bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::create("My Game"); director->setOpenGLView(glview); } Size designSize(1024,768); #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) glview->setFrameSize(designSize.width,designSize.height); #endif glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::EXACT_FIT); // turn on display FPS director->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); // 初始化游戏资源 GameResources::getInstance()->initTexture(); // create a scene. it's an autorelease object auto scene = StartLayer::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); } // turn on display FPS director->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); Size size=glview->getFrameSize(); Size designSize(1136,640); // float scaleX=size.width/designSize.width; float scaleY=size.height/designSize.height; // glview->setDesignResolutionSize(size.width/scaleY,designSize.height,ResolutionPolicy::SHOW_ALL); glview->setDesignResolutionSize(1136, 640, ResolutionPolicy::FIXED_HEIGHT); // glview->setDesignResolutionSize(1136.0, 640.0, ResolutionPolicy::FIXED_WIDTH); std::vector<std::string>searchPath=FileUtils::getInstance()->getSearchPaths(); searchPath.push_back("/"); searchPath.push_back("bg"); searchPath.push_back("bone"); searchPath.push_back("bone/juqi_1"); searchPath.push_back("bone/juqi_2"); searchPath.push_back("bone/juqi_3"); searchPath.push_back("common"); searchPath.push_back("data"); searchPath.push_back("Default"); searchPath.push_back("effect"); searchPath.push_back("fight"); searchPath.push_back("fonts"); searchPath.push_back("icon"); searchPath.push_back("icon/portrait"); searchPath.push_back("luoLi"); searchPath.push_back("particle"); searchPath.push_back("tmx"); searchPath.push_back("res"); searchPath.push_back("res/Default"); FileUtils::getInstance()->setSearchPaths(searchPath); // director->setContentScaleFactor(640.0/320.0); std::string pathToSave = FileUtils::getInstance()->getWritablePath(); pathToSave += "tmpdir"; std::vector<std::string> searchPaths = FileUtils::getInstance()->getSearchPaths(); std::vector<std::string>::iterator iter = searchPaths.begin(); searchPaths.insert(iter, pathToSave); FileUtils::getInstance()->setSearchPaths(searchPaths); // create a scene. it's an autorelease object // auto scene = TestScene2::createScene(); auto scene = LoginScene::createScene(); // auto scene = Update::createScene(); // auto scene=TestShadeScene::createScene(); // run // director->runWithScene(scene); // // Manager::getInstance()->scene=scene; Manager::getInstance()->initCommonRes(); Manager::getInstance()->switchScence(scene); auto listener = EventListenerKeyboard::create(); listener->onKeyReleased =[&](EventKeyboard::KeyCode keyCode, Event* event) { if(keyCode == EventKeyboard::KeyCode::KEY_BACKSPACE) { Director::getInstance()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0); #endif } }; Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(listener, -1); return true; }