示例#1
0
void SpriteEaseBack::onEnter()
{
    EaseSpriteDemo::onEnter();
    
    CCSize s = CCDirector::sharedDirector()->getWinSize();
    
    CCActionInterval* move = CCMoveBy::create(3, CCPointMake(s.width-130, 0));
    CCActionInterval* move_back = move->reverse();
    
    CCActionInterval* move_ease_in = CCEaseBackIn::create((CCActionInterval*)(move->copy()->autorelease()));
    CCActionInterval* move_ease_in_back = move_ease_in->reverse();
    
    CCActionInterval* move_ease_out = CCEaseBackOut::create((CCActionInterval*)(move->copy()->autorelease()));
    CCActionInterval* move_ease_out_back = move_ease_out->reverse();
    
    CCDelayTime *delay = CCDelayTime::create(0.25f);
    
    CCFiniteTimeAction* seq1 = CCSequence::create(move, delay, move_back, CCCA(delay), NULL);
    CCFiniteTimeAction* seq2 = CCSequence::create(move_ease_in, CCCA(delay), move_ease_in_back, CCCA(delay), NULL);
    CCFiniteTimeAction* seq3 = CCSequence::create(move_ease_out, CCCA(delay), move_ease_out_back, CCCA(delay), NULL);
    
    m_grossini->runAction(CCRepeatForever::create((CCActionInterval*)seq1));
    m_tamara->runAction(CCRepeatForever::create((CCActionInterval*)seq2));
    m_kathia->runAction(CCRepeatForever::create((CCActionInterval*)seq3));    
}
示例#2
0
void SpriteEase::onEnter()
{
    EaseSpriteDemo::onEnter();
    
    CCActionInterval* move = CCMoveBy::create(3, ccp(VisibleRect::right().x-130,0));
    CCActionInterval* move_back = move->reverse();
    
    CCActionInterval* move_ease_in = CCEaseIn::create((CCActionInterval*)(move->copy()->autorelease()), 2.5f);
    CCActionInterval* move_ease_in_back = move_ease_in->reverse();
    
    CCActionInterval* move_ease_out = CCEaseOut::create((CCActionInterval*)(move->copy()->autorelease()), 2.5f);
    CCActionInterval* move_ease_out_back = move_ease_out->reverse();
    
    CCDelayTime *delay = CCDelayTime::create(0.25f);
    
    CCSequence* seq1 = CCSequence::create(move, delay, move_back, CCCA(delay), NULL);
    CCSequence* seq2 = CCSequence::create(move_ease_in, CCCA(delay), move_ease_in_back, CCCA(delay), NULL);
    CCSequence* seq3 = CCSequence::create(move_ease_out, CCCA(delay), move_ease_out_back, CCCA(delay), NULL);
    
    
    CCAction *a2 = m_grossini->runAction(CCRepeatForever::create(seq1));
    a2->setTag(1);

    CCAction *a1 = m_tamara->runAction(CCRepeatForever::create(seq2));
    a1->setTag(1);

    CCAction *a = m_kathia->runAction(CCRepeatForever::create(seq3));
    a->setTag(1);

    schedule(schedule_selector(SpriteEase::testStopAction), 6.25f);
}
示例#3
0
//SetContentAccess
//state
//1 - active
//2 - passive
void CurrentGroupLayer::setContentAccess(bool state)
{
	CCLayer* spr = (CCLayer*)this->getChildByTag(ID_CONTROLLAYER);
	spr->stopAllActions();
	CCActionInterval* scalein = CCScaleTo::actionWithDuration(0.2f,1.2f,1.2f);
	CCActionInterval* scaleout = CCScaleTo::actionWithDuration(0.2f,1.0f,1.0f);

	CCActionInterval* fadetoin = CCFadeTo::actionWithDuration(0.2f,255);
	CCActionInterval* fadetoout = CCFadeTo::actionWithDuration(0.2f,180);

	if(state)
	{
		((CCSprite*)(spr->getChildByTag(ID_TEXTFIELD)))->runAction(CCEaseInOut::actionWithAction((CCActionInterval*)fadetoin->copy()->autorelease(),2.0f));
		((CCSprite*)(spr->getChildByTag(ID_COLORBOX)))->runAction(CCEaseInOut::actionWithAction((CCActionInterval*)fadetoin->copy()->autorelease(),2.0f));
		((CCSprite*)(spr->getChildByTag(ID_STRIPE)))->runAction(CCEaseInOut::actionWithAction((CCActionInterval*)fadetoin->copy()->autorelease(),2.0f));
		spr->runAction(CCEaseInOut::actionWithAction((CCActionInterval*)scalein->copy()->autorelease(),2.0f));
		m_isAccessable = true;
        
	} else {
		((CCSprite*)(spr->getChildByTag(ID_TEXTFIELD)))->runAction(CCEaseInOut::actionWithAction((CCActionInterval*)fadetoout->copy()->autorelease(),2.0f));
		((CCSprite*)(spr->getChildByTag(ID_COLORBOX)))->runAction(CCEaseInOut::actionWithAction((CCActionInterval*)fadetoout->copy()->autorelease(),2.0f));
		((CCSprite*)(spr->getChildByTag(ID_STRIPE)))->runAction(CCEaseInOut::actionWithAction((CCActionInterval*)fadetoout->copy()->autorelease(),2.0f));
		spr->runAction(CCEaseInOut::actionWithAction((CCActionInterval*)scaleout->copy()->autorelease(),2.0f));
		
		//hide keyboard
		this->onClickTrackNode(0);
		m_isAccessable = false;
	}
}
示例#4
0
void SpriteEaseSine::onEnter()
{
    EaseSpriteDemo::onEnter();

    CCActionInterval* move = CCMoveBy::create(3, ccp(VisibleRect::right().x-130, 0));
    CCActionInterval* move_back = move->reverse();
    
    CCActionInterval* move_ease_in = CCEaseSineIn::create((CCActionInterval*)(move->copy()->autorelease()) );
    CCActionInterval* move_ease_in_back = move_ease_in->reverse();
    
    CCActionInterval* move_ease_out = CCEaseSineOut::create((CCActionInterval*)(move->copy()->autorelease()) );
    CCActionInterval* move_ease_out_back = move_ease_out->reverse();
    
    CCDelayTime *delay = CCDelayTime::create(0.25f);
        
    CCSequence* seq1 = CCSequence::create(move, delay, move_back, CCCA(delay), NULL);
    CCSequence* seq2 = CCSequence::create(move_ease_in, CCCA(delay), move_ease_in_back, CCCA(delay), NULL);
    CCSequence* seq3 = CCSequence::create(move_ease_out, CCCA(delay), move_ease_out_back, CCCA(delay), NULL);
    
    
    m_grossini->runAction( CCRepeatForever::create(seq1));
    m_tamara->runAction( CCRepeatForever::create(seq2));
    m_kathia->runAction( CCRepeatForever::create(seq3));    

}
示例#5
0
void SpriteEaseInOut::onEnter()
{
    EaseSpriteDemo::onEnter();

    CCActionInterval*  move = CCMoveBy::create(3, ccp(VisibleRect::right().x-130,0));
//    id move_back = move->reverse();
    
    CCActionInterval*  move_ease_inout1 = CCEaseInOut::create((CCActionInterval*)(move->copy()->autorelease()), 0.65f);
    CCActionInterval*  move_ease_inout_back1 = move_ease_inout1->reverse();
    
    CCActionInterval*  move_ease_inout2 = CCEaseInOut::create((CCActionInterval*)(move->copy()->autorelease()), 1.35f);
    CCActionInterval*  move_ease_inout_back2 = move_ease_inout2->reverse();

    CCActionInterval*  move_ease_inout3 = CCEaseInOut::create((CCActionInterval*)(move->copy()->autorelease()), 1.0f);
    CCActionInterval*  move_ease_inout_back3 = move_ease_inout3->reverse();
    
    CCDelayTime *delay = CCDelayTime::create(0.25f);

    CCSequence*  seq1 = CCSequence::create( move_ease_inout1, delay, move_ease_inout_back1, CCCA(delay), NULL);
    CCSequence*  seq2 = CCSequence::create( move_ease_inout2, CCCA(delay), move_ease_inout_back2, CCCA(delay), NULL);
    CCSequence*  seq3 = CCSequence::create( move_ease_inout3, CCCA(delay), move_ease_inout_back3, CCCA(delay), NULL);
        
    m_tamara->runAction(CCRepeatForever::create(seq1));
    m_kathia->runAction(CCRepeatForever::create(seq2));
    m_grossini->runAction(CCRepeatForever::create(seq3));
}
示例#6
0
void SpriteEaseInOut::onEnter()
{
    EaseSpriteDemo::onEnter();
    
    CCSize s = CCDirector::sharedDirector()->getWinSize();

    CCActionInterval*  move = CCMoveBy::create(3, CCPointMake(s.width-130,0));
//    id move_back = move->reverse();
    
    CCActionInterval*  move_ease_inout1 = CCEaseInOut::create((CCActionInterval*)(move->copy()->autorelease()), 0.65f);
    CCActionInterval*  move_ease_inout_back1 = move_ease_inout1->reverse();
    
    CCActionInterval*  move_ease_inout2 = CCEaseInOut::create((CCActionInterval*)(move->copy()->autorelease()), 1.35f);
    CCActionInterval*  move_ease_inout_back2 = move_ease_inout2->reverse();

    CCActionInterval*  move_ease_inout3 = CCEaseInOut::create((CCActionInterval*)(move->copy()->autorelease()), 1.0f);
    CCActionInterval*  move_ease_inout_back3 = move_ease_inout3->reverse();
    
    CCDelayTime *delay = CCDelayTime::create(0.25f);

    CCFiniteTimeAction*  seq1 = CCSequence::create( move_ease_inout1, delay, move_ease_inout_back1, CCCA(delay), NULL);
    CCFiniteTimeAction*  seq2 = CCSequence::create( move_ease_inout2, CCCA(delay), move_ease_inout_back2, CCCA(delay), NULL);
    CCFiniteTimeAction*  seq3 = CCSequence::create( move_ease_inout3, CCCA(delay), move_ease_inout_back3, CCCA(delay), NULL);
        
    m_tamara->runAction(CCRepeatForever::create((CCActionInterval*)seq1));
    m_kathia->runAction(CCRepeatForever::create((CCActionInterval*)seq2));
    m_grossini->runAction(CCRepeatForever::create((CCActionInterval*)seq3));
}
示例#7
0
//------------------------------------------------------------------
//
// StressTest2
//
//------------------------------------------------------------------
StressTest2::StressTest2()
{
    CCSize s = CCDirector::sharedDirector()->getWinSize();
    
    CCLayer* sublayer = CCLayer::create();
    
    CCSprite *sp1 = CCSprite::create(s_pPathSister1);
    sp1->setPosition( ccp(80, s.height/2) );
    
    CCActionInterval* move = CCMoveBy::create(3, ccp(350,0));
    CCActionInterval* move_ease_inout3 = CCEaseInOut::create((CCActionInterval*)(move->copy()->autorelease()), 2.0f);
    CCActionInterval* move_ease_inout_back3 = move_ease_inout3->reverse();
    CCSequence* seq3 = CCSequence::create( move_ease_inout3, move_ease_inout_back3, NULL);
    sp1->runAction( CCRepeatForever::create(seq3) );
    sublayer->addChild(sp1, 1);

    CCParticleFire* fire = CCParticleFire::create();
    fire->setTexture(CCTextureCache::sharedTextureCache()->addImage("Images/fire.png"));
    fire->setPosition( ccp(80, s.height/2-50) );
    
    CCActionInterval* copy_seq3 = (CCActionInterval*)(seq3->copy()->autorelease());
    
    fire->runAction( CCRepeatForever::create(copy_seq3) );
    sublayer->addChild(fire, 2);
            
    schedule(schedule_selector(StressTest2::shouldNotLeak), 6.0f);
    
    addChild(sublayer, 0, kTagSprite1);
}
示例#8
0
bool SplashScreen::init()
{
    if (!CCLayer::init()) {
        return false;
    }
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();
    CCSprite *logo = CCSprite::create("logo.png");
    logo->setOpacity(0);
    logo->setPosition(VisibleRect::center());
    CCSprite *splash = CCSprite::create("splash.png");
    CCSize splashSize = splash->getContentSize();
    splash->setOpacity(0);
    splash->setPosition(VisibleRect::center());
    CCActionInterval *fadeIn = CCFadeIn::create(0.5f);
    CCCallFunc *loadHandler = CCCallFunc::create(this, callfunc_selector(SplashScreen::__loadAssets));
    CCActionInterval *delayAct = CCDelayTime::create(1.0f);
    CCActionInterval *fadeOut = CCFadeOut::create(0.5f);
    CCCallFunc *startHandler = CCCallFunc::create(this, callfunc_selector(SplashScreen::__startGame));
    CCSequence *splashSeq = CCSequence::create(fadeIn,loadHandler,delayAct,fadeOut,startHandler,NULL);
    addChild(splash);
    addChild(logo);
    splash->setScaleX(winSize.width/splashSize.width);
    logo->setScale(winSize.width/splashSize.width);
    splash->setScaleY(winSize.height/splashSize.height);
    logo->runAction(splashSeq);
    splash->runAction((CCActionInterval*)fadeIn->copy());
    return true;
}
//------------------------------------------------------------------
//
// Effect2
//
//------------------------------------------------------------------
void Effect2::onEnter()
{
    EffectAdvanceTextLayer::onEnter();

    CCNode* target = getChildByTag(kTagBackground);
    
    // To reuse a grid the grid size and the grid type must be the same.
    // in this case:
    //     ShakyTiles is TiledGrid3D and it's size is (15,10)
    //     Shuffletiles is TiledGrid3D and it's size is (15,10)
    //       TurnOfftiles is TiledGrid3D and it's size is (15,10)
    CCActionInterval* shaky = CCShakyTiles3D::create(5, CCSizeMake(15,10), 4, false);
    CCActionInterval* shuffle = CCShuffleTiles::create(0, CCSizeMake(15,10), 3);
    CCActionInterval* turnoff = CCTurnOffTiles::create(0, CCSizeMake(15,10), 3);
    CCActionInterval* turnon = turnoff->reverse();
    
    // reuse 2 times:
    //   1 for shuffle
    //   2 for turn off
    //   turnon tiles will use a new grid
    CCFiniteTimeAction* reuse = CCReuseGrid::create(2);

    CCActionInterval* delay = CCDelayTime::create(1);
    
//    id orbit = [OrbitCamera::create:5 radius:1 deltaRadius:2 angleZ:0 deltaAngleZ:180 angleX:0 deltaAngleX:-90];
//    id orbit_back = [orbit reverse];
//
//    [target runAction: [RepeatForever::create: [Sequence actions: orbit, orbit_back, nil]]];
    target->runAction(CCSequence::create( shaky, delay, reuse, shuffle, delay->copy()->autorelease(), turnoff, turnon, NULL) );
}
示例#10
0
void SpriteEase::onEnter()
{
	EaseSpriteDemo::onEnter();
	
	CCActionInterval* move = CCMoveBy::actionWithDuration(3, CCPointMake(350,0) );
	CCActionInterval* move_back = move->reverse();
	
	CCActionInterval* move_ease_in = (CCActionInterval*)CCEaseIn::actionWithAction((CCActionInterval*)(move->copy()->autorelease()), 3.0f);
	CCActionInterval* move_ease_in_back = move_ease_in->reverse();
	
	CCActionInterval* move_ease_out = CCEaseOut::actionWithAction((CCActionInterval*)(move->copy()->autorelease()), 3.0f);
	CCActionInterval* move_ease_out_back = move_ease_out->reverse();
	
	
	CCFiniteTimeAction* seq1 = CCSequence::actions(move, move_back, NULL);
	CCFiniteTimeAction* seq2 = CCSequence::actions(move_ease_in, move_ease_in_back, NULL);
	CCFiniteTimeAction* seq3 = CCSequence::actions(move_ease_out, move_ease_out_back, NULL);
	
	
	CCAction *a2 = m_grossini->runAction( CCRepeatForever::actionWithAction((CCActionInterval*)seq1) );
	a2->setTag(1);

	CCAction *a1 = m_tamara->runAction( CCRepeatForever::actionWithAction((CCActionInterval*)seq2) );
	a1->setTag(1);

	CCAction *a = m_kathia->runAction( CCRepeatForever::actionWithAction((CCActionInterval*)seq3) );
	a->setTag(1);

	schedule(schedule_selector(SpriteEase::testStopAction), 6);
}
示例#11
0
KDvoid  spark ( const CCPoint& tPosition, CCNode* pParent, KDfloat fScale, KDfloat fDuration )
{
	fScale    = KD_MAX ( fScale, 0.3f );
	fDuration = KD_MAX ( fDuration, 0.5f );

	CCSprite*  pSprite1 = CCSprite::create ( PATH_IMAGE_EXPLODE1 );
	CCSprite*  pSprite2 = CCSprite::create ( PATH_IMAGE_EXPLODE2 );
	CCSprite*  pSprite3 = CCSprite::create ( PATH_IMAGE_EXPLODE3 );

	pParent->addChild ( pSprite1 );
	pParent->addChild ( pSprite2 );
	pParent->addChild ( pSprite3 );

	pSprite1->setPosition ( tPosition );
	pSprite2->setPosition ( tPosition );
	pSprite3->setPosition ( tPosition );

	pSprite1->setScale ( fScale );
	pSprite2->setScale ( fScale );
	pSprite3->setScale ( fScale );

	pSprite3->setRotation ( CCRANDOM_0_1 ( ) * 360.f );

	CCActionInterval*  pLeft   = CCRotateBy::create ( fDuration, -45 );
	CCActionInterval*  pRight  = CCRotateBy::create ( fDuration,  45 );
	CCActionInterval*  pScaleBy = CCScaleBy::create ( fDuration, 3 );
	CCActionInterval*  pFadeOut = CCFadeOut::create ( fDuration );

	pSprite1->runAction ( CCSequence::createWithTwoActions
	(
		CCSpawn::create ( pLeft, pScaleBy, pFadeOut, KD_NULL ),
		CCCallFunc::create ( pSprite1, callfunc_selector ( CCNode::removeFromParentAndCleanup ) )
	) );

	pSprite2->runAction ( CCSequence::createWithTwoActions
	(
		CCSpawn::create ( pRight, pScaleBy->copy ( ), pFadeOut->copy ( ), KD_NULL ),
		CCCallFunc::create ( pSprite2, callfunc_selector ( CCNode::removeFromParentAndCleanup ) )
	) );

	pSprite3->runAction ( CCSequence::createWithTwoActions
	(
		CCSpawn::create ( (CCFiniteTimeAction*) pScaleBy->copy ( ), pFadeOut->copy ( ), KD_NULL ),
		CCCallFunc::create ( pSprite3, callfunc_selector ( CCNode::removeFromParentAndCleanup ) )
	) );
}
示例#12
0
void PauseLayer::onEnterTransitionDidFinish() {
	setTouchEnabled(true);
	CCPoint delta = ccp(winSize.width / 2, winSize.height - 500)
			- pMenusResume->getPosition();
	CCActionInterval* move = CCMoveBy::create(0.5, delta);
	CCActionInterval* move_ease_out = CCEaseBackOut::create(
			(CCActionInterval*) (move->copy()->autorelease()));
	pMenusResume->runAction(CCSequence::create(move_ease_out, NULL));

	delta = ccp(winSize.width / 2, winSize.height - 780)
			- pMenusBackToMenu->getPosition();
	move = CCMoveBy::create(0.5, delta);
	move_ease_out = CCEaseBackOut::create(
			(CCActionInterval*) (move->copy()->autorelease()));
	pMenusBackToMenu->runAction(CCSequence::create(move_ease_out, NULL));

	pMenusResume->runAction(CCSequence::create(CCFadeIn::create(0.5f), NULL));
	pMenusSetting->runAction(CCSequence::create(CCFadeIn::create(0.5f), NULL));
	pMenusBackToMenu->runAction(
			CCSequence::create(CCFadeIn::create(0.5f), NULL));
}
示例#13
0
void PauseLayer::resume() {
	CCPoint delta = ccp(winSize.width / 2, winSize.height + 57 / 2)
			- pMenusResume->getPosition();
	CCActionInterval* move = CCMoveBy::create(0.5, delta);
	CCActionInterval* move_ease_in = CCEaseBackIn::create(
			(CCActionInterval*) (move->copy()->autorelease()));
	pMenusResume->runAction(CCSequence::create(move_ease_in, NULL));

	delta = ccp(winSize.width / 2, -57 / 2) - pMenusBackToMenu->getPosition();
	move = CCMoveBy::create(0.5, delta);
	move_ease_in = CCEaseBackIn::create(
			(CCActionInterval*) (move->copy()->autorelease()));
	pMenusBackToMenu->runAction(CCSequence::create(move_ease_in, NULL));

	pMenusResume->runAction(CCSequence::create(CCFadeOut::create(0.5f), NULL));
	pMenusSetting->runAction(CCSequence::create(CCFadeOut::create(0.5f), NULL));
	pMenusBackToMenu->runAction(
			CCSequence::create(CCFadeOut::create(0.5f),
					CCCallFunc::create(this,
							callfunc_selector(PauseLayer::popToGameLayer)),
					NULL));

}
示例#14
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);
}
示例#15
0
void SpriteEaseBackInOut::onEnter()
{
	EaseSpriteDemo::onEnter();
	CCActionInterval* move = CCMoveBy::actionWithDuration(3, CCPointMake(350,0));
	CCActionInterval* move_back = move->reverse();
	
	CCActionInterval* move_ease = CCEaseBackInOut::actionWithAction((CCActionInterval*)(move->copy()->autorelease()) );
	CCActionInterval* move_ease_back = move_ease->reverse();
	
	CCFiniteTimeAction* seq1 = CCSequence::actions( move, move_back, NULL);
	CCFiniteTimeAction* seq2 = CCSequence::actions( move_ease, move_ease_back, NULL);
	
	this->positionForTwo();
	
	m_grossini->runAction( CCRepeatForever::actionWithAction((CCActionInterval*)seq1));
	m_tamara->runAction( CCRepeatForever::actionWithAction((CCActionInterval*)seq2));	
}
示例#16
0
void SpriteEaseBackInOut::onEnter()
{
    EaseSpriteDemo::onEnter();
    
    CCActionInterval* move = CCMoveBy::create(3, ccp(VisibleRect::right().x-130, 0));
    CCActionInterval* move_back = move->reverse();
    
    CCActionInterval* move_ease = CCEaseBackInOut::create((CCActionInterval*)(move->copy()->autorelease()) );
    CCActionInterval* move_ease_back = move_ease->reverse();
    
    CCDelayTime *delay = CCDelayTime::create(0.25f);
    
    CCSequence* seq1 = CCSequence::create(move, delay, move_back, CCCA(delay), NULL);
    CCSequence* seq2 = CCSequence::create(move_ease, CCCA(delay), move_ease_back, CCCA(delay), NULL);
    
    this->positionForTwo();
    
    m_grossini->runAction( CCRepeatForever::create(seq1));
    m_tamara->runAction( CCRepeatForever::create(seq2));    
}
示例#17
0
void SpriteEaseBack::onEnter()
{
	EaseSpriteDemo::onEnter();
	CCActionInterval* move = CCMoveBy::actionWithDuration(3, CGPointMake(350,0));
	CCActionInterval* move_back = move->reverse();
	
	CCActionInterval* move_ease_in = CCEaseBackIn::actionWithAction((CCActionInterval*)(move->copy()->autorelease()) );
	CCActionInterval* move_ease_in_back = move_ease_in->reverse();
	
	CCActionInterval* move_ease_out = CCEaseBackOut::actionWithAction((CCActionInterval*)(move->copy()->autorelease()) );
	CCActionInterval* move_ease_out_back = move_ease_out->reverse();
	
	CCFiniteTimeAction* seq1 = CCSequence::actions( move, move_back, NULL);
	CCFiniteTimeAction* seq2 = CCSequence::actions( move_ease_in, move_ease_in_back, NULL);
	CCFiniteTimeAction* seq3 = CCSequence::actions( move_ease_out, move_ease_out_back, NULL);
	
	m_grossini->runAction( CCRepeatForever::actionWithAction((CCActionInterval*)seq1));
	m_tamara->runAction( CCRepeatForever::actionWithAction((CCActionInterval*)seq2));
	m_kathia->runAction( CCRepeatForever::actionWithAction((CCActionInterval*)seq3));	
}
示例#18
0
void SpriteEaseExponentialInOut::onEnter()
{
    EaseSpriteDemo::onEnter();
    
    CCSize s = CCDirector::sharedDirector()->getWinSize();

    CCActionInterval* move = CCMoveBy::create(3, CCPointMake(s.width-130, 0));
    CCActionInterval* move_back = move->reverse();
    
    CCActionInterval* move_ease = CCEaseExponentialInOut::create((CCActionInterval*)(move->copy()->autorelease()) );
    CCActionInterval* move_ease_back = move_ease->reverse();    //--> reverse()
    
    CCDelayTime *delay = CCDelayTime::create(0.25f);
    
    CCFiniteTimeAction* seq1 = CCSequence::create( move, delay, move_back, CCCA(delay), NULL);
    CCFiniteTimeAction* seq2 = CCSequence::create( move_ease, delay, move_ease_back, CCCA(delay), NULL);
    
    this->positionForTwo();
    
    m_grossini->runAction( CCRepeatForever::create((CCActionInterval*)seq1));
    m_tamara->runAction( CCRepeatForever::create((CCActionInterval*)seq2));

}
示例#19
0
void T_NoImage::InitSprites()
{
    pBlack = CCSprite::create("images/ranking_scrollbg.png", CCRectMake(0, 0, winSize.width, winSize.height));
    pBlack->setPosition(ccp(0, 0));
    pBlack->setAnchorPoint(ccp(0, 0));
    pBlack->setColor(ccc3(0, 0, 0));
    pBlack->setOpacity(150);
    this->addChild(pBlack, 0);
    
    spriteClass = new SpriteClass();

    // pop-up 배경
    spriteClass->spriteObj.push_back( SpriteObject::Create(1, "background/bg_board_brown.png", ccp(0, 0), ccp(49, 640), CCSize(982, 623), "", "T_NoImage", this, 1) );
    spriteClass->spriteObj.push_back( SpriteObject::Create(1, "background/bg_board_yellow.png", ccp(0, 0), ccp(76, 678), CCSize(929, 562), "", "T_NoImage", this, 1) );
    spriteClass->spriteObj.push_back( SpriteObject::Create(0, "background/bg_popup_rightup.png", ccp(0, 0), ccp(809, 1039), CCSize(0, 0), "", "T_NoImage", this, 1) );
    spriteClass->spriteObj.push_back( SpriteObject::Create(0, "button/btn_x_brown.png", ccp(0, 0), ccp(900, 1132), CCSize(0, 0), "", "T_NoImage", this, 1) );

    
    
    // text
    char text[250];
    std::string title = "마법 배우기";
    sprintf(text, "축하해요! '%s' 마법을 새로 배웠어요!", SkillInfo::GetSkillInfo(d[0])->GetName().c_str());

    // 내용 문장
    spriteClass->spriteObj.push_back( SpriteObject::CreateLabelArea(text, fontList[0], 40, ccp(0.5, 0.5), ccp(winSize.width/2, winSize.height/2), ccc3(78,47,8), CCSize(829-20, 250), kCCTextAlignmentCenter, kCCVerticalTextAlignmentCenter, "", "T_NoImage", this, 5) );
    
    // 팝업창 타이틀
    spriteClass->spriteObj.push_back( SpriteObject::Create(1, "background/bg_degree_desc.png", ccp(0, 1), ccp(126+5, 678+562- 35), CCSize(759-126+52, 90), "", "T_NoImage", this, 1) );
    CCPoint pos = spriteClass->FindParentCenterPos("background/bg_degree_desc.png");
    spriteClass->spriteObj.push_back( SpriteObject::CreateLabel(title, fontList[0], 48, ccp(0.5,0.5), ccp(pos.x+2, pos.y+3-1), ccc3(0,0,0), "background/bg_degree_desc.png", "1", NULL, 2, 1) );
    spriteClass->spriteObj.push_back( SpriteObject::CreateLabel(title, fontList[0], 48, ccp(0.5,0.5), ccp(pos.x, pos.y+3), ccc3(242,242,242), "background/bg_degree_desc.png", "1", NULL, 2, 1) );
    
    // 확인 버튼
    spriteClass->spriteObj.push_back( SpriteObject::Create(0, "button/btn_red_mini.png", ccp(0, 0), ccp(717+5, 711), CCSize(0, 0), "", "T_NoImage", this, 5) );
    spriteClass->spriteObj.push_back( SpriteObject::Create(0, "letter/letter_confirm_mini.png",ccp(0.5, 0), ccp(spriteClass->spriteObj[spriteClass->spriteObj.size()-1]->sprite->getContentSize().width/2, 24), CCSize(0, 0), "button/btn_red_mini.png", "0", NULL, 5, 1) );
    
    // 버튼 젤리 움직임
    CCSprite* temp = ((CCSprite*)spriteClass->FindSpriteByName("button/btn_red_mini.png"));
    CCSize t = temp->getContentSize();
    temp->setAnchorPoint(ccp(0.5, 0.5));
    temp->setPosition(ccp(temp->getPosition().x+t.width/2, temp->getPosition().y+t.height/2));
    CCActionInterval* action = CCSequence::create( CCScaleTo::create(1.0f, 1.02f, 0.97f), CCScaleTo::create(1.0f, 0.98f, 1.03f), NULL );
    temp->runAction(CCRepeatForever::create(action));
    ((CCSprite*)spriteClass->FindSpriteByName("letter/letter_confirm_mini.png"))->runAction(CCRepeatForever::create((CCActionInterval*)action->copy()));
    
    for (int i = 0 ; i < spriteClass->spriteObj.size() ; i++)
        spriteClass->AddChild(i);
}
示例#20
0
void MenuScene::showView(MenuViewType menuViewType)
{
  CCRect visibleRect = VisibleRect::getVisibleRect();

  CCActionInterval* moveLeft = CCMoveBy::create(.3f, ccp(-(visibleRect.size.width),0));
  CCActionInterval* moveRight = CCMoveBy::create(.3f, ccp((visibleRect.size.width),0));
  
  CCPoint center = VisibleRect::center();
  float easeRate = .5f;
  float posLeft = center.x - visibleRect.size.width;
  float posRight = center.x + visibleRect.size.width;
    
  m_header->setVisible(true);

  switch(menuViewType)
  {
  case HOME:
        
    switch (m_menuViewType)
    {
    case STORY_MODE:
    
      resetHomeButtons(true);
      resetArcadeButtons(false);
      m_challengeButtonPanel->hide();

      m_homeStoryMode->setPositionX(center.x);
      m_homeArcade->setPositionX(center.x);
      m_homeOptions->setPositionX(center.x);
      m_homeHighscore->setPositionX(center.x);

      break;

    case ARCADE:
      resetHomeButtons(true);
      resetArcadeButtons(true);
      m_challengeButtonPanel->hide();

      m_homeStoryMode->setPositionX(posLeft);
      m_homeArcade->setPositionX(posLeft);
      m_homeOptions->setPositionX(posLeft);
      m_homeHighscore->setPositionX(posLeft);

      m_homeStoryMode->runAction(CCSequence::create(CCEaseIn::create((CCActionInterval*)(moveRight->copy()->autorelease()), easeRate), NULL));
      m_homeArcade->runAction(CCSequence::create(CCEaseIn::create((CCActionInterval*)(moveRight->copy()->autorelease()), easeRate), NULL));
      m_homeOptions->runAction(CCSequence::create(CCEaseIn::create((CCActionInterval*)(moveRight->copy()->autorelease()), easeRate), NULL));
      m_homeHighscore->runAction(CCSequence::create(CCEaseIn::create((CCActionInterval*)(moveRight->copy()->autorelease()), easeRate), NULL));    
    
      m_arcadeEasy->runAction(CCSequence::create(CCEaseIn::create((CCActionInterval*)(moveRight->copy()->autorelease()), easeRate), NULL));
      m_arcadeNormal->runAction(CCSequence::create(CCEaseIn::create((CCActionInterval*)(moveRight->copy()->autorelease()), easeRate), NULL));
      m_arcadeHard->runAction(CCSequence::create(CCEaseIn::create((CCActionInterval*)(moveRight->copy()->autorelease()), easeRate), NULL));
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
      m_arcadeBack->runAction(CCSequence::create(CCEaseIn::create((CCActionInterval*)(moveRight->copy()->autorelease()), easeRate), NULL));
#endif
      break;
    }

    break;

  case ARCADE:
    
    resetHomeButtons(true);
    resetArcadeButtons(true);
    m_challengeButtonPanel->hide();

    m_homeStoryMode->runAction(CCSequence::create(CCEaseIn::create((CCActionInterval*)(moveLeft->copy()->autorelease()), easeRate), NULL));
    m_homeArcade->runAction(CCSequence::create(CCEaseIn::create((CCActionInterval*)(moveLeft->copy()->autorelease()), easeRate), NULL));
    m_homeOptions->runAction(CCSequence::create(CCEaseIn::create((CCActionInterval*)(moveLeft->copy()->autorelease()), easeRate), NULL));
    m_homeHighscore->runAction(CCSequence::create(CCEaseIn::create((CCActionInterval*)(moveLeft->copy()->autorelease()), easeRate), NULL));
    
    m_arcadeEasy->setPositionX(posRight);
    m_arcadeNormal->setPositionX(posRight);
    m_arcadeHard->setPositionX(posRight);

    m_arcadeEasy->runAction(CCSequence::create(CCEaseIn::create((CCActionInterval*)(moveLeft->copy()->autorelease()), easeRate), NULL));
    m_arcadeNormal->runAction(CCSequence::create(CCEaseIn::create((CCActionInterval*)(moveLeft->copy()->autorelease()), easeRate), NULL));
    m_arcadeHard->runAction(CCSequence::create(CCEaseIn::create((CCActionInterval*)(moveLeft->copy()->autorelease()), easeRate), NULL));
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    m_arcadeBack->runAction(CCSequence::create(CCEaseIn::create((CCActionInterval*)(moveLeft->copy()->autorelease()), easeRate), NULL));
#endif
    break;

  case STORY_MODE:
  
    resetHomeButtons(false);
    resetArcadeButtons(false);

    m_header->setVisible(false);
    m_challengeButtonPanel->show();
    m_challengeButtonPanel->reset();

  break;
  }

  m_menuViewType = menuViewType;
}
示例#21
0
bool CSPlayerControlLayer::init()
{
	CCSize size = CCDirector::sharedDirector()->getWinSize();

	//玩家信息-头像、钱、同谋、资产 CSPlayerInfo
	int nTemp = 0;
	map<int ,USER>::iterator iter;
	CSPlayerInfoSprite *pPlayer;
	for (iter = DataManager::sharedDataManager()->m_mapPlayer.begin(); iter != DataManager::sharedDataManager()->m_mapPlayer.end(); iter++, nTemp++)
	{
		pPlayer = CSPlayerInfoSprite::spriteWithPlayer(&(*iter).second);
		addChild(pPlayer, ZORDER_DEFAULT);
		pPlayer->setPosition(ccp(50 + size.width*nTemp/4, size.height - 80));
		
		if (DataManager::sharedDataManager()->getCurrentUserID() == (*iter).first) 
		{
			m_pPlayer = pPlayer;
		}
	}
	
	
	//货船进度 CSRulerInfo
	m_pRuleInfo = CSRulerInfo::node();
	addChild(m_pRuleInfo, ZORDER_DEFAULT);

	//股市 CSStockMarketInfo
	if(DataManager::sharedDataManager()->xmlStockMarketVisible())
	{
		m_pStockMarketInfo = CSStockMarketInfo::node();
		m_pStockMarketInfo->setPosition(CCPointZero);
		addChild(m_pStockMarketInfo, ZORDER_DEFAULT);
	}
	
	CCMenu *pMenu = CCMenu::menuWithItem(NULL);
	addChild(pMenu);
	pMenu->setPosition(CCPointZero);

	m_pSandglass = CCSprite::spriteWithSpriteFrameName("sandglass.png");
	addChild(m_pSandglass, 0);
	m_pSandglass->setPosition(ccp(size.width - 20, size.height - 20));
	
	m_pImageItemHelp = CSMenuItem::itemFromNormalImage("help.png", "help.png", this, menu_selector(CSPlayerControlLayer::restartLevel));
	pMenu->addChild(m_pImageItemHelp, 0);
	m_pImageItemHelp->setPosition(ccp(size.width - 20, size.height - 60));

	m_pImageItemWallet = CSMenuItem::itemFromNormalImage("wallet.png", "wallet.png", this, menu_selector(CSPlayerControlLayer::transaction));
	pMenu->addChild(m_pImageItemWallet, 0);
	m_pImageItemWallet->setPosition(ccp(size.width - 20, 40));
	
	//启航按钮
	m_pRudderMenuItem = CSRudderMenuItem::itemFromSprite(this, menu_selector(CSPlayerControlLayer::callbackNextRound));
	pMenu->addChild(m_pRudderMenuItem, 0);
	m_pRudderMenuItem->setPosition(ccp(m_pRudderMenuItem->getContentSize().width/2, m_pRudderMenuItem->getContentSize().height/2 + m_pRuleInfo->getContentSize().height));
	
	m_pLabel = CCLabelTTF::labelWithString("", "Arial", 22);
	m_pLabel->setColor(ccORANGE);
	addChild(m_pLabel, ZORDER_HIGHEST, kTagLabel);
	m_pLabel->runAction(CCFadeOut::actionWithDuration(0));

	
	CCActionInterval* move = CCMoveBy::actionWithDuration(0.05, CCPointMake(5,0));
	CCActionInterval* move_ease_inout3 = CCEaseInOut::actionWithAction((CCActionInterval*)(move->copy()->autorelease()), 2.0f);
	CCActionInterval* move_ease_inout_back3 = move_ease_inout3->reverse();
	CCFiniteTimeAction* seq1 = CCSequence::actions( move_ease_inout3, move_ease_inout_back3, NULL);
	CCFiniteTimeAction* repeat = CCRepeat::actionWithAction(seq1, 3);
	CCFiniteTimeAction* seq2 = CCSequence::actions( repeat, CCDelayTime::actionWithDuration(2+CCRANDOM_0_1()), NULL);
	m_action = CCRepeatForever::actionWithAction((CCActionInterval*)seq2);	
	CC_SAFE_RETAIN(m_action);
	
	m_nSequence = 0;
	NextTips(NULL);

	return true;
}
示例#22
0
void SpriteEaseInOut::onEnter()
{
	EaseSpriteDemo::onEnter();

	CCActionInterval*  move = CCMoveBy::actionWithDuration(3, CCPointMake(350,0));
//	id move_back = move->reverse();
	
	CCActionInterval*  move_ease_inout1 = CCEaseInOut::actionWithAction((CCActionInterval*)(move->copy()->autorelease()), 2.0f);
	CCActionInterval*  move_ease_inout_back1 = move_ease_inout1->reverse();
	
	CCActionInterval*  move_ease_inout2 = CCEaseInOut::actionWithAction((CCActionInterval*)(move->copy()->autorelease()), 3.0f);
	CCActionInterval*  move_ease_inout_back2 = move_ease_inout2->reverse();

	CCActionInterval*  move_ease_inout3 = CCEaseInOut::actionWithAction((CCActionInterval*)(move->copy()->autorelease()), 4.0f);
	CCActionInterval*  move_ease_inout_back3 = move_ease_inout3->reverse();

	
	CCFiniteTimeAction*  seq1 = CCSequence::actions( move_ease_inout1, move_ease_inout_back1, NULL);
	CCFiniteTimeAction*  seq2 = CCSequence::actions( move_ease_inout2, move_ease_inout_back2, NULL);
	CCFiniteTimeAction*  seq3 = CCSequence::actions( move_ease_inout3, move_ease_inout_back3, NULL);
		
	m_tamara->runAction( CCRepeatForever::actionWithAction((CCActionInterval*)seq1) );
	m_kathia->runAction( CCRepeatForever::actionWithAction((CCActionInterval*)seq2) );
	m_grossini->runAction( CCRepeatForever::actionWithAction((CCActionInterval*)seq3) );
}