CocosSharp | Cocos3D APIs that on any platform where MonoGame | Game Engine library

 by   mono C# Version: v1.6.1.0 License: No License

kandi X-RAY | CocosSharp Summary

kandi X-RAY | CocosSharp Summary

CocosSharp is a C# library typically used in Gaming, Game Engine applications. CocosSharp has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

CocosSharp is an easy to use library for simple games using C# and F#. It is a .NET port of the popular Cocos2D engine, derived from the Cocos2D-X engine via Cocos2D-XNA. This library is MIT licensed.

            kandi-support Support

              CocosSharp has a low active ecosystem.
              It has 493 star(s) with 160 fork(s). There are 138 watchers for this library.
              It had no major release in the last 12 months.
              There are 80 open issues and 295 have been closed. On average issues are closed in 98 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of CocosSharp is v1.6.1.0

            kandi-Quality Quality

              CocosSharp has no bugs reported.

            kandi-Security Security

              CocosSharp has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              CocosSharp does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              CocosSharp releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

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            CocosSharp Key Features

            No Key Features are available at this moment for CocosSharp.

            CocosSharp Examples and Code Snippets

            No Code Snippets are available at this moment for CocosSharp.

            Community Discussions


            Drawing a moving chart using CocoSharp in Xamarin results in slow framerates
            Asked 2020-Jul-25 at 12:53

            I'm making a app that will show a line chart of the acceleration meter. The chart has to move sideways to show the new results. To draw i use the CocoSharp graphics library.

            First try was to redraw the full chart every update, but this was not fast enough and somehow you cant draw transparent, this wont erase the previously drawn pixels, so my chart just filled up.

            Second try was to make the chart 4 times wider than the screen and only draw the last update on 2 positions: at the position we are drawing and 2 screen widths back (out of screen). Before drawing the line i draw a black line instead of transparent to erase the previous result.

            I then move the whole layer towards the left, giving a nice scrolling chart. Then when the position exceeds 2 screen widths i reset the position back to 0, but because we are drawing at 2 positions the graph is already drawn the same as where we left, making it seamlessly scroll forever.

            This works very good, but after a few minutes of drawing you can notest the screen begins to lagg in framerate. I investigated everything but my drawing thread is working just fine pumping out a full update every 16ms, so i think it is the CocoSharp library.

            As i stated before when you draw transparent the pixels do not get erased, which makes me think every draw update keeps in memory somehow, slowing down the gpu after a while. Could this be correct? And if so, how do i fix it?



            Answered 2020-Jul-25 at 12:53

            Ok, seems I was right. After testing it without drawing the graph the app didn't start stuttering. I now changed the graph to work with 2 layers, in pretty much the same way I used to do, only when I reset the scroll, I also reset the previous CCDrawNode with a:



            cocossharp TilePropertiesForGID(info.Gid) always return null
            Asked 2019-Jan-11 at 14:59

            I am using the CocoSharp.PCL.Shared Nuget version 1.6.2 and I am trying to get the tile property.

            Here is the TileSet.tsx:



            Answered 2019-Jan-11 at 14:59

            I found a way to get my tile properties.

            1. Get a stream from the tileset.tsx
            2. Get the properties from a specifi tile id
            3. Create a function that parse the xml file tileset.tsx to make it works as cocossharp used to work.

            In Program.cs, Since it inherit from activity, I am able to open all assets :



            Xamarin Forms Detect if Screen Active and/or Device Locked
            Asked 2018-Nov-12 at 09:56

            I have a Xamarin Forms app that produces background audio and thus the app can run while the device is in lock mode and/or when the screen is not active (screen sleep).

            I have a need to prevent screen updates while the Xamarin Forms MainPage (a ContentPage) is not visible and active. In other words, I need to detect is the screen is disabled (in sleep mode), if the device is locked, and also preferably when the MainPage is not currently active and visible.

            Using Xamarin Forms, how can I detect if the screen is not active and/or if the device is in lock mode?

            Additional Info

            • I tried using Xamarin.Essentials and checking the ScreenLock.IsActive property. This did not work, as IsActive was always false even when the device was in lock mode. Tested on iOS device (iPhone).
            • The reason why I need to prevent screen updates is because I am using CocosSharp and I am periodically placing CCParticle animations on the screen. When the screen is not active, new CCParticle animations can continue to be added, but the existing ones do not run to their set duration and thus never "expire." The result is an ever-increasing number of CCParticle animations on the (hidden) screen that continuously consume resources.


            Answered 2018-Nov-12 at 09:56

            In your App.xaml.cs, you have the following methods:



            Load issue with .tmx file
            Asked 2018-Feb-07 at 16:44

            I've got an issue when I try to load a .tmx file in a CCTileMap CocosSharp object.

            Here is the code :



            Answered 2018-Feb-07 at 16:44

            Found a way to load the TileMap file.

            The solution I found :

            • save the TileMap file in .xml format in Tiled software.
            • save the .tsx file in .xml format.

            • I use this code to load the tile map file :



            How to use CCPhysicsBody?
            Asked 2017-Nov-27 at 17:44

            I want to get into physics with CocosSharp. I was about to use CCPhysicsBody in my PCL project, however it's not available in the namespace "CocosSharp".

            Checking my NuGet packages (CocosSharp.PCL.Shared), the last package publish date is two years old. Do I miss CCPhysicsBody, because my packages are too old? Why there is no up2date package then?



            Answered 2017-Nov-27 at 17:44

            I got an answer here:

            It's still not part of the NuGet, thus I need to compile CocosSharp with the physics flag, by myself.



            Play music in an xamarin ios app developp with CocosSharp
            Asked 2017-Jul-03 at 11:52

            I currently developing an application in ios with Xamarin and I use CocosSharp.

            I try to put some Background music on it and I have an exception that always come : "Microsoft.Xna.Framework.Content.ContentLoadException Failed to load the asset file from MySong"

            The song is in the content folder : Content/Sounds

            To play the sound I use the following line :



            Answered 2017-Jul-03 at 11:52

            You need to change the asset file's Build Action. Right-click on the file, scroll to Build Action and ensure that it is set to BundleResource (This is required for iOS projects). Clean/Build the project and try running it again.



            SingalR in Xamarin.Forms
            Asked 2017-Feb-06 at 06:43

            I'm trying to create a Xamarin.Forms PCL client for SignalR. Every tutorial I found it's how to add SignalR to either Xamarin.Android or Xamarin.iOS. How can I add SignalR to Xamarin.Forms project?

            1. Should I create an separate PCL, call it "Proxy" and then just use this PCL in Xamarin.iOS, Android and Windows Mobile projects?
            2. If 1), should I add SignalR also in every project (besides PCL, where I'm really using it)?
            3. Should I add to the PCL created by default, while creating Xamarin.Forms solution?

            Thanks for help,

            Here's the problem I'm getting: I have a fully working Xamarin.Forms PCL project. I removed all windows stuff though. I just left PCL, iOS and Android projects. It works! I added CocosSharp only, but don't use it. Plain, empty, never touched Xamarin.Forms. Then I've added SingalR to PCL project. Complied, run - works! BUT when I add JUST this line:



            Answered 2017-Feb-06 at 06:43

            I met the same error as you did, it seems that when installing SignalRMicrosoft.AspNet.SignalR.Client package, the dependency packages cannot be automatically installed, the references got somehow corrupted.

            To solve this issue, you can manually install those packages.

            Install the following three Packages separately from Nuget:






            Trying to figure out how to pause and resume in Cocossharp (BouncyGame)
            Asked 2017-Jan-24 at 19:49

            So I'm playing around with the BouncyGame. I made it so that when you start the game you need to press the screen for it to start. I would like to implement this whenever you play a new round as well. I tried to reuse this att the bottom of my code but it made it extremely laggy.



            Answered 2017-Jan-24 at 19:49

            Figured it out! There is an "Unschedule" Method built into Cocossharp. Ref.

            I just added


            at the very en of my RunGameLogic method under

            if (ballSprite.PositionY < VisibleBoundsWorldspace.MinY)

            So once the ballSprite is out of bounds it will Unschedule what i Scheduled in my OntouchesEnded method. That means the code goes back to listening for touches.

            Might have made some errors, but this is as best I could figure it out and it works!



            'ApplicationName' and 'Hello' strings missing in 'Resource.String' in Xamarin.Forms
            Asked 2017-Jan-17 at 03:03

            I had fully working Xamarin.Forms (Android and iOS). HAXM is running. Then I installed CocosSharp from nuget in my PCL project and both Android and iOS projects. iOS project works great but Android... not.

            I have:



            Answered 2017-Jan-17 at 03:03

            How can I fix this? Should I manually add String.xml to the project? Really?!

            I made a demo and reproduced your problem. By opening the Resource.Designer.cs file I found that the following codes are automatically added to UpdateIdValues():



            How to install CocosSharp in Xamarin.Forms Protable project?
            Asked 2017-Jan-16 at 04:57

            I created a Blank App (Xamarin.Forms Portable). I set up and run HAXM, Android and iOS projects works great. I wanted to add a CocosSharp view, so I tried to install CocosSharp nuget package. But I'm getting this errors:

            Is this another bug? How can I fix it? I just wanted to add a CocosSharp to default, blank Xamarin.Forms.


            EDIT: When I try to uncheck "Windows Phone Silverlight " I have an error:



            Answered 2017-Jan-16 at 04:33

            The default (template created) Xamarin.Forms PCL-based project targets Profile259 and that includes SilverLight support which is not supported by CocosSharp.

            Change your PCL-based project to Profile111 which removes Silverlight support and you will be able to add the CocosSharp package.


            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


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            Install CocosSharp

            You can download it from GitHub.


            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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