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)); }
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); }
//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; } }
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)); }
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)); }
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)); }
//------------------------------------------------------------------ // // 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); }
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) ); }
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); }
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 ) ) ) ); }
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)); }
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)); }
//------------------------------------------------------------------ // // 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); }
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)); }
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)); }
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)); }
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)); }
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); }
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; }
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; }
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) ); }