
	m_OutRT->retain();

	m_OutRT->getSprite()->setAnchorPoint(ccp(0.5f,0.5f));
	m_OutRT->setPosition(ccp(size.width/2, size.height/2));
	m_OutRT->setAnchorPoint(ccp(0.5f,0.5f));

	//	We need the texture in RenderTexture.
	CCProgressTimer *outNode = CCProgressTimer::progressWithTexture(m_OutRT->getSprite()->getTexture());
	// but it's flipped upside down so we flip the sprite
	outNode->getSprite()->setFlipY(true);

	// fix content scale factor for radial texture
	CCRect rect = CCRectZero;
	rect.size = m_OutRT->getSprite()->getTexture()->getContentSize();
	outNode->getSprite()->setTextureRect(rect, false);
	float scale = 1.0f / CC_CONTENT_SCALE_FACTOR();
	rect.size.width *= scale;
	rect.size.height *= scale;
	outNode->setContentSize(rect.size);

	//	Return the radial type that we want to use
	outNode->setType(radialType());
	outNode->setPercentage(100.f);
	outNode->setPosition(ccp(size.width/2, size.height/2));
	outNode->setAnchorPoint(ccp(0.5f,0.5f));

	// create the blend action
	CCAction * layerAction = CCSequence::actions
	(
		CCProgressFromTo::actionWithDuration(m_fDuration, 100.0f, 0.0f),
		CCEventCall::actionWithTarget(NULL, createEventHandler(this, &CCTransitionScene::_finish)),
		NULL
	);
	// run the blend action
	outNode->runAction(layerAction);

	// add the layer (which contains our two rendertextures) to the scene
	this->addChild(outNode, 2, kSceneRadial);
}
Esempio n. 2
0
void CCTransitionRadialCCW::onEnter()
{
	CCTransitionScene::onEnter();
	// create a transparent color layer
	// in which we are going to add our rendertextures
	CCSize size = CCDirector::sharedDirector()->getWinSize();

	// create the second render texture for outScene
	CCRenderTexture *outTexture = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height);

	if (NULL == outTexture)
	{
		return;
	}
	
	outTexture->getSprite()->setAnchorPoint(ccp(0.5f,0.5f));
	outTexture->setPosition(ccp(size.width/2, size.height/2));
	outTexture->setAnchorPoint(ccp(0.5f,0.5f));

	// render outScene to its texturebuffer
	outTexture->clear(0,0,0,1);
	outTexture->begin();
	m_pOutScene->visit();
	outTexture->end();

	//	Since we've passed the outScene to the texture we don't need it.
	this->hideOutShowIn();

	//	We need the texture in RenderTexture.
	CCProgressTimer *outNode = CCProgressTimer::progressWithTexture(outTexture->getSprite()->getTexture());
	// but it's flipped upside down so we flip the sprite
	outNode->getSprite()->setFlipY(true);
	//	Return the radial type that we want to use
	outNode->setType(radialType());
	outNode->setPercentage(100.f);
	outNode->setPosition(ccp(size.width/2, size.height/2));
	outNode->setAnchorPoint(ccp(0.5f,0.5f));

	// create the blend action
	CCAction * layerAction = CCSequence::actions
	(
		CCProgressFromTo::actionWithDuration(m_fDuration, 100.0f, 0.0f),
		CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)),
		NULL
	);
	// run the blend action
	outNode->runAction(layerAction);

	// add the layer (which contains our two rendertextures) to the scene
	this->addChild(outNode, 2, kSceneRadial);
}