Ejemplo n.º 1
0
 internal override void Execute(CCDrawManager drawManager)
 {
     if (Action != null)
     {
         Action();
     }
 }
Ejemplo n.º 2
0
        internal static void Initialize(GraphicsDevice graphics, CCDrawManager drawManager)
        {
            batch = new CCPrimitiveBatch(drawManager);
            CCDrawingPrimitives.drawManager = drawManager;
			DrawColor = CCColor4B.White;
			LineWidth = 1;
			PointSize = 1.0f;
        }
Ejemplo n.º 3
0
        public CCRenderTexture()
        {
            beginCommand = new CCCustomCommand(float.MinValue, OnBegin);
            endCommand = new CCCustomCommand(float.MaxValue, OnEnd);

            PixelFormat = CCSurfaceFormat.Color;
            drawManager = CCDrawManager.SharedDrawManager;
            renderer = drawManager.Renderer;
        }
Ejemplo n.º 4
0
        internal CCRenderer(CCDrawManager drawManager)
        {
            DrawManager = drawManager;

            RenderQueue = new RenderQueue<CCRenderQueueId, CCRenderCommand>();

            quads = new CCRawList<CCV3F_C4B_T2F_Quad>();

            batchCommands = new List<CCRenderCommand>(BATCH_QUADCOMMAND_RESEVER_SIZE);
            batchQuadCommands = new List<CCQuadCommand>(BATCH_QUADCOMMAND_RESEVER_SIZE);
        }
Ejemplo n.º 5
0
        public override bool ApplicationDidFinishLaunching()
        {
            CCDirector.SharedDirector.SetOpenGlView();
            CCDirector.SharedDirector.Projection = CCDirectorProjection.Projection2D;
            CCDrawManager.SetDesignResolutionSize(PreferredWidth, PreferredHeight, CCResolutionPolicy.ShowAll);
            CCDirector.SharedDirector.DisplayStats      = true;
            CCDirector.SharedDirector.AnimationInterval = 1.0 / 60;
            CCDirector.SharedDirector.RunWithScene(new GameScene());

            return(true);
        }
        public GoneBananasApplication(Game game, GraphicsDeviceManager graphics)
            : base(game, graphics)
        {
            s_pSharedApplication = this;

            CCDrawManager.InitializeDisplay(game,
                                            graphics,
                                            DisplayOrientation.Portrait);

            graphics.PreferMultiSampling = false;
        }
Ejemplo n.º 7
0
        public override void Mouse(MouseState state, MouseState oldState)
        {
            var pos = CCDrawManager.ScreenToWorld(state.X, state.Y);

            _mousePos = new Vector2(pos.X, pos.Y);

            if (state.LeftButton == ButtonState.Pressed)
            {
                Explode();
            }
        }
Ejemplo n.º 8
0
        public AppDelegate(Game game, GraphicsDeviceManager graphics)
            : base(game, graphics)
        {
            s_pSharedApplication = this;
            CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft);


            graphics.PreferMultiSampling = false;

            //graphics.PreferredBackBufferWidth = 480;
            //graphics.PreferredBackBufferHeight = 320;
        }
Ejemplo n.º 9
0
        public override void Draw()
        {
            base.Draw();

            // move to 50,50 since the "by" path will start at 50,50
            CCDrawManager.PushMatrix();
            CCDrawManager.Translate(50, 50, 0);
            CCDrawingPrimitives.DrawCatmullRom(m_pArray, 50);
            CCDrawManager.PopMatrix();

            CCDrawingPrimitives.DrawCatmullRom(m_pArray2, 50);
        }
Ejemplo n.º 10
0
        internal override void Execute(CCDrawManager drawManager)
        {
//            drawManager.PushMatrix();
//            //var xnaMatrix = ModelViewTransform.XnaMatrix;
//            //drawManager.MultMatrix(ref xnaMatrix);
//            drawManager.BlendFunc(BlendType);
//            drawManager.BindTexture(Texture);
//
//            drawManager.DrawQuad(ref Quads[0]);
//
//            drawManager.PopMatrix();

        }
Ejemplo n.º 11
0
        public AppDelegate(Game game, GraphicsDeviceManager graphics)
            : base(game, graphics)
        {
            s_pSharedApplication = this;
            CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft);

            game.Window.AllowUserResizing = true;
            graphics.PreferMultiSampling  = false;
#if WINDOWS || WINDOWSGL || WINDOWSDX || MACOS
            graphics.PreferredBackBufferWidth  = 1024;
            graphics.PreferredBackBufferHeight = 768;
#endif
        }
Ejemplo n.º 12
0
        public BlocCruiserApplication(Game game, GraphicsDeviceManager graphics) : base(game, graphics)
        {
            s_pSharedApplication = this;

            //graphics.PreferredBackBufferWidth = (int)CCDirector.SharedDirector.WinSize.Width;
            //graphics.PreferredBackBufferHeight = (int)CCDirector.SharedDirector.WinSize.Height;

            CCDrawManager.InitializeDisplay(
                game,
                graphics,
                DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft);

            graphics.PreferMultiSampling = false;
        }
Ejemplo n.º 13
0
        internal CCRenderer(CCDrawManager drawManagerIn)
        {
            currentBatchedQuads = new CCRawList<CCV3F_C4B_T2F_Quad>(256, true);
            quadCommands = new CCRawList<CCQuadCommand>(256, true);
            renderQueue = new CCRawList<CCRenderCommand>();
            drawManager = drawManagerIn;

            viewportGroupStack = new Viewport[MaxStackDepth];
            layerGroupViewMatrixStack = new Matrix[MaxStackDepth];
            layerGroupProjMatrixStack = new Matrix[MaxStackDepth];
            viewportGroupIdStack = new byte[MaxStackDepth];
            layerGroupIdStack = new byte[MaxStackDepth];
            groupIdStack = new byte[MaxStackDepth];
        }
Ejemplo n.º 14
0
        public virtual void Mouse(MouseState state, MouseState oldState)
        {
            var     p        = CCDrawManager.ScreenToWorld(state.X, state.Y);
            Vector2 position = new Vector2(p.X, p.Y);

            if (state.LeftButton == ButtonState.Released && oldState.LeftButton == ButtonState.Pressed)
            {
                MouseUp();
            }
            else if (state.LeftButton == ButtonState.Pressed && oldState.LeftButton == ButtonState.Released)
            {
                MouseDown(position);
            }

            MouseMove(position);
        }
Ejemplo n.º 15
0
        internal CCPrimitiveBatch(CCDrawManager drawManager, int bufferSize=DefaultBufferSize)
        {
            DrawManager = drawManager;

            if (drawManager.XnaGraphicsDevice == null)
            {
                throw new ArgumentNullException("graphicsDevice");
            }
  
            triangleVertices = new CCV3F_C4B[bufferSize - bufferSize % 3];
            lineVertices = new CCV3F_C4B[bufferSize - bufferSize % 2];

            triangleVerts = new CCRawList<CCV3F_C4B[]>(100, true);
            lineVerts = new CCRawList<CCV3F_C4B[]>(100, true);

        }
Ejemplo n.º 16
0
        public AppDelegate(Game game, GraphicsDeviceManager graphics)
            : base(game, graphics)
        {
            s_pSharedApplication = this;
            CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft);

#if WINDOWS_PHONE8
            HandleMediaStateAutomatically = false; // Bug in MonoGame - https://github.com/Cocos2DXNA/cocos2d-xna/issues/325
#endif
            game.Window.AllowUserResizing = true;
            graphics.PreferMultiSampling  = false;
#if WINDOWS || WINDOWSGL || WINDOWSDX || MACOS
            graphics.PreferredBackBufferWidth  = 1024;
            graphics.PreferredBackBufferHeight = 768;
#endif
        }
Ejemplo n.º 17
0
        /// <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)
        {
            //1280 x 768
#if WINDOWS_PHONE
            preferredWidth  = 1280;
            preferredHeight = 768;
#else
            preferredWidth  = 1024;
            preferredHeight = 768;
#endif

            application.PreferredBackBufferWidth  = preferredWidth;
            application.PreferredBackBufferHeight = preferredHeight;

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

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

            CCDirector director = CCApplication.SharedApplication.MainWindowDirector;
            director.DisplayStats      = true;
            director.AnimationInterval = 1.0 / 60;

            CCSize designSize = new CCSize(480, 320);

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

            CCDrawManager.SetDesignResolutionSize(designSize.Width, designSize.Height, CCResolutionPolicy.ShowAll);

            // turn on display FPS
            director.DisplayStats = true;

            // set FPS. the default value is 1.0/60 if you don't call this
            director.AnimationInterval = 1.0 / 60;

            CCScene pScene = IntroLayer.Scene;

            director.RunWithScene(pScene);
        }
Ejemplo n.º 18
0
        public AppDelegate(Game game, GraphicsDeviceManager graphics)
            : base(game, graphics)
        {
            s_pSharedApplication = this;


            CCDrawManager.InitializeDisplay(game,
                                            graphics,
                                            DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft);


            graphics.PreferMultiSampling = false;

            // TODO: Set your window dimensions here
            graphics.PreferredBackBufferWidth  = 1024;
            graphics.PreferredBackBufferHeight = 768;
        }
Ejemplo n.º 19
0
        internal CCPrimitiveBatch(CCDrawManager drawManager, int bufferSize=DefaultBufferSize)
        {
            DrawManager = drawManager;

            if (drawManager.XnaGraphicsDevice == null)
            {
                throw new ArgumentNullException("graphicsDevice");
            }
            device = drawManager.XnaGraphicsDevice;

            triangleVertices = new VertexPositionColor[bufferSize - bufferSize % 3];
            lineVertices = new VertexPositionColor[bufferSize - bufferSize % 2];

            // set up a new basic effect, and enable vertex colors.
            basicEffect = new BasicEffect(drawManager.XnaGraphicsDevice);
            basicEffect.VertexColorEnabled = true;
        }
Ejemplo n.º 20
0
        public override void Mouse(MouseState state, MouseState oldState)
        {
            //base.Mouse(state, oldState);
            var     pos        = CCDrawManager.ScreenToWorld(state.X, state.Y);
            Vector2 MouseWorld = new Vector2(pos.X, pos.Y);

            //SimpleWind.Position = MouseWorld;
            _simpleWind.Direction = MouseWorld - _simpleWind.Position;
            _simpleWind.Strength  = _strength;

            if (state.LeftButton == ButtonState.Pressed && oldState.LeftButton == ButtonState.Released)
            {
                _simpleWind.Position  = MouseWorld;
                _simpleWind.Direction = MouseWorld + new Vector2(0, 1);
                Microsoft.Xna.Framework.Input.Mouse.SetPosition(state.X, state.Y + 10);
            }
        }
Ejemplo n.º 21
0
        public override void Draw()
        {
            base.Draw();

            // move to 50,50 since the "by" path will start at 50,50
            CCDrawManager.PushMatrix();
            CCDrawManager.Translate(50, 50, 0);
            CCDrawingPrimitives.DrawCardinalSpline(m_pArray, 0, 100);
            CCDrawManager.PopMatrix();

            var s = CCDirector.SharedDirector.WinSize;

            CCDrawManager.PushMatrix();
            CCDrawManager.Translate(s.Width / 2, 50, 0);
            CCDrawingPrimitives.DrawCardinalSpline(m_pArray, 1, 100);
            CCDrawManager.PopMatrix();
        }
        public AppDelegate(Game game, GraphicsDeviceManager graphics)
            : base(game, graphics)
        {
            s_pSharedApplication = this;
            _winSize             = new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
#if NETFX_CORE
            CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight);
#else
#if ANDROID
            CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.Portrait | DisplayOrientation.PortraitDown);
#else
            CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.Portrait);
#endif
#endif

            graphics.PreferMultiSampling = false;
        }
Ejemplo n.º 23
0
        public AppDelegate(Game game, GraphicsDeviceManager graphics)
            : base(game, graphics)
        {
            s_pSharedApplication = this;
            // Set the size of the windows that you want here.
            preferredWidth  = 1024;
            preferredHeight = 768;

            graphics.PreferredBackBufferWidth  = preferredWidth;
            graphics.PreferredBackBufferHeight = preferredHeight;

            CCDrawManager.InitializeDisplay(game,
                                            graphics,
                                            DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft);


            graphics.PreferMultiSampling = false;
        }
Ejemplo n.º 24
0
        public void NewOrientation()
        {
            switch (s_currentOrientation)
            {
            case DisplayOrientation.LandscapeLeft:
                s_currentOrientation = DisplayOrientation.Portrait;
                break;

            case DisplayOrientation.Portrait:
                s_currentOrientation = DisplayOrientation.LandscapeRight;
                break;

            case DisplayOrientation.LandscapeRight:
                s_currentOrientation = DisplayOrientation.LandscapeLeft;
                break;
            }
            CCDrawManager.SetOrientation(s_currentOrientation);
        }
Ejemplo n.º 25
0
        public AppDelegate(Game game, GraphicsDeviceManager graphics)
            : base(game, graphics)
        {
            s_pSharedApplication = this;
            // Set the preferred dimensions of your game, this is also known as
            // your target resolution.
            preferredWidth  = 480;
            preferredHeight = 320;
            graphics.PreferredBackBufferWidth  = preferredWidth;
            graphics.PreferredBackBufferHeight = preferredHeight;
            // Note the orientation here, must match what you specify in the Activity attributes.
            CCDrawManager.InitializeDisplay(game,
                                            graphics,
                                            DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft);

            // Anti-aliasing
            graphics.PreferMultiSampling = false;
        }
Ejemplo n.º 26
0
        public AppDelegate(Game game, GraphicsDeviceManager graphics)
            : base(game, graphics)
        {
            s_pSharedApplication = this;
#if WINDOWS || MACOS || MONOMAC || LINUX || OUYA || XBOX
            graphics.PreferredBackBufferWidth  = 1024;
            graphics.PreferredBackBufferHeight = 768;
#endif
            CCDrawManager.InitializeDisplay(game,
                                            graphics,
                                            DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft);


            graphics.PreferMultiSampling = false;

            //graphics.PreferredBackBufferWidth = 480;
            //graphics.PreferredBackBufferHeight = 320;
        }
Ejemplo n.º 27
0
        internal void RenderCustomCommand(CCDrawManager drawManager)
        {
            bool originalDepthTestState = drawManager.DepthTest;
            drawManager.DepthTest = UsingDepthTest;

            drawManager.PushMatrix();
            drawManager.SetIdentityMatrix();

            if (WorldTransform != CCAffineTransform.Identity)
            {
                var worldTrans = WorldTransform.XnaMatrix;
                drawManager.MultMatrix(ref worldTrans);
            }
            Action();

            drawManager.PopMatrix();

            drawManager.DepthTest = originalDepthTestState;
        }
Ejemplo n.º 28
0
        public AppDelegate(Game game, GraphicsDeviceManager graphics)
            : base(game, graphics)
        {
            s_pSharedApplication = this;
            // Set the preferred dimensions of your game which will be the window dimensions
            // of your game. On embedded devices like phones and tablets, this should match the
            // resolution of your device target. Ouya can support two resolutions 720p and 1080p
            // so you can choose whatever aspect ration you need for your game here.
            preferredWidth  = 480;
            preferredHeight = 320;
            graphics.PreferredBackBufferWidth  = preferredWidth;
            graphics.PreferredBackBufferHeight = preferredHeight;
            // Note the orientation here, must match what you specify in the Activity attributes.
            CCDrawManager.InitializeDisplay(game,
                                            graphics,
                                            DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft);

            // Anti-aliasing
            graphics.PreferMultiSampling = false;
        }
Ejemplo n.º 29
0
        public AppDelegate(Game game, GraphicsDeviceManager graphics)
            : base(game, graphics)
        {
            s_pSharedApplication = this;

            preferredWidth  = 480;
            preferredHeight = 320;

            // TODO: Set your preferred window dimensions, this will set a resolution
            // that fits the hardware. You do not have to set this, so remove these lines
            // if you want default behavior.
            graphics.PreferredBackBufferWidth  = 800;
            graphics.PreferredBackBufferHeight = 480;

            CCDrawManager.InitializeDisplay(game,
                                            graphics,
                                            DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft);


            graphics.PreferMultiSampling = false;
        }
Ejemplo n.º 30
0
        public AppDelegate(Game game, GraphicsDeviceManager graphics)
            : base(game, graphics)
        {
            s_pSharedApplication = this;

            // disable the automatic media restore so we don't get a deadlock when the game
            // first starts.
            HandleMediaStateAutomatically = false;

            // set the render viewport size
            graphics.PreferredBackBufferWidth  = preferredWidth;
            graphics.PreferredBackBufferHeight = preferredHeight;

            // Initialize the graphics
            CCDrawManager.InitializeDisplay(game,
                                            graphics,
                                            DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft);

            // this controls anti-aliasing
            graphics.PreferMultiSampling = false;
        }
Ejemplo n.º 31
0
        internal CCGeometryBatch(CCDrawManager drawManager, int bufferSize=DefaultBufferSize)
        {
            DrawManager = drawManager;

            if (drawManager.XnaGraphicsDevice == null)
            {
                throw new ArgumentNullException("graphicsDevice");
            }
            device = drawManager.XnaGraphicsDevice;

            batchItemList = new List<CCGeometryInstance>(bufferSize);
            freeBatchItemQueue = new Queue<CCGeometryInstance>(bufferSize);

            EnsureCapacity(bufferSize, bufferSize * 2);

            // set up a new basic effect, and enable vertex colors.
            basicEffect = new BasicEffect(drawManager.XnaGraphicsDevice);
            basicEffect.VertexColorEnabled = true;
            basicEffect.TextureEnabled = true;

            AutoClearInstances = true;
        }
Ejemplo n.º 32
0
        /// <summary>
        ///  Implement CCDirector and CCScene init code here.
        /// </summary>
        /// <returns>
        ///  true  Initialize success, app continue.
        ///  false Initialize failed, app terminate.
        /// </returns>
        public override bool ApplicationDidFinishLaunching()
        {
            //initialize director
            CCDirector pDirector = CCDirector.SharedDirector;

            pDirector.SetOpenGlView();
#if WINDOWS
            DrawManager.SetDesignResolutionSize(1024, 768, ResolutionPolicy.ExactFit);
#else
            CCDrawManager.SetDesignResolutionSize(800, 480, ResolutionPolicy.ShowAll);
            //DrawManager.SetDesignResolutionSize(480, 320, ResolutionPolicy.ShowAll);
#endif
            // turn on display FPS
            pDirector.DisplayStats = true;

            // pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);

            // set FPS. the default value is 1.0/60 if you don't call this
            pDirector.AnimationInterval = 1.0 / 60;

            // create a scene. it's an autorelease object
            CCScene pScene = new CCScene();
            CCLayer pLayer = new TestController();

            /*
             * CCScene pScene = CCScene.node();
             * var pLayer = Box2DView.viewWithEntryID(0);
             * pLayer.scale = 10;
             * pLayer.anchorPoint = new CCPoint(0, 0);
             * pLayer.position = new CCPoint(CCDirector.sharedDirector().getWinSize().width / 2, CCDirector.sharedDirector().getWinSize().height / 4);
             */

            pScene.AddChild(pLayer);
            pDirector.RunWithScene(pScene);

            return(true);
        }
Ejemplo n.º 33
0
        /// <summary>
        ///  Implement CCDirector and CCScene init code here.
        /// </summary>
        /// <returns>
        ///  true  Initialize success, app continue.
        ///  false Initialize failed, app terminate.
        /// </returns>
        public override bool ApplicationDidFinishLaunching()
        {
            //initialize director
            CCDirector pDirector = CCDirector.SharedDirector;

            pDirector.SetOpenGlView();


            // 2D projection
            pDirector.Projection = ccDirectorProjection.kCCDirectorProjection2D;

            // Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices
            //if( ! [director_ enableRetinaDisplay:YES] )
            //	CCLOG(@"Retina Display Not supported");


#if WINDOWS || MACOS || MONOMAC || LINUX || OUYA || XBOX
            var resPolicy = ResolutionPolicy.ExactFit;
#else
            var resPolicy = ResolutionPolicy.ShowAll;
#endif

            CCDrawManager.SetDesignResolutionSize(preferredWidth,
                                                  preferredHeight,
                                                  resPolicy);

            // turn on display FPS
            //pDirector.DisplayStats = true;

            // set FPS. the default value is 1.0/60 if you don't call this
            pDirector.AnimationInterval = 1.0 / 60;

            CCScene pScene = IntroLayer.Scene;

            pDirector.RunWithScene(pScene);
            return(true);
        }
Ejemplo n.º 34
0
        /// <summary>
        ///  Implement CCDirector and CCScene init code here.
        /// </summary>
        /// <returns>
        ///  true  Initialize success, app continue.
        ///  false Initialize failed, app terminate.
        /// </returns>
        public override bool ApplicationDidFinishLaunching()
        {
            //initialize director
            CCDirector pDirector = CCDirector.SharedDirector;

            pDirector.SetOpenGlView();

            var resPolicy = CCResolutionPolicy.ExactFit;             // This will stretch out your game

            CCDrawManager.SetDesignResolutionSize(preferredWidth,
                                                  preferredHeight,
                                                  resPolicy);

            // turn on display FPS
            //pDirector.DisplayStats = true;

            // set FPS. the default value is 1.0/60 if you don't call this
            pDirector.AnimationInterval = 1.0 / 60;

            CCScene pScene = IntroLayer.Scene;

            pDirector.RunWithScene(pScene);
            return(true);
        }
Ejemplo n.º 35
0
 internal override void Execute(CCDrawManager drawManager)
 {
     //throw new NotImplementedException();
 }
Ejemplo n.º 36
0
 internal abstract void Execute(CCDrawManager drawManager);
Ejemplo n.º 37
0
 internal CCGrabber(CCDrawManager drawManager)
 {
     this.drawManager = drawManager;
 }
Ejemplo n.º 38
0
 internal void UseMaterial (CCDrawManager drawManager)
 {
     drawManager.BlendFunc(BlendType);
     drawManager.BindTexture(Texture);
 }
Ejemplo n.º 39
0
        /// <summary>
        ///  Implement CCDirector and CCScene init code here.
        /// </summary>
        /// <returns>
        ///  true  Initialize success, app continue.
        ///  false Initialize failed, app terminate.
        /// </returns>
        public override bool ApplicationDidFinishLaunching()
        {
            //initialize director
            CCDirector pDirector = CCDirector.SharedDirector;

            pDirector.SetOpenGlView();

            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);
            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);

            // turn on display FPS
            pDirector.DisplayStats = true;
            // set FPS. the default value is 1.0/60 if you don't call this
            pDirector.AnimationInterval = 1.0 / 60;
            CCSize designSize = new CCSize(480, 320);

            if (CCDrawManager.FrameSize.Height > 320)
            {
                CCSize resourceSize = new CCSize(960, 640);
                CCContentManager.SharedContentManager.SearchPaths.Add("hd");

                /*
                 * CCContentManager.SharedContentManager.SearchPaths.Add("hd/extensions");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("extensions");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("hd/animations");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("animations");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("hd/TileMaps");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("TileMaps");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("hd/ccb");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("ccb");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("hd/Images");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("Particles");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("Sounds");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("TileMaps");
                 */
                pDirector.ContentScaleFactor = resourceSize.Height / designSize.Height;
            }

            CCDrawManager.SetDesignResolutionSize(designSize.Width, designSize.Height, CCResolutionPolicy.ShowAll);

/*
 #if WINDOWS || WINDOWSGL
 *          CCDrawManager.SetDesignResolutionSize(1280, 768, CCResolutionPolicy.ExactFit);
 #else
 *          CCDrawManager.SetDesignResolutionSize(800, 480, CCResolutionPolicy.ShowAll);
 *          //CCDrawManager.SetDesignResolutionSize(480, 320, CCResolutionPolicy.ShowAll);
 #endif
 */

            // create a scene. it's an autorelease object
            CCScene pScene = new CCScene();
            CCLayer pLayer = new TestController();

            /*
             * CCScene pScene = CCScene.node();
             * var pLayer = Box2DView.viewWithEntryID(0);
             * pLayer.scale = 10;
             * pLayer.anchorPoint = new CCPoint(0, 0);
             * pLayer.position = new CCPoint(CCDirector.sharedDirector().getWinSize().width / 2, CCDirector.sharedDirector().getWinSize().height / 4);
             */

            pScene.AddChild(pLayer);
            pDirector.RunWithScene(pScene);

            return(true);
        }
Ejemplo n.º 40
0
 internal override void Execute(CCDrawManager drawManager)
 {
     drawManager.BindTexture(Texture.Texture);
     drawManager.BlendFunc(BlendType);
     Texture.DrawQuads();
 }