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");
        }
		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 #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
        //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 #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;
		}