示例#1
0
        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 desiredWidth  = 600.0f;
            float desiredHeight = 600.0f;

            // 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;
            }

            mainWindow.RunWithScene(GameLayer.GameScene(mainWindow));
        }
示例#2
0
        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);
        }
示例#3
0
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";
            application.ContentSearchPaths.Add("config");
            application.ContentSearchPaths.Add("resources");
            application.ContentSearchPaths.Add("buildings");

            // This will set the world bounds to be (0,0, w, h)
            // CCSceneResolutionPolicy.ShowAll will ensure that the aspect ratio is preserved
            var width  = application.MainWindow.WindowSizeInPixels.Width;
            var height = application.MainWindow.WindowSizeInPixels.Height;

            var defaultWidth  = 1080;
            var defaultHeight = 1920;

            var scaleFactor = width * height / (defaultWidth * defaultHeight);

            Font.FontScaleFactor = scaleFactor;

            CCScene.SetDefaultDesignResolution(width, height, 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)

            var scene = new MainMenuScene(mainWindow, BuildingDescriptionDatabase, ColorCollectionFile, LanguageSettings);

            mainWindow.RunWithScene(scene);
#if DEBUG
            mainWindow.DisplayStats = true;
            mainWindow.StatsScale   = 5;
#endif
        }
示例#4
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            GameDelegate.mainWindow = mainWindow;
            director = mainWindow.DefaultDirector;


            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");

            // Use the SNES resolution:
            float desiredWidth  = 256.0f;
            float desiredHeight = 224.0f;

            CCScene.SetDefaultDesignResolution(desiredWidth, desiredHeight, CCSceneResolutionPolicy.ShowAll);

            // TODO: Doesn't work! Fix it
            //CCSimpleAudioEngine.SharedEngine.PlayBackgroundMusic("CoinTimeSong", loop: true);
            // Make the audio a little quieter:
            CCSimpleAudioEngine.SharedEngine.EffectsVolume = .3f;
            var scene = new LevelSelectScene(mainWindow);

            // Can skip to the GmameScene by using this line instead:
            //var scene = new GameScene(mainWindow);
            mainWindow.DisplayStats = true;
            mainWindow.RunWithScene(scene);
        }
示例#5
0
        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("images");
            application.ContentSearchPaths.Add("sounds");
            application.ContentSearchPaths.Add("hd");

            var windowSize = mainWindow.WindowSizeInPixels;

            CCScene.SetDefaultDesignResolution(windowSize.Width, windowSize.Height, CCSceneResolutionPolicy.ExactFit);

            var scene = GameStartLayer.CreateScene(mainWindow);

            CCSimpleAudioEngine.SharedEngine.PlayBackgroundMusic("sounds/backgroundMusic", true);
            CCSimpleAudioEngine.SharedEngine.PreloadEffect("pop");
            CCSimpleAudioEngine.SharedEngine.PreloadEffect("ring0");
            CCSimpleAudioEngine.SharedEngine.PreloadEffect("ring1");
            CCSimpleAudioEngine.SharedEngine.PreloadEffect("ring2");
            CCSimpleAudioEngine.SharedEngine.PreloadEffect("ring3");
            CCSimpleAudioEngine.SharedEngine.PreloadEffect("ring4");
            CCSimpleAudioEngine.SharedEngine.PreloadEffect("ring5");
            CCSimpleAudioEngine.SharedEngine.PreloadEffect("highscore");
            CCSimpleAudioEngine.SharedEngine.BackgroundMusicVolume = .6f;
            CCSimpleAudioEngine.SharedEngine.EffectsVolume         = .5f;
            mainWindow.RunWithScene(scene);
        }
示例#6
0
        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);
        }
示例#7
0
        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 desiredWidth  = 1024.0f;
            float desiredHeight = 768.0f;

            CCScene.SetDefaultDesignResolution(desiredWidth, desiredHeight, CCSceneResolutionPolicy.ShowAll);

            application.ContentSearchPaths.Add("images/hd");
            CCSprite.DefaultTexelToContentSizeRatio = 2.0f;

            CCScene.SetDefaultDesignResolution(384, 240, CCSceneResolutionPolicy.ShowAll);

            scene = new CCScene(mainWindow);
            MainLayer mainLayer = new MainLayer();

            scene.AddChild(mainLayer);
            mainWindow.RunWithScene(scene);
        }
示例#8
0
        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");

            IGraphicsDeviceService service = (IGraphicsDeviceService)application.Game.Services.GetService(typeof(IGraphicsDeviceService));
            var xnaDeviceManager           = (GraphicsDeviceManager)service;

            xnaDeviceManager.SupportedOrientations = DisplayOrientation.LandscapeLeft;
            xnaDeviceManager.ApplyChanges();

            CCSize windowSize = mainWindow.WindowSizeInPixels;

            float desiredWidth  = 1024.0f;
            float desiredHeight = 768.0f;

            CCScene.SetDefaultDesignResolution(desiredWidth, desiredHeight, CCSceneResolutionPolicy.ShowAll);

            application.ContentSearchPaths.Add("images/hd");
            CCSprite.DefaultTexelToContentSizeRatio = 2.0f;

            CCScene.SetDefaultDesignResolution(384, 240, CCSceneResolutionPolicy.ShowAll);

            scene = new CCScene(mainWindow);
            MainLayer mainLayer = new MainLayer();

            scene.AddChild(mainLayer);
            //mainWindow.SupportedDisplayOrientations = CCDisplayOrientation.LandscapeLeft;
            mainWindow.RunWithScene(scene);
        }
        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);
        }
示例#10
0
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";
            var windowSize = mainWindow.WindowSizeInPixels;

            //new:
            mainWindow.DisplayStats = true;
            mainWindow.StatsScale   = 1;

            // This will set the world bounds to be (0,0, w, h)
            // CCSceneResolutionPolicy.ShowAll will ensure that the aspect ratio is preserved
            CCScene.SetDefaultDesignResolution(600, 400, CCSceneResolutionPolicy.NoBorder); //ShowAll, NoBorder

            // 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 (600 < windowSize.Width)
            {
                application.ContentSearchPaths.Add("hd");
                CCSprite.DefaultTexelToContentSizeRatio = 2.0f;
            }
            else
            {
                application.ContentSearchPaths.Add("ld");
                CCSprite.DefaultTexelToContentSizeRatio = 1.0f;
            }

            var startScene = new StartScene(mainWindow);

            mainWindow.RunWithScene(startScene);
        }
        /// <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  = 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);
        }
示例#12
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";
            application.ContentSearchPaths.Add("Tilemaps");

            CCScene.SetDefaultDesignResolution(380, 240, CCSceneResolutionPolicy.ShowAll);
            mainWindow.RunWithScene(new GamePlayScene(mainWindow));
        }
示例#13
0
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            //application.AllowUserResizing = true;
            application.PreferMultiSampling  = false;
            application.ContentRootDirectory = "Content";

            application.ContentSearchResolutionOrder = new List <string>()
            {
                "images", "fonts"
            };

            sharedWindow = mainWindow;

            CCSize winSize = mainWindow.WindowSizeInPixels;

            CCScene.SetDefaultDesignResolution(winSize.Width, winSize.Height, CCSceneResolutionPolicy.ShowAll);
            //CCScene.SetDefaultDesignResolution(winSize.Width/2, winSize.Height/2, 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);

            mainWindow.DisplayStats = true;
            mainWindow.StatsScale   = 2;

//            if (mainWindow.WindowSizeInPixels.Height > 320)
//            {
//                application.ContentSearchPaths.Insert(0,"HD");
//            }
            //CCApplication.DefaultTexelToContentSizeRatio = 2f;
            CCScene scene = new CCScene(sharedWindow);
            CCLayer layer = new TestController();

            scene.AddChild(layer);
            sharedWindow.RunWithScene(scene);
        }
        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
        }
示例#15
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            var bounds = mainWindow.WindowSizeInPixels;

            CCScene.SetDefaultDesignResolution(bounds.Width, bounds.Height, CCSceneResolutionPolicy.ShowAll);
            application.PreferMultiSampling  = false;
            application.ContentRootDirectory = "Content";

            var gameScene = new GameScene(mainWindow);

            mainWindow.RunWithScene(gameScene);
        }
示例#16
0
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";
            var windowSize = mainWindow.WindowSizeInPixels;

            mainWindow.DisplayStats = true;

            // This will set the world bounds to be (0,0, w, h)
            // CCSceneResolutionPolicy.ShowAll will ensure that the aspect ratio is preserved
            CCScene.SetDefaultDesignResolution(Constants.COCOS_WORLD_WIDTH, Constants.COCOS_WORLD_HEIGHT, 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;
             * }
             */
            application.ContentSearchPaths = new List <string>()
            {
                "sounds",
                "hd/graphics",
                "hd/fonts"
            };
            //CCSprite.DefaultTexelToContentSizeRatio = 1.0f;
            //CCSprite.DefaultTexelToContentSizeRatio = 0.125f;
            //CCSprite.DefaultTexelToContentSizeRatio = 0.0625f;
            var scene = new CCScene(mainWindow);
            //var playLayer = new PlayLayer();
            //var wreckLayer = new WreckageLayer();
            //wreckLayer.DEBUG = true;
            var hangarLayer = new HangarLayer();

            FinishedLoading = true;

            scene.AddChild(hangarLayer.GUILayer);
            scene.AddChild(hangarLayer, zOrder: int.MinValue);
            //scene.AddChild(playLayer.GUILayer);
            //scene.AddChild(playLayer, zOrder:int.MinValue);
            //scene.AddChild(wreckLayer.GUILayer);
            //scene.AddChild(wreckLayer, zOrder:int.MinValue);

            mainWindow.RunWithScene(scene);
        }
示例#17
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();
        }
示例#18
0
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";
            application.PreferMultiSampling  = false;
            CCSize winSize       = mainWindow.WindowSizeInPixels;
            float  desiredWidth  = 640.0f;
            float  desiredHeight = 960.0f;

            CCScene.SetDefaultDesignResolution(desiredWidth, desiredHeight, CCSceneResolutionPolicy.ExactFit);

            CCScene scene = MenuLayer.GameStartLayerScene(mainWindow);

            mainWindow.RunWithScene(scene);
        }
示例#19
0
        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 desiredWidth  = 1024.0f;
            float desiredHeight = 768.0f;

            // This will set the world bounds to be (0,0, w, h)
            // Use CCSceneResolutionPolicy.Custom as we're manually setting our viewports
            CCScene.SetDefaultDesignResolution(desiredWidth, desiredHeight, CCSceneResolutionPolicy.Custom);

            // 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;
            }

            var topViewport    = new CCViewport(new CCRect(0.0f, 0.2f, .5f, 0.6f));
            var bottomViewport = new CCViewport(new CCRect(0.5f, 0.0f, .5f, 1.0f));

            // Each viewport needs its own director
            var sceneDirector1 = new CCDirector();
            var sceneDirector2 = new CCDirector();

            var scene1 = new CCScene(mainWindow, topViewport, sceneDirector1);
            var scene2 = new CCScene(mainWindow, bottomViewport, sceneDirector2);

            var layer1 = new GameLayer();
            var layer2 = new GameLayer();

            scene1.AddChild(layer1);
            scene2.AddChild(layer2);

            sceneDirector1.RunWithScene(scene1);
            sceneDirector2.RunWithScene(scene2);
        }
        //--------------------------------------------------------------------------------------------------------------
        public static LHScene createWithContentOfFile(string plistLevelFile, CCWindow mainWindow, CCApplication application)
        {
            PlistDictionary dict = CCContentManager.SharedContentManager.Load <PlistDocument> (plistLevelFile).Root.AsDictionary;

            if (null == dict)
            {
                Debug.WriteLine("\nERROR: Could not load level file %s. The file does not appear to exist.\n", plistLevelFile);
                return(null);
            }

            var aspect = dict ["aspect"].AsInt;

            if (aspect == 0)           //exact fit
            {
                CCSize winSize = CCSize.Parse(dict ["designResolution"].AsString);
                CCScene.SetDefaultDesignResolution(winSize.Width, winSize.Height, CCSceneResolutionPolicy.ExactFit);
            }
            else if (aspect == 1)           //no borders
            {
                CCSize winSize = CCSize.Parse(dict ["designResolution"].AsString);
                CCScene.SetDefaultDesignResolution(winSize.Width, winSize.Height, CCSceneResolutionPolicy.NoBorder);
            }
            else if (aspect == 2)           //show all
            {
                CCSize winSize = mainWindow.WindowSizeInPixels;
                CCScene.SetDefaultDesignResolution(winSize.Width, winSize.Height, CCSceneResolutionPolicy.ShowAll);
            }

            PlistArray devsInfo = dict["devices"].AsArray;

            if (null == devsInfo)
            {
                Debug.WriteLine("\nERROR: Level doesn't contain valid devices.\n");
                return(null);
            }

            foreach (PlistDictionary devInf in devsInfo)
            {
                string suffix = dict ["suffix"].AsString;
                application.ContentSearchPaths.Add(suffix);
            }

            application.ContentSearchPaths.Add("hd");
            application.ContentSearchPaths.Add("568");

            return(new LHScene(dict, plistLevelFile, mainWindow));
        }
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.PreferMultiSampling  = false;
            application.ContentRootDirectory = "Content";

            application.ContentSearchPaths.Add("hd");

            CCSimpleAudioEngine.SharedEngine.PreloadEffect("Sounds/tap");
            CCSimpleAudioEngine.SharedEngine.PreloadBackgroundMusic("Sounds/backgroundMusic");
            CCSize winSize = mainWindow.WindowSizeInPixels;

            CCScene.SetDefaultDesignResolution(winSize.Width, winSize.Height, CCSceneResolutionPolicy.ExactFit);

            CCScene scene = GameStartLayer.GameStartLayerScene(mainWindow);

            mainWindow.RunWithScene(scene);
        }
示例#22
0
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.ContentRootDirectory = "Content";
            application.ContentSearchPaths   = new List <string> {
                "Sounds", "Images"
            };

            // We use a lower-resolution display to get a pixellated appearance
            int width  = 384;
            int height = 512;

            CCScene.SetDefaultDesignResolution(width, height, CCSceneResolutionPolicy.ShowAll);

            InitializeAudio();
            var scene = new TitleScene(mainWindow);

            mainWindow.RunWithScene(scene);
        }
示例#23
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);
        }
示例#24
0
        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 winSize = mainWindow.WindowSizeInPixels;

            CCScene.SetDefaultDesignResolution(winSize.Width, winSize.Height, CCSceneResolutionPolicy.ShowAll);

            CCScene scene = new CCScene(mainWindow);

            BouncingGame.GameLayer gameLayer = new BouncingGame.GameLayer(winSize, CCClipMode.None);

            scene.AddChild(gameLayer);

            mainWindow.RunWithScene(scene);
        }
示例#25
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        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            CCLog.Logger = System.Diagnostics.Debug.WriteLine;

            application.PreferMultiSampling = true;

            application.ContentRootDirectory = "Content";

            CCSize windowSize = mainWindow.WindowSizeInPixels;

            float desiredWidth  = 1024.0f;
            float desiredHeight = 768.0f;

            desiredWidth  = windowSize.Width;
            desiredHeight = windowSize.Height;

            // 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.ExactFit);

            // 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);
        }
示例#26
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        public void SetDefaultDesignResolution(CCSceneResolutionPolicy policy = CCSceneResolutionPolicy.ShowAll)
        {
            // This will set the world bounds to be (0,0, w, h)
            // CCSceneResolutionPolicy.ShowAll will ensure that the aspect ratio is preserved
            CCScene.SetDefaultDesignResolution(DESIRED_WIDTH, DESIRED_HEIGHT, policy);


            // 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)
            application.ContentSearchPaths.Remove("hd");
            application.ContentSearchPaths.Remove("ld");
            if (DESIRED_WIDTH < Width)
            {
                application.ContentSearchPaths.Add("hd");
                CCSprite.DefaultTexelToContentSizeRatio = 2.0f;
            }
            else
            {
                application.ContentSearchPaths.Add("ld");
                CCSprite.DefaultTexelToContentSizeRatio = 1.0f;
            }
        }
示例#27
0
        public override void ApplicationDidFinishLaunching(CCApplication application, CCWindow mainWindow)
        {
            application.PreferMultiSampling  = false;
            application.ContentRootDirectory = "Content";

            var windowSize = mainWindow.WindowSizeInPixels;
            //desired width and height changed from the original to suit modern resolution Android phones
            var desiredWidth  = 1440.0f;
            var desiredHeight = 2560.0f;

            // 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;
            }

            //sets up the gameScene in the main window
            var scene = new GameScene(mainWindow);
            //adds the titleLayer to the gameScene, meaning the title layer is the first screen the player sees
            var title = new TitleLayer();

            scene.AddChild(title);

            mainWindow.RunWithScene(scene);
        }
示例#28
0
        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");

#if __IOS__
            application.ContentSearchPaths.Add("sounds/iOS/");
#else // android
            application.ContentSearchPaths.Add("sounds/Android/");
#endif

            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);

            CCSimpleAudioEngine.SharedEngine.PlayBackgroundMusic("CoinTimeSong", loop: true);
            // Make the audio a little quieter:
            CCSimpleAudioEngine.SharedEngine.EffectsVolume = .3f;
            var scene = new LevelSelectScene(mainWindow);
            // Can skip to the GmameScene by using this line instead:
            //var scene = new GameScene(mainWindow);
            director.RunWithScene(scene);
        }