Example #1
0
        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);
        }
Example #2
0
        void OnViewportChanged(object sender, EventArgs e)
        {
            CCViewport viewport = sender as CCViewport;

            if (viewport != null && viewport == Viewport)
            {
                UpdateResolutionRatios();
                SceneViewportChanged(this, null);
            }
        }
        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 #4
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 #5
0
 public CCScene(CCWindow window, CCViewport viewport, CCDirector director = null, bool physics = false)
Example #6
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 #7
0
		public CCScene(CCWindow window, CCViewport viewport, CCDirector director = null, bool physics = false)