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Added sample for CocosSharp entities.
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Microsoft Visual Studio Solution File, Format Version 12.00 | ||
# Visual Studio 2012 | ||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EntityProject", "EntityProject\EntityProject.csproj", "{1C5A66D2-4086-4860-BDCC-B9F794DEA08D}" | ||
EndProject | ||
Global | ||
GlobalSection(SolutionConfigurationPlatforms) = preSolution | ||
Debug|Any CPU = Debug|Any CPU | ||
Release|Any CPU = Release|Any CPU | ||
EndGlobalSection | ||
GlobalSection(ProjectConfigurationPlatforms) = postSolution | ||
{1C5A66D2-4086-4860-BDCC-B9F794DEA08D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU | ||
{1C5A66D2-4086-4860-BDCC-B9F794DEA08D}.Debug|Any CPU.Build.0 = Debug|Any CPU | ||
{1C5A66D2-4086-4860-BDCC-B9F794DEA08D}.Release|Any CPU.ActiveCfg = Release|Any CPU | ||
{1C5A66D2-4086-4860-BDCC-B9F794DEA08D}.Release|Any CPU.Build.0 = Release|Any CPU | ||
EndGlobalSection | ||
EndGlobal |
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Any raw assets you want to be deployed with your application can be placed in | ||
this directory (and child directories) and given a Build Action of "AndroidAsset". | ||
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These files will be deployed with your package and will be accessible using Android's | ||
AssetManager, like this: | ||
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public class ReadAsset : Activity | ||
{ | ||
protected override void OnCreate (Bundle bundle) | ||
{ | ||
base.OnCreate (bundle); | ||
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InputStream input = Assets.Open ("my_asset.txt"); | ||
} | ||
} | ||
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Additionally, some Android functions will automatically load asset files: | ||
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Typeface tf = Typeface.CreateFromAsset (Context.Assets, "fonts/samplefont.ttf"); |
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using System; | ||
using CocosSharp; | ||
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namespace EntityProject | ||
{ | ||
public class Bullet : CCNode | ||
{ | ||
CCSprite sprite; | ||
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public float VelocityX | ||
{ | ||
get; | ||
set; | ||
} | ||
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public float VelocityY | ||
{ | ||
get; | ||
set; | ||
} | ||
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public Bullet () : base() | ||
{ | ||
sprite = new CCSprite ("bullet.png"); | ||
// Making the Sprite be centered makes | ||
// positioning easier. | ||
sprite.AnchorPoint = CCPoint.AnchorMiddle; | ||
this.AddChild(sprite); | ||
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this.Schedule (ApplyVelocity); | ||
} | ||
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void ApplyVelocity(float time) | ||
{ | ||
PositionX += VelocityX * time; | ||
PositionY += VelocityY * time; | ||
} | ||
} | ||
} | ||
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using System; | ||
using CocosSharp; | ||
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namespace EntityProject | ||
{ | ||
public class Ship : CCNode | ||
{ | ||
CCSprite sprite; | ||
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CCEventListenerTouchAllAtOnce touchListener; | ||
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public Ship () : base() | ||
{ | ||
sprite = new CCSprite ("ship.png"); | ||
// Center the Sprite in this entity to simplify | ||
// centering the Ship on screen | ||
sprite.AnchorPoint = CCPoint.AnchorMiddle; | ||
this.AddChild(sprite); | ||
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touchListener = new CCEventListenerTouchAllAtOnce(); | ||
touchListener.OnTouchesMoved = HandleInput; | ||
AddEventListener(touchListener, this); | ||
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Schedule (FireBullet, interval: 0.5f); | ||
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} | ||
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void FireBullet(float unusedValue) | ||
{ | ||
Bullet newBullet = BulletFactory.Self.CreateNew (); | ||
newBullet.Position = this.Position; | ||
newBullet.VelocityY = 100; | ||
} | ||
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private void HandleInput(System.Collections.Generic.List<CCTouch> touches, CCEvent touchEvent) | ||
{ | ||
if(touches.Count > 0) | ||
{ | ||
CCTouch firstTouch = touches[0]; | ||
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this.PositionX = firstTouch.Location.X; | ||
this.PositionY = firstTouch.Location.Y; | ||
} | ||
} | ||
} | ||
} | ||
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<?xml version="1.0" encoding="utf-8"?> | ||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | ||
<PropertyGroup> | ||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> | ||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> | ||
<ProjectTypeGuids>{EFBA0AD7-5A72-4C68-AF49-83D382785DCF};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids> | ||
<ProjectGuid>{1C5A66D2-4086-4860-BDCC-B9F794DEA08D}</ProjectGuid> | ||
<OutputType>Library</OutputType> | ||
<RootNamespace>EntityProject</RootNamespace> | ||
<AndroidApplication>True</AndroidApplication> | ||
<AndroidResgenFile>Resources\Resource.designer.cs</AndroidResgenFile> | ||
<AndroidResgenClass>Resource</AndroidResgenClass> | ||
<MonoAndroidResourcePrefix>Resources</MonoAndroidResourcePrefix> | ||
<MonoAndroidAssetsPrefix>Assets</MonoAndroidAssetsPrefix> | ||
<AndroidUseLatestPlatformSdk>True</AndroidUseLatestPlatformSdk> | ||
<AssemblyName>EntityProject</AssemblyName> | ||
<TargetFrameworkVersion>v4.4.87</TargetFrameworkVersion> | ||
<AndroidManifest>Properties\AndroidManifest.xml</AndroidManifest> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> | ||
<DebugSymbols>true</DebugSymbols> | ||
<DebugType>full</DebugType> | ||
<Optimize>false</Optimize> | ||
<OutputPath>bin\Debug</OutputPath> | ||
<DefineConstants>DEBUG;</DefineConstants> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
<ConsolePause>false</ConsolePause> | ||
<AndroidLinkMode>None</AndroidLinkMode> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> | ||
<DebugType>full</DebugType> | ||
<Optimize>true</Optimize> | ||
<OutputPath>bin\Release</OutputPath> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
<ConsolePause>false</ConsolePause> | ||
<AndroidUseSharedRuntime>false</AndroidUseSharedRuntime> | ||
</PropertyGroup> | ||
<ItemGroup> | ||
<Reference Include="System" /> | ||
<Reference Include="System.Xml" /> | ||
<Reference Include="System.Core" /> | ||
<Reference Include="Mono.Android" /> | ||
<Reference Include="box2d"> | ||
<HintPath>..\packages\CocosSharp.Android.1.3.2.0\lib\MonoAndroid10\box2d.dll</HintPath> | ||
</Reference> | ||
<Reference Include="CocosSharp"> | ||
<HintPath>..\packages\CocosSharp.Android.1.3.2.0\lib\MonoAndroid10\CocosSharp.dll</HintPath> | ||
</Reference> | ||
<Reference Include="ICSharpCode.SharpZipLib"> | ||
<HintPath>..\packages\CocosSharp.Android.1.3.2.0\lib\MonoAndroid10\ICSharpCode.SharpZipLib.dll</HintPath> | ||
</Reference> | ||
<Reference Include="Lidgren.Network"> | ||
<HintPath>..\packages\CocosSharp.Android.1.3.2.0\lib\MonoAndroid10\Lidgren.Network.dll</HintPath> | ||
</Reference> | ||
<Reference Include="MonoGame.Framework"> | ||
<HintPath>..\packages\CocosSharp.Android.1.3.2.0\lib\MonoAndroid10\MonoGame.Framework.dll</HintPath> | ||
</Reference> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<Compile Include="MainActivity.cs" /> | ||
<Compile Include="Resources\Resource.designer.cs" /> | ||
<Compile Include="Properties\AssemblyInfo.cs" /> | ||
<Compile Include="GameAppDelegate.cs" /> | ||
<Compile Include="GameLayer.cs" /> | ||
<Compile Include="Entities\Ship.cs" /> | ||
<Compile Include="Entities\Bullet.cs" /> | ||
<Compile Include="Factories\BulletFactory.cs" /> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<None Include="Resources\AboutResources.txt" /> | ||
<None Include="Assets\AboutAssets.txt" /> | ||
<None Include="Properties\AndroidManifest.xml" /> | ||
<None Include="packages.config" /> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<AndroidResource Include="Resources\values\Strings.xml" /> | ||
<AndroidResource Include="Resources\drawable\Icon.png" /> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<Folder Include="Assets\Content\animations\" /> | ||
<Folder Include="Assets\Content\fonts\" /> | ||
<Folder Include="Assets\Content\images\hd\" /> | ||
<Folder Include="Assets\Content\images\ld\" /> | ||
<Folder Include="Assets\Content\sounds\" /> | ||
<Folder Include="Entities\" /> | ||
<Folder Include="Factories\" /> | ||
</ItemGroup> | ||
<Import Project="$(MSBuildExtensionsPath)\Novell\Novell.MonoDroid.CSharp.targets" /> | ||
<ItemGroup> | ||
<AndroidAsset Include="Assets\Content\ship.png" /> | ||
<AndroidAsset Include="Assets\Content\bullet.png" /> | ||
</ItemGroup> | ||
</Project> |
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CocosSharpEntities/EntityProject/Factories/BulletFactory.cs
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using System; | ||
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namespace EntityProject | ||
{ | ||
public class BulletFactory | ||
{ | ||
static BulletFactory self; | ||
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// simple singleton implementation | ||
public static BulletFactory Self | ||
{ | ||
get | ||
{ | ||
if (self == null) | ||
{ | ||
self = new BulletFactory (); | ||
} | ||
return self; | ||
} | ||
} | ||
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public event Action<Bullet> BulletCreated; | ||
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private BulletFactory() | ||
{ | ||
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} | ||
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public Bullet CreateNew() | ||
{ | ||
Bullet newBullet = new Bullet (); | ||
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if (BulletCreated != null) | ||
{ | ||
BulletCreated (newBullet); | ||
} | ||
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return newBullet; | ||
} | ||
} | ||
} | ||
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using System; | ||
using CocosSharp; | ||
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namespace EntityProject | ||
{ | ||
public class GameAppDelegate : CCApplicationDelegate | ||
{ | ||
public override void ApplicationDidFinishLaunching (CCApplication application, CCWindow mainWindow) | ||
{ | ||
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application.PreferMultiSampling = false; | ||
application.ContentRootDirectory = "Content"; | ||
application.ContentSearchPaths.Add ("animations"); | ||
application.ContentSearchPaths.Add ("fonts"); | ||
application.ContentSearchPaths.Add ("sounds"); | ||
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CCSize windowSize = mainWindow.WindowSizeInPixels; | ||
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float desiredWidth = 1024.0f; | ||
float desiredHeight = 768.0f; | ||
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// 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); | ||
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// 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; | ||
} | ||
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// New code for resolution setting: | ||
CCScene.SetDefaultDesignResolution(480, 320, CCSceneResolutionPolicy.ShowAll); | ||
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CCScene scene = new CCScene (mainWindow); | ||
GameLayer gameLayer = new GameLayer (); | ||
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scene.AddChild (gameLayer); | ||
mainWindow.RunWithScene (scene); | ||
} | ||
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public override void ApplicationDidEnterBackground (CCApplication application) | ||
{ | ||
application.Paused = true; | ||
} | ||
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public override void ApplicationWillEnterForeground (CCApplication application) | ||
{ | ||
application.Paused = false; | ||
} | ||
} | ||
} |
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using System; | ||
using System.Collections.Generic; | ||
using CocosSharp; | ||
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namespace EntityProject | ||
{ | ||
public class GameLayer : CCLayer | ||
{ | ||
Ship ship; | ||
List<Bullet> bullets; | ||
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public GameLayer () | ||
{ | ||
ship = new Ship (); | ||
ship.PositionX = 240; | ||
ship.PositionY = 50; | ||
this.AddChild (ship); | ||
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bullets = new List<Bullet> (); | ||
BulletFactory.Self.BulletCreated += HandleBulletCreated; | ||
} | ||
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void HandleBulletCreated(Bullet newBullet) | ||
{ | ||
AddChild (newBullet); | ||
bullets.Add (newBullet); | ||
} | ||
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protected override void AddedToScene () | ||
{ | ||
base.AddedToScene (); | ||
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// Use the bounds to layout the positioning of our drawable assets | ||
CCRect bounds = VisibleBoundsWorldspace; | ||
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// Register for touch events | ||
var touchListener = new CCEventListenerTouchAllAtOnce (); | ||
touchListener.OnTouchesEnded = OnTouchesEnded; | ||
AddEventListener (touchListener, this); | ||
} | ||
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void OnTouchesEnded (List<CCTouch> touches, CCEvent touchEvent) | ||
{ | ||
if (touches.Count > 0) | ||
{ | ||
// Perform touch handling here | ||
} | ||
} | ||
} | ||
} |
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