Beispiel #1
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();

    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
    pDirector->setOpenGLView(pEGLView);
	pEGLView->setDesignResolutionSize(Setting::g_ResolusionWidth,Setting::g_ResolusionHeight,kResolutionExactFit);


	CCEGLView *pView = CCEGLView::sharedOpenGLView();
	pView->setDesignResolutionSize(Setting::g_ResolusionWidth,Setting::g_ResolusionHeight,kResolutionExactFit);

	
    // turn on display FPS
   // pDirector->setDisplayStats(true);

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

    // create a scene. it's an autorelease object
   // SceneManager::goPlay(kSceneTagMain);
	CCScene *pscene = CCScene::create();
	logo *pLayer = logo::create();
	pscene->addChild(pLayer);
	pDirector->runWithScene(pscene);
    return true;
}
Beispiel #2
0
bool AppDelegate::applicationDidFinishLaunching()
{
	// initialize director
	CCDirector* pDirector = CCDirector::sharedDirector();
	CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
	pDirector->setOpenGLView(pEGLView);

	CCSize frameSize = pEGLView->getFrameSize();
	CCLOG("ScreenSize width:%f, height:%f", frameSize.width, frameSize.height);

#if (SCREEN_ORIENTATION == SCREEN_ORIENTATION_LANDSCAPE)		// 横屏
	float frameScale = frameSize.width/frameSize.height;
#elif (SCREEN_ORIENTATION == SCREEN_ORIENTATION_PORTRAIT)		// 竖屏
	float frameScale = frameSize.height/frameSize.width;
#else
	#error unknown target ORIENTATION!
#endif

	if( frameScale < 3.0f/2.0f )			// 窄屏,屏幕宽度:高度小于3:2
	{
		// Set the design resolution
		pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionShowAll);
	}
	else
	{
		// Set the design resolution
		pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
	}
	

	//use fixed resource
	float fScale = MIN(designResolutionRes.size.width/designResolutionSize.width, designResolutionRes.size.height/designResolutionSize.height);
//	CCFileUtils::sharedFileUtils()->setResourceDirectory(designResolutionRes.directory);
	pDirector->setContentScaleFactor(fScale);
	CCLOG("setContentScaleFactor fscale: %f, res.size(%f, %f), deSize(%f, %f)", fScale, designResolutionRes.size.width, designResolutionRes.size.height, designResolutionSize.width, designResolutionSize.height);

	// turn on display FPS   lyp 取消帧率
	//pDirector->setDisplayStats(true);

	// set FPS. the default value is 1.0/60 if you don't call this  lyp 取消帧率
	//pDirector->setAnimationInterval(1.0 / 50);

	// create a scene. it's an autorelease object
//	CCScene* pScene = CSceneInit::scene();
//	CCScene* pScene = SceneLogo::scene();
	CCLOG("GO TO LOGIN");
	CCScene* pScene = LoadingScene::scene(TargetSceneLoginScene);

	// run
	pDirector->runWithScene(pScene);

    return true;
}
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    pDirector->setOpenGLView(pEGLView);

    //!< 화면의 실제 크기를 나타냅니다
	//!< [화면 모니터 크기가 아닌 화면 해상도같은 크기]
	//!< [모니터 크기는 고정인데 해상도는 들쭉날쭉하죠]
	//!< [main.cpp의 해상도가 모니터 크기, 요기에 있는게 해상도 크기]
	pEGLView->setDesignResolutionSize(768, 1024, kResolutionExactFit);
	
    // turn on display FPS
    pDirector->setDisplayStats(true);

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

    // create a scene. it's an autorelease object
    CCScene *pScene = HelloWorld::scene();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
Beispiel #4
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    //setOrientation(kOrientationLandscapeLeft);
    //CCEGLView::sharedOpenGLView().setDesignResolutionSize(800.0, 480.0);
    pDirector->setOpenGLView(pEGLView);

    // enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
    //pDirector->enableRetinaDisplay(true);

    pEGLView->setDesignResolutionSize(800,480, kResolutionShowAll);
    // turn on display FPS
    pDirector->setDisplayStats(false);

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

    // create a scene. it's an autorelease object
    CCScene *pScene = WelcomeView::CreateScene();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
Beispiel #5
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());

    // turn on display FPS
    pDirector->setDisplayStats(true);

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

    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
    pEGLView->setDesignResolutionSize(480, 320, kResolutionShowAll);

    // create a scene. it's an autorelease object
    //CCScene *pScene = HelloWorld::scene();
   // CCScene* pScene = GameScene::scene();
    CCScene* pScene = FirstScene::scene();
    //CCScene* pScene = MainGameScene::scene();
    //CCScene* pScene = Particle::scene();
    // run
    pDirector->runWithScene(pScene);

    return true;
}
Beispiel #6
0
    void Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit(JNIEnv*  env, jobject thiz, jint w, jint h)
    {
        if (!CCDirector::sharedDirector()->getOpenGLView())
        {
            CCEGLView *view = CCEGLView::sharedOpenGLView();
            view->setFrameSize(w, h);

            // initialize director
            CCDirector *pDirector = CCDirector::sharedDirector();
            pDirector->setOpenGLView(view);

            // set the design resolution screen size, if you want to use Design Resoulution scaled to current screen, please uncomment next line.
            view->setDesignResolutionSize(SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, /*kResolutionShowAll*/kResolutionExactFit);

            AppDelegate *pAppDelegate = new AppDelegate();
            CCApplication::sharedApplication()->run();
        }
        else
        {
            ccDrawInit();
            ccGLInvalidateStateCache();

            CCShaderCache::sharedShaderCache()->reloadDefaultShaders();
            CCTextureCache::reloadAllTextures();
            CCNotificationCenter::sharedNotificationCenter()->postNotification(EVNET_COME_TO_FOREGROUND, NULL);
            CCDirector::sharedDirector()->setGLDefaultValues();
        }
    }
Beispiel #7
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
    
    pDirector->setOpenGLView(pEGLView);
    
    pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
    CCSize framSize = pEGLView->getFrameSize();
    
    
    CCFileUtils::sharedFileUtils()->setResourceDirectory(hongMiResource.directory);
	CCString mm;
	mm = CCFileUtils::sharedFileUtils()->getResourceDirectory();

	CCLOG("curent URL: %s", mm);

    pDirector->setContentScaleFactor(hongMiResource.size.width/designResolutionSize.width);
    

    // turn on display FPS
    pDirector->setDisplayStats(true);

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

    // create a scene. it's an autorelease object
    CCScene *pScene =  new LoadingScene();//TestLayer::scene();//
    // run
    pDirector->runWithScene(pScene);

    return true;
}
Beispiel #8
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
    
    pEGLView->setFrameSize(480, 800);

    pDirector->setOpenGLView(pEGLView);
	
    // turn on display FPS
    pDirector->setDisplayStats(true);

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

    // create a scene. it's an autorelease object
    CCScene *pScene = GameScene::create();
    
    pEGLView->setDesignResolutionSize(480, 800, kResolutionExactFit);

    // run
    pDirector->runWithScene(pScene);

    return true;
}
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    pDirector->setOpenGLView(pEGLView);
	
    // デザインサイズの設定
    pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);

    CCSize frameSize = pEGLView->getFrameSize();

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

    if (frameSize.height > largeResource.size.height)
    {
        // iPad Retina用リソースを使用
        searchPath.push_back(xlargeResource.directory);
        pDirector->setContentScaleFactor(MIN(xlargeResource.size.height / designResolutionSize.height, xlargeResource.size.width / designResolutionSize.width));
    }
    else if (frameSize.height > smallResource.size.height)
    {
        // iPad用リソースを使用
        searchPath.push_back(largeResource.directory);
        pDirector->setContentScaleFactor(MIN(largeResource.size.height / designResolutionSize.height, largeResource.size.width / designResolutionSize.width));
    }
    else
    {
        // iPhone用リソースを使用
        searchPath.push_back(smallResource.directory);
        pDirector->setContentScaleFactor(MIN(smallResource.size.height / designResolutionSize.height, smallResource.size.width / designResolutionSize.width));
    }

    // リソースディレクトリを指定
    CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);

    // turn on display FPS
    pDirector->setDisplayStats(true);

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

    // CocosBuilderのファイルを読み込みゲーム画面を生成する
    CCNodeLoaderLibrary* ccNodeLoaderLibrary = CCNodeLoaderLibrary::newDefaultCCNodeLoaderLibrary();
    ccNodeLoaderLibrary->registerCCNodeLoader("GameLayer", GameLayerLoader::loader());
    CCBReader* ccbReader = new CCBReader(ccNodeLoaderLibrary);
    CCNode* node = ccbReader->readNodeGraphFromFile("GameLayer.ccbi");
    ((GameLayer*)node)->setAnimationManager(ccbReader->getAnimationManager());

    // シーンを用意し、ゲーム画面を設置する
    CCScene* pScene = CCScene::create();
    if (node != NULL)
        pScene->addChild(node);
    ccbReader->release();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
	
	srand(time(NULL));

    pDirector->setOpenGLView(pEGLView);

    // Set the design resolution
    pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);

	CCSize frameSize = pEGLView->getFrameSize();
    
    vector<string> searchPath;

    // In this demo, we select resource according to the frame's height.
    // If the resource size is different from design resolution size, you need to set contentScaleFactor.
    // We use the ratio of resource's height to the height of design resolution,
    // this can make sure that the resource's height could fit for the height of design resolution.

    // if the frame's height is larger than the height of medium resource size, select large resource.
	if (frameSize.height > mediumResource.size.height)
	{
        searchPath.push_back(largeResource.directory);

        pDirector->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
	}
    // 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);
        
        pDirector->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
    }
    // if the frame's height is smaller than the height of medium resource size, select small resource.
	else
    {
        searchPath.push_back(smallResource.directory);

        pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
    }
    
    // set searching path
    CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);
	
    // turn on display FPS
    pDirector->setDisplayStats(false);

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

    // create a scene. it's an autorelease object
    CCScene *pScene = TicTacToeScene::scene();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
Beispiel #11
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    pDirector->setOpenGLView(pEGLView);
	pEGLView->setDesignResolutionSize(960,640,kResolutionExactFit);
    // turn on display FPS
    pDirector->setDisplayStats(false);

    // set FPS. the default value is 1.0/60 if you don't call this
    pDirector->setAnimationInterval(1.0 / 25);
	//init resources
	ResourceManager::inits();
    // create a scene. it's an autorelease object
	//CCScene *pScene = GameScene::create();
	//CCLayer *pLayer = GameLayer::create();
	//CCSize winSize = pDirector->getWinSize();
	//CCSize layerSize = pLayer->getContentSize();
	//pLayer->setPosition(ccp(winSize.width / 2 - layerSize.width / 2,winSize.height / 2 - layerSize.height / 2));
	//pScene->addChild(pLayer);
	// run
	CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic("sound/bg.mid", true);   
	pDirector->runWithScene(LoadingScene::scene());

    return true;
}
Beispiel #12
0
bool AppDelegate::applicationDidFinishLaunching() 
{
	soundEnable = true;
	effectEnable = true;

	// SpriteFrameCache::getInstance()->addSpriteFramesWithFile("MainMenu0.plist");
    // initialize director
    CCDirector* director = CCDirector::sharedDirector();
    CCEGLView* eglView = CCEGLView::sharedOpenGLView();

    director->setOpenGLView(eglView);

	eglView->setDesignResolutionSize(320, 480, kResolutionShowAll);
	
    // 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();
	MainMenuController* scene = MainMenuController::create();
	//auto scene = GameRunController::create();
	//auto scene = AtlasSplit::createScene();
    // run
    director->runWithScene(scene);

	// UIWidget* playGroundUI = cocos2d::extension::UIHelper::instance()->createWidgetFromJsonFile("PlayGroundUI.ExportJson");

	//reloadSound();
    return true;
}
Beispiel #13
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    CCEGLView* pEglView = CCEGLView::sharedOpenGLView();
    pDirector->setOpenGLView(pEglView);

    // turn on display FPS
    pDirector->setDisplayStats(true);

    // set FPS. the default value is 1.0/60 if you don't call this
    pDirector->setAnimationInterval(1.0 / 60);
    
    pEglView->setDesignResolutionSize(SCREEN_WIDTH, SCREEN_HEIGHT, kResolutionNoBorder);
    
    std::vector<std::string> vectorSearchPaths;
    vectorSearchPaths.push_back("iphonehd");
    
    CCFileUtils::sharedFileUtils()->setSearchPaths(vectorSearchPaths);

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

    // run
    pDirector->runWithScene(pScene);

    return true;
}
bool AppDelegate::applicationDidFinishLaunching()
{
	std::vector<std::string> searchPath;

    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
	CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
	pDirector->setOpenGLView( pEGLView );

	// Set the design resolution
	pEGLView->setDesignResolutionSize( designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder );

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

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

    // create a scene. it's an autorelease object
    CCScene *pScene = DefaultScene::scene();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
Beispiel #15
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());

	CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
	//pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
	pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);

	//set ScaleFactor
	pDirector->setContentScaleFactor( 640 / designResolutionSize.width);

    // turn on display FPS
    pDirector->setDisplayStats(true);

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

    // register lua engine
    //CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
    //CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);

    //std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("hello.lua");
    //pEngine->executeScriptFile(path.c_str());

	View::_gamemanager::instance()->DisplayNowScene(View::SCENE_INIT);


    return true;
}
bool AppDelegate::applicationDidFinishLaunching()
{
     // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();    
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
    pDirector->setOpenGLView(pEGLView);
    pEGLView->setDesignResolutionSize(480,800,kResolutionShowAll);
    // turn on display FPS
    pDirector->setDisplayStats(true);
    
    ScriptingCore* sc = ScriptingCore::getInstance();
    sc->addRegisterCallback(register_all_cocos2dx);
    sc->addRegisterCallback(register_all_cocos2dx_extension);
    sc->addRegisterCallback(register_all_cocos2dx_extension_manual);
    sc->addRegisterCallback(register_cocos2dx_js_extensions);
    sc->addRegisterCallback(register_CCBuilderReader);
    sc->addRegisterCallback(jsb_register_chipmunk);
    sc->addRegisterCallback(jsb_register_system);
    sc->addRegisterCallback(JSB_register_opengl);
    sc->addRegisterCallback(MinXmlHttpRequest::_js_register);
    sc->addRegisterCallback(register_jsb_websocket);

    sc->start();
    
    CCScriptEngineProtocol *pEngine = ScriptingCore::getInstance();
    CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
    ScriptingCore::getInstance()->runScript("main.js");
       
    return true;
}
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    pDirector->setOpenGLView(pEGLView);

    // Set the design resolution
    pEGLView->setDesignResolutionSize(960, 640, kResolutionNoBorder);
	

    // In this demo, we select resource according to the frame's height.
    // If the resource size is different from design resolution size, you need to set contentScaleFactor.
    // We use the ratio of resource's height to the height of design resolution,
    // this can make sure that the resource's height could fit for the height of design resolution.

    // if the frame's height is larger than the height of medium resource size, select large resource.
	
    // turn on display FPS
    pDirector->setDisplayStats(true);

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

    // create a scene. it's an autorelease object
    CCScene *pScene = HelloWorld::scene();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
Beispiel #18
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    pDirector->setOpenGLView(pEGLView);
    
    //デザイン解像度の設定
    pEGLView->setDesignResolutionSize(640, 1136, kResolutionShowAll);
	
    // turn on display FPS
    pDirector->setDisplayStats(false);

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

    // create a scene. it's an autorelease object
    //CCScene *pScene = MainGameScene::scene();
    CCScene *pScene = TitleScene::scene();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    pDirector->setOpenGLView(pEGLView);
	
    //Fit screen of any size
    pEGLView->setDesignResolutionSize(320, 480, kResolutionExactFit);
    pDirector->setContentScaleFactor(1);
    
    
    // turn on display FPS
    pDirector->setDisplayStats(false);

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

    // create a scene. it's an autorelease object
    CCScene *pScene = HelloWorld::scene();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
    pDirector->setOpenGLView(pEGLView);

    // Set the design resolution
    pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
    
    // search path
    vector<string> searchPath;
    searchPath.push_back(R.directory);
    CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);
	
    // turn on display FPS
#ifdef COCOS2D_DEBUG
//    pDirector->setDisplayStats(true);
//    Helper::setHelpShown(false);
#endif

    // create a scene. it's an autorelease object
    CCScene* pScene = Login::scene();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
Beispiel #21
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    pDirector->setOpenGLView(pEGLView);
	
	pEGLView->setDesignResolutionSize(800, 1280, kResolutionShowAll);
	
    // turn on display FPS
    //pDirector->setDisplayStats(true);

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

	// Initialize global data
	GameGlobals::Init();

    // create a scene. it's an autorelease object
    CCScene *pScene = MainMenu::scene();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
Beispiel #22
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    pDirector->setOpenGLView(pEGLView);

    //デザインサイズの設定
    pEGLView->setDesignResolutionSize(designResolutionSize.width , designResolutionSize.height , kResolutionNoBorder);
	

    // リソースディレクトリの指定
    std::vector<std::string> searchPath;
    searchPath.push_back("images");
    CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);


    // turn on display FPS
    pDirector->setDisplayStats(true);
    pDirector->setAnimationInterval(1.0 / 60);

    // create a scene. it's an autorelease object
    CCScene *pScene = GameScene::scene();
    pDirector->runWithScene(pScene);

    return true;
}
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    pDirector->setOpenGLView(pEGLView);
    
    // 해상도 : setOpenGLView 이후에 정의되어야 한다.
    pEGLView->setDesignResolutionSize(1080, 1920, kResolutionNoBorder);
	
    // turn on display FPS
    pDirector->setDisplayStats(false);

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

    // create a scene. it's an autorelease object
    CCScene *pScene = Splash::scene();
    
    // sound 강제 들고오기
    // if you use SimpleAudioEngine, it must be pause
    SimpleAudioEngine::sharedEngine()->pauseAllEffects();
    SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
Beispiel #24
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    CCEGLView *pEGLView = CCEGLView::sharedOpenGLView();

    pDirector->setOpenGLView(pEGLView);

    CCSize designResolutionSize = CCSizeMake(480, 800);
    pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);

    // turn on display FPS
    //pDirector->setDisplayStats(true);

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

    // create a scene. it's an autorelease object
    //CCScene *pScene = TangramScene::scene(4, 0);
    CCScene *pScene = LoadingScene::scene();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
Beispiel #25
0
bool AppDelegate::applicationDidFinishLaunching()
{
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
    
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(pEGLView);
    
    pEGLView->setDesignResolutionSize(640, 960, kResolutionNoBorder);
    
    
    // turn on display FPS
    pDirector->setDisplayStats(true);
    
    // set FPS. the default value is 1.0/60 if you don't call this
    pDirector->setAnimationInterval(1.0 / 60);
    
    // create a scene. it's an autorelease object
//    CCScene *pScene = IndexPage::scene();
    CCScene *pScene = HelloWorld::scene();
    
    // run
    pDirector->runWithScene(pScene);
    
    return true;
}
Beispiel #26
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
    pDirector->setOpenGLView(pEGLView);
    
    
    
    //就加了这一句,就可以把默认的图片HelloWorld.png铺满整个屏幕
    //  1136/480 = 2.6  640/320 2
    //1136/640 >  480/320
    //1024/768 < 480/320
    //注意一定要放在setOpenGLView后面
    pEGLView->setDesignResolutionSize(480, 320, kResolutionFixedWidth);//高  是固定的  长度会对应的发生改变
    //宽不变, 高进行相应地缩放。
    
    
    
	
    // turn on display FPS
    pDirector->setDisplayStats(true);

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

    // create a scene. it's an autorelease object
    CCScene *pScene = HelloWorld::scene();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
Beispiel #27
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    pDirector->setOpenGLView(pEGLView);
	
	    //FIXED_WIDTH
	pEGLView->setDesignResolutionSize(320, 480 , ResolutionPolicy::kResolutionShowAll);
    std::vector<std::string> searchPath;
    searchPath.push_back("image");
    CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);
    pDirector->setContentScaleFactor(640 / 320);

    // turn on display FPS
    pDirector->setDisplayStats(true);

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

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

    // run
    pDirector->runWithScene(pScene);

    return true;
}
Beispiel #28
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    pDirector->setOpenGLView(pEGLView);
	
    // turn on display FPS
    pDirector->setDisplayStats(false);

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

	pEGLView->setDesignResolutionSize(SCREEN_WIDTH, SCREEN_HEIGHT, kResolutionExactFit);

	CCFileUtils *fileUtils = CCFileUtils::sharedFileUtils();
	fileUtils->addSearchPath("fonts");
	fileUtils->addSearchPath("images");
	fileUtils->addSearchPath("sounds");

	CCScene* scene = CCScene::create();
	GameScene* layer = GameScene::create();
	scene->addChild(layer);
	pDirector->runWithScene(scene);

    return true;
}
Beispiel #29
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
    pDirector->setOpenGLView(pEGLView);


    CCSize frameSize = pEGLView->getFrameSize();

    pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionExactFit);

    if (frameSize.height > mediumResource.size.height)
    {
        pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
    }
    // if the frame's height is larger than the height of small resource size, select medium resource.
    else if (frameSize.height > smallResource.size.height)
    {
        pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
    }
    // if the frame's height is smaller than the height of medium resource size, select small resource.
    else
    {
        pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
    }


    // turn on display FPS
    //pDirector->setDisplayStats(true);



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

    // register lua engine
    CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
    CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);

    CCLuaStack *pStack = pEngine->getLuaStack();
    lua_State *tolua_s = pStack->getLuaState();
    tolua_extensions_ccb_open(tolua_s);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
    pStack = pEngine->getLuaStack();
    tolua_s = pStack->getLuaState();
    tolua_web_socket_open(tolua_s);
#endif

#if (CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY)
    CCFileUtils::sharedFileUtils()->addSearchPath("script");
#endif

    std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("scripts/main.lua");
    pEngine->addSearchPath(path.substr(0, path.find_last_of('/')).c_str());
    pEngine->executeScriptFile(path.c_str());

    return true;
}
Beispiel #30
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    pDirector->setOpenGLView(pEGLView);
	
    // turn on display FPS
    //pDirector->setDisplayStats(true);

    // set FPS. the default value is 1.0/60 if you don't call this
    pDirector->setAnimationInterval(1.0 / 60);
    
    //
    CCSize frameSize = pEGLView->getFrameSize();
    CCLOG("applicationDidFinishLaunching frameSize.width = %f  frameSize.height= %f", frameSize.width,frameSize.height);
    if(frameSize.height/frameSize.width>1.4){
        pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionFixedWidth);
    } else {
        pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionFixedHeight);
    }
    
    if(designResolutionSize.width == 720){
        pDirector->setContentScaleFactor( smallResource_tate2.size.width / designResolutionSize.width );    //ч╕ж
    } else {
        pDirector->setContentScaleFactor( smallResource_yoko.size.width / designResolutionSize.width );    //цик
    }
    
    cocos2d::CCSize visibleSize = cocos2d::CCDirector::sharedDirector()->getVisibleSize();
    cocos2d::CCPoint origin = cocos2d::CCDirector::sharedDirector()->getVisibleOrigin();
    
    CCLOG("applicationDidFinishLaunching designResolutionSize.width = %f ", designResolutionSize.width);
    CCLOG("applicationDidFinishLaunching designResolutionSize.height = %f ", designResolutionSize.height);
    CCLOG("applicationDidFinishLaunching pDirector->getContentScaleFactor() = %f ", pDirector->getContentScaleFactor() );
    CCLOG("applicationDidFinishLaunching visibleSize  width=%f height=%f ", visibleSize.width, visibleSize.height );
    CCLOG("applicationDidFinishLaunching origin  x=%f y=%f ", origin.x, origin.y );

    // create a scene. it's an autorelease object
    CCScene *pScene = HelloWorld::scene();
    //CCScene *pScene = HelloWorld2::scene();

    // run
    pDirector->runWithScene(pScene);

    return true;
}