Exemple #1
0
        //---------------------------------------------------------------------------------------------------------
        // BackToMain
        //---------------------------------------------------------------------------------------------------------
        // Returns to Main Menu
        //---------------------------------------------------------------------------------------------------------
        void BackToMain(object stuff = null)
        {
            var layer             = MenuLayer.CreateScene(Window);
            var transitionToLayer = new CCTransitionSlideInL(0.2f, layer);

            Director.ReplaceScene(transitionToLayer);
        }
Exemple #2
0
        //---------------------------------------------------------------------------------------------------------
        // CreateScene
        //---------------------------------------------------------------------------------------------------------
        public static CCScene CreateScene(CCWindow mainWindow)
        {
            var scene = new CCScene(mainWindow);
            var layer = new MenuLayer();

            scene.AddChild(layer);

            return(scene);
        }
Exemple #3
0
        //---------------------------------------------------------------------------------------------------------
        // QuitLevel
        //---------------------------------------------------------------------------------------------------------
        // Transitions to the main MenuLayer
        //---------------------------------------------------------------------------------------------------------
        void QuitLevel(object stuff = null)
        {
            var nextTutorialLevel = GetNextTutorialLevelToPlay();

            if (nextTutorialLevel.BranchNum > 0)
            {
                activePlayer.BranchProgression [1].IsLocked    = false;
                activePlayer.BranchProgression [0].BranchState = CompletionState.completed;
                activePlayer.ConsumableAdd = activePlayer.ConsumableCheckPoint = activePlayer.ConsumableNextSeq = activePlayer.ConsumableSubtract = 0;
                activePlayer.WriteData(activePlayer);
            }
            var mainMenu             = MenuLayer.CreateScene(Window);
            var transitionToMainMenu = new CCTransitionFade(2.0f, mainMenu);

            Director.ReplaceScene(transitionToMainMenu);
        }
        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");

            sharedWindow = mainWindow;

            CCSize windowSize = mainWindow.WindowSizeInPixels;

            float desiredWidth  = 1080.0f;              // 960
            float desiredHeight = 1920.0f;              // 1704

            // This will set the world bounds to be (0,0, w, h)
            // CCSceneResolutionPolicy.ShowAll will ensure that the aspect ratio is preserved
            CCScene.SetDefaultDesignResolution(desiredWidth, desiredHeight, CCSceneResolutionPolicy.ShowAll);

            // 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 scene = GameStartLayer.CreateScene(mainWindow);
            var scene = MenuLayer.CreateScene(mainWindow);

            mainWindow.RunWithScene(scene);
        }