Beispiel #1
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";

            sharedWindow = mainWindow;

            var introScene = IntroLayer.CreateScene(mainWindow);

            sharedWindow.RunWithScene(introScene);
        }
Beispiel #2
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        protected override void OnCreate(Bundle bundle)
        {
            base.OnCreate(bundle);

            var application = new CCApplication();

            application.ApplicationDelegate = new GameAppDelegate();
            SetContentView(application.AndroidContentView);
            application.StartGame();
        }
Beispiel #3
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        private static void Main(string[] args)
        {
            Locator.CurrentMutable.RegisterConstant(new ConsoleLogger(), typeof(ILogger));

            var app = new CCApplication(false, new CCSize(1024f, 768f))
            {
                ApplicationDelegate = new CocosInjectionAppDelgate()
            };

            app.StartGame();
        }
Beispiel #4
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 public static Texture2D GetTexture2D(Word p_Word)
 {
     if (p_Word.IsContent)
     {
         return(Texture2D.FromStream(CCApplication.sharedApplication().GraphicsDevice, Content.Current.ReadFile(p_Word.PictureFilePath)));
     }
     else
     {
         return(Texture2D.FromStream(CCApplication.sharedApplication().GraphicsDevice, Storage.Current.ReadFile(p_Word.PictureFilePath)));
     }
 }
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.PreferMultiSampling  = false;
            application.ContentRootDirectory = "Content";

            var bounds = mainWindow.WindowSizeInPixels;

            CCScene.SetDefaultDesignResolution(bounds.Width, bounds.Height, CCSceneResolutionPolicy.ShowAll);

            // todo:  Add our GameScene initialization here
        }
        protected override void OnCreate(Bundle bundle)
        {
            base.OnCreate(bundle);

            var application = new CCApplication();

            // GameAppDelegate is your class that inherits
            // from CCApplicationDelegate
            application.ApplicationDelegate = new GameAppDelegate();
            SetContentView(application.AndroidContentView);
            application.StartGame();
        }
Beispiel #7
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            var bounds = mainWindow.WindowSizeInPixels;

            CCScene.SetDefaultDesignResolution(bounds.Width, bounds.Height, CCSceneResolutionPolicy.ShowAll);
            application.PreferMultiSampling  = false;
            application.ContentRootDirectory = "Content";

            var gameScene = new GameScene(mainWindow);

            mainWindow.RunWithScene(gameScene);
        }
Beispiel #8
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";
            var windowSize = mainWindow.WindowSizeInPixels;

            mainWindow.DisplayStats = true;

            // This will set the world bounds to be (0,0, w, h)
            // CCSceneResolutionPolicy.ShowAll will ensure that the aspect ratio is preserved
            CCScene.SetDefaultDesignResolution(Constants.COCOS_WORLD_WIDTH, Constants.COCOS_WORLD_HEIGHT, CCSceneResolutionPolicy.ShowAll);

            // Determine whether to use the high or low def versions of our images
            // Make sure the default texel to content size ratio is set correctly
            // Of course you're free to have a finer set of image resolutions e.g (ld, hd, super-hd)

            /*
             * if (desiredWidth < windowSize.Width)
             * {
             *  application.ContentSearchPaths.Add("hd");
             *  CCSprite.DefaultTexelToContentSizeRatio = 2.0f;
             * }
             * else
             * {
             *  application.ContentSearchPaths.Add("ld");
             *  CCSprite.DefaultTexelToContentSizeRatio = 1.0f;
             * }
             */
            application.ContentSearchPaths = new List <string>()
            {
                "sounds",
                "hd/graphics",
                "hd/fonts"
            };
            //CCSprite.DefaultTexelToContentSizeRatio = 1.0f;
            //CCSprite.DefaultTexelToContentSizeRatio = 0.125f;
            //CCSprite.DefaultTexelToContentSizeRatio = 0.0625f;
            var scene = new CCScene(mainWindow);
            //var playLayer = new PlayLayer();
            //var wreckLayer = new WreckageLayer();
            //wreckLayer.DEBUG = true;
            var hangarLayer = new HangarLayer();

            FinishedLoading = true;

            scene.AddChild(hangarLayer.GUILayer);
            scene.AddChild(hangarLayer, zOrder: int.MinValue);
            //scene.AddChild(playLayer.GUILayer);
            //scene.AddChild(playLayer, zOrder:int.MinValue);
            //scene.AddChild(wreckLayer.GUILayer);
            //scene.AddChild(wreckLayer, zOrder:int.MinValue);

            mainWindow.RunWithScene(scene);
        }
Beispiel #9
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        protected override void OnCreate(Bundle bundle)
        {
            base.OnCreate(bundle);

            var application = new CCApplication();

            application.ApplicationDelegate = new GoneBananasApplicationDelegate();
            SetContentView(application.AndroidContentView);
            application.StartGame();
            // Set our view from the "main" layout resource
            // SetContentView (Resource.Layout.Main);
        }
Beispiel #10
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        protected override void OnCreate(Bundle bundle)
        {
            base.OnCreate(bundle);

            CoinTimeGame.ContentLoading.XmlDeserializer.Self.Activity = this;

            var application = new CCApplication();

            application.ApplicationDelegate = new GameAppDelegate();
            SetContentView(application.AndroidContentView);
            application.StartGame();
        }
Beispiel #11
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            //application.SupportedOrientations = CCDisplayOrientation.LandscapeRight | CCDisplayOrientation.LandscapeLeft;
            //application.AllowUserResizing = true;
            //application.PreferMultiSampling = false;
            application.ContentRootDirectory = "Content";

            sharedWindow = mainWindow;

            mainWindow.SetDesignResolutionSize(960, 640, CCSceneResolutionPolicy.ShowAll);

            #if WINDOWS || WINDOWSGL || WINDOWSDX
            //application.PreferredBackBufferWidth = 1024;
            //application.PreferredBackBufferHeight = 768;
            #elif MACOS
            //application.PreferredBackBufferWidth = 960;
            //application.PreferredBackBufferHeight = 640;
            #endif

            #if WINDOWS_PHONE8
            application.HandleMediaStateAutomatically = false; // Bug in MonoGame - https://github.com/Cocos2DXNA/cocos2d-xna/issues/325
            #endif

            CCSpriteFontCache.FontScale = 0.6f;
            CCSpriteFontCache.RegisterFont("arial", 12, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 38, 50, 64);
            CCSpriteFontCache.RegisterFont("MarkerFelt", 16, 18, 22, 32);
            CCSpriteFontCache.RegisterFont("MarkerFelt-Thin", 12, 18);
            CCSpriteFontCache.RegisterFont("Paint Boy", 26);
            CCSpriteFontCache.RegisterFont("Schwarzwald Regular", 26);
            CCSpriteFontCache.RegisterFont("Scissor Cuts", 26);
            CCSpriteFontCache.RegisterFont("A Damn Mess", 26);
            CCSpriteFontCache.RegisterFont("Abberancy", 26);
            CCSpriteFontCache.RegisterFont("Abduction", 26);

            //sharedDirector = new CCDirector();
            //director.DisplayStats = true;
            //director.AnimationInterval = 1.0 / 60;


//            if (sharedWindow.WindowSizeInPixels.Height > 320)
//            {
//                application.ContentSearchPaths.Insert(0,"HD");
//            }

            //sharedWindow.AddSceneDirector(sharedDirector);

            CCScene scene = new CCScene(sharedWindow);
            CCLayer layer = new TestController();

            scene.AddChild(layer);
            sharedWindow.RunWithScene(scene);
        }
Beispiel #12
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 public void Open(string pFileName, uint uId)
 {
     if (pFileName != null)
     {
         if (pFileName.Length == 0)
         {
             return;
         }
         this.Close();
         this.m_effect   = CCApplication.sharedApplication().content.Load <SoundEffect>(pFileName);
         this.m_nSoundID = uId;
     }
 }
Beispiel #13
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        protected override void OnCreate(Bundle bundle)
        {
            base.OnCreate(bundle);

            ContentLoading.XmlDeserializer.Self.Activity = this;
            var application = new CCApplication();

            application.ApplicationDelegate = new GameAppDelegate(); //https://forums.xamarin.com/discussion/55345/cocossharp-v1-7-0-0-pre1-embeddable-game-view-and-xamarin-forms-support
            SetContentView(application.AndroidContentView);
            application.StartGame();
            application.AndroidContentView.RequestFocus();
            application.AndroidContentView.KeyPress += HandleKeyPress;
        }
Beispiel #14
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        //
        // This method is invoked when the application has loaded and is ready to run. In this
        // method you should instantiate the window, load the UI into it and then make the window
        // visible.
        //
        // You have 17 seconds to return from this method, or iOS will terminate your application.
        //
        public override void FinishedLaunching(UIApplication app)
        {
            CCApplication application = new CCApplication();

            application.ApplicationDelegate = new GameAppDelegate();

                        #if !DEBUG
            Xamarin.Insights.Initialize("24e57f0b30120942dd4c385da58011842fe77c59");
            Xamarin.Insights.ForceDataTransmission = true;
                        #endif

            application.StartGame();
        }
Beispiel #15
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        protected override void OnCreate(Bundle bundle)
        {
            base.OnCreate(bundle);
#if OUYA
            Ouya.Console.Api.OuyaFacade.Instance.Init(this, "f3366755-190b-4b95-af21-ca4a01a99478");         // Our UUID dev ID
#endif
            CCApplication application = new CCApplication();
            application.ApplicationDelegate = new AppDelegate();

            this.SetContentView(application.AndroidContentView);

            application.StartGame();
        }
        public void Open(string pFileName, uint uId)
        {
            if (null == pFileName || pFileName.Length == 0)
            {
                return;
            }

            Close();

            m_music = CCApplication.sharedApplication().content.Load <Song>(pFileName);

            m_nSoundID = uId;
        }
Beispiel #17
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            SharedApplication = application;
            SharedWindow      = mainWindow;

            mainWindow.DisplayStats = true;

            application.ContentRootDirectory = "Content";
            application.PreferMultiSampling  = true;
            var windowSize = mainWindow.WindowSizeInPixels;

            var desiredWidth  = 1024.0f;
            var desiredHeight = 768.0f;

            CocosSharpEngine engine = new CocosSharpEngine(application.GraphicsDevice, (int)desiredWidth, (int)desiredHeight);

            // This will set the world bounds to be (0,0, w, h)
            // CCSceneResolutionPolicy.ShowAll will ensure that the aspect ratio is preserved
            CCScene.SetDefaultDesignResolution(desiredWidth, desiredHeight, CCSceneResolutionPolicy.ShowAll);

            mainWindow.AllowUserResizing = true;
            //mainWindow.AllowUserResizing = false;

            //// Determine whether to use the high or low def versions of our images
            //// Make sure the default texel to content size ratio is set correctly
            //// Of course you're free to have a finer set of image resolutions e.g (ld, hd, super-hd)
            //if (desiredWidth < windowSize.Width)
            //{
            //    application.ContentSearchPaths.Add("hd");
            //    CCSprite.DefaultTexelToContentSizeRatio = 2.0f;
            //}
            //else
            //{
            //    application.ContentSearchPaths.Add("ld");
            //    CCSprite.DefaultTexelToContentSizeRatio = 1.0f;
            //}

            // Poll incomming messages
            SharedApplication.Scheduler.Schedule(GameClient.Instance, 0, false);

            application.AnimationInterval = 1 / 120.0f;

            ResourceDictionary.DefaultDictionary = Light.GetThemeDictionary();
            SpriteFont font = CCContentManager.SharedContentManager.Load <SpriteFont>("fonts/Segoe_UI_10_Regular");

            FontManager.DefaultFont = Engine.Instance.Renderer.CreateFont(font);
            FontManager.Instance.LoadFonts(CCContentManager.SharedContentManager, "fonts");

            SuperManager.Instance.InitializeManagers(typeof(Manager.ActorManager).Namespace);
            SceneLoader.Instance.LoadLoginScene();
        }
Beispiel #18
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";
            var windowSize = mainWindow.WindowSizeInPixels;

            var desiredWidth  = 1024.0f;
            var desiredHeight = 768.0f;


            var screen = new ScreenDetails
            {
                Height = desiredHeight,
                Width  = desiredWidth
            };


            GameData gameData = new GameData
            {
                Screen = screen,
                Input  = new EnvironmentInputs(),
                Player = new PlayerPosition(),
            };


            // This will set the world bounds to be (0,0, w, h)
            // CCSceneResolutionPolicy.ShowAll will ensure that the aspect ratio is preserved
            CCScene.SetDefaultDesignResolution(desiredWidth, desiredHeight, CCSceneResolutionPolicy.ShowAll);

            // Determine whether to use the high or low def versions of our images
            // Make sure the default texel to content size ratio is set correctly
            // Of course you're free to have a finer set of image resolutions e.g (ld, hd, super-hd)
            if (desiredWidth < windowSize.Width)
            {
                application.ContentSearchPaths.Add("hd");
                CCSprite.DefaultTexelToContentSizeRatio = 2.0f;
            }
            else
            {
                application.ContentSearchPaths.Add("ld");
                CCSprite.DefaultTexelToContentSizeRatio = 1.0f;
            }

            var scene       = new CCScene(mainWindow);
            var introLayer  = new TerrainLayer(gameData);
            var playerLayer = new PlayerLayer(gameData);

            scene.AddChild(introLayer);
            scene.AddChild(playerLayer);

            mainWindow.RunWithScene(scene);
        }
Beispiel #19
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.PreferMultiSampling  = false;
            application.ContentRootDirectory = "Content";

            mainWindow.SupportedDisplayOrientations.IsPortrait = CCDisplayOrientation.Portrait;
            application.ContentSearchPaths.Add("hd");

            CCSimpleAudioEngine.SharedEngine.PreloadEffect("Sounds/tap");

            CCScene scene = GameStartLayer.GameStartLayerScene(mainWindow);

            mainWindow.RunWithScene(scene);
        }
Beispiel #20
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            sharedWindow    = mainWindow;
            preferredWidth  = application.MainWindow.WindowSizeInPixels.Width;
            preferredHeight = application.MainWindow.WindowSizeInPixels.Height;

            DefaultResolution = new CCSize(preferredWidth, preferredHeight);
            application.ContentRootDirectory = "Content";
            application.ContentSearchPaths.Add("SD");

            CCScene scene = ChipmunkDemoLayer.ActualScene;

            mainWindow.RunWithScene(scene);
        }
Beispiel #21
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";
            application.PreferMultiSampling  = false;
            CCSize winSize       = mainWindow.WindowSizeInPixels;
            float  desiredWidth  = 640.0f;
            float  desiredHeight = 960.0f;

            CCScene.SetDefaultDesignResolution(desiredWidth, desiredHeight, CCSceneResolutionPolicy.ExactFit);

            CCScene scene = MenuLayer.GameStartLayerScene(mainWindow);

            mainWindow.RunWithScene(scene);
        }
Beispiel #22
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.PreferMultiSampling  = false;
            application.ContentRootDirectory = "Content";
            application.ContentSearchPaths.Add("animations");
            application.ContentSearchPaths.Add("fonts");
            application.ContentSearchPaths.Add("sounds");

            CCSize windowSize = mainWindow.WindowSizeInPixels;

            float desiredWidth  = 1024.0f;
            float desiredHeight = 768.0f;

            // This will set the world bounds to be (0,0, w, h)
            // Use CCSceneResolutionPolicy.Custom as we're manually setting our viewports
            CCScene.SetDefaultDesignResolution(desiredWidth, desiredHeight, CCSceneResolutionPolicy.Custom);

            // Determine whether to use the high or low def versions of our images
            // Make sure the default texel to content size ratio is set correctly
            // Of course you're free to have a finer set of image resolutions e.g (ld, hd, super-hd)
            if (desiredWidth < windowSize.Width)
            {
                application.ContentSearchPaths.Add("images/hd");
                CCSprite.DefaultTexelToContentSizeRatio = 2.0f;
            }
            else
            {
                application.ContentSearchPaths.Add("images/ld");
                CCSprite.DefaultTexelToContentSizeRatio = 1.0f;
            }

            var topViewport    = new CCViewport(new CCRect(0.0f, 0.2f, .5f, 0.6f));
            var bottomViewport = new CCViewport(new CCRect(0.5f, 0.0f, .5f, 1.0f));

            // Each viewport needs its own director
            var sceneDirector1 = new CCDirector();
            var sceneDirector2 = new CCDirector();

            var scene1 = new CCScene(mainWindow, topViewport, sceneDirector1);
            var scene2 = new CCScene(mainWindow, bottomViewport, sceneDirector2);

            var layer1 = new GameLayer();
            var layer2 = new GameLayer();

            scene1.AddChild(layer1);
            scene2.AddChild(layer2);

            sceneDirector1.RunWithScene(scene1);
            sceneDirector2.RunWithScene(scene2);
        }
Beispiel #23
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";
            var windowSize = mainWindow.WindowSizeInPixels;

#if __ANDROID__
            var desiredWidth  = 480f;
            var desiredHeight = 800f;
#elif WINDOWS
            var desiredWidth  = 480f;
            var desiredHeight = 800f;
#elif __IOS__
            var desiredWidth  = 640.0f;
            var desiredHeight = 960.0f;
#endif

            // This will set the world bounds to be (0,0, w, h)
            // CCSceneResolutionPolicy.ShowAll will ensure that the aspect ratio is preserved
            CCScene.SetDefaultDesignResolution(desiredWidth, desiredHeight, CCSceneResolutionPolicy.ShowAll);

            // Determine whether to use the high or low def versions of our images
            // Make sure the default texel to content size ratio is set correctly
            // Of course you're free to have a finer set of image resolutions e.g (ld, hd, super-hd)

#if __IOS__
            CCSprite.DefaultTexelToContentSizeRatio = 0.8f;
#elif __ANDROID__
            CCSprite.DefaultTexelToContentSizeRatio = 0.9f;
#else
            CCSprite.DefaultTexelToContentSizeRatio = 1.0f;
#endif
            if (desiredWidth < windowSize.Width)
            {
                application.ContentSearchPaths.Add("hd");
                //CCSprite.DefaultTexelToContentSizeRatio = 2.0f;
            }
            else
            {
                application.ContentSearchPaths.Add("ld");
                //CCSprite.DefaultTexelToContentSizeRatio = 1.0f;
            }

            var scene      = new CCScene(mainWindow);
            var introLayer = new IntroLayer();

            scene.AddChild(introLayer);

            mainWindow.RunWithScene(scene);
        }
Beispiel #24
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        /// <summary>
        ///  Implement CCDirector and CCScene init code here.
        /// </summary>
        /// <returns>
        ///  true  Initialize success, app continue.
        ///  false Initialize failed, app terminate.
        /// </returns>
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            preferredWidth  = application.MainWindow.WindowSizeInPixels.Width;
            preferredHeight = application.MainWindow.WindowSizeInPixels.Height;

            application.ContentRootDirectory = "Content";
            application.ContentSearchPaths.Add("SD");

            CCScene scene = new CCScene(mainWindow);
            CCLayer layer = new IntroLayer(new CCSize(preferredWidth, preferredHeight));

            scene.AddChild(layer);

            mainWindow.RunWithScene(scene);
        }
Beispiel #25
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        public static async Task <CCApplication> Run(
            [HttpTrigger(AuthorizationLevel.Function, "post", Route = null)] HttpRequest req,
            ILogger log)
        {
            log.LogInformation("C# HTTP trigger function processed a request.");

            string content = await req.ReadAsStringAsync();

            CCApplication ccApplication = JsonConvert.DeserializeObject <CCApplication>(content);

            log.LogInformation($"Received Credit Card Application from : {ccApplication.Name }");

            //await applicationQueue.AddAsync(ccApplication);
            return(ccApplication);
        }
Beispiel #26
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        protected override void OnCreate(Bundle bundle)
        {
            base.OnCreate(bundle);
            CCLog.Logger = (e, a) => { };
            System.Diagnostics.Debug.WriteLine("");

#if DEBUG
            Tests.RunTests();
#endif

            string buildingXml;
            string colorXml;
            string languageXml;

            using (var colorsStream = Assets.Open("colors.xml"))
            {
                using (var sr = new StreamReader(colorsStream))
                {
                    colorXml = sr.ReadToEnd();
                }
            }

            using (var buildingStream = Assets.Open("buildings.xml"))
            {
                using (var sr = new StreamReader(buildingStream))
                {
                    buildingXml = sr.ReadToEnd();
                }
            }

            using (var languageStream = Assets.Open("languages.xml"))
            {
                using (var sr = new StreamReader(languageStream))
                {
                    languageXml = sr.ReadToEnd();
                }
            }

            var           buildingDescriptionDatabase = BuildingDescriptionDatabase.CreateFromXml(buildingXml);
            var           colorCollectionFile         = ColorCollectionFile.CreateFromXml(colorXml);
            var           languageSettings            = LoadLanguagesFromXml(languageXml);
            CCApplication application = new CCApplication {
                ApplicationDelegate = new AppDelegate(new AndroidDataLoader(), this, buildingDescriptionDatabase, colorCollectionFile, languageSettings)
            };

            SetContentView(application.AndroidContentView);
            application.StartGame();
        }
Beispiel #27
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		public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
		{
			application.ContentRootDirectory = "Content";

			sharedWindow = mainWindow;

			DefaultResolution = new CCSize(
		application.MainWindow.WindowSizeInPixels.Width,
		application.MainWindow.WindowSizeInPixels.Height);

			CCScene scene = new CCScene(sharedWindow);
			CCLayer layer = new IntroLayer(DefaultResolution);

			scene.AddChild(layer);
			sharedWindow.RunWithScene(scene);
		}
Beispiel #28
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.PreferMultiSampling  = false;
            application.ContentRootDirectory = "Content";

            CCSize winSize = mainWindow.WindowSizeInPixels;

            mainWindow.SetDesignResolutionSize(winSize.Width, winSize.Height, CCSceneResolutionPolicy.ExactFit);

            InitializeCards();

            //Game Initializer
            GameScene scene = GameStartLayer.GameStartLayerScene(mainWindow);

            mainWindow.RunWithScene(scene);
        }
Beispiel #29
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        protected override void OnCreate(Bundle bundle)
        {
            base.OnCreate(bundle);
                        #if !DEBUG
            Xamarin.Insights.Initialize("24e57f0b30120942dd4c385da58011842fe77c59");
            Xamarin.Insights.ForceDataTransmission = true;
                        #endif



            var application = new CCApplication();
            application.ApplicationDelegate = new GameAppDelegate();
            GameAppDelegate.CurrentActivity = this;
            SetContentView(application.AndroidContentView);
            application.StartGame();
        }
Beispiel #30
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";
            sharedWindow      = mainWindow;
            DefaultResolution = new CCSize(
                application.MainWindow.WindowSizeInPixels.Width,
                application.MainWindow.WindowSizeInPixels.Height);

            //mainWindow.SetDesignResolutionSize(960, 640, CCSceneResolutionPolicy.ShowAll);
            //application.HandleMediaStateAutomatically = false;
            //mainWindow.DisplayStats = true;

            CCScene scene = GoblinLayer.Scene;

            sharedWindow.RunWithScene(scene);
        }