public void RunGame(EasingFactory factory) { if (_gameScene == null) { _gameScene = new CCScene(_gameView); _gameLayer = new GameLayer(this); _gameScene.AddLayer(_gameLayer); _gameScene.AddLayer(new MenuLayer2(this)); } _gameLayer.SetFactory(factory); _gameLayer.StartGame(); _gameView.RunWithScene(_gameScene); }
public static void Initialize(CCGameView gameView) { GameView = gameView; var contentSearchPaths = new List <string> () { "Fonts", "Sounds" }; #if __IOS__ contentSearchPaths.Add("Sounds/iOS/"); #else // android contentSearchPaths.Add("Sounds/Android/"); #endif contentSearchPaths.Add("Images"); GameView.ContentManager.SearchPaths = contentSearchPaths; // We use a lower-resolution display to get a pixellated appearance int width = 384; int height = 512; GameView.DesignResolution = new CCSizeI(width, height); InitializeAudio(); var scene = new TitleScene(GameView); GameView.RunWithScene(scene); }
void LoadGame(object sender, System.EventArgs e) { CCGameView gameView = sender as CCGameView; if (gameView != null) { CCSpriteFontCache sharedCache = gameView.SpriteFontCache; sharedCache.RegisterFont("arial", 12, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 38, 50, 64); sharedCache.RegisterFont("MarkerFelt", 16, 18, 22, 32); sharedCache.RegisterFont("MarkerFelt-Thin", 12, 18); sharedCache.RegisterFont("Paint Boy", 26); sharedCache.RegisterFont("Schwarzwald Regular", 26); sharedCache.RegisterFont("Scissor Cuts", 26); sharedCache.RegisterFont("A Damn Mess", 26); sharedCache.RegisterFont("Abberancy", 26); sharedCache.RegisterFont("Abduction", 26); gameView.ContentManager.SearchPaths = new List <string>() { "", "images", "fonts" }; gameView.DesignResolution = new CCSizeI(1024, 768); gameView.Stats.Enabled = true; gameView.ResolutionPolicy = CCViewResolutionPolicy.ShowAll; CCScene gameScene = new CCScene(gameView); gameScene.AddLayer(new TestController()); gameView.RunWithScene(gameScene); } }
public static void Initialize(CCGameView gameView) { GameView = gameView; // Add content search paths var contentSearchPaths = new List <string>() { "Fonts", "Sounds", "Images" }; #if __IOS__ contentSearchPaths.Add("Sounds/iOS/"); #else // android contentSearchPaths.Add("Sounds/Android/"); #endif GameView.ContentManager.SearchPaths = contentSearchPaths; // Set display resolution to Iphone 6s/6 dims int width = GameConfig.RESOLUTION_WIDTH; int height = GameConfig.RESOLUTION_HEIGHT; GameView.DesignResolution = new CCSizeI(width, height); // Init game sounds InitializeAudio(); // Create and run menu scene var scene = new MenuScene(GameView); GameView.RunWithScene(scene); }
public static void Initialize(CCGameView gameView) { GameView = gameView; var contentSearchPaths = new List <string>() { "Fonts", "Sounds" }; #if __IOS__ //contentSearchPaths.Add("Sounds/iOS/"); #else // android contentSearchPaths.Add("Sounds/Android/"); #endif contentSearchPaths.Add("Images"); GameView.ContentManager.SearchPaths = contentSearchPaths; // We use a lower-resolution display to get a pixellated appearance //int width = 800; //int height = 480; GameView.DesignResolution = new CCSizeI(GodClass.desiredWidth, GodClass.desiredHeight); GameView.ResolutionPolicy = CCViewResolutionPolicy.ShowAll; //InitializeAudio(); var scene = new TitleScene(GameView); GameView.RunWithScene(scene); }
public void HandleViewCreated(object sender, EventArgs e) { gv = sender as CCGameView; if (gv != null) { scene = new GameScene(gv); gv.RunWithScene(scene); } }
void LoadGame(object sender, EventArgs e) { CCGameView gameView = sender as CCGameView; List <object> iOSProperties = new List <object>(); currentMod = (String.IsNullOrWhiteSpace(userDefaults.StringForKey("CurrentMod")) ? "Original" : userDefaults.StringForKey("CurrentMod")); iOSProperties.Add(View.Window.Frame.Width); iOSProperties.Add(View.Window.Frame.Height); iOSProperties.Add(forceTouchAvailable); iOSProperties.Add((Action <string>)ControlMenu); iOSProperties.Add((Action <bool, string, string, float>)ControlSound); iOSProperties.Add((Func <string, string>)userDefaults.StringForKey); iOSProperties.Add((Action <string, string>)userDefaults.SetString); iOSProperties.Add((Action)ShowBestTimeAlert); if (gameView != null) { CCScene gameScene; CCSizeI viewSize = gameView.ViewSize; var contentSearchPaths = new List <string>() { "Fonts", "Images/" + currentMod, "Sounds/" + currentMod }; // Set world dimensions. gameView.DesignResolution = new CCSizeI((int)View.Window.Frame.Width, (int)View.Window.Frame.Height); // 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 (viewSize.Width < (int)View.Window.Frame.Width) { CCSprite.DefaultTexelToContentSizeRatio = 1.0f; } else { CCSprite.DefaultTexelToContentSizeRatio = 2.0f; } gameView.ContentManager.SearchPaths = contentSearchPaths; gameScene = new CCScene(gameView); gameLayer = new GameLayer(APP_NAME, iOSProperties, new List <object>()); // Compensate for a bug with CocosSharp GameScene scaling that leaves a white line at the top. gameScene.ScaleY = 1.0001f; AddMenu(); gameScene.AddLayer(gameLayer); gameView.RunWithScene(gameScene); } }
void LoadGame(object sender, System.EventArgs e) { CCGameView gameView = sender as CCGameView; if (gameView != null) { gameView.DesignResolution = new CCSizeI(1024, 768); gameView.Stats.Enabled = true; gameView.ResolutionPolicy = CCViewResolutionPolicy.ShowAll; CCScene gameScene = new CCScene(gameView); gameScene.AddLayer(new TestController()); gameView.RunWithScene(gameScene); } }
/********************************************************************** *********************************************************************/ //sets up the scene void HandleViewCreated(object sender, EventArgs e) { cc_gameView = sender as CCGameView; if (cc_gameView != null) { //############################################################### //choose gamescene for GoBackN or Selective Repeat if (strategy == "Selective Repeat") { gameScene = new OldPipelineProtocolsScene(cc_gameView); // Starts CocosSharp: cc_gameView.RunWithScene(gameScene); } else { gameScene2 = new OldPipelineProtocolsScene2(cc_gameView); //gameScene2.PositionY = -1100; //reagiert nicht mehr auf touch // Starts CocosSharp: cc_gameView.RunWithScene(gameScene2); } } }
private async void LoadGame(object sender, EventArgs ea) { _nativeGameV = sender as CCGameView; if (_nativeGameV != null) { //_nativeGameV.DesignResolution = _nativeGameV.ViewSize; //_nativeGameV.ResolutionPolicy = CCViewResolutionPolicy.ExactFit; _nativeGameV.DesignResolution = new CCSizeI(1000, 1620); _nativeGameV.ResolutionPolicy = CCViewResolutionPolicy.ShowAll; _nativeGameV.ContentManager.SearchPaths = new List <string> { "Fonts", "Sounds", "Images", "Animations" }; CCScene gameScene = new CCScene(_nativeGameV); gameScene.AddLayer(new Game.GameLayer(App.BallFilename, _nativeGameV.DesignResolution.Width, _nativeGameV.DesignResolution.Height)); _nativeGameV.RunWithScene(gameScene); } }
void LoadGame(object sender, EventArgs e) { CCGameView gameView = sender as CCGameView; if (gameView != null) { var contentSearchPaths = new List <string>() { "Fonts", "Sounds" }; CCSizeI viewSize = gameView.ViewSize; int width = 1024; int height = 768; // // Set world dimensions gameView.DesignResolution = new CCSizeI(gameView.Width, gameView.Height); gm = new GameLayer(); // gm.mymethod(gameView.Width, gameView.Height); // 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 (width < viewSize.Width) { contentSearchPaths.Add("Images/Hd"); CCSprite.DefaultTexelToContentSizeRatio = 2.0f; } else { contentSearchPaths.Add("Images/Ld"); CCSprite.DefaultTexelToContentSizeRatio = 1.0f; } gameView.ContentManager.SearchPaths = contentSearchPaths; CCScene gameScene = new CCScene(gameView); gameScene.AddLayer(new GameLayer()); gameView.RunWithScene(gameScene); } }
public static void LoadGame(object sender, EventArgs e) { GameView = sender as CCGameView; if (GameView != null) { var contentSearchPaths = new List <string>() { "Fonts", "Sounds" }; CCSizeI viewSize = GameView.ViewSize; int width = 1024; int height = 768; // Set world dimensions GameView.DesignResolution = new CCSizeI(width, height); GameView.ResolutionPolicy = CCViewResolutionPolicy.ExactFit; // 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 (width < viewSize.Width) { //contentSearchPaths.Add("Images/Collision"); CCSprite.DefaultTexelToContentSizeRatio = 2.0f; } else { //contentSearchPaths.Add("Images/Periphery"); CCSprite.DefaultTexelToContentSizeRatio = 1.0f; } GameView.ContentManager.SearchPaths = contentSearchPaths; var gameScene = new GameScene(GameView); GameView.RunWithScene(gameScene); } }
void LoadGame(object sender, EventArgs e) { CCGameView gameView = sender as CCGameView; if (gameView != null) { var contentSearchPaths = new List <string>() { "fonts", "sounds" }; gameView.DesignResolution = new CCSizeI(1024, 768); gameView.Stats.Enabled = true; gameView.ContentManager.SearchPaths = contentSearchPaths; CCScene gameScene = new CCScene(gameView); gameScene.AddLayer(new TestController()); gameView.RunWithScene(gameScene); } }
public static void LoadGame(object sender, EventArgs e) { CCGameView gameView = sender as CCGameView; if (gameView != null) { var contentSearchPaths = new List <string>() { "Fonts", "Sounds" }; CCSizeI viewSize = gameView.ViewSize; // Set world dimensions gameView.DesignResolution = new CCSizeI(viewSize.Width, viewSize.Height); // 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 (width < viewSize.Width) //{ // contentSearchPaths.Add("Images/Hd"); // CCSprite.DefaultTexelToContentSizeRatio = 2.0f; //} //else //{ contentSearchPaths.Add("Images/Ld"); CCSprite.DefaultTexelToContentSizeRatio = 1.0f; //} gameView.ContentManager.SearchPaths = contentSearchPaths; CCAudioEngine.SharedEngine.PreloadEffect("pop"); CCScene gameScene = new CCScene(gameView); gameScene.AddLayer(new MenuLayer()); gameView.RunWithScene(gameScene); } }
void LoadGame(object sender, EventArgs e) { CCGameView gameView = sender as CCGameView; if (gameView != null) { var contentSearchPaths = new List <string>() { "Fonts", "Sounds" }; CCSizeI viewSize = gameView.ViewSize; Display display = WindowManager.DefaultDisplay; Point Size = new Point(); display.GetSize(Size); int width = Size.X - 1; int height = Size.Y - 1; gameView.DesignResolution = new CCSizeI(width, height); if (width < viewSize.Width) { contentSearchPaths.Add("Images/Hd"); CCSprite.DefaultTexelToContentSizeRatio = 2.0f; } else { contentSearchPaths.Add("Images/Ld"); CCSprite.DefaultTexelToContentSizeRatio = 1.0f; } gameView.ContentManager.SearchPaths = contentSearchPaths; CCScene gameScene = new CCScene(gameView); gameScene.AddLayer(new GameLayer(this, width, height, IntentType, NrTel, GameId)); gameView.RunWithScene(gameScene); } }
void LoadGame(object sender, EventArgs e) { CCGameView gameView = sender as CCGameView; if (gameView != null) { var contentSearchPaths = new List <string>() { "Fonts", "Sounds", "Images" }; int width = 512; int height = 384; // Set world dimensions gameView.DesignResolution = new CCSizeI(width, height); gameView.ContentManager.SearchPaths = contentSearchPaths; CCScene gameScene = new CCScene(gameView); gameScene.AddLayer(new GameLayer()); gameView.RunWithScene(gameScene); } }