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Hello CocosSharp
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Mike Bluestein
October 11, 2014
Technology
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Hello CocosSharp
Mike Bluestein
October 11, 2014
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Transcript
Hello CocosSharp Developer Evangelist @mikebluestein Mike Bluestein
“CocosSharp blends the power of the Cocos2D programming model with
C# and the .NET Framework…the API has been designed to follow C# and .NET idioms.” Miguel de Icaza Xamarin
“It’s so cool” Mike Bluestein Xamarin
Cross Platform
What Makes Up the Game • Application • Scenes •
Layers • Sprites • Actions • Other cool stuff - Particle systems, audio, physics …
CocosSharp API
CCApplication • Creates and initializes the graphics device • Sets
the application delegate • Starts the game
var app = new CCApplication (); app.ApplicationDelegate = new
GoneBananasApplicationDelegate (); app.StartGame (); CCApplication
• Handles application lifecycle • Similar to UIApplicationDelegate in iOS
• Set the application’s content folder • Load the main window’s first scene CCApplicationDelegate
public virtual void ApplicationDidEnterBackground (CCApplication application) public virtual void
ApplicationDidFinishLaunching (CCApplication application, CCWindow mainWindow) public virtual void ApplicationWillEnterForeground (CCApplication application) CCApplicationDelegate
Content Folder Project Folder Containing Resources ▪ Fonts ▪ Sounds
▪ Images Set via application’s ContentRootDirector application.ContentRootDirectory = "Content";
CCDirector Window.DefaultDirector.ReplaceScene (GameLayer.GameScene (Window)); • Available via Window.DefaultDirector • Manages
any additional scene loading
CCDirector
CCDirector
CCScene • Manages game logic for various portions of the
game • Contains layers (CCLayer)
CCScene • Manages game logic for various portions of the
game • Contains layers (CCLayer)
CCLayer • Added to scene • Contains node tree (sprites,
labels, menus, etc) • Schedule method to run code at repeated interval • Creates the scene for which it is a child
CCLayer var scene = new CCScene (mainWindow); var layer =
new GameStartLayer (); scene.AddChild (layer); return scene;
• Sprites are nodes that create images in the game
• Image file must be in Content folder • Include high definition image using -hd convention CCSprite
• Efficient sprite loading • Renders all children CCSpriteBatch
CCAction • Actions perform tasks on nodes • For example,
animating sprites • Can run multiple actions sequentially using CCSequence
CCTouch • Encapsulates a touch on the screen • Set
TouchEnabled to true in layer • Override touch methods in layer ▪ TouchesBegan, TouchesMoved, TouchesEnded, etc
Accelerometer • Available via CCAccelerometer • Access with Window.Accelerometer
Window.Accelerometer.Enabled = true; var listener = new CCEventListenerAccelerometer(); listener.OnAccelerate =
DidAccelerate; AddEventListener (listener); public void DidAccelerate(CCEventAccelerate accelEvent) { accelEvent.Acceleration.X; accelEvent.Acceleration.Y; accelEvent.Acceleration.Z; } Accelerometer
Audio • SimpleAudioEngine.SharedEngine ▪ Sound Effects ▪ Background Sound •
Pause/Resume background sound in CCApplicationDelegate ▪ Pause when app enters background ▪ Resume when app enters foreground
Drawing Primitives • CCDrawNode • Draw lines, polygons, circles, etc
…
var draw = new CCDrawNode(); draw.DrawPolygon( star, star.Length,
new CCColor4F(1, 0, 0, 0.5f), 1, new CCColor4F(0, 0, 1, 1)); Drawing Primitives
Particle Systems • Graphical effects by rendering a set of
particles • Several built in - smoke, galaxy, rain, … • Can add custom particle systems
var sun = new CCParticleSun (pt); sun.StartColor = new CCColor4F
(CCColor3B.Red); sun.EndColor = new CCColor4F (CCColor3B.Yellow); Particle Systems
var sun = new CCParticleSun (pt); sun.StartColor = new CCColor4F
(CCColor3B.Red); sun.EndColor = new CCColor4F (CCColor3B.Yellow); Particle Systems
Parallax • CCParallaxNode • Children move at different relative speeds
Parallax • CCParallaxNode • Children move at different relative speeds
var parallaxClouds = new CCParallaxNode { Position = new CCPoint
(0, h) }; float yRatio1 = 1.0f; float yRatio2 = 0.5f; parallaxClouds.AddChild (cloud1, 0, new CCPoint (1.0f, yRatio1), new CCPoint (100, -100 + h - (h * yRatio1))); parallaxClouds.AddChild (cloud2, 0, new CCPoint (1.0f, yRatio2), new CCPoint (250, -200 + h - (h * yRatio2))); Parallax
Effects • Lots of visual effects • Waves, Twirl, Lens3D,
Shuffle Tiles, … • Implemented using actions
var flipx = new CCFlipX3D(t); CCFiniteTimeAction flipx_back = flipx.Reverse(); var
delay = new CCDelayTime (2); return new CCSequence(flipx, delay, flipx_back); Effects
Physics • 2D Rigid Body Physics • C# port of
Box2D • world, body, shape, fixture
var def = new b2BodyDef (); … b2Body body =
world.CreateBody (def); var circle = new b2CircleShape (); … var fd = new b2FixtureDef (); fd.shape = circle; … body.CreateFixture (fd); Physics
Demo
Gone Bananas Demonstrates Many CocosSharp Features ▪ Parallax ▪ Particles
▪ Touch handling ▪ Physics ▪ Sprite creation ▪ Actions ▪ Scene transitions ▪ Sprite sheet animation ▪ Sprite batching
CocosSharp Resources • Source - github.com/mono/CocosSharp • Samples - github.com/mono/cocos-sharp-samples
Thank You! Mike Bluestein @mikebluestein