Beispiel #1
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLViewImpl::create("Pisces");
        director->setOpenGLView(glview);
    }

    // Set the design resolution
    glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
    Size frameSize = glview->getFrameSize();
    // if the frame's height is larger than the height of medium size.
    if (frameSize.height > mediumResolutionSize.height) {
        director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
    }
    // if the frame's height is larger than the height of small size.
    else if (frameSize.height > smallResolutionSize.height) {
        director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
    }
    // if the frame's height is smaller than the height of medium size.
    else {
        director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
    }

    register_all_packages();

    // create a scene. it's an autorelease object
    auto scene = HelloWorld::createScene();
    director->runWithScene(scene);

    return true;
}
Beispiel #2
0
bool AppDelegate::applicationDidFinishLaunching() {
    // load config
    auto config = Configuration::getInstance();
    config->loadConfigFile("config/words.plist");
    
    // init word data
    Constants::initWordData();
    
    // random seed
    srand( unsigned( time(0) ) );
    
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLViewImpl::create("My Game");
        director->setOpenGLView(glview);
    }
    
    auto screenSize = glview->getFrameSize();
    auto designSize = Size(320, 480);
    
    std::vector<std::string> searchPaths;
    if (screenSize.height > 960)
    {
        searchPaths.push_back("HDR");
        searchPaths.push_back("HD");
        searchPaths.push_back("SD");
        director->setContentScaleFactor(4.0f);
    }
    else if (screenSize.height > 480)
    {
        searchPaths.push_back("HD");
        searchPaths.push_back("SD");
        director->setContentScaleFactor(2.0f);
    }
    else
    {
        searchPaths.push_back("SD");
        director->setContentScaleFactor(1.0f);
    }
    
    FileUtils::getInstance()->setSearchPaths(searchPaths);
    auto cacher = SpriteFrameCache::getInstance();
    cacher->addSpriteFramesWithFile("assets.plist");
    
    glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_HEIGHT);

    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);

    // create a scene. it's an autorelease object
    auto scene = HelloWorld::createScene();

    // run
    director->runWithScene(scene);

    return true;
}
Beispiel #3
0
bool AppDelegate::applicationDidFinishLaunching() {
  // initialize director
  auto director = Director::getInstance();
  auto glview = director->getOpenGLView();
  if (!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) ||                               \
    (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) ||                                 \
    (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
    glview = GLViewImpl::createWithRect(
        "IsoGame",
        Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
    glview = GLViewImpl::create("IsoGame");
#endif
    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);

  // Set the design resolution
  glview->setDesignResolutionSize(designResolutionSize.width,
                                  designResolutionSize.height,
                                  ResolutionPolicy::NO_BORDER);
  Size frameSize = glview->getFrameSize();
  // if the frame's height is larger than the height of medium size.
  if (frameSize.height > mediumResolutionSize.height) {
    director->setContentScaleFactor(
        MIN(largeResolutionSize.height / designResolutionSize.height,
            largeResolutionSize.width / designResolutionSize.width));
  }
  // if the frame's height is larger than the height of small size.
  else if (frameSize.height > smallResolutionSize.height) {
    director->setContentScaleFactor(
        MIN(mediumResolutionSize.height / designResolutionSize.height,
            mediumResolutionSize.width / designResolutionSize.width));
  }
  // if the frame's height is smaller than the height of medium size.
  else {
    director->setContentScaleFactor(
        MIN(smallResolutionSize.height / designResolutionSize.height,
            smallResolutionSize.width / designResolutionSize.width));
  }

  register_all_packages();

  // create a scene. it's an autorelease object
  auto scene = tsg::game::GameController::createScene();

  // run
  director->runWithScene(scene);

  return true;
}
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
        glview = GLViewImpl::createWithRect("parkour", Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
        glview = GLViewImpl::create("parkour");
#endif
        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);

    std::vector<std::string> searchPath;

    // Set the design resolution
    glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
    Size frameSize = glview->getFrameSize();

    // large screens
    if (frameSize.height > mediumResolutionSize.height)
    {
        searchPath.push_back("res-large");
        director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
    }
    // medium screens
    else if (frameSize.height > smallResolutionSize.height)
    {
        searchPath.push_back("res-medium");
        director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
    }
    // small screens
    else
    {        
        searchPath.push_back("res-small");
        director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
    }
    FileUtils::getInstance()->setSearchPaths(searchPath);

    register_all_packages();

    // create a scene. it's an autorelease object
    auto scene = createSceneWithMainMenu();

    // run
    director->runWithScene(scene);

    return true;
}
Beispiel #5
0
bool AppDelegate::applicationDidFinishLaunching() {
#ifdef SDKBOX_ENABLED
    sdkbox::PluginAdMob::init();
#endif
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
        glview = GLViewImpl::createWithRect("test", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
        glview = GLViewImpl::create("test");
#endif
        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);

    // Set the design resolution
    glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
    auto frameSize = glview->getFrameSize();
    // if the frame's height is larger than the height of medium size.
    if (frameSize.height > mediumResolutionSize.height)
    {        
        director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
    }
    // if the frame's height is larger than the height of small size.
    else if (frameSize.height > smallResolutionSize.height)
    {        
        director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
    }
    // if the frame's height is smaller than the height of medium size.
    else
    {        
        director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
    }

    register_all_packages();

    // create a scene. it's an autorelease object
    auto scene = HelloWorld::createScene();
    const char* config = "{\"android\":{\"AdMob\":{\"test\":true,\"ads\":{\"gameover\":{\"type\":\"interstitial\",\"id\":\"ca-app-pub-1329374026572143/1092476511\"},\"home\":{\"width\":300,\"type\":\"banner\",\"id\":\"ca-app-pub-1329374026572143/2685130917\",\"alignment\":\"bottom\",\"height\":50}}}},\"ios\":{\"AdMob\":{\"test\":true,\"ads\":{\"gameover\":{\"type\":\"interstitial\",\"id\":\"ca-app-pub-1329374026572143/4185543717\"},\"home\":{\"width\":300,\"type\":\"banner\",\"id\":\"ca-app-pub-1329374026572143/3847466511\",\"alignment\":\"bottom\",\"height\":50}}}}}";
    sdkbox::setInitialConfig(config);
    // run
    director->runWithScene(scene);

    return true;
}
Beispiel #6
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
	auto director = Director::getInstance();
	auto glview = director->getOpenGLView();

	if (!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
		glview = GLViewImpl::createWithRect("oop4", Rect(0, 0, 600, 600));		
		director->setOpenGLView(glview);
#else
        glview = GLViewImpl::create("oop4");
#endif
        director->setOpenGLView(glview);
	};
		
    //FPS 조절 함수
	director->setDisplayStats(true);
    director->setAnimationInterval(1.0 / 60);

	//////////원하는 크기로 화면 재설정/////////////////

	Size frameSize = glview->getFrameSize();
    // if the frame's height is larger than the height of medium size.
    if (frameSize.height > mediumResolutionSize.height)
    {        
        director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
    }
    // if the frame's height is larger than the height of small size.
    else if (frameSize.height > smallResolutionSize.height)
    {        
        director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
    }
    // if the frame's height is smaller than the height of medium size.
    else
    {        
        director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
    }
	
	//////////////////화면 크기에 맞게 맵을 출력/////////////////////////////
	glview->setDesignResolutionSize(375, 375, ResolutionPolicy::NO_BORDER);

    register_all_packages();

    // create a scene. it's an autorelease object
    auto scene = GameScene::createScene();

    // run
    director->runWithScene(scene);

    return true;
}
void AppDelegate::setupMainScene() {
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        
        printf("setupMainScene\n");
        printf("glview\n");
        printf("create\n");
        
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
        glview = GLViewImpl::createWithRect("LasAlitas", Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
        glview = GLViewImpl::create("LasAlitas");
#endif
        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);
    
    // Set the design resolution
    glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
    Size frameSize = glview->getFrameSize();
    // if the frame's height is larger than the height of medium size.
    if (frameSize.height > mediumResolutionSize.height)
    {
        director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
    }
    // if the frame's height is larger than the height of small size.
    else if (frameSize.height > smallResolutionSize.height)
    {
        director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
    }
    // if the frame's height is smaller than the height of medium size.
    else
    {
        director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
    }
    
    register_all_packages();
    
    // create a scene. it's an autorelease object
    auto scene = HelloWorld::createScene();
    
    // run
    director->runWithScene(scene);
    //*/
}
Beispiel #8
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || \
    (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) ||   \
    (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
         glview = GLViewImpl::createWithRect("Battle of Stars", Rect(0, 0, developmentResolutionSize.width, developmentResolutionSize.height));
        // XXX: Full Screen Here!
        // glview =  GLViewImpl::createWithFullScreen("ball");
#else
        glview = GLViewImpl::create("Battle of Stars");
#endif
        director->setOpenGLView(glview);
    }

    // turn on display FPS
    director->setDisplayStats(false);

    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);

    // Set the design resolution
    glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
    Size frameSize = glview->getFrameSize();
    // if the frame's height is larger than the height of medium size.
    if (frameSize.height > mediumResolutionSize.height) {
        director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
    // if the frame's height is larger than the height of small size.
    } else if (frameSize.height > smallResolutionSize.height) {
        director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
    // if the frame's height is smaller than the height of medium size.
    } else {
        director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
    }

    register_all_packages();

    FileUtils::getInstance()->addSearchPath("res");
    
    // create a scene. it's an autorelease object
    //auto scene = MenuScene::createScene();
    auto scene = TransitionFade::create(1.0f, BeginScene::createScene());
    // run
    director->runWithScene(scene);

    return true;
}
bool AppDelegate::applicationDidFinishLaunching() {

    sdkbox::PluginGoogleAnalytics::init();
    sdkbox::PluginGoogleAnalytics::startSession();

    // 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);

    // Set the design resolution
    glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
    Size frameSize = glview->getFrameSize();
    // if the frame's height is larger than the height of medium size.
    if (frameSize.height > mediumResolutionSize.height)
    {        
        director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
    }
    // if the frame's height is larger than the height of small size.
    else if (frameSize.height > smallResolutionSize.height)
    {        
        director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
    }
    // if the frame's height is smaller than the height of medium size.
    else
    {        
        director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
    }

    register_all_packages();

    // create a scene. it's an autorelease object
    auto scene = HelloWorld::createScene();

    // run
    director->runWithScene(scene);

    return true;
}
Beispiel #10
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLView::create("My Game");
        director->setOpenGLView(glview);
    }
    
    glview->setDesignResolutionSize(320, 568, ResolutionPolicy::SHOW_ALL);
    director->setContentScaleFactor(1);
    

    // 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);

    // create a scene. it's an autorelease object
    auto scene = HelloWorld::createScene();

    // run
    director->runWithScene(scene);

    return true;
}
Beispiel #11
0
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);

    // Set the design resolution
    glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::FIXED_HEIGHT);
	glview->setFrameSize(designResolutionSize.width*2,designResolutionSize.height*2);
	director->setContentScaleFactor(0.5f);

    register_all_packages();

    // create a scene. it's an autorelease object
    auto scene = ServerDemo::createScene();

    // run
    director->runWithScene(scene);

    return true;
}
Beispiel #12
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLViewImpl::createWithRect("Assassinate", Rect(0, 0, 960, 640));
        director->setOpenGLView(glview);
    }

    director->getOpenGLView()->setDesignResolutionSize(480, 320, ResolutionPolicy::SHOW_ALL);
    static_cast<GLViewImpl*>(glview)->enableRetina(true);
    director->setContentScaleFactor(2.0);

    // 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);

    FileUtils::getInstance()->addSearchPath("res");

    // create a scene. it's an autorelease object
    auto scene = Playground::createScene();

    // run
    director->runWithScene(scene);

    return true;
}
Beispiel #13
0
bool AppDelegate::applicationDidFinishLaunching() {
	// initialize director
	auto director = Director::getInstance();
	auto glview = director->getOpenGLView();
	if(!glview) {
		glview = GLView::create("My Game");
		director->setOpenGLView(glview);
	}

	glview->setFrameSize(360,640);

	//glview->setDesignResolutionSize(720 , 1280 , kResolutionShowAll);

	glview->setDesignResolutionSize(320.0, 480.0, ResolutionPolicy::FIXED_WIDTH);
	std::vector<std::string> searchPath;
	searchPath.push_back("w640");
	CCFileUtils::getInstance()->setSearchPaths(searchPath);
	director->setContentScaleFactor(720.0 / 320.0);

	// turn on display FPS
	director->setDisplayStats(false);

	// set FPS. the default value is 1.0/60 if you don't call this
	director->setAnimationInterval(1.0 / 60);

	// create a scene. it's an autorelease object
	auto scene = HelloWorld::createScene();

	// run
	director->runWithScene(scene);

	return true;
}
Beispiel #14
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLView::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);

	std::vector<std::string> searchPath;
	searchPath.push_back("TileGameResources");
	CCFileUtils::getInstance()->setSearchPaths(searchPath);
	director->setContentScaleFactor(1.f);

    // create a scene. it's an autorelease object
    auto scene = HelloWorld::createScene();

    // run
    director->runWithScene(scene);

    return true;
}
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLViewImpl::createWithRect("DERPY", Rect(0, 0, 480, 320), 1.0); // Title of window, Rect, Scale of Window to test @2x
        director->setOpenGLView(glview);
    }

    // set sizes for calculating scale in next step
    Size designSize = Size(480,320); // game logic size
    Size resourceSize = Size(960,640); // resources are this size
    
    // Tell Game's Director to scale assets based on above sizes
    director->setContentScaleFactor(resourceSize.height / designSize.height);
    director->getOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_HEIGHT);
    
    // 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);

    register_all_packages();

    // create a scene. it's an autorelease object
    auto scene = HelloWorld::createScene();

    // run
    director->runWithScene(scene);

    return true;
}
void AppDelegate::initMultiResolution()
{
	auto director = Director::getInstance();
	auto glview = director->getOpenGLView();
	glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);

	std::vector<std::string> searchPaths;
	searchPaths.push_back("fonts/");
	searchPaths.push_back("audio/");

	float scaleFactor;
	Size frameSize = glview->getFrameSize();

	if (frameSize.height > mediumResolutionSize.height)
	{
		searchPaths.push_back("res/HDR");
		scaleFactor = largeResolutionSize.height / designResolutionSize.height;
	}
	else if (frameSize.height > smallResolutionSize.height)
	{
		searchPaths.push_back("res/HD");
		scaleFactor = mediumResolutionSize.height / designResolutionSize.height;
	}
	else
	{
		searchPaths.push_back("res/SD");
		scaleFactor = smallResolutionSize.height / designResolutionSize.height;
	}

	director->setContentScaleFactor(scaleFactor);
	FileUtils::getInstance()->setSearchPaths(searchPaths);
}
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLViewImpl::createWithRect("ShitVsDungBeetle", Rect(0, 0, 480, 320));
        director->setOpenGLView(glview);
    }

    director->getOpenGLView()->setDesignResolutionSize(480.0f, 320.0f, ResolutionPolicy::FIXED_HEIGHT);
    director->setContentScaleFactor(864.0f / 320.0f);
    // 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);

    FileUtils::getInstance()->addSearchPath("res");

    // create a scene. it's an autorelease object
    auto scene = PlayLayer::createScene();

    // run
    director->runWithScene(scene);

    return true;
}
Beispiel #18
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
	auto director = Director::getInstance();
	auto glview = director->getOpenGLView();
	if (!glview) {
		glview = GLViewImpl::create("My Game");
		glview->setFrameSize(800, 480);
	}
	director->setOpenGLView(glview);
	auto pingMU = glview->getFrameSize();
	glview->setContentScaleFactor(480 / pingMU.width);
	glview->setDesignResolutionSize(800, 480, ResolutionPolicy::FIXED_HEIGHT);
	director->setOpenGLView(glview);

    // turn on display FPS
    director->setDisplayStats(false);

    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);

    // create a scene. it's an autorelease object
    auto scene = GameScene::createScene();

    // run
    director->runWithScene(scene);

    return true;
}
Beispiel #19
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLView::create("Pompa Droid");
        director->setOpenGLView(glview);
    }

	// fit resolution
	glview->setDesignResolutionSize(480.0f, 320.0f, ResolutionPolicy::FIXED_HEIGHT);
	std::vector<std::string> searchPath;
	searchPath.push_back("Hero");
	searchPath.push_back("joypad.atlas");
	FileUtils::getInstance()->setSearchPaths(searchPath);
	director->setContentScaleFactor(320.0f / 320.0f);

    // 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);

    // create a scene. it's an autorelease object
    auto scene = MainScene::createScene();

    // run
    director->runWithScene(scene);

    return true;
}
Beispiel #20
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
        glview = GLViewImpl::createWithRect("Racing", Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
        glview = GLViewImpl::create("Racing");
#endif
        director->setOpenGLView(glview);
    }

    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);

    // Set the design resolution
    glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
	director->setContentScaleFactor(MIN(largeResolutionSize.height / designResolutionSize.height, largeResolutionSize.width / designResolutionSize.width));

    register_all_packages();

    // create a scene. it's an autorelease object
    auto scene = Racing::createScene();

    // run
    director->runWithScene(scene);

    return true;
}
Beispiel #21
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLView::create("Sushi crush");
        director->setOpenGLView(glview);
    }
	Size designsize = Size(800.0, 1200.0);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) 
	glview->setFrameSize(designsize.width/2,designsize.height/2);
#endif
	glview->setDesignResolutionSize(designsize.width, designsize.height, ResolutionPolicy::FIXED_WIDTH);
    std::vector<std::string> searchPath;
    searchPath.push_back("w640");
    CCFileUtils::getInstance()->setSearchPaths(searchPath);
	director->setContentScaleFactor(800.0f / designsize.width);

    // 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);

    // create a scene. it's an autorelease object
    auto scene = PlayLayer::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);
    }

    //set design solution (auto zoom fit on any screen size...)
    glview->setDesignResolutionSize(320, 480, ResolutionPolicy::EXACT_FIT);
    director->setContentScaleFactor(1);
    
    // 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);

    register_all_packages();

    // create a scene. it's an autorelease object
    auto scene = HelloWorld::createScene();

    // run
    director->runWithScene(scene);

    return true;
}
Beispiel #23
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLView::create("My Game");
        director->setOpenGLView(glview);
    }

    director->setContentScaleFactor(1024.0 / director->getWinSize().width);
    
    // 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);

    // create a scene. it's an autorelease object
    auto scene = GameScene::scene();

    // run
    director->runWithScene(scene);

    return true;
}
Beispiel #24
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLViewImpl::create("Bazooka 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);

#if BAZOOKA_WIN32
	glview->setFrameSize(SCREEN_WIDTH, SCREEN_HEIGHT);
	glview->setDesignResolutionSize(SCREEN_WIDTH, SCREEN_HEIGHT, ResolutionPolicy::EXACT_FIT);
#else
    // Set the design resolution
    glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
    Size frameSize = glview->getFrameSize();
    // if the frame's height is larger than the height of medium size.
    if (frameSize.height > mediumResolutionSize.height)
    {        
        director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
    }
    // if the frame's height is larger than the height of small size.
    else if (frameSize.height > smallResolutionSize.height)
    {        
        director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
    }
    // if the frame's height is smaller than the height of medium size.
    else
    {        
        director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
    }
#endif

    register_all_packages();

	BazookaManager::getInstance()->run_scence(GameScene::GAME_MAIN);
	BazookaManager::getInstance()->init_sounds();

    return true;
}
Beispiel #25
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
        glview = GLViewImpl::createWithRect("flappyRocket", Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
        glview = GLViewImpl::create("flappyRocket");
#endif
        director->setOpenGLView(glview);
    }
    
    // Set the design resolution
    auto fileUtils = FileUtils::getInstance();
    auto screenSize = glview->getFrameSize();
    std::vector<std::string> resDirOrders;
    
    glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::FIXED_HEIGHT);
    Size frameSize  = glview->getFrameSize();
    // if the frame's height is larger than the height of medium size.
    if (frameSize.height > mediumResolutionSize.height)
    {
        resDirOrders.push_back("HD");
        resDirOrders.push_back("SD");
        director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
    }
    else
    {   resDirOrders.push_back("SD");
        director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
    }

    
    register_all_packages();
    
    fileUtils->setSearchPaths(resDirOrders);


    // create a scene. it's an autorelease object
    auto scene = SplashScene::createScene();

    // run
    director->runWithScene(scene);

    return true;
}
Beispiel #26
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLViewImpl::create("My Game");
        director->setOpenGLView(glview);
    }
    
     USER_DB->YemicInitDats();
    
    //////////////////////WJ 디바이스 확인해서 이미지 사이즈를 맞춘다.
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
    glview->setFrameSize(480,640);//window size
#endif
    glview->setDesignResolutionSize(DESIGN_WIDTH, DESIGN_HEIGHT, ResolutionPolicy::NO_BORDER);
    
    std::vector<std::string> searchPaths;
    if (glview->getFrameSize().width > 375) {
        searchPaths.push_back("hd");
        FileUtils::getInstance()->setSearchPaths(searchPaths);
        director->setContentScaleFactor(2);
    }else{
        searchPaths.push_back("sd");
        FileUtils::getInstance()->setSearchPaths(searchPaths);
        director->setContentScaleFactor(1);
    }
    ////////////////////////////////
    
    
    // turn on display FPS
    director->setDisplayStats(false);

    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);
    
    // create a scene. it's an autorelease object
    auto scene = MainScene::createScene();

    // run
    director->runWithScene(scene);

    return true;
}
Beispiel #27
0
bool AppDelegate::applicationDidFinishLaunching() {
	// Initialize director
	auto director = Director::getInstance();
	auto glview = director->getOpenGLView();
	// Comment out this if statement if testing on an actual device.
	if (!glview) {
		glview = GLViewImpl::create("My Game");
		glview->setFrameSize(designResolutionSize.width, designResolutionSize.height);
		director->setOpenGLView(glview);
	}

	auto fileUtils = FileUtils::getInstance();

	// Set the design resolution with the NO_BORDER policy.
	glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
	cocos2d::Size frameSize = glview->getFrameSize();
	std::vector<std::string> searchPath;

	// Here, we select the most appropriate resource (i.e. image set) according to the actual frame height of the device.
	// If the resource (image) size is different from design resolution size, we need to set content scale factor.
	// This will either scale the images up or down to match the design resolution size.
	// The content scale factor is the ratio of the resource's height to the height of design resolution.

	// if the frame's height is larger than the height of medium resource size, select large resource.
	float scaleFactor = 1.0f;
	if (frameSize.height > mediumResource.size.height) {
		searchPath.push_back(largeResource.directory);
		scaleFactor = largeResource.size.height / designResolutionSize.height;
	}
	// if the frame's height is larger than the height of small resource size, select medium resource.
	else if (frameSize.height > smallResource.size.height) {
		searchPath.push_back(mediumResource.directory);
		scaleFactor = mediumResource.size.height / designResolutionSize.height;
	}
	// if the frame's height is smaller than the height of medium resource size, select small resource.
	else {
		searchPath.push_back(smallResource.directory);
		scaleFactor = smallResource.size.height / designResolutionSize.height;
	}

	director->setContentScaleFactor(scaleFactor);
	searchPath.push_back("data");
	fileUtils->setSearchPaths(searchPath);
	// Create the GameData singleton.
	m_ptr = GameData::sharedGameData();
	// Create the level loader object to load general game data.
	LevelLoader loader("data/GeneralGameData.json");
	// Set FPS. the default value is 1.0/60 if you don't call this
	director->setAnimationInterval(1.0 / 60);

	// Run
	auto scene = MainMenu::createScene();
	director->runWithScene(scene);

	return true;
}
Beispiel #28
0
bool AppDelegate::applicationDidFinishLaunching() {
	auto designSize = Size(640, 960);

	// initialize director
	auto director = Director::getInstance();
	auto glview = director->getOpenGLView();
	if(!glview) {
		glview = GLView::createWithRect("My Game", Rect(0, 0, 640, 960));
		director->setOpenGLView(glview);
		glview->setFrameSize(640, 960);
		glview->setFrameZoomFactor(0.8);
	}

	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);

	glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_WIDTH);


	auto wisize = director->getWinSize();

	director->setContentScaleFactor(1136/designSize.height);

	// create a scene. it's an autorelease object
	//auto scene = View::Hall::createScene();
	//auto scene = View::GameLayer::creatScene();
	// run

	auto scene = View::LoginBar::createScene();
	
	//View::_table.init();
	//auto scene = View::Table::creatScene();

	//std::vector<View::PlayerInfo> pInfo;
	//View::PlayerInfo pi;
	//pi.chairid = 0;
	//pi.allchips = 1000;
	//pi.nickname = "xiaocelao";
	//for (int i = 0; i < 3; ++i)
	//{
	//	pInfo.push_back(pi);
	//}
	//View::_table.onPlayerEnter(pInfo);

	//auto scene = View::GameLayer::creatScene();

	Director::getInstance()->runWithScene(scene); 

	return true;
}
Beispiel #29
0
bool CCDirector::enableRetinaDisplay(bool enabled)
{
	// Already enabled?
	if (enabled && m_fContentScaleFactor == 2)
	{
		return true;
	}

	// Already diabled?
	if (!enabled && m_fContentScaleFactor == 1)
	{
		return false;
	}

	// setContentScaleFactor is not supported
	if (! m_pobOpenGLView->canSetContentScaleFactor())
	{
		return false;
	}

	// SD device
	if (m_pobOpenGLView->getMainScreenScale() == 1.0)
	{
		return false;
	}

	float newScale = (float)(enabled ? 2 : 1);
	setContentScaleFactor(newScale);

    // release cached texture
    CCTextureCache::purgeSharedTextureCache();

#if CC_DIRECTOR_FAST_FPS
    if (m_pFPSLabel)
    {
      CC_SAFE_RELEASE_NULL(m_pFPSLabel);
      m_pFPSLabel = CCLabelTTF::labelWithString("00.0", "Arial", 24);
      m_pFPSLabel->retain();
    }
#endif

    if (m_fContentScaleFactor == 2)
    {
        m_bRetinaDisplay = true;
    }
    else
    {
        m_bRetinaDisplay = false;
    }

	return true;
}
Beispiel #30
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLViewImpl::create("My Game");
		glview->setFrameSize(640, 800);
        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);

	auto sceenSize = glview->getFrameSize();
	auto designSize = Size(640, 1173);


	std::vector<std::string> searchPaths;
	if (sceenSize.width > 640)
	{
		auto resourceSize = Size(1080, 1980);
		director->setContentScaleFactor(resourceSize.width/designSize.width);
		searchPaths.push_back("bg/hd");
	}
	else{
		searchPaths.push_back("bg");
	}
	FileUtils::getInstance()->setSearchPaths(searchPaths);

#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
	// a bug in DirectX 11 level9-x on the device prevents ResolutionPolicy::NO_BORDER from working correctly
	glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_WIDTH);
#else
	glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_WIDTH);
#endif


    register_all_packages();

    // create a scene. it's an autorelease object
    //auto scene = HelloWorld::createScene();
	//auto scene = SettingScene::create();
	auto scene = HeroRunLayer::createScene();

    // run
    director->runWithScene(scene);

    return true;
}