void LoadGame (object sender, EventArgs e) { var nativeGameView = sender as CCGameView; if (nativeGameView != null) { var contentSearchPaths = new List<string> () { "Fonts", "Sounds" }; CCSizeI viewSize = nativeGameView.ViewSize; CCSizeI designResolution = nativeGameView.DesignResolution; // 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 (designResolution.Width < viewSize.Width) { contentSearchPaths.Add ("Images/Hd"); CCSprite.DefaultTexelToContentSizeRatio = 2.0f; } else { contentSearchPaths.Add ("Images/Ld"); CCSprite.DefaultTexelToContentSizeRatio = 1.0f; } nativeGameView.ContentManager.SearchPaths = contentSearchPaths; CCScene gameScene = new CCScene (nativeGameView); gameScene.AddLayer (new GameLayer ()); nativeGameView.RunWithScene (gameScene); } }
void LoadGame(object sender, EventArgs e) { var nativeGameView = sender as CCGameView; if (nativeGameView == null) return; var contentSearchPaths = new List<string> () { "Fonts", "Sounds", "Images" }; // TODO look at Ian Parson's Gone Bananas sample and make images path vary depending on resolution CCSprite.DefaultTexelToContentSizeRatio = 2.0f; // TODO make this vary according to resolution nativeGameView.ContentManager.SearchPaths = contentSearchPaths; CCScene gameScene = new CCScene(nativeGameView); gameScene.AddLayer(GameModel.MakeLayer()); nativeGameView.RunWithScene(gameScene); }
void LoadGame(object sender, EventArgs e) { CCGameView gameView = sender as CCGameView; if (gameView != null) { gameView.ContentManager.SearchPaths = new List<string>() {"Images", "Fonts","Sounds", "Tiles"}; //gameView.ContentManager.RootDirectory = "Content"; //CCScene.SetDefaultDesignResolution(380, 240, CCSceneResolutionPolicy.ShowAll); //gameView.ResolutionPolicy = CCViewResolutionPolicy.ExactFit; CCScene gameScene = new CCScene(gameView); gameScene.AddLayer(new GameStartLayer()); 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); } }
//Carry user over to next level private static void getNewMap(CCGameView gameView, character user, int level) { CCScene gamePlayScene = new CCScene(gameView); gamePlayScene.AddLayer(new GameLayer(user, level)); gameView.Director.ReplaceScene(gamePlayScene); }
//Adds a random tilemap - call this to load a new level public static void getNewMap(CCGameView gameView) { CCScene gamePlayScene = new CCScene(gameView); gamePlayScene.AddLayer(new GameLayer()); gameView.Director.ReplaceScene(gamePlayScene); }
private void LoadGame(object sender, EventArgs e) { var gameView = sender as CCGameView; if (gameView != null) { gameView.DesignResolution = new CCSizeI(600, 600); gameView.ContentManager.SearchPaths = new List<string>() { "", "hd", "animations", "fonts", "sounds", "images" }; CCScene gameScene = new CCScene(gameView); this.game = new GameLayer(new CCSize(600, 600)); gameScene.AddLayer(game); gameView.RunWithScene(gameScene); Device.BeginInvokeOnMainThread(() => { this.moveLabel.Text = $"Press \"Next\" to start"; }); } }