Esempio n. 1
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    public override void OnAwake()
    {
        CreateBackground();

        //Cinch2D uses meters rather than pixels.  This makes it much easier to code for devices with varying screen sizes.
        //Sprites come from Textures, which are measured in pixels.
        //When making a new Sprite, use PixelsPerMeter to determine how big it will be in meters.

        //Strawberry texture is 512x512 pixels, so at 256 pixels per meter it will be 2x2 meters.
        var strawberry = CinchSprite.NewFromImage("Cinch2D/Strawberry", 256);

        AddChild(strawberry);
        //Sprites default to 0,0 which is the center of the screen.  This will set it halfway between center and the left edge of the screen
        strawberry.X = ViewportWidth / -4;

        //Registration points are the center point of the Sprite.  The Sprite will move, rotate, and scale around this point.
        //Let's center the watermelon around its bottom-left corner:
        var watermelon = CinchSprite.NewFromImage("Cinch2D/Watermelon", 256, RegistrationPoint.BottomLeft);

        AddChild(watermelon);
        //set its center halfway between center and the right edge.
        watermelon.X = ViewportWidth / 4;

        //you can extend the Sprite class just like in Flash.
        //SmartCherry is a Sprite subclass that rotates continuously.
        //Instantiate Sprite subclasses via Library.New<Subclass Type>(new name);
        _smartCherry = Library.New <SmartCherry>("SmartCherryInstance");
        AddChild(_smartCherry);

        //Sprites can be added to each other.  This handler will add whatever was clicked to SmartCherry's display tree
        watermelon.AddEventListener <MouseEvent>(MouseEvent.MOUSE_DOWN, AddToSmartCherry);
        strawberry.AddEventListener <MouseEvent>(MouseEvent.MOUSE_DOWN, AddToSmartCherry);
    }
    public override void OnAwake()
    {
        CreateBackground();

        //Cinch2D uses meters rather than pixels.  This makes it much easier to code for devices with varying screen sizes.
        //Sprites come from Textures, which are measured in pixels.
        //When making a new CinchSprite, use PixelsPerMeter to determine how big it will be in meters.

        //Strawberry texture is 512x512 pixels, so at 256 pixels per meter it will be 2x2 meters.
        var strawberry = CinchSprite.NewFromImage("Cinch2D/Strawberry", 256);
        AddChild(strawberry);
        //Sprites default to 0,0 which is the center of the screen.  This will set it halfway between center and the left edge of the screen
        strawberry.X = ViewportWidth/-4;

        //Registration points are the center point of the CinchSprite.  The CinchSprite will move, rotate, and scale around this point.
        //Let's center the watermelon around its bottom-left corner:
        var watermelon = CinchSprite.NewFromImage("Cinch2D/Watermelon", 256, RegistrationPoint.BottomLeft);
        AddChild(watermelon);
        //set its center halfway between center and the right edge.
        watermelon.X = ViewportWidth/4;

        //you can extend the CinchSprite class just like in Flash.
        //SmartCherry is a CinchSprite subclass that rotates continuously.
        //Instantiate CinchSprite subclasses via Library.New<Subclass Type>(new name);
        _smartCherry = Library.New<SmartCherry>("SmartCherryInstance");
        AddChild(_smartCherry);

        //Sprites can be added to each other.  This handler will add whatever was clicked to SmartCherry's display tree
        watermelon.AddEventListener<MouseEvent>(MouseEvent.MOUSE_DOWN, AddToSmartCherry);
        strawberry.AddEventListener<MouseEvent>(MouseEvent.MOUSE_DOWN, AddToSmartCherry);
    }