/// <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"; //CCSpriteFontCache.FontScale = 0.6f; //CCSpriteFontCache.RegisterFont("MarkerFelt", 22); CCDirector director = CCDirector.SharedDirector; director.DisplayStats = true; director.AnimationInterval = 1.0 / 60; // 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 scene = new CCScene(); var label = TestClass.PCLLabel(AppDelegate.PlatformMessage()); scene.AddChild(label); director.RunWithScene(scene); return true; }
/// <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 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; }
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 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 void passToGame(int i) { GameData.scores = new int[GameData.players]; CCSimpleAudioEngine.SharedEngine.StopEffect(mid); var newScene = new CCScene(Window); if(i == 1) { var silla = new SillaMusicalLayer(); newScene.AddChild(silla); Window.DefaultDirector.ReplaceScene(newScene); } else if (i == 2) { var dictado = new DictadoLayercs(); newScene.AddChild(dictado); Window.DefaultDirector.ReplaceScene(newScene); } else if (i == 3) { var maleta = new MaletaLayer(); newScene.AddChild(maleta); Window.DefaultDirector.ReplaceScene(newScene); } else { var tablero = new Tablero(); newScene.AddChild(tablero); Window.DefaultDirector.ReplaceScene(newScene); } }
public static void runTableViewTest() { var pScene = new CCScene(AppDelegate.SharedWindow, AppDelegate.SharedViewport); var pLayer = new TableViewTestLayer(); pScene.AddChild(pLayer); AppDelegate.SharedWindow.DefaultDirector.ReplaceScene(pScene); }
void LoadGame (object sender, EventArgs e) { var nativeGameView = sender as CCGameView; if (nativeGameView != null) { var contentSearchPaths = new List<string> () { "Fonts", "Sounds" }; CCSizeI viewSize = nativeGameView.ViewSize; CCSizeI designResolution = nativeGameView.DesignResolution; // 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 (designResolution.Width < viewSize.Width) { contentSearchPaths.Add ("Images/Hd"); CCSprite.DefaultTexelToContentSizeRatio = 2.0f; } else { contentSearchPaths.Add ("Images/Ld"); CCSprite.DefaultTexelToContentSizeRatio = 1.0f; } nativeGameView.ContentManager.SearchPaths = contentSearchPaths; CCScene gameScene = new CCScene (nativeGameView); gameScene.AddLayer (new GameLayer ()); nativeGameView.RunWithScene (gameScene); } }
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 void openTest(string pCCBFileName, string pCCNodeName, CCNodeLoader pCCNodeLoader) { /* Create an autorelease CCNodeLoaderLibrary. */ CCNodeLoaderLibrary ccNodeLoaderLibrary = new CCNodeLoaderLibrary(); ccNodeLoaderLibrary.RegisterCCNodeLoader("TestHeaderLayer", new Loader<TestHeaderLayer>()); if (pCCNodeName != null && pCCNodeLoader != null) { ccNodeLoaderLibrary.RegisterCCNodeLoader(pCCNodeName, pCCNodeLoader); } /* Create an autorelease CCBReader. */ var ccbReader = new CCBReader(ccNodeLoaderLibrary); /* Read a ccbi file. */ // Load the scene from the ccbi-file, setting this class as // the owner will cause lblTestTitle to be set by the CCBReader. // lblTestTitle is in the TestHeader.ccbi, which is referenced // from each of the test scenes. CCNode node = ccbReader.ReadNodeGraphFromFile(pCCBFileName, this); mTestTitleLabelTTF.Text = (pCCBFileName); CCScene scene = new CCScene(Scene); scene.AddChild(node); /* Push the new scene with a fancy transition. */ CCColor3B transitionColor = new CCColor3B(); transitionColor.R = 0; transitionColor.G = 0; transitionColor.B = 0; Scene.Director.PushScene(new CCTransitionFade(0.5f, scene, transitionColor)); }
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 void switchLayer(float dt) { //unschedule(schedule_selector(Bug624Layer::switchLayer)); CCScene scene = new CCScene(Scene); scene.AddChild(new Bug624Layer(), 0); Scene.Director.ReplaceScene(new CCTransitionFade(2.0f, scene, new CCColor3B { R = 255, G = 0, B = 0 })); }
public static CCScene scene() { CCScene pScene = new CCScene(AppDelegate.SharedWindow); //Bug1159Layer layer = Bug1159Layer.node(); //pScene.addChild(layer); return pScene; }
public void passToGame() { GameData.scores = new int[GameData.players]; CCSimpleAudioEngine.SharedEngine.StopEffect(mid); var newScene = new CCScene(Window); var silla = new Tablero(); newScene.AddChild(silla); Window.DefaultDirector.ReplaceScene(newScene); }
public static CCScene GameScene(CCWindow mainWindow) { var scene = new CCScene (mainWindow); var layer = new MonsterRun(); scene.AddChild(layer); return scene; }
public static CCScene GameStartLayerScene (CCWindow mainWindow) { var scene = new CCScene (mainWindow); var layer = new GameStartLayer (); scene.AddChild (layer); return scene; }
public static CCScene SceneWithScore (CCWindow mainWindow, int score) { var scene = new CCScene (mainWindow); var layer = new GameOverLayer (score); scene.AddChild (layer); return scene; }
public static CCScene SceneWithScore (int score) { var scene = new CCScene (); var layer = new GameOverLayer (score); scene.AddChild (layer); return scene; }
public static void runTouchesTest() { s_nTouchCurCase = 0; CCScene pScene = new CCScene(AppDelegate.SharedWindow, AppDelegate.SharedViewport); CCLayer pLayer = new TouchesPerformTest1(true, TEST_COUNT, s_nTouchCurCase); pScene.AddChild(pLayer); AppDelegate.SharedWindow.DefaultDirector.ReplaceScene(pScene); }
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); }
public static CCScene SceneWithTitle(string title) { var scene = new CCScene (AppDelegate.SharedWindow); var controlLayer = new CCControlSliderTest(); if (controlLayer != null) { controlLayer.SceneTitleLabel.Text = (title); scene.AddChild(controlLayer); } return scene; }
public static CCScene CreateScene (CCWindow mainWindow) { var scene = new CCScene(mainWindow); var layer = new IntroLayer(); // add layer as a child to scene scene.AddChild(layer); // return the scene return scene; }
public new static CCScene sceneWithTitle(string title) { var pScene = new CCScene (AppDelegate.SharedWindow, AppDelegate.SharedViewport); var controlLayer = new CCControlSwitchTest(); if (controlLayer != null) { controlLayer.getSceneTitleLabel().Text = (title); pScene.AddChild(controlLayer); } return pScene; }
public static CCScene sceneWithTitle(string title) { var pScene = new CCScene(AppDelegate.SharedWindow); var controlLayer = new CCControlColourPickerTest(); if (controlLayer != null) { controlLayer.getSceneTitleLabel().Text = (title); pScene.AddChild(controlLayer); } return pScene; }
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 = 1; // 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 static CCScene scene() { // 'scene' is an autorelease object. CCScene pScene = new CCScene(AppDelegate.SharedWindow); // 'layer' is an autorelease object. //Bug914Layer layer = Bug914Layer.node(); // add layer as a child to scene //pScene.addChild(layer); // return the scene return pScene; }
void LoadGame(object sender, EventArgs e) { var nativeGameView = sender as CCGameView; if (nativeGameView == null) return; var contentSearchPaths = new List<string> () { "Fonts", "Sounds", "Images" }; // TODO look at Ian Parson's Gone Bananas sample and make images path vary depending on resolution CCSprite.DefaultTexelToContentSizeRatio = 2.0f; // TODO make this vary according to resolution nativeGameView.ContentManager.SearchPaths = contentSearchPaths; CCScene gameScene = new CCScene(nativeGameView); gameScene.AddLayer(GameModel.MakeLayer()); nativeGameView.RunWithScene(gameScene); }
public static CCScene SceneWithScore (CCWindow mainWindow, int score) { var scene = new CCScene (mainWindow); var winSize = mainWindow.WindowSizeInPixels; const float wbase = 640.0f; const float hbase = 1136.0f; var layer = new GameOverLayer (score, winSize.Width / wbase, winSize.Height / hbase); scene.AddChild (layer); return scene; }
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 CCScene GameStartLayerScene (CCWindow mainWindow) { var scene = new CCScene (mainWindow); var winSize = mainWindow.WindowSizeInPixels; const float wbase = 640.0f; const float hbase = 1136.0f; var layer = new GameStartLayer (winSize.Width / wbase, winSize.Height / hbase); scene.AddChild (layer); return scene; }
public CCScene(CCScene scene) : this(scene.Window, scene.Viewport, scene.Director) #endif { }
public CCTransitionSceneContainerNode(CCScene scene, CCSize contentSize) : base(contentSize) { InnerScene = scene; }
public CCTransitionScene(float duration, CCScene scene) : base(scene.Window, scene.Viewport) { InitCCTransitionScene(duration, scene); }
public virtual void Reset(float t, CCScene scene) { InitCCTransitionScene(t, scene); }
public void RunWithScene(CCScene scene) { StartGame(); Director.RunWithScene(scene); }
public CCTransitionFlipAngular(float t, CCScene s, CCTransitionOrientation o) : base(t, s, o) { }
public bool DeserializeState() { try { // open up isolated storage using (IsolatedStorageFile storage = IsolatedStorageFile.GetUserStoreForApplication()) { // see if our saved state directory exists if (storage.DirectoryExists(storageDirName)) { string saveFile = System.IO.Path.Combine(storageDirName, saveFileName); try { CCLog.Log("Loading director data file: {0}", saveFile); // see if we have a screen list if (storage.FileExists(saveFile)) { // load the list of screen types using (IsolatedStorageFileStream stream = storage.OpenFile(saveFile, FileMode.Open, FileAccess.Read)) { using (StreamReader reader = new StreamReader(stream)) { CCLog.Log("Director save file contains {0} bytes.", reader.BaseStream.Length); try { while (true) { // read a line from our file string line = reader.ReadLine(); if (line == null) { break; } CCLog.Log("Restoring: {0}", line); // if it isn't blank, we can create a screen from it if (!string.IsNullOrEmpty(line)) { if (line.StartsWith("[*]")) { // Reading my state string s = line.Substring(3); int idx = s.IndexOf('='); if (idx > -1) { string name = s.Substring(0, idx); string v = s.Substring(idx + 1); CCLog.Log("Restoring: {0} = {1}", name, v); DeserializeMyState(name, v); } } else { Type screenType = Type.GetType(line); CCScene scene = Activator.CreateInstance(screenType) as CCScene; PushScene(scene); // m_pobScenesStack.Add(scene); } } } } catch (Exception) { // EndOfStreamException // this is OK here. } } } // Now we deserialize our own state. } else { CCLog.Log("save file does not exist."); } // next we give each screen a chance to deserialize from the disk for (int i = 0; i < scenesStack.Count; i++) { string filename = System.IO.Path.Combine(storageDirName, string.Format(sceneSaveFileName, i)); if (storage.FileExists(filename)) { using (IsolatedStorageFileStream stream = storage.OpenFile(filename, FileMode.Open, FileAccess.Read)) { CCLog.Log("Restoring state for scene {0}", filename); scenesStack[i].Deserialize(stream); } } } if (scenesStack.Count > 0) { CCLog.Log("Director is running with scene.."); RunWithScene(scenesStack[scenesStack.Count - 1]); // always at the top of the stack } return(scenesStack.Count > 0 && RunningScene != null); } catch (Exception ex) { // if an exception was thrown while reading, odds are we cannot recover // from the saved state, so we will delete it so the game can correctly // launch. DeleteState(storage); CCLog.Log("Failed to deserialize the director state, removing old storage file."); CCLog.Log(ex.ToString()); } } } } catch (Exception ex) { CCLog.Log("Failed to deserialize director state."); CCLog.Log(ex.ToString()); } return(false); }
public CCTransitionProgressHorizontal(float t, CCScene scene) : base(t, scene) { }
//OLD_TRANSITION_CREATE_FUNC(CCTransitionProgressVertical) //TRANSITION_CREATE_FUNC(CCTransitionProgressVertical) public CCTransitionProgressVertical(float t, CCScene scene) : base(t, scene) { }
public CCScene(CCScene scene, bool physics = false) : this(scene.Window, scene.Viewport, scene.Director, physics)
public CCTransitionProgressRadialCCW(float t, CCScene scene) : base(t, scene) { }
public CCTransitionProgressOutIn(float t, CCScene scene) : base(t, scene) { }