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);
		}
        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");
        }
        protected override void AddedToScene()
        {
            base.AddedToScene();

            // We no longer have a static director so when we remove
            // this in the Crash test 1 we do not have the director anymore
            // we will save this off so that we can issue commands to the
            // directory.
            director = Director;
        }
        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);
        }
Example #5
0
        public void RemoveSceneDirector(CCDirector sceneDirector)
        {
            sceneDirectors.Remove(sceneDirector);
            if (DefaultDirector == sceneDirector)
            {
                DefaultDirector = null;
            }

            // TODO: make this smarter
            if (sceneDirectors.Count > 0)
            {
                DefaultDirector = sceneDirectors[0];
            }
        }
		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");

#if __IOS__

			application.ContentSearchPaths.Add ("sounds/iOS/");


#else // android
            application.ContentSearchPaths.Add("sounds/Android/");


#endif

            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);

            CCSimpleAudioEngine.SharedEngine.PlayBackgroundMusic("CoinTimeSong", loop: true);
            // Make the audio a little quieter:
            CCSimpleAudioEngine.SharedEngine.EffectsVolume = .3f;
			var scene = new LevelSelectScene (mainWindow);
			// Can skip to the GmameScene by using this line instead:
			//var scene = new GameScene(mainWindow);
			director.RunWithScene (scene);
		}
Example #7
0
        public void RunWithScene(CCScene scene)
        {
            if (scene.Window == null)
            {
                scene.Window = this;
            }

            CCDirector sceneDirector = scene.Director;

            if (sceneDirector != null)
            {
                AddSceneDirector(sceneDirector);
            }
            else
            {
                sceneDirector = DefaultDirector;
            }

            sceneDirector.RunWithScene(scene);
        }
Example #8
0
        public CCScene(CCWindow window, CCViewport viewport, CCDirector director = null)
#endif
        {
            IgnoreAnchorPointForPosition = true;
            AnchorPoint = new CCPoint(0.5f, 0.5f);
            Viewport    = viewport;
            Window      = window;
            Director    = (director == null) ? window.DefaultDirector : director;

            if (window != null && director != null)
            {
                window.AddSceneDirector(director);
            }

#if USE_PHYSICS
            _physicsWorld = physics ? new CCPhysicsWorld(this) : null;
#endif

            SceneResolutionPolicy = window.DesignResolutionPolicy;
        }
Example #9
0
        //游戏运行时第一个运行这个
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            GameAppDelegate.mainWindow = mainWindow;

            //CCDirector是处理scene这一级别的
            //导演
            director = new CCDirector ();

            //手机游戏开发时,要把PreferMultiSampling设为false
            //因为手机处理器不够强大
            //这个抗锯齿算法很费cpu
            application.PreferMultiSampling = false;

            //asset的读取地址
            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:
            //设置游戏画面的大小
            float desiredWidth = 256.0f;
            float desiredHeight = 224.0f;
            CCScene.SetDefaultDesignResolution (desiredWidth, desiredHeight, CCSceneResolutionPolicy.ShowAll);

            //加入导演
            mainWindow.AddSceneDirector (director);

            //导演引入第一个scene
            var scene = new LevelSelectScene (mainWindow);
            director.RunWithScene (scene);
        }
Example #10
0
        void Initialise()
        {
            if (viewInitialised)
            {
                return;
            }

            PlatformInitialise();

            ActionManager   = new CCActionManager();
            Director        = new CCDirector();
            EventDispatcher = new CCEventDispatcher(this);
            AudioEngine     = new CCAudioEngine();
            Scheduler       = new CCScheduler();

            // Latest instance of game view should be setting shared resources
            // Ideally, we should move towards removing these singletons altogetehr
            CCAudioEngine.SharedEngine  = AudioEngine;
            CCScheduler.SharedScheduler = Scheduler;

            Stats = new CCStats();

            InitialiseGraphicsDevice();

            InitialiseResourceCaches();

            InitialiseRunLoop();

            InitialiseInputHandling();

            Stats.Initialise();

            viewInitialised = true;

            currentViewInstance = new WeakReference(this);
        }
Example #11
0
        public void RemoveSceneDirector(CCDirector sceneDirector)
        {
            sceneDirectors.Remove(sceneDirector);
            if (DefaultDirector == sceneDirector)
                DefaultDirector = null;

            // TODO: make this smarter
            if (sceneDirectors.Count > 0)
                DefaultDirector = sceneDirectors[0];

        }
Example #12
0
        public void AddSceneDirector(CCDirector sceneDirector)
        {
            if (sceneDirector != null && !sceneDirectors.Contains(sceneDirector)) 
            {
                sceneDirectors.Add(sceneDirector);
            }

            if (sceneDirectors.Count == 1)
                DefaultDirector = sceneDirector;

        }
Example #13
0
 public void SetDefaultDirector(int index)
 {
     Debug.Assert(index < sceneDirectors.Count, "CococsSharp CCWindow: index out of range.");
     DefaultDirector = sceneDirectors[index];
 }
Example #14
0
		public CCScene(CCWindow window, CCViewport viewport, CCDirector director = null, bool physics = false)
Example #15
0
        public CCScene(CCWindow window, CCDirector director)
            : this(window, 
                new CCViewport(new CCRect(0.0f, 0.0f, 1.0f, 1.0f), window.SupportedDisplayOrientations, window.CurrentDisplayOrientation), 
                director)
#endif
        {
        }
Example #16
0
        public CCScene(CCWindow window, CCDirector director)
            : this(window, new CCViewport(new CCRect(0.0f, 0.0f, 1.0f, 1.0f), window.SupportedDisplayOrientations), director)
#endif
        {
        }
Example #17
0
		public CCScene(CCWindow window, CCDirector director)
			: this(window, new CCViewport(new CCRect(0.0f, 0.0f, 1.0f, 1.0f)), director)
#endif
		{
		}
Example #18
0
		public CCScene(CCWindow window, CCDirector director, bool physics = false)
			: this(window, new CCViewport(new CCRect(0.0f, 0.0f, 1.0f, 1.0f)), director, physics)
Example #19
0
		public CCScene(CCWindow window, CCViewport viewport, CCDirector director = null)
#endif
		{
			IgnoreAnchorPointForPosition = true;
			AnchorPoint = new CCPoint(0.5f, 0.5f);
			Viewport = viewport;
			Window = window;
			Director = (director == null) ? window.DefaultDirector : director;

			if (window != null && director != null)
				window.AddSceneDirector(director);

#if USE_PHYSICS
			_physicsWorld = physics ? new CCPhysicsWorld(this) : null;
#endif

			SceneResolutionPolicy = window.DesignResolutionPolicy;
		}
Example #20
0
 public void RemoveAllSceneDirectors()
 {
     sceneDirectors.Clear();
     DefaultDirector = null;
 }
Example #21
0
 public CCScene(CCWindow window, CCViewport viewport, CCDirector director = null, bool physics = false)
Example #22
0
 public void SetDefaultDirector(int index)
 {
     Debug.Assert(index < sceneDirectors.Count, "CococsSharp CCWindow: index out of range.");
     DefaultDirector = sceneDirectors[index];
 }
        public CCTexture2D CreateCharacterTexture(CCDirector director)
        {
            const int width = 490;
            const int height = 278;

            CCSize rendSize = new CCSize(width, height);

            var centerPoint = new CCPoint(width / 2, height / 2);
            var characterTexture = new CCRenderTexture(rendSize, rendSize);

            characterTexture.BeginWithClear(100, 0, 0, 0);

            var bodySprite = CreateCustomisationSprite();
            bodySprite.Position = centerPoint;
            bodySprite.Visit();

            var armorSprite = CreateCustomisationSprite();
            armorSprite.Position = centerPoint;
            armorSprite.Visit();

            var eyesSprite = CreateCustomisationSprite();
            eyesSprite.Position = centerPoint;
            eyesSprite.Visit();

            var noseSprite = CreateCustomisationSprite();
            noseSprite.Position = centerPoint;
            noseSprite.Visit();

            var hairSprite = CreateCustomisationSprite();
            hairSprite.Position = centerPoint;
            hairSprite.Visit();

            var moustacheSprite = CreateCustomisationSprite();
            moustacheSprite.Position = centerPoint;
            moustacheSprite.Visit();

            var beardSprite = CreateCustomisationSprite();
            beardSprite.Position = centerPoint;
            beardSprite.Visit();

            var helmutSprite = CreateCustomisationSprite();
            helmutSprite.Position = centerPoint;
            helmutSprite.Visit();

            var weaponSprite = CreateCustomisationSprite();
            weaponSprite.Position = centerPoint;
            weaponSprite.Visit();

            characterTexture.End();

            return characterTexture.Sprite.Texture;
        }
Example #24
0
 public void RemoveAllSceneDirectors()
 {
     sceneDirectors.Clear();
     DefaultDirector = null;
 }
        public CCAnimate CreateAnimateAction(CCDirector director)
        {
            var frameList = new List<CCSpriteFrame>();

            for (var i = 0; i < 7; i++)
            {
                var texture = CreateCharacterTexture(director);

                var sprite = new CCSpriteFrame(texture, new CCRect(0, 0, texture.ContentSizeInPixels.Width, texture.ContentSizeInPixels.Height));
                frameList.Add(sprite);
            }
            var animation = new CCAnimation(frameList, 0.1f);
            var animate = new CCAnimate (animation);

            return animate;
        }
Example #26
0
 public CCScene(CCWindow window, CCDirector director, bool physics = false)
     : this(window, new CCViewport(new CCRect(0.0f, 0.0f, 1.0f, 1.0f)), director, physics)
Example #27
0
        public CCScene(CCWindow window, CCDirector director)
            : this(window, new CCViewport(new CCRect(0.0f, 0.0f, 1.0f, 1.0f)), director)
#endif
        {
        }