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 desiredHeight = 512.0f;
            float desiredWidth = 384.0f;

            // 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 ("images/hd");
                CCSprite.DefaultTexelToContentSizeRatio = 2.0f;
            } else {
                application.ContentSearchPaths.Add ("images/ld");
                CCSprite.DefaultTexelToContentSizeRatio = 1.0f;
            }

            CCScene scene = new CCScene (mainWindow);
            GameLayer gameLayer = new GameLayer ();

            scene.AddChild (gameLayer);

            mainWindow.RunWithScene (scene);
        }
Beispiel #2
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        public override void FinishedLaunching(MonoMac.Foundation.NSObject notification)
        {
            CCApplication application = new CCApplication ();
            application.ApplicationDelegate = new GameAppDelegate ();

            application.StartGame ();
        }
		public override void FinishedLaunching (NSObject notification)
		{
            CCApplication application = new CCApplication(false, new CCSize(1024f, 768f));
            application.ApplicationDelegate = new AppDelegate();

            application.StartGame();
        }
		public override void ApplicationDidFinishLaunching (CCApplication application, CCWindow mainWindow)
		{
			GameAppDelegate.mainWindow = mainWindow;
			director = new CCDirector ();

			application.PreferMultiSampling = false;
			application.ContentRootDirectory = "Content";
			application.ContentSearchPaths.Add ("animations");
			application.ContentSearchPaths.Add ("fonts");
			application.ContentSearchPaths.Add ("images");
			application.ContentSearchPaths.Add ("levels");
			application.ContentSearchPaths.Add ("sounds");

			CCSize windowSize = mainWindow.WindowSizeInPixels;

			// Use the SNES resolution:
			float desiredWidth = 256.0f;
			float desiredHeight = 224.0f;
            
			CCScene.SetDefaultDesignResolution (desiredWidth, desiredHeight, CCSceneResolutionPolicy.ShowAll);
            
			mainWindow.AddSceneDirector (director);

			var scene = new LevelSelectScene (mainWindow);
			// Can skip to the GmameScene by using this line instead:
			//var scene = new GameScene(mainWindow);
			director.RunWithScene (scene);
		}
        /** Добавляет в пути поиска ресурсов необходимые папки */

        public static void LoadContent(CCApplication application) {
            Log.Print("Loading resources");
            application.ContentRootDirectory = "Resource";

            CCSpriteFontCache.DefaultFont = "kongtext";

            application.ContentSearchPaths.Add("Font");
            application.ContentSearchPaths.Add("Icon");
            application.ContentSearchPaths.Add("Image");
            application.ContentSearchPaths.Add("Image\\Boss");
            application.ContentSearchPaths.Add("Image\\Class");
            application.ContentSearchPaths.Add("Image\\Effects");
            application.ContentSearchPaths.Add("Image\\GUI");
            application.ContentSearchPaths.Add("Image\\GUI\\Menu");
            application.ContentSearchPaths.Add("Image\\Objects");
            application.ContentSearchPaths.Add("Image\\Item");
            application.ContentSearchPaths.Add("Image\\Projectile");
            application.ContentSearchPaths.Add("Image\\Tile");
            application.ContentSearchPaths.Add("Image\\Tile\\Cave");
            application.ContentSearchPaths.Add("Image\\Tile\\City");
            application.ContentSearchPaths.Add("Image\\Tile\\Desert");
            application.ContentSearchPaths.Add("Image\\Tile\\Town");
            application.ContentSearchPaths.Add("Image\\Enemy");
            application.ContentSearchPaths.Add("Music");
            application.ContentSearchPaths.Add("Sound");

            CCSpriteFontCache.FontScale = 1f;
            CCSpriteFontCache.RegisterFont("kongtext", 14, 24);
            CCSpriteFontCache.RegisterFont("arial", 24);
        }
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {

            CCLog.Logger = DebugLogging;

            preferredWidth = 1024;
			preferredHeight = 768;

			application.PreferMultiSampling = true;
			application.ContentRootDirectory = "Content";

			//CCSpriteFontCache.FontScale = 0.5f;
			//CCSpriteFontCache.RegisterFont("MarkerFelt", 22);
			//CCSpriteFontCache.RegisterFont("arial", 12, 24);

			CCSize designSize = new CCSize(480, 320);

//			if (CCDrawManager.FrameSize.Height > 320)
//			{
//				//CCSize resourceSize = new CCSize(960, 640);
//				CCSize resourceSize = new CCSize(480, 320);
//				application.ContentSearchPaths.Add("hd");
//				director.ContentScaleFactor = resourceSize.Height / designSize.Height;
//			}

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

			// turn on display FPS
			mainWindow.DisplayStats = true;
            mainWindow.StatsScale = 2;

            CCScene pScene = GoblinLayer.Scene(mainWindow);

			mainWindow.RunWithScene(pScene);
		}
Beispiel #7
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        public override void FinishedLaunching(UIApplication app)
        {
            CCApplication application = new CCApplication();
            application.ApplicationDelegate = new AppDelegate();

            application.StartGame();
        }
Beispiel #8
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        /// <summary>
        /// Called when app launched.
        /// </summary>
        /// <param name="application">application object</param>
        /// <param name="mainWindow">main window</param>
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.PreferMultiSampling = false;

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

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

            // 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);

            CCSimpleAudioEngine.SharedEngine.PreloadEffect("sounds/hit_paddle");
            CCSimpleAudioEngine.SharedEngine.PreloadEffect("sounds/hit_wall");
            CCSimpleAudioEngine.SharedEngine.PreloadEffect("sounds/hit_off");

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

            scene.AddChild(introLayer);

            mainWindow.RunWithScene(scene);
        }
Beispiel #9
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        public static void Main()
        {
            CCApplication application = new CCApplication(false, new CCSize(600f, 800f));
            application.ApplicationDelegate = new AppDelegate();

            application.StartGame();
        }
Beispiel #10
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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;
            
            // This will set the world bounds to be (0,0, w, h)
            // CCSceneResolutionPolicy.ShowAll will ensure that the aspect ratio is preserved
            mainWindow.SetDesignResolutionSize(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 IntroLayer();

            scene.AddChild(introLayer);

            mainWindow.RunWithScene(scene);
        }
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";


            CCRect boundsRect = new CCRect(0.0f, 0.0f, 960, 640);

			sharedViewport = new CCViewport(new CCRect (0.0f, 0.0f, 1.0f, 1.0f));

            sharedWindow = mainWindow;
            sharedCamera = new CCCamera(boundsRect.Size, new CCPoint3(boundsRect.Center, 100.0f), new CCPoint3(boundsRect.Center, 0.0f));

            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);
			scene.Camera = sharedCamera;

            CCLayer layer = new TestController();

            scene.AddChild(layer);
            sharedWindow.RunWithScene(scene);
        }
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            GameAppDelegate.mainWindow = mainWindow;

            application.PreferMultiSampling = false;

            application.ContentRootDirectory = "Content";
            application.ContentSearchPaths.Add ("Entity");
            application.ContentSearchPaths.Add ("fonts");
            application.ContentSearchPaths.Add ("images");
            application.ContentSearchPaths.Add ("Level");
            application.ContentSearchPaths.Add ("Sound");
            application.ContentSearchPaths.Add ("ViewsImage");

            float desiredHeight = 768.0f;
            float desiredWidth = 1024.0f;
            CCScene.SetDefaultDesignResolution (desiredWidth, desiredHeight, CCSceneResolutionPolicy.ShowAll);

            director = new CCDirector ();
            mainWindow.AddSceneDirector (director);

            var scene = new SplashScene (mainWindow);
            director.RunWithScene (scene);

            scene.PerformSplash ();

            CCSimpleAudioEngine.SharedEngine.PlayBackgroundMusic ("SplashBackMusic.wav",false);

            CCSimpleAudioEngine.SharedEngine.PreloadEffect ("BallCollideHigh.wav");
            CCSimpleAudioEngine.SharedEngine.PreloadEffect ("BallCollideLow.wav");
            CCSimpleAudioEngine.SharedEngine.PreloadEffect ("ballCollideBrick.wav");
        }
        public override void ApplicationWillEnterForeground(CCApplication application)
        {
            application.Paused = false;

            // if you use SimpleAudioEngine, your background music track must resume here.
            CCSimpleAudioEngine.SharedEngine.ResumeBackgroundMusic ();
        }
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main(string[] args)
        {
            CCApplication application = new CCApplication(false, new CCSize(1024f, 768f));
            application.ApplicationDelegate = new AppDelegate();

            application.StartGame();
        }
		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 desiredHeight = 1024.0f;
			float desiredWidth = 768.0f;
    
			// 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);
            
           
			CCScene scene = new CCScene (mainWindow);
			GameLayer gameLayer = new GameLayer ();

			scene.AddChild (gameLayer);

			mainWindow.RunWithScene (scene);
		}
Beispiel #16
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.PreferMultiSampling = false;
            application.ContentRootDirectory = "Content";
            application.ContentSearchPaths.Add ("fonts");
            application.ContentSearchPaths.Add ("landscape");
            application.ContentSearchPaths.Add ("menu");
            application.ContentSearchPaths.Add ("interface");
            application.ContentSearchPaths.Add ("particle");

            gameContainer = new mapKnightLibrary.Container ();
            gameContainer.mainCharacter= new RoboBob();
            gameContainer.physicsHandler = new PhysicsHandler ();

            runningWindow = mainWindow;
            // This tells the application to not use antialiasing which can
            // improve the performance of your game.

            // Get the resolution of the main window...
            var bounds = mainWindow.WindowSizeInPixels;

            ////definieren der Windowgröße auf 1280x576 p (16:9)
            CCScene.SetDefaultDesignResolution (bounds.Width, bounds.Height, CCSceneResolutionPolicy.ShowAll);

            //startScene = new StartScene (mainWindow);
            gameScene = new GameScene (mainWindow, gameContainer, RunningControlType);
            optionScene = new OptionScene (mainWindow);

            // startet das erste Fenster
            mainWindow.RunWithScene (gameScene);
            //startScene.Version = app_version;
            //startScene.startGame += startGame;
            //if (ApplicationFinishedLaunching != null)
            //	ApplicationFinishedLaunching (this, EventArgs.Empty);
        }
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.PreferMultiSampling = false;
            application.ContentRootDirectory = "Content";

            try
            {
                CCSimpleAudioEngine.SharedEngine.PreloadEffect("Sounds/SplatEffect");
                CCSimpleAudioEngine.SharedEngine.PreloadEffect("Sounds/pew-pew-lei");
                CCSimpleAudioEngine.SharedEngine.PlayBackgroundMusic("Sounds/backgroundSound", true);
                CCSimpleAudioEngine.SharedEngine.BackgroundMusicVolume = 0.9f;
                CCSimpleAudioEngine.SharedEngine.EffectsVolume = 0.7f;
            }
            catch(Exception ex)
            {
                System.Diagnostics.Debug.WriteLine(ex);
            }

            var winSize = mainWindow.WindowSizeInPixels;
            mainWindow.SetDesignResolutionSize(winSize.Width, winSize.Height, CCSceneResolutionPolicy.ExactFit);
            //			CCScene.SetDefaultDesignResolution(winSize.Width, winSize.Height, CCSceneResolutionPolicy.ExactFit);

            // TODO: Set this up when we have a Game Layer
            CCScene scene = GameStartLayer.GameStartLayerScene(mainWindow);
            mainWindow.RunWithScene (scene);
        }
Beispiel #18
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		public override void FinishedLaunching (UIApplication application)
		{
			var ccApp = new CCApplication {
				ApplicationDelegate = new GameAppDelegate ()
			};

			ccApp.StartGame ();
		}
        public override void ApplicationDidEnterBackground(CCApplication application)
        {
            // stop all of the animation actions that are running.
            application.Paused = true;

            // if you use SimpleAudioEngine, your music must be paused
            CCSimpleAudioEngine.SharedEngine.PauseBackgroundMusic ();
        }
        static void Main(string[] args)
        {
            ResourcesLoader.Instance.Args = args;

            CCApplication application = new CCApplication(false, new CCSize(1024f, 768f));
            application.ApplicationDelegate = new AppDelegate();
            application.StartGame();
        }
Beispiel #21
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        /// <summary>
        ///     Метод для работы потока обработчика логики игры
        /// </summary>
        private static void ServerHandleGame(object obj) {
            ServerGame = new ServerGame();
            var application = new CCApplication(false, new CCSize(1, 1));

            ServerGame = new ServerGame();
            application.ApplicationDelegate = ServerGame;
            application.StartGame();
        }
        static void Main(string[] args)
        {
            //Console.Title = "cpp game ";
            CCApplication application = new CCApplication(false, new CCSize(1024f, 768f));
            application.ApplicationDelegate = new AppDelegate();

            application.StartGame();
        }
        protected override void OnCreate(Bundle bundle)
        {
            base.OnCreate(bundle);

            var application = new CCApplication();
            application.ApplicationDelegate = new GoneBananasApplicationDelegate();
            SetContentView(application.AndroidContentView);
            application.StartGame();
        }
Beispiel #24
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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);
        }
		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
		}
Beispiel #26
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            SharedWindow = mainWindow;

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

            application.ContentRootDirectory = "Content";

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

            var b = new CozyColorSampleButton(100, 100, 158, 158)
            {
                NormalColor     = new CCColor4B(255, 0, 0),
                ClickedColor    = new CCColor4B(0, 255, 0),
                Text            = "Hello Bttton",
                HasBorder       = true,
            };

            b.OnClick += () =>
            {
            };

            var list = new CozySampleListView()
            {
                ContentSize = new CCSize(350, 350),
                Orientation = ControlOrientation.Vertical,
                Position    = new CCPoint(100, 100),
                HasBorder   = true,
            };
            layer.AddChild(list);

            list.AddItem(new CozySampleListViewItemSprite(new CCSprite("gold"))

            {
                MarginBottom    = 10,
                MarginTop       = 10,
                HasBorder       = true,
            });
            list.AddItem(b);
            list.AddItem(new CozySampleListViewItemSprite(new CCSprite("gold"))

            {
                MarginBottom    = 10,
                MarginTop       = 10,
                HasBorder       = true,
            });

            layer.AddEventListener(b.EventListener, layer);

            scene.AddChild(layer);
            mainWindow.RunWithScene(scene);
        }
Beispiel #27
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        internal CCWindow(CCApplication application, CCSize screenSizeInPixels, GameWindow xnaWindow, GraphicsDeviceManager deviceManager)
        {
            sceneDirectors = new List <CCDirector>();

            AddSceneDirector(new CCDirector());

            EventDispatcher = new CCEventDispatcher(this);
            Stats           = new CCStats();

            #if !NETFX_CORE
            Accelerometer = new CCAccelerometer(this);
            #endif

            eventAfterDraw            = new CCEventCustom(EVENT_AFTER_DRAW);
            eventAfterDraw.UserData   = this;
            eventAfterVisit           = new CCEventCustom(EVENT_AFTER_VISIT);
            eventAfterVisit.UserData  = this;
            eventAfterUpdate          = new CCEventCustom(EVENT_AFTER_UPDATE);
            eventAfterUpdate.UserData = this;


            IsUseAlphaBlending = true;
            IsUseDepthTesting  = false;

            this.XnaWindow = xnaWindow;
            xnaWindow.OrientationChanged += OnOrientationChanged;
            xnaWindow.ClientSizeChanged  += OnWindowSizeChanged;

            DeviceManager = deviceManager;
            // Trying to set user resize when game is full-screen will cause app to crash
            if (!deviceManager.IsFullScreen)
            {
                xnaWindow.AllowUserResizing = true;
            }

            Application = application;

            if (CCScene.DefaultDesignResolutionSize == CCSize.Zero)
            {
                CCScene.DefaultDesignResolutionSize   = screenSizeInPixels;
                CCScene.DefaultDesignResolutionPolicy = CCSceneResolutionPolicy.ExactFit;
            }

            // Make sure we initialize the Cache's so that the correct Scheduler is used.
            // This needs to be looked at further for multiple windows.
            new CCTextureCache(application);
            new CCParticleSystemCache(application);

            Stats.Initialize();

            CCPoint center = screenSizeInPixels.Center;
            defaultViewMatrix = Matrix.CreateLookAt(new CCPoint3(center, 300.0f).XnaVector, new CCPoint3(center, 0.0f).XnaVector, Vector3.Up);
            defaultProjMatrix = Matrix.CreateOrthographic(screenSizeInPixels.Width, screenSizeInPixels.Height, 1024f, -1024);
            defaultViewport   = new Viewport(0, 0, (int)screenSizeInPixels.Width, (int)screenSizeInPixels.Height);
        }
		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);

			GameScene gameScene = new GameScene (mainWindow);
			mainWindow.RunWithScene (gameScene);
		}
Beispiel #29
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        /// <summary>
        /// Called when the activity is about to be created.
        /// </summary>
        /// <param name="bundle">bundle parameter (unused)</param>
        protected override void OnCreate(Bundle bundle)
        {
            base.OnCreate(bundle);

            CCApplication application = new CCApplication();
            application.ApplicationDelegate = new AppDelegate();

            this.SetContentView(application.AndroidContentView);

            application.StartGame();
        }
        //
        // 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)
        {
            CCLog.Logger = System.Diagnostics.Debug.WriteLine;

            CCApplication application = new CCApplication();
            application.ApplicationDelegate = new GameAppDelegate();

            application.StartGame();


        }
Beispiel #31
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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 #32
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        public static void Create(CCApplicationDelegate appDelegate)
        {
            Action <CCGame, Windows.ApplicationModel.Activation.IActivatedEventArgs> initAction =
                delegate(CCGame game, Windows.ApplicationModel.Activation.IActivatedEventArgs args)
            {
                var instance = new CCApplication(game);
                instance.ApplicationDelegate = appDelegate;
            };
            var factory = new MonoGame.Framework.GameFrameworkViewSource <CCGame>(initAction);

            Windows.ApplicationModel.Core.CoreApplication.Run(factory);
        }
Beispiel #33
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        internal CCWindow(CCApplication application, CCSize screenSizeInPixels, GameWindow xnaWindow, GraphicsDeviceManager deviceManager)
        {
            sceneDirectors = new List <CCDirector>();

            AddSceneDirector(new CCDirector());

            EventDispatcher = new CCEventDispatcher(this);
            Stats           = new CCStats();

            #if !NETFX_CORE
            Accelerometer = new CCAccelerometer(this);
            #endif

            eventAfterDraw            = new CCEventCustom(EVENT_AFTER_DRAW);
            eventAfterDraw.UserData   = this;
            eventAfterVisit           = new CCEventCustom(EVENT_AFTER_VISIT);
            eventAfterVisit.UserData  = this;
            eventAfterUpdate          = new CCEventCustom(EVENT_AFTER_UPDATE);
            eventAfterUpdate.UserData = this;


            IsUseAlphaBlending = true;
            IsUseDepthTesting  = false;

            this.XnaWindow = xnaWindow;
            xnaWindow.OrientationChanged += OnOrientationChanged;
            xnaWindow.ClientSizeChanged  += OnWindowSizeChanged;

            DeviceManager = deviceManager;
            // Trying to set user resize when game is full-screen will cause app to crash
            if (!deviceManager.IsFullScreen)
            {
                xnaWindow.AllowUserResizing = true;
            }

            Application = application;

            if (CCScene.DefaultDesignResolutionSize == CCSize.Zero)
            {
                CCScene.DefaultDesignResolutionSize   = screenSizeInPixels;
                CCScene.DefaultDesignResolutionPolicy = CCSceneResolutionPolicy.ExactFit;
            }

            Stats.Initialize();
        }
 public CCParticleSystemCache(CCApplication application)
     : this(application.Scheduler)
 {
 }
Beispiel #35
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 public virtual void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
 {
 }
Beispiel #36
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 // Called when the game enters the background. This happens when the 'windows' button is pressed
 // on a WP phone. On Android, it happens when the device is ide or the power button is pressed.
 public virtual void ApplicationDidEnterBackground(CCApplication application)
 {
 }
Beispiel #37
0
 public CCTextureCache(CCApplication application) : this(application.Scheduler)
 {
 }
Beispiel #38
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 // Called when the game returns to the foreground, such as when the game is launched after
 // being paused.
 public virtual void ApplicationWillEnterForeground(CCApplication application)
 {
 }
Beispiel #39
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 public CCTextureCache(CCApplication application) : this(application.Scheduler)
 {
     sharedTextureCache = this;
 }