Esempio n. 1
0
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            SharedApplication = application;
            SharedWindow      = mainWindow;

            mainWindow.DisplayStats = true;

            application.ContentRootDirectory = "Content";
            application.PreferMultiSampling  = true;
            var windowSize = mainWindow.WindowSizeInPixels;

            var desiredWidth  = 1024.0f;
            var desiredHeight = 768.0f;

            CocosSharpEngine engine = new CocosSharpEngine(application.GraphicsDevice, (int)desiredWidth, (int)desiredHeight);

            // 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);

            mainWindow.AllowUserResizing = true;
            //mainWindow.AllowUserResizing = false;

            //// 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("hd");
            //    CCSprite.DefaultTexelToContentSizeRatio = 2.0f;
            //}
            //else
            //{
            //    application.ContentSearchPaths.Add("ld");
            //    CCSprite.DefaultTexelToContentSizeRatio = 1.0f;
            //}

            // Poll incomming messages
            SharedApplication.Scheduler.Schedule(GameClient.Instance, 0, false);

            application.AnimationInterval = 1 / 120.0f;

            ResourceDictionary.DefaultDictionary = Light.GetThemeDictionary();
            SpriteFont font = CCContentManager.SharedContentManager.Load <SpriteFont>("fonts/Segoe_UI_10_Regular");

            FontManager.DefaultFont = Engine.Instance.Renderer.CreateFont(font);
            FontManager.Instance.LoadFonts(CCContentManager.SharedContentManager, "fonts");

            SuperManager.Instance.InitializeManagers(typeof(Manager.ActorManager).Namespace);
            SceneLoader.Instance.LoadLoginScene();
        }
Esempio n. 2
0
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            SharedApplication = application;
            SharedWindow = mainWindow;

            mainWindow.DisplayStats = true;

            application.ContentRootDirectory = "Content";
            application.PreferMultiSampling = true;
            var windowSize = mainWindow.WindowSizeInPixels;

            var desiredWidth = 1024.0f;
            var desiredHeight = 768.0f;

            CocosSharpEngine engine = new CocosSharpEngine(application.GraphicsDevice, (int)desiredWidth, (int)desiredHeight);

            // 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);

            mainWindow.AllowUserResizing = true;
            //mainWindow.AllowUserResizing = false;

            //// 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("hd");
            //    CCSprite.DefaultTexelToContentSizeRatio = 2.0f;
            //}
            //else
            //{
            //    application.ContentSearchPaths.Add("ld");
            //    CCSprite.DefaultTexelToContentSizeRatio = 1.0f;
            //}

            // Poll incomming messages
            SharedApplication.Scheduler.Schedule(GameClient.Instance, 0, false);

            application.AnimationInterval = 1 / 120.0f;

            ResourceDictionary.DefaultDictionary = Light.GetThemeDictionary();
            SpriteFont font = CCContentManager.SharedContentManager.Load<SpriteFont>("fonts/Segoe_UI_10_Regular");
            FontManager.DefaultFont = Engine.Instance.Renderer.CreateFont(font);
            FontManager.Instance.LoadFonts(CCContentManager.SharedContentManager, "fonts");

            SuperManager.Instance.InitializeManagers(typeof(Manager.ActorManager).Namespace);
            SceneLoader.Instance.LoadLoginScene();
        }
Esempio n. 3
0
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";
            var windowSize = mainWindow.WindowSizeInPixels;

            int nativeWidth = application.GraphicsDevice.PresentationParameters.BackBufferWidth;
            int nativeHeight = application.GraphicsDevice.PresentationParameters.BackBufferHeight;

            CocosSharpEngine engine = new CocosSharpEngine(application.GraphicsDevice, nativeWidth, nativeHeight);

            var desiredWidth = 1280.0f;
            var desiredHeight = 720.0f;

            // 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("hd");
                CCSprite.DefaultTexelToContentSizeRatio = 2.0f;
            }
            else
            {
                application.ContentSearchPaths.Add("ld");
                CCSprite.DefaultTexelToContentSizeRatio = 1.0f;
            }

            var scene = new CCScene(mainWindow);
            var introLayer = new IntroLayer();
            var testLayer = new TestLayer();

            scene.AddChild(testLayer);
            scene.AddChild(introLayer);

            mainWindow.RunWithScene(scene);
        }
Esempio n. 4
0
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";
            var windowSize = mainWindow.WindowSizeInPixels;

            int nativeWidth  = application.GraphicsDevice.PresentationParameters.BackBufferWidth;
            int nativeHeight = application.GraphicsDevice.PresentationParameters.BackBufferHeight;

            CocosSharpEngine engine = new CocosSharpEngine(application.GraphicsDevice, nativeWidth, nativeHeight);

            var desiredWidth  = 1280.0f;
            var desiredHeight = 720.0f;

            // 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("hd");
                CCSprite.DefaultTexelToContentSizeRatio = 2.0f;
            }
            else
            {
                application.ContentSearchPaths.Add("ld");
                CCSprite.DefaultTexelToContentSizeRatio = 1.0f;
            }

            var scene      = new CCScene(mainWindow);
            var introLayer = new IntroLayer();
            var testLayer  = new TestLayer();

            scene.AddChild(testLayer);
            scene.AddChild(introLayer);

            mainWindow.RunWithScene(scene);
        }