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 desiredHeight = 512.0f; float desiredWidth = 384.0f; // 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 ("images/hd"); CCSprite.DefaultTexelToContentSizeRatio = 2.0f; } else { application.ContentSearchPaths.Add ("images/ld"); CCSprite.DefaultTexelToContentSizeRatio = 1.0f; } CCScene scene = new CCScene (mainWindow); GameLayer gameLayer = new GameLayer (); scene.AddChild (gameLayer); mainWindow.RunWithScene (scene); }
public override void FinishedLaunching(MonoMac.Foundation.NSObject notification) { CCApplication application = new CCApplication (); application.ApplicationDelegate = new GameAppDelegate (); application.StartGame (); }
public override void FinishedLaunching (NSObject notification) { CCApplication application = new CCApplication(false, new CCSize(1024f, 768f)); application.ApplicationDelegate = new AppDelegate(); application.StartGame(); }
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); }
/** Добавляет в пути поиска ресурсов необходимые папки */ public static void LoadContent(CCApplication application) { Log.Print("Loading resources"); application.ContentRootDirectory = "Resource"; CCSpriteFontCache.DefaultFont = "kongtext"; application.ContentSearchPaths.Add("Font"); application.ContentSearchPaths.Add("Icon"); application.ContentSearchPaths.Add("Image"); application.ContentSearchPaths.Add("Image\\Boss"); application.ContentSearchPaths.Add("Image\\Class"); application.ContentSearchPaths.Add("Image\\Effects"); application.ContentSearchPaths.Add("Image\\GUI"); application.ContentSearchPaths.Add("Image\\GUI\\Menu"); application.ContentSearchPaths.Add("Image\\Objects"); application.ContentSearchPaths.Add("Image\\Item"); application.ContentSearchPaths.Add("Image\\Projectile"); application.ContentSearchPaths.Add("Image\\Tile"); application.ContentSearchPaths.Add("Image\\Tile\\Cave"); application.ContentSearchPaths.Add("Image\\Tile\\City"); application.ContentSearchPaths.Add("Image\\Tile\\Desert"); application.ContentSearchPaths.Add("Image\\Tile\\Town"); application.ContentSearchPaths.Add("Image\\Enemy"); application.ContentSearchPaths.Add("Music"); application.ContentSearchPaths.Add("Sound"); CCSpriteFontCache.FontScale = 1f; CCSpriteFontCache.RegisterFont("kongtext", 14, 24); CCSpriteFontCache.RegisterFont("arial", 24); }
public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow) { CCLog.Logger = DebugLogging; preferredWidth = 1024; preferredHeight = 768; application.PreferMultiSampling = true; application.ContentRootDirectory = "Content"; //CCSpriteFontCache.FontScale = 0.5f; //CCSpriteFontCache.RegisterFont("MarkerFelt", 22); //CCSpriteFontCache.RegisterFont("arial", 12, 24); CCSize designSize = new CCSize(480, 320); // if (CCDrawManager.FrameSize.Height > 320) // { // //CCSize resourceSize = new CCSize(960, 640); // CCSize resourceSize = new CCSize(480, 320); // application.ContentSearchPaths.Add("hd"); // director.ContentScaleFactor = resourceSize.Height / designSize.Height; // } CCScene.SetDefaultDesignResolution(designSize.Width, designSize.Height, CCSceneResolutionPolicy.ShowAll); // turn on display FPS mainWindow.DisplayStats = true; mainWindow.StatsScale = 2; CCScene pScene = GoblinLayer.Scene(mainWindow); mainWindow.RunWithScene(pScene); }
public override void FinishedLaunching(UIApplication app) { CCApplication application = new CCApplication(); application.ApplicationDelegate = new AppDelegate(); application.StartGame(); }
/// <summary> /// Called when app launched. /// </summary> /// <param name="application">application object</param> /// <param name="mainWindow">main window</param> public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow) { application.PreferMultiSampling = false; application.ContentRootDirectory = "Content"; var windowSize = mainWindow.WindowSizeInPixels; var desiredHeight = 1024.0f; var desiredWidth = 768.0f; // 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); CCSimpleAudioEngine.SharedEngine.PreloadEffect("sounds/hit_paddle"); CCSimpleAudioEngine.SharedEngine.PreloadEffect("sounds/hit_wall"); CCSimpleAudioEngine.SharedEngine.PreloadEffect("sounds/hit_off"); var scene = new CCScene(mainWindow); var introLayer = new IntroLayer(); scene.AddChild(introLayer); mainWindow.RunWithScene(scene); }
public static void Main() { CCApplication application = new CCApplication(false, new CCSize(600f, 800f)); application.ApplicationDelegate = new AppDelegate(); application.StartGame(); }
public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow) { application.ContentRootDirectory = "Content"; var windowSize = mainWindow.WindowSizeInPixels; var desiredWidth = 1024.0f; var desiredHeight = 768.0f; // This will set the world bounds to be (0,0, w, h) // CCSceneResolutionPolicy.ShowAll will ensure that the aspect ratio is preserved mainWindow.SetDesignResolutionSize(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(); scene.AddChild(introLayer); mainWindow.RunWithScene(scene); }
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); }
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 ApplicationWillEnterForeground(CCApplication application) { application.Paused = false; // if you use SimpleAudioEngine, your background music track must resume here. CCSimpleAudioEngine.SharedEngine.ResumeBackgroundMusic (); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { CCApplication application = new CCApplication(false, new CCSize(1024f, 768f)); application.ApplicationDelegate = new AppDelegate(); application.StartGame(); }
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 desiredHeight = 1024.0f; float desiredWidth = 768.0f; // 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); CCScene scene = new CCScene (mainWindow); GameLayer gameLayer = new GameLayer (); scene.AddChild (gameLayer); mainWindow.RunWithScene (scene); }
public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow) { application.PreferMultiSampling = false; application.ContentRootDirectory = "Content"; application.ContentSearchPaths.Add ("fonts"); application.ContentSearchPaths.Add ("landscape"); application.ContentSearchPaths.Add ("menu"); application.ContentSearchPaths.Add ("interface"); application.ContentSearchPaths.Add ("particle"); gameContainer = new mapKnightLibrary.Container (); gameContainer.mainCharacter= new RoboBob(); gameContainer.physicsHandler = new PhysicsHandler (); runningWindow = mainWindow; // This tells the application to not use antialiasing which can // improve the performance of your game. // Get the resolution of the main window... var bounds = mainWindow.WindowSizeInPixels; ////definieren der Windowgröße auf 1280x576 p (16:9) CCScene.SetDefaultDesignResolution (bounds.Width, bounds.Height, CCSceneResolutionPolicy.ShowAll); //startScene = new StartScene (mainWindow); gameScene = new GameScene (mainWindow, gameContainer, RunningControlType); optionScene = new OptionScene (mainWindow); // startet das erste Fenster mainWindow.RunWithScene (gameScene); //startScene.Version = app_version; //startScene.startGame += startGame; //if (ApplicationFinishedLaunching != null) // ApplicationFinishedLaunching (this, EventArgs.Empty); }
public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow) { application.PreferMultiSampling = false; application.ContentRootDirectory = "Content"; try { CCSimpleAudioEngine.SharedEngine.PreloadEffect("Sounds/SplatEffect"); CCSimpleAudioEngine.SharedEngine.PreloadEffect("Sounds/pew-pew-lei"); CCSimpleAudioEngine.SharedEngine.PlayBackgroundMusic("Sounds/backgroundSound", true); CCSimpleAudioEngine.SharedEngine.BackgroundMusicVolume = 0.9f; CCSimpleAudioEngine.SharedEngine.EffectsVolume = 0.7f; } catch(Exception ex) { System.Diagnostics.Debug.WriteLine(ex); } var winSize = mainWindow.WindowSizeInPixels; mainWindow.SetDesignResolutionSize(winSize.Width, winSize.Height, CCSceneResolutionPolicy.ExactFit); // CCScene.SetDefaultDesignResolution(winSize.Width, winSize.Height, CCSceneResolutionPolicy.ExactFit); // TODO: Set this up when we have a Game Layer CCScene scene = GameStartLayer.GameStartLayerScene(mainWindow); mainWindow.RunWithScene (scene); }
public override void FinishedLaunching (UIApplication application) { var ccApp = new CCApplication { ApplicationDelegate = new GameAppDelegate () }; ccApp.StartGame (); }
public override void ApplicationDidEnterBackground(CCApplication application) { // stop all of the animation actions that are running. application.Paused = true; // if you use SimpleAudioEngine, your music must be paused CCSimpleAudioEngine.SharedEngine.PauseBackgroundMusic (); }
static void Main(string[] args) { ResourcesLoader.Instance.Args = args; CCApplication application = new CCApplication(false, new CCSize(1024f, 768f)); application.ApplicationDelegate = new AppDelegate(); application.StartGame(); }
/// <summary> /// Метод для работы потока обработчика логики игры /// </summary> private static void ServerHandleGame(object obj) { ServerGame = new ServerGame(); var application = new CCApplication(false, new CCSize(1, 1)); ServerGame = new ServerGame(); application.ApplicationDelegate = ServerGame; application.StartGame(); }
static void Main(string[] args) { //Console.Title = "cpp game "; CCApplication application = new CCApplication(false, new CCSize(1024f, 768f)); application.ApplicationDelegate = new AppDelegate(); application.StartGame(); }
protected override void OnCreate(Bundle bundle) { base.OnCreate(bundle); var application = new CCApplication(); application.ApplicationDelegate = new GoneBananasApplicationDelegate(); SetContentView(application.AndroidContentView); application.StartGame(); }
public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow) { application.ContentRootDirectory = "Content"; sharedWindow = mainWindow; var introScene = IntroLayer.CreateScene(mainWindow); sharedWindow.RunWithScene(introScene); }
public override void ApplicationDidFinishLaunching (CCApplication application, CCWindow mainWindow) { application.PreferMultiSampling = false; application.ContentRootDirectory = "Content"; var bounds = mainWindow.WindowSizeInPixels; CCScene.SetDefaultDesignResolution(bounds.Width, bounds.Height, CCSceneResolutionPolicy.ShowAll); // todo: Add our GameScene initialization here }
public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow) { SharedWindow = mainWindow; DefaultResolution = new CCSize( application.MainWindow.WindowSizeInPixels.Width, application.MainWindow.WindowSizeInPixels.Height); application.ContentRootDirectory = "Content"; CCScene scene = new CCScene(mainWindow); CCLayer layer = new IntroLayer(DefaultResolution); var b = new CozyColorSampleButton(100, 100, 158, 158) { NormalColor = new CCColor4B(255, 0, 0), ClickedColor = new CCColor4B(0, 255, 0), Text = "Hello Bttton", HasBorder = true, }; b.OnClick += () => { }; var list = new CozySampleListView() { ContentSize = new CCSize(350, 350), Orientation = ControlOrientation.Vertical, Position = new CCPoint(100, 100), HasBorder = true, }; layer.AddChild(list); list.AddItem(new CozySampleListViewItemSprite(new CCSprite("gold")) { MarginBottom = 10, MarginTop = 10, HasBorder = true, }); list.AddItem(b); list.AddItem(new CozySampleListViewItemSprite(new CCSprite("gold")) { MarginBottom = 10, MarginTop = 10, HasBorder = true, }); layer.AddEventListener(b.EventListener, layer); scene.AddChild(layer); mainWindow.RunWithScene(scene); }
internal CCWindow(CCApplication application, CCSize screenSizeInPixels, GameWindow xnaWindow, GraphicsDeviceManager deviceManager) { sceneDirectors = new List <CCDirector>(); AddSceneDirector(new CCDirector()); EventDispatcher = new CCEventDispatcher(this); Stats = new CCStats(); #if !NETFX_CORE Accelerometer = new CCAccelerometer(this); #endif eventAfterDraw = new CCEventCustom(EVENT_AFTER_DRAW); eventAfterDraw.UserData = this; eventAfterVisit = new CCEventCustom(EVENT_AFTER_VISIT); eventAfterVisit.UserData = this; eventAfterUpdate = new CCEventCustom(EVENT_AFTER_UPDATE); eventAfterUpdate.UserData = this; IsUseAlphaBlending = true; IsUseDepthTesting = false; this.XnaWindow = xnaWindow; xnaWindow.OrientationChanged += OnOrientationChanged; xnaWindow.ClientSizeChanged += OnWindowSizeChanged; DeviceManager = deviceManager; // Trying to set user resize when game is full-screen will cause app to crash if (!deviceManager.IsFullScreen) { xnaWindow.AllowUserResizing = true; } Application = application; if (CCScene.DefaultDesignResolutionSize == CCSize.Zero) { CCScene.DefaultDesignResolutionSize = screenSizeInPixels; CCScene.DefaultDesignResolutionPolicy = CCSceneResolutionPolicy.ExactFit; } // Make sure we initialize the Cache's so that the correct Scheduler is used. // This needs to be looked at further for multiple windows. new CCTextureCache(application); new CCParticleSystemCache(application); Stats.Initialize(); CCPoint center = screenSizeInPixels.Center; defaultViewMatrix = Matrix.CreateLookAt(new CCPoint3(center, 300.0f).XnaVector, new CCPoint3(center, 0.0f).XnaVector, Vector3.Up); defaultProjMatrix = Matrix.CreateOrthographic(screenSizeInPixels.Width, screenSizeInPixels.Height, 1024f, -1024); defaultViewport = new Viewport(0, 0, (int)screenSizeInPixels.Width, (int)screenSizeInPixels.Height); }
public override void ApplicationDidFinishLaunching (CCApplication application, CCWindow mainWindow) { application.PreferMultiSampling = false; application.ContentRootDirectory = "Content"; var bounds = mainWindow.WindowSizeInPixels; CCScene.SetDefaultDesignResolution(bounds.Width, bounds.Height, CCSceneResolutionPolicy.ShowAll); GameScene gameScene = new GameScene (mainWindow); mainWindow.RunWithScene (gameScene); }
/// <summary> /// Called when the activity is about to be created. /// </summary> /// <param name="bundle">bundle parameter (unused)</param> protected override void OnCreate(Bundle bundle) { base.OnCreate(bundle); CCApplication application = new CCApplication(); application.ApplicationDelegate = new AppDelegate(); this.SetContentView(application.AndroidContentView); application.StartGame(); }
// // This method is invoked when the application has loaded and is ready to run. In this // method you should instantiate the window, load the UI into it and then make the window // visible. // // You have 17 seconds to return from this method, or iOS will terminate your application. // public override void FinishedLaunching(UIApplication app) { CCLog.Logger = System.Diagnostics.Debug.WriteLine; CCApplication application = new CCApplication(); application.ApplicationDelegate = new GameAppDelegate(); application.StartGame(); }
protected override void OnCreate (Bundle bundle) { base.OnCreate (bundle); CoinTimeGame.ContentLoading.XmlDeserializer.Self.Activity = this; var application = new CCApplication (); application.ApplicationDelegate = new GameAppDelegate (); SetContentView (application.AndroidContentView); application.StartGame (); }
public static void Create(CCApplicationDelegate appDelegate) { Action <CCGame, Windows.ApplicationModel.Activation.IActivatedEventArgs> initAction = delegate(CCGame game, Windows.ApplicationModel.Activation.IActivatedEventArgs args) { var instance = new CCApplication(game); instance.ApplicationDelegate = appDelegate; }; var factory = new MonoGame.Framework.GameFrameworkViewSource <CCGame>(initAction); Windows.ApplicationModel.Core.CoreApplication.Run(factory); }
internal CCWindow(CCApplication application, CCSize screenSizeInPixels, GameWindow xnaWindow, GraphicsDeviceManager deviceManager) { sceneDirectors = new List <CCDirector>(); AddSceneDirector(new CCDirector()); EventDispatcher = new CCEventDispatcher(this); Stats = new CCStats(); #if !NETFX_CORE Accelerometer = new CCAccelerometer(this); #endif eventAfterDraw = new CCEventCustom(EVENT_AFTER_DRAW); eventAfterDraw.UserData = this; eventAfterVisit = new CCEventCustom(EVENT_AFTER_VISIT); eventAfterVisit.UserData = this; eventAfterUpdate = new CCEventCustom(EVENT_AFTER_UPDATE); eventAfterUpdate.UserData = this; IsUseAlphaBlending = true; IsUseDepthTesting = false; this.XnaWindow = xnaWindow; xnaWindow.OrientationChanged += OnOrientationChanged; xnaWindow.ClientSizeChanged += OnWindowSizeChanged; DeviceManager = deviceManager; // Trying to set user resize when game is full-screen will cause app to crash if (!deviceManager.IsFullScreen) { xnaWindow.AllowUserResizing = true; } Application = application; if (CCScene.DefaultDesignResolutionSize == CCSize.Zero) { CCScene.DefaultDesignResolutionSize = screenSizeInPixels; CCScene.DefaultDesignResolutionPolicy = CCSceneResolutionPolicy.ExactFit; } Stats.Initialize(); }
public CCParticleSystemCache(CCApplication application) : this(application.Scheduler) { }
public virtual void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow) { }
// Called when the game enters the background. This happens when the 'windows' button is pressed // on a WP phone. On Android, it happens when the device is ide or the power button is pressed. public virtual void ApplicationDidEnterBackground(CCApplication application) { }
public CCTextureCache(CCApplication application) : this(application.Scheduler) { }
// Called when the game returns to the foreground, such as when the game is launched after // being paused. public virtual void ApplicationWillEnterForeground(CCApplication application) { }
public CCTextureCache(CCApplication application) : this(application.Scheduler) { sharedTextureCache = this; }