public override bool ApplicationDidFinishLaunching() { ContentRootDirectory = "Content"; CCSpriteFontCache.FontScale = 0.6f; CCSpriteFontCache.RegisterFont("MarkerFelt", 22); CCDirector director = CCDirector.SharedDirector; director.DisplayStats = true; director.AnimationInterval = 1.0 / 60; CCSize designSize = new CCSize(480, 320); if (CCDrawManager.FrameSize.Height > 320) { CCSize resourceSize = new CCSize(960, 640); ContentSearchPaths.Add("hd"); director.ContentScaleFactor = resourceSize.Height / designSize.Height; } CCDrawManager.SetDesignResolutionSize(designSize.Width, designSize.Height, CCResolutionPolicy.ShowAll); CCScene scene = new CCScene(); var label = TestClass.PCLLabel(AppDelegate.PlatformMessage()); scene.AddChild(label); director.RunWithScene(scene); return(true); }
/// <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(); // 2D projection pDirector.Projection = CCDirectorProjection.Projection2D; var resPolicy = CCResolutionPolicy.ExactFit; // This will stretch out your game CCDrawManager.SetDesignResolutionSize(preferredWidth, preferredHeight, resPolicy); // 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; CCScene pScene = IntroLayer.Scene; pDirector.RunWithScene(pScene); return(true); }
/// <summary> /// Implement CCDirector and CCScene init code here. /// </summary> /// <returns> /// true Initialize success, app should continue. /// false Initialize failed, app should terminate. /// </returns> public override bool ApplicationDidFinishLaunching() { CCSimpleAudioEngine.SharedEngine.SaveMediaState(); CCDirector pDirector = null; try { // Set your design resolution here, which is the target resolution of your primary // design hardware. // CCDrawManager.SetDesignResolutionSize(480f, 800f, ResolutionPolicy.ShowAll); CCApplication.SharedApplication.GraphicsDevice.Clear(Color.Black); //initialize director pDirector = CCDirector.SharedDirector; pDirector.SetOpenGlView(); //turn on display FPS pDirector.DisplayStats = false; // set FPS. the default value is 1.0/60 if you don't call this #if WINDOWS_PHONE pDirector.AnimationInterval = 1f / 30f; #else pDirector.AnimationInterval = 1.0 / 60; #endif } catch (Exception ex) { CCLog.Log("ApplicationDidFinishLaunching(): Error " + ex.ToString()); } return(true); }
/// <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(); #if NETFX_CORE CCDrawManager.SetDesignResolutionSize(_winSize.X, _winSize.Y, CCResolutionPolicy.ExactFit); #else #if ANDROID CCDrawManager.SetDesignResolutionSize(480, 800, CCResolutionPolicy.ExactFit); #else CCDrawManager.SetDesignResolutionSize(480, 800, CCResolutionPolicy.ExactFit); #endif //CCDrawManager.SetDesignResolutionSize(480, 320, ResolutionPolicy.ShowAll); #endif // 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; pDirector.RunWithScene(new MainScene()); return(true); }
/// <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(); #if WINDOWS CCDrawManager.SetDesignResolutionSize(320, 480, CCResolutionPolicy.ExactFit); #else CCDrawManager.SetDesignResolutionSize(800, 480, ResolutionPolicy.ShowAll); //CCDrawManager.SetDesignResolutionSize(480, 320, ResolutionPolicy.ShowAll); #endif // 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; // create a scene. it's an autorelease object CCScene pScene = new CCScene(); CCLayer pLayer = new GameLayer(); pScene.AddChild(pLayer); pDirector.RunWithScene(pScene); return(true); }
/// <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(); // 2D projection pDirector.Projection = CCDirectorProjection.Projection2D; // Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices //if( ! [director_ enableRetinaDisplay:YES] ) // CCLOG(@"Retina Display Not supported"); #if WINDOWS || MACOS || MONOMAC || LINUX || OUYA || XBOX CCDrawManager.SetDesignResolutionSize(1024, 768, CCResolutionPolicy.ExactFit); #else CCDrawManager.SetDesignResolutionSize(480, 320, CCResolutionPolicy.ShowAll); #endif // 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; CCScene pScene = IntroLayer.Scene; pDirector.RunWithScene(pScene); return(true); }
/// <summary> /// Implement for initialize OpenGL instance, set source path, etc... /// </summary> //public override bool InitInstance() //{ // return base.InitInstance(); //} /// <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() { ContentRootDirectory = "Content"; //initialize director var director = CCDirector.SharedDirector; // 2D projection director.Projection = CCDirectorProjection.Projection2D; var resPolicy = CCResolutionPolicy.ShowAll; // This will letterbox your game CCDrawManager.SetDesignResolutionSize(preferredWidth, preferredHeight, resPolicy); // turn on display FPS //pDirector.DisplayStats = true; // set FPS. the default value is 1.0/60 if you don't call this director.AnimationInterval = 1.0 / 60; CCScene pScene = IntroLayer.Scene; director.RunWithScene(pScene); return(true); }
/// <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(); var resPolicy = CCResolutionPolicy.ExactFit; // This will stretch out your game CCDrawManager.SetDesignResolutionSize(preferredWidth, preferredHeight, resPolicy); // 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; // // HERE! This is where you start your game. Create the first scene for your // game, or reconstruct the state of the last save. CCScene pScene = IntroLayer.Scene; pDirector.RunWithScene(pScene); return(true); }
/// <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.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"); 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 TestController(); /* * 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); }
public override bool ApplicationDidFinishLaunching() { CCDirector.SharedDirector.SetOpenGlView(); CCDirector.SharedDirector.Projection = CCDirectorProjection.Projection2D; CCDrawManager.SetDesignResolutionSize(PreferredWidth, PreferredHeight, CCResolutionPolicy.ShowAll); CCDirector.SharedDirector.DisplayStats = true; CCDirector.SharedDirector.AnimationInterval = 1.0 / 60; CCDirector.SharedDirector.RunWithScene(new GameScene()); return(true); }
/// <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) { //1280 x 768 #if WINDOWS_PHONE preferredWidth = 1280; preferredHeight = 768; #else preferredWidth = 1024; preferredHeight = 768; #endif application.PreferredBackBufferWidth = preferredWidth; application.PreferredBackBufferHeight = preferredHeight; application.PreferMultiSampling = true; application.ContentRootDirectory = "Content"; //CCSpriteFontCache.FontScale = 0.5f; //CCSpriteFontCache.RegisterFont("MarkerFelt", 22); //CCSpriteFontCache.RegisterFont("arial", 12, 24); CCDirector director = CCApplication.SharedApplication.MainWindowDirector; director.DisplayStats = true; director.AnimationInterval = 1.0 / 60; CCSize designSize = new CCSize(480, 320); if (CCDrawManager.FrameSize.Height > preferredHeight) { //CCSize resourceSize = new CCSize(960, 640); CCSize resourceSize = new CCSize(preferredWidth, preferredHeight); application.ContentSearchPaths.Add("hd"); director.ContentScaleFactor = resourceSize.Height / designSize.Height; } CCDrawManager.SetDesignResolutionSize(designSize.Width, designSize.Height, CCResolutionPolicy.ShowAll); // turn on display FPS director.DisplayStats = true; // set FPS. the default value is 1.0/60 if you don't call this director.AnimationInterval = 1.0 / 60; CCScene pScene = IntroLayer.Scene; director.RunWithScene(pScene); }
/// <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(); #if WINDOWS DrawManager.SetDesignResolutionSize(1024, 768, ResolutionPolicy.ExactFit); #else CCDrawManager.SetDesignResolutionSize(800, 480, ResolutionPolicy.ShowAll); //DrawManager.SetDesignResolutionSize(480, 320, ResolutionPolicy.ShowAll); #endif // turn on display FPS pDirector.DisplayStats = true; // pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft); // set FPS. the default value is 1.0/60 if you don't call this pDirector.AnimationInterval = 1.0 / 60; // create a scene. it's an autorelease object CCScene pScene = new CCScene(); CCLayer pLayer = new TestController(); /* * 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); }