Exemplo n.º 1
0
        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
            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();

            scene.AddChild(introLayer);

            mainWindow.RunWithScene(scene);
        }
Exemplo n.º 2
0
        /// <summary>
        ///  Implement CCDirector and CCScene init code here.
        /// </summary>
        /// <returns>
        ///  true  Initialize success, app continue.
        ///  false Initialize failed, app terminate.
        /// </returns>
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            preferredWidth  = application.MainWindow.WindowSizeInPixels.Width;
            preferredHeight = application.MainWindow.WindowSizeInPixels.Height;

            application.ContentRootDirectory = "Content";
            application.ContentSearchPaths.Add("SD");

            CCScene scene = new CCScene(mainWindow);
            CCLayer layer = new IntroLayer(new CCSize(preferredWidth, preferredHeight));

            scene.AddChild(layer);

            mainWindow.RunWithScene(scene);
        }
Exemplo n.º 3
0
		public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
		{
			application.ContentRootDirectory = "Content";

			sharedWindow = mainWindow;

			DefaultResolution = new CCSize(
		application.MainWindow.WindowSizeInPixels.Width,
		application.MainWindow.WindowSizeInPixels.Height);

			CCScene scene = new CCScene(sharedWindow);
			CCLayer layer = new IntroLayer(DefaultResolution);

			scene.AddChild(layer);
			sharedWindow.RunWithScene(scene);
		}
Exemplo n.º 4
0
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";
            sharedWindow      = mainWindow;
            DefaultResolution = new CCSize(
                application.MainWindow.WindowSizeInPixels.Width,
                application.MainWindow.WindowSizeInPixels.Height);

            //mainWindow.SetDesignResolutionSize(960, 640, CCSceneResolutionPolicy.ShowAll);
            //application.HandleMediaStateAutomatically = false;
            //mainWindow.DisplayStats = true;

            CCScene scene = new CCScene(sharedWindow);
            CCLayer layer = new IntroLayer(DefaultResolution);

            scene.AddChild(layer);
            sharedWindow.RunWithScene(scene);
        }
Exemplo n.º 5
0
        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
            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");
            }
            else
            {
                application.ContentSearchPaths.Add("ld");
            }

            CCSprite.DefaultTexelToContentSizeRatio = 1.0f;

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

            mainWindow.DisplayStats = true;

            #if ANDROID
            var display = Game.Activity.WindowManager.DefaultDisplay;
            var metrics = new Android.Util.DisplayMetrics();
            display.GetMetrics(metrics);
            mainWindow.StatsScale = (int)metrics.ScaledDensity;
            #endif

            scene.AddChild(introLayer);

            mainWindow.RunWithScene(scene);
        }
Exemplo n.º 6
0
        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
            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");
            }
            else
            {
                application.ContentSearchPaths.Add("ld");
            }

            CCSprite.DefaultTexelToContentSizeRatio = 1.0f;

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

            mainWindow.DisplayStats = true;

            #if ANDROID
            var display = Game.Activity.WindowManager.DefaultDisplay;
            var metrics = new Android.Util.DisplayMetrics();
            display.GetMetrics(metrics);
            mainWindow.StatsScale = (int)metrics.ScaledDensity ;
            #endif

            scene.AddChild(introLayer);

            mainWindow.RunWithScene(scene);
        }
Exemplo n.º 7
0
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";

            sharedWindow = mainWindow;

            DefaultResolution = new CCSize(
                application.MainWindow.WindowSizeInPixels.Width,
                application.MainWindow.WindowSizeInPixels.Height);

#if NETFX_CORE
            TouchPanel.EnableMouseTouchPoint = true;
            TouchPanel.EnableMouseGestures   = true;
            application.Game.IsMouseVisible  = true;
#endif
            CCScene scene = new CCScene(sharedWindow);
            CCLayer layer = new IntroLayer(DefaultResolution);

            scene.AddChild(layer);
            sharedWindow.RunWithScene(scene);
        }
Exemplo n.º 8
0
        public void PlayMainTrackLoopOnIntroLayer()
        {
            CustomAudioTrack fcMain = new CustomAudioTrack(BackgroundMusic, 90.35f, PlayMainTrackOnMainLayer);

            IntroLayer.AddToQueue(fcMain);
        }
Exemplo n.º 9
0
        public void Load()
        {
            // Music testing
            CodeVariant = 3;

            if (CodeVariant == 1)
            {
                BackgroundMusicIntro = Engine.AssetLoader.Get <AudioAsset>("Audio/Frozen Cave Intro.wav");
                BackgroundMusic      = Engine.AssetLoader.Get <AudioAsset>("Audio/Frozen Cave 12.wav");

                IntroLayer = Engine.Host.Audio.CreateLayer("Audio/Intro layer", 1);
                CustomAudioTrack fcIntro = new CustomAudioTrack(BackgroundMusicIntro, 11.29f, PlayMainTrackOnMainLayer);
                IntroLayer.AddToQueue(fcIntro);

                MainLayer = Engine.Host.Audio.CreateLayer("Main layer", 1);
            }
            else if (CodeVariant == 2)
            {
                //BackgroundMusicIntro = Engine.AssetLoader.Get<AudioAsset>("Frozen Cave Intro 2.wav");
                //BackgroundMusic = Engine.AssetLoader.Get<AudioAsset>("Frozen Cave 12.wav");

                BackgroundMusicIntro = Engine.AssetLoader.Get <AudioAsset>("Audio/Frozen Cave Intro 4.wav");
                BackgroundMusic      = Engine.AssetLoader.Get <AudioAsset>("Audio/Frozen Cave Loop 3.wav");

                SecondaryLayer = Engine.Host.Audio.CreateLayer("Secondary layer", 1);
                SecondaryLayer.AddToQueue(BackgroundMusicIntro);
                SecondaryLayer.AddToQueue(BackgroundMusic);
            }

            // Texture loading should be done before any texture usages
            // to make sure they are loaded in parallel
            TextureLoader.Load(LoadedRoom.Textures);

            // Init the player
            Player = new Midori(LoadedRoom.Spawn);
            Units.Add(Player);

            // Init the camera
            Engine.Renderer.Camera = new ScalableArtCamera(new Vector3(Player.X, 540, 0), 1f);

            // Set the TextureArrayLimit to 1 for GPU's that support only zero indexing
            // Engine.Renderer.TextureArrayLimit = 1;

            // Create units
            foreach (ConfigUnit configUnit in LoadedRoom.Units)
            {
                Unit unit;
                switch (configUnit.Type)
                {
                case "Shishi":
                    unit = new Shishi(configUnit.Name, configUnit.TextureName, configUnit.Position, configUnit.Size);
                    break;

                default:
                    throw new Exception("No applicable classes");
                }
                Units.Add(unit);
                NonPlayerUnits.Add(unit);
            }

            // Magic Flows
            MagicFlow m = new MagicFlow();

            m.AddSegment(new Collision.LineSegment(100, 5400, 950, 4600));
            m.AddSegment(new Collision.LineSegment(950, 4600, 1450, 4800));
            m.AddSegment(new Collision.LineSegment(1450, 4800, 2000, 4200));
            MagicFlows.Add(m);

            m = new MagicFlow();
            m.AddSegment(new Collision.LineSegment(1450, 5400, 1750, 5300));
            m.AddSegment(new Collision.LineSegment(1750, 5300, 1950, 5200));
            m.AddSegment(new Collision.LineSegment(1950, 5200, 2050, 5100));
            m.AddSegment(new Collision.LineSegment(2050, 5100, 2100, 5000));
            m.AddSegment(new Collision.LineSegment(2100, 5000, 2100, 4900));
            m.AddSegment(new Collision.LineSegment(2100, 4900, 2050, 4800));
            m.AddSegment(new Collision.LineSegment(2050, 4800, 1950, 4700));
            m.AddSegment(new Collision.LineSegment(1950, 4700, 1750, 4600));
            MagicFlows.Add(m);

            // Create platforms
            for (int i = 0; i < LoadedRoom.CollisionPlatforms.Count; i++)
            {
                ConfigCollisionPlatform configPlatform = LoadedRoom.CollisionPlatforms[i];
                Collision.LineSegment   realPlatform   = new Collision.LineSegment(configPlatform.PointA, configPlatform.PointB);
                if (realPlatform.IsSloped)
                {
                    SlopedCollisionPlatforms.Add(realPlatform);
                }
                else
                {
                    AxisAlignedCollisionPlatforms.Add(realPlatform);
                }

                CollisionPlatforms.Add(realPlatform);
            }

            // Create decorations
            // Backgrounds
            for (int i = 0; i < LoadedRoom.Backgrounds.Count; i++)
            {
                ConfigDecoration configDecor = LoadedRoom.Backgrounds[i];
                Backgrounds.Add(
                    new Decoration(
                        configDecor.Name,
                        configDecor.TextureName,
                        configDecor.Size,
                        configDecor.Position,
                        configDecor.DisplaySize,
                        configDecor.TextureArea,
                        configDecor.FlipX,
                        configDecor.BlurIntensity,
                        configDecor.ShadowReverseIntensity
                        )
                    );
            }
            // Background Decorations
            for (int i = 0; i < LoadedRoom.BackgroundDecorations.Count; i++)
            {
                ConfigDecoration configDecor = LoadedRoom.BackgroundDecorations[i];
                BackgroundDecorations.Add(
                    new Decoration(
                        configDecor.Name,
                        configDecor.TextureName,
                        configDecor.Size,
                        configDecor.Position,
                        configDecor.DisplaySize,
                        configDecor.TextureArea,
                        configDecor.FlipX,
                        configDecor.BlurIntensity,
                        configDecor.ShadowReverseIntensity
                        )
                    );
            }
            // Foreground Decorations
            for (int i = 0; i < LoadedRoom.ForegroundDecorations.Count; i++)
            {
                ConfigDecoration configDecor = LoadedRoom.ForegroundDecorations[i];
                ForegroundDecorations.Add(
                    new Decoration(
                        configDecor.Name,
                        configDecor.TextureName,
                        configDecor.Size,
                        configDecor.Position,
                        configDecor.DisplaySize,
                        configDecor.TextureArea,
                        configDecor.FlipX,
                        configDecor.BlurIntensity,
                        configDecor.ShadowReverseIntensity
                        )
                    );
            }

            for (int i = 0; i < LoadedRoom.SceneChangers.Count; i++)
            {
                SceneChanger sceneChanger = LoadedRoom.SceneChangers[i];
                SceneChangers.Add(sceneChanger);
            }
        }
Exemplo n.º 10
0
        /// <summary>
        ///  Implement CCDirector and CCScene init code here.
        /// </summary>
        /// <returns>
        ///  true  Initialize success, app continue.
        ///  false Initialize failed, app terminate.
        /// </returns>
        public override bool ApplicationDidFinishLaunching()
        {
            //initialize director
            CCDirector pDirector = CCDirector.SharedDirector;

            pDirector.SetOpenGlView();

            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);
            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);

            // turn on display FPS
            pDirector.DisplayStats = true;
            // set FPS. the default value is 1.0/60 if you don't call this
            pDirector.AnimationInterval = 1.0 / 60;
            CCSize designSize = new CCSize(480, 320);

            if (CCDrawManager.FrameSize.Height > 320)
            {
                CCSize resourceSize = new CCSize(960, 640);
                CCContentManager.SharedContentManager.SearchPaths.Add("hd");

                /*
                 * CCContentManager.SharedContentManager.SearchPaths.Add("hd/extensions");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("extensions");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("hd/animations");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("animations");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("hd/TileMaps");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("TileMaps");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("hd/ccb");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("ccb");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("hd/Images");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("Particles");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("Sounds");
                 * CCContentManager.SharedContentManager.SearchPaths.Add("TileMaps");
                 */
                pDirector.ContentScaleFactor = resourceSize.Height / designSize.Height;
            }

            CCDrawManager.SetDesignResolutionSize(designSize.Width, designSize.Height, CCResolutionPolicy.ShowAll);

/*
 #if WINDOWS || WINDOWSGL
 *          CCDrawManager.SetDesignResolutionSize(1280, 768, CCResolutionPolicy.ExactFit);
 #else
 *          CCDrawManager.SetDesignResolutionSize(800, 480, CCResolutionPolicy.ShowAll);
 *          //CCDrawManager.SetDesignResolutionSize(480, 320, CCResolutionPolicy.ShowAll);
 #endif
 */

            // create a scene. it's an autorelease object
            CCScene pScene = new CCScene();
            CCLayer pLayer = new IntroLayer();

            /*
             * CCScene pScene = CCScene.node();
             * var pLayer = Box2DView.viewWithEntryID(0);
             * pLayer.scale = 10;
             * pLayer.anchorPoint = new CCPoint(0, 0);
             * pLayer.position = new CCPoint(CCDirector.sharedDirector().getWinSize().width / 2, CCDirector.sharedDirector().getWinSize().height / 4);
             */

            pScene.AddChild(pLayer);
            pDirector.RunWithScene(pScene);

            return(true);
        }