Creating a Multi-Platform CocosSharp Project
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last updated: 2017-03
This walkthrough shows how to create a new multi-platform CocosSharp solution. The result of this walkthrough is a Visual Studio for Mac solution which includes three projects: one portable class library project, one Android-specific project, and one iOS-specific project. The resulting project will display an empty black screen when executed.
The CocosSharp 2D game engine allows code and content to be shared across multiple platforms. This walkthrough shows how to create a project which can support both iOS and Android development. Specifically, this walkthrough will cover the following topics:
- Installing CocosSharp
- Creating a new solution
First, we'll add CocosSharp to Visual Studio for Mac. If running on a Mac, select Visual Studio for Mac > Add-in Manager... . If running on Windows, select Tools > Add-in Manager... . Click the Gallery tab, expand the CocosSharp item, select CocosSharp project templates, and finally click Install... .
Creating a New Solution
Now that CocosSharp is installed, we’ll create a solution. In Visual Studio for Mac, select File > New > Solution.... Select the App option under the Cross-platform section, select CocosSharp empty project, and then click Next:
Enter the name BouncingGame for the Project Name, then click Create:
Once the project has been created and Visual Studio for Mac, we can compile and run it to view an gray background:
The default CocosSharp project includes classes specific to iOS and Android for setting up a
CCGameView, which is used to start CocosSharp. The
CCGameView instance is created in a platform-specific way: the iOS project creates the
CCGameView in the
Main.storyboard file, while Android creates the
CCGameView in the
Main.axml file. Each platform uses the CCGameView instance in a
LoadGame method which performs some basic setup. Even though we won't be modifying this code, let's take a look at some important details:
- The code sets the
gameView.DesignResolutionto 1024 by 768. This standardizes positioning across devices regardless of the current device's aspect ratio, physical resolution, or orientation.
- The code adds a few search paths. Search paths also allow content to be loaded without directory prefixes. For example, since the
"Sounds"path is added as a search path, then a file in the directory
"Content/Sounds/mysound.xnb"could simply be loaded as
"mysound.xnb". Search paths are similar to
usingstatements in code – they can reduce code, but they can also introduce ambiguity.
- The code constructs a
CCLayer-inheriting class where we will be adding all of our game logic. Larger games may require multiple
CCLayerinstances, or even multiple
CCSceneinstances (which can contain multiple
CCLayerinstances), but we’ll stick to a single
CCLayerfor this game.
This walkthrough covered how to create a cross-platform CocosSharp project using Visual Studio for Mac. The result is an empty screen which can be used as the starting point for any game project.