void EditBoxImplAndroid::createNativeControl(const Rect& frame)
{
    auto director = cocos2d::Director::getInstance();
    auto glView = director->getOpenGLView();
    auto frameSize = glView->getFrameSize();
    
    auto winSize = director->getWinSize();
    auto leftBottom = _editBox->convertToWorldSpace(Point::ZERO);
    
    auto contentSize = frame.size;
    auto rightTop = _editBox->convertToWorldSpace(Point(contentSize.width, contentSize.height));
    
    auto uiLeft = frameSize.width / 2 + (leftBottom.x - winSize.width / 2 ) * glView->getScaleX();
    auto uiTop = frameSize.height /2 - (rightTop.y - winSize.height / 2) * glView->getScaleY();
    auto uiWidth = (rightTop.x - leftBottom.x) * glView->getScaleX();
    auto uiHeight = (rightTop.y - leftBottom.y) * glView->getScaleY();
    LOGD("scaleX = %f", glView->getScaleX());
    _editBoxIndex = addEditBoxJNI(uiLeft, uiTop, uiWidth, uiHeight, glView->getScaleX());
    s_allEditBoxes[_editBoxIndex] = this;
}
Example #2
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->setDisplayStats(true);			// FPSの表示設定
    director->setAnimationInterval(1.0 / 16);	// フレームレートの設定
	
	// 画面伸縮処理
	// glview->setDesignResolutionSize( 1136, 640, ResolutionPolicy::FIXED_HEIGHT ) ;

    auto scene = TitleScene::createScene();		// シーン生成
    director->runWithScene(scene);				// 起動

    return true;
}
Example #3
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);

    Scene* scene = Scene::create();
    scene->addChild(TestLayer::create());
    director->runWithScene(scene);
    return true;
}
Example #4
0
HelloWorld::HelloWorld(){
    
    m_fDeviceScale = 1;
    m_fFontScale = 1;
    
    auto m_sizeDesign = CCSizeMake(960, 640);
    
    auto director = Director::getInstance();
    auto eglview = director->getOpenGLView();
    auto sizeDevice = eglview->getFrameSize();
    
    
    eglview->setDesignResolutionSize(m_sizeDesign.width, m_sizeDesign.height, ResolutionPolicy::NO_BORDER);
    
    float fScaleX = (float)sizeDevice.width / m_sizeDesign.width;
    float fScaleY = (float)sizeDevice.height / m_sizeDesign.height;
    float fScale = (fScaleX < fScaleY) ? fScaleX : fScaleY;
    if (fScale < 0.95)
    {
        fScale = 0.5;
    }
    else if (fScale < 1.45)
    {
        fScale = 1;
    }
    else if (fScale < 1.95)
    {
        fScale = 1.5;
    }
    else
    {
        fScale = roundf(fScale);
    }
    
    fScale = 1;
    
    //eglview->setDesignResolutionSize(480, 320, ResolutionPolicy::NO_BORDER);
    
    m_fDeviceScale = fScale;
    
}
int Application::runLoop()
{

    long lastTime = 0L;
    long curTime = 0L;

    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();

    // Retain glview to avoid glview being released in the while loop
    glview->retain();

    while (!glview->windowShouldClose())
    {

        lastTime = getCurrentMillSecond();

        director->mainLoop();
        glview->pollEvents();

        curTime = getCurrentMillSecond();
        if (curTime - lastTime < _animationInterval)
        {
            usleep((_animationInterval - curTime + lastTime)*1000);
        }

    }
    /* Only work on Desktop
    *  Director::mainLoop is really one frame logic
    *  when we want to close the window, we should call Director::end();
    *  then call Director::mainLoop to do release of internal resources
    */
    if (glview->isOpenGLReady())
    {
        director->end();
        director->mainLoop();
        director = nullptr;
    }
    glview->release();
    return EXIT_SUCCESS;
}
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
		glview = GLViewImpl::createWithRect("Jewels", Rect(0, 0, 320, 480)); //设置PC端的设备分辨率,窗口名。在移动端这行代码无效。
        director->setOpenGLView(glview);
    }

	glview->setDesignResolutionSize(320, 480, ResolutionPolicy::SHOW_ALL); //设置游戏分辨率,尚未适配移动设备屏幕。

    director->setDisplayStats(true);

    director->setAnimationInterval(1.0 / 60);

    auto scene = LoginScene::createScene();

    director->runWithScene(scene);

    return true;
}
Example #7
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLView::create("Galaxy War Game");
		glview->setFrameSize(600, 800);
        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);

	Scene *scene = GalaxyWar::createScene();
	director->runWithScene(scene);

    return true;
}
Example #8
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);

    // create a scene. it's an autorelease object
    // run
    director->runWithScene(GameManager::getInstance()->getGameSence());

    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);
    }
    /*glview->setFrameSize(480,320);
    director->setContentScaleFactor(2.0f);
    glview->setDesignResolutionSize(480, 320, ResolutionPolicy::SHOW_ALL);*/

    FileUtils::getInstance()->addSearchPath("chapter12");
    
    // create a scene. it's an autorelease object
    auto scene = Chapter12::createScene();
    director->runWithScene(scene);

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

    director->setDisplayStats(true);
    director->setAnimationInterval(1.0 / 60);

    // 画像が画面の高さにフィットするように画像を伸縮させる
    glview->setDesignResolutionSize(1136, 640, ResolutionPolicy::FIXED_HEIGHT);
    
    auto scene = GameLayer::createScene();
    director->runWithScene(scene);
    
    return true;
}
bool AppDelegate::applicationDidFinishLaunching() {

	auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
		glview = GLViewImpl::createWithRect("SAKOPIN", Rect(0,0,WIDTH,HEIGHT));
#else
		glview = GLViewImpl::create("SAKOPIN");
#endif
        director->setOpenGLView(glview);
    }

    director->setDisplayStats(true);
    director->setAnimationInterval(1.0 / 60);
    auto scene = HelloWorld::createScene();

    director->runWithScene(scene);

    return true;
}
Example #12
0
int APIENTRY _tWinMain(HINSTANCE hInstance,
                       HINSTANCE hPrevInstance,
                       LPTSTR    lpCmdLine,
                       int       nCmdShow)
{
    UNREFERENCED_PARAMETER(hPrevInstance);
    UNREFERENCED_PARAMETER(lpCmdLine);

    // create the application instance
    AppDelegate app;
	auto director = Director::getInstance();
	auto eglView = director->getOpenGLView();
	if (!eglView)
	{
		eglView = GLView::create("2048");
		director->setOpenGLView(eglView);
	}
	eglView->setViewName("resolution");
	eglView->setFrameSize(480,800);
    return Application::getInstance()->run();
}
Example #13
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);

    // 2倍解像度で作れるようにした
    glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL);
    Size frameSize = glview->getFrameSize();
    director->setContentScaleFactor(2.0f);

    register_all_packages();
    
    // キャラデータ初期化
    LibraryManager::create();
    auto libraryManager = LibraryManager::getInstance();
    libraryManager->init();

    // 初期のごまーびーがいればHomeに投げる。
    if (!libraryManager->hasGotten("0001")) {
        auto scene = Tutorial::createScene();
        director->runWithScene(scene);
    }else{
        auto scene = Home::createScene();
        director->runWithScene(scene);
    }


    // run
    return true;
}
Example #14
0
bool AppDelegate::applicationDidFinishLaunching()
{
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLViewImpl::create("My Game");
        director->setOpenGLView(glview);
    }
    
    /*
    Size size =  Director::getInstance()->getWinSize();
    std::vector<std::string> v;
    if(size.width > 480)
    {
        v.push_back("large");
    }
    else
    {
        v.push_back("small");
    }
    FileUtils::getInstance()->setSearchPaths(v);
    */
    //让资源分辨率和设计分辨率一样大小,
    //Director::getInstance()->setContentScaleFactor(资源的高/设计的高)
    glview->setDesignResolutionSize(800, 480, ResolutionPolicy::FIXED_HEIGHT);
    //
    //800 * 480
    //480*320 = 1.5
    //480*1.5 = 720
    // 720  * 480
    
   
    director->setDisplayStats(true);
    director->setAnimationInterval(1.0 / 60);
    
    auto scene = HelloWorld::createScene();
    director->runWithScene(scene);

    return true;
}
Example #15
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // 初始化Director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if (glview == nullptr) {
        glview = GLViewImpl::create("Mota");
    }

    director->setOpenGLView(glview);

    glview->setFrameSize(1080, 1920);   // 在windows下根据自己分辨率设置窗口分辨率,作者4K因此设置比较大
    glview->setDesignResolutionSize(650, 900, ResolutionPolicy::FIXED_WIDTH);
    

    director->setDisplayStats(true);
    director->setAnimationInterval(1.0f / 60);

    int32_t last_floor = Player::GetInstance()->get_current_floor();
    director->runWithScene(FloorMapLayer::scene(last_floor, true));
    return true;
}
void MFCAppDelegate::CreateWnd(HWND hwnd)
{
	if (!m_hwnd)
	{
		m_hwnd = hwnd;

		initGLContextAttrs();
		// Initialize instance and cocos2d.
		if (!applicationDidFinishLaunching())
		{
			return;
		}

		auto director = Director::getInstance();
		auto glview = director->getOpenGLView();
		if (glview)
		{
			// Retain glview to avoid glview being released in the while loop
			glview->retain();
		}
	}
}
Example #17
0
bool AppDelegate::applicationDidFinishLaunching() {
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLViewImpl::create("欢欢英雄传说");
        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);

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

    // run
    director->runWithScene(scene);

    return true;
}
            void WebViewImpl::draw(cocos2d::Renderer *renderer, cocos2d::Mat4 const &transform, int flags) {
                if (flags & cocos2d::Node::FLAGS_TRANSFORM_DIRTY) {
                    auto directorInstance = cocos2d::Director::getInstance();
                    auto glView = directorInstance->getOpenGLView();
                    auto frameSize = glView->getFrameSize();

                    auto winSize = directorInstance->getWinSize();

                    auto leftBottom = this->_webView->convertToWorldSpace(cocos2d::Point::ZERO);
                    auto rightTop = this->_webView->convertToWorldSpace(cocos2d::Point(this->_webView->getContentSize().width,this->_webView->getContentSize().height));

                    auto uiLeft = frameSize.width / 2 + (leftBottom.x - winSize.width / 2 ) * glView->getScaleX();
                    auto uiTop = frameSize.height /2 - (rightTop.y - winSize.height / 2) * glView->getScaleY();

                    Evas_Coord width = (rightTop.x - leftBottom.x) * glView->getScaleX();
                    Evas_Coord height = (rightTop.y - leftBottom.y) * glView->getScaleY();

                    evas_object_resize(_ewkView, width, height);
                    evas_object_move(_ewkView, uiLeft, uiTop);
                    evas_object_show(_ewkView);
                }
            }
Example #19
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLViewImpl::create("My Game");
        director->setOpenGLView(glview);
    }

    director->setDisplayStats(false);

    director->setAnimationInterval(1.0 / 60);

    register_all_packages();

    //auto scene = ShoppingMall::createScene();
    auto scene = LogoScene::createScene();
    // run
    director->runWithScene(scene);

    return true;
}
Example #20
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->setOpenGLView(glview);
#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(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL);
#else
	glview->setDesignResolutionSize(288, 512, ResolutionPolicy::SHOW_ALL);
#endif
	director->setDisplayStats(true);
	director->setAnimationInterval(1.0 / 60);
	auto scene = LoadingScene::create();
	director->runWithScene(scene);

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


	auto director = Director::getInstance();
	auto glview = director->getOpenGLView();
	if (!glview) {
		glview = GLViewImpl::createWithRect("AutoDrive", Rect(0, 0, 640, 640));
		director->setOpenGLView(glview);
	}

	director->setDisplayStats(false);
	director->setAnimationInterval(1.0 / 60);

	glview->setDesignResolutionSize(640, 640, ResolutionPolicy::EXACT_FIT);

	register_all_packages();

	auto scene = HelloWorld::createScene();
	director->runWithScene(scene);

	return true;
}
bool AppDelegate::applicationDidFinishLaunching() {
	// initialize director
	auto director = Director::getInstance();
	auto glview = director->getOpenGLView();
	if (!glview) {
		glview = GLView::create("Jing's game");
		director->setOpenGLView(glview);
		glview->setFrameSize(320.0, 480.0);
		//glview->setFrameSize(480.0, 480.0);
	}

	std::vector<std::string> searchPath;
	searchPath.push_back("w640");
	FileUtils::getInstance()->setSearchPaths(searchPath);
	director->setContentScaleFactor(640.0 / 320.0);
	glview->setDesignResolutionSize(320.0, 480.0, ResolutionPolicy::FIXED_WIDTH);

	//director->setContentScaleFactor(640.0 / 320.0);
	/*	glview->setDesignResolutionSize(480.0f, 320.0f, ResolutionPolicy::SHOW_ALL);
	std::vector<std::string> searchPath;
	searchPath.push_back("height_864");
	CCFileUtils::getInstance()->setSearchPaths(searchPath);
	director->setContentScaleFactor(864.0f / 320.0f);*/


	// 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 = FirstLayer::createScene();

	// run
	director->runWithScene(scene);

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

#ifdef _DEBUG
    // turn on display FPS
    director->setDisplayStats(true);
#endif

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

    glview->setDesignResolutionSize(1024, 768, ResolutionPolicy::FIXED_HEIGHT);

    Size winSize = director->getVisibleSize();
    if (winSize.height > 768)
    {
        director->setContentScaleFactor(2.0);
    }
    else
    {
        director->setContentScaleFactor(1.0);
    }

    glClearColor(1, 1, 1, 1.0);

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

    // run
    director->runWithScene(scene);

    return true;
}
Example #24
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);

    Director::getInstance()->setContentScaleFactor(2.0f);
    
    Size screenSize = Director::getInstance()->getOpenGLView()->getFrameSize();
    
    float shorter = 320.0f;
    float longer  = 568.0f;
    
    ResolutionPolicy policy = ResolutionPolicy::SHOW_ALL;
    
    if (screenSize.width == 1136.0)
        policy = ResolutionPolicy::EXACT_FIT;
    else if (screenSize.width < 1136.0f || screenSize.height < 640.0f)
        longer = 480.0f;
    
    glview->setDesignResolutionSize(longer, shorter, policy);

    register_all_packages();

    Scene* scene = HelloWorld::createScene();

    director->runWithScene(scene);

    return true;
}
Example #25
0
static bool reloadScript(const string& file)
{
    auto director = Director::getInstance();
    FontFNT::purgeCachedData();
    if (director->getOpenGLView())
    {
        SpriteFrameCache::getInstance()->removeSpriteFrames();
        director->getTextureCache()->removeAllTextures();
    }
    FileUtils::getInstance()->purgeCachedEntries();
    
    //director->getScheduler()->unscheduleAll();
    //director->getScheduler()->scheduleUpdate(director->getActionManager(), Scheduler::PRIORITY_SYSTEM, false);
    
    string modulefile = file;
    if (modulefile.empty())
    {
        modulefile = ConfigParser::getInstance()->getEntryFile().c_str();
    }
    
    return ScriptingCore::getInstance()->runScript(modulefile.c_str());
}
Example #26
0
bool AppDelegate::applicationDidFinishLaunching() {
    std::vector<std::string> searchPaths;
    searchPaths.push_back("assets");
    
    // 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("Evil", Rect(0, 0, mediumResolutionSize.width, mediumResolutionSize.height));
#else
        glview = GLViewImpl::create("Evil");
#endif
        director->setOpenGLView(glview);
    }

    // turn on display FPS
    //director->setDisplayStats(true);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    Size visibleSize = Director::getInstance()->getVisibleSize();
    float height;
    if (getTargetPlatform() == Platform::OS_IPAD) height = 700;
    else height = 640;
    if (visibleSize.height > height) {
        float s = height / visibleSize.height;
        glview->setDesignResolutionSize(visibleSize.width*s, height, ResolutionPolicy::NO_BORDER);
    }
#endif

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

    FileUtils::getInstance()->setSearchPaths(searchPaths);
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("assets.plist");

    reloadScene(NULL);
    
    return true;
}
Example #27
0
bool AppDelegate::applicationDidFinishLaunching() 
{
	// initialize director
	auto director = Director::getInstance();
	auto glview = director->getOpenGLView();
	const Size designResolutionSize = Size( DEFAULT_SCREEN_WIDTH, DEFAULT_SCREEN_HEIGHT );

	if( glview == false ) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
		glview = GLViewImpl::createWithRect( "Cocos3DEditor", Rect( 0, 0, designResolutionSize.width, designResolutionSize.height ));
#else
		glview = GLViewImpl::create( "Cocos3DEditor" );
#endif
		director->setOpenGLView( glview );
	}

	// turn on display FPS
#ifdef ___DEBUG
	director->setDisplayStats( true );
#else
	director->setDisplayStats( false );
#endif

	// 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 );

	register_all_packages();

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

	// run
	director->runWithScene( scene );

	return true;
}
Example #28
0
    /**
     * setup / init starting scene
     */
    bool NekoPlatformer::applicationDidFinishLaunching() {
        auto director = cc::Director::getInstance();
        auto glview = director->getOpenGLView();

        if (!glview) {
            glview = cc::GLViewImpl::create("neko-platformer");
            
            /**
             * todo: glview->setFrameSize()
             */
            glview->setFrameSize(Neko::screen_width, Neko::screen_height);
            director->setOpenGLView(glview);
        }

        /**
         * display fps @ debug
         */
        #ifdef cc_debug
        director->setDisplayStats(true);
        #endif

        /**
         * fps_max default 1.0 / 60
         */
        #ifdef cc_platform_desktop
        director->setAnimationInterval(1.0 / Neko::fps_max);
        #endif

        #if (debug_game_quick)
        auto scene = GameScene::create_scene();
        #else
        auto scene = IntroScene::create_scene();
        #endif

        director->runWithScene(scene);

        return true;
    }
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(288, 512, ResolutionPolicy::SHOW_ALL);

	// set the resource directory
	this->setResourceSearchResolution();
    // 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 = CubeTexture::createScene();
    
    if (SaveData::loadBool("MUSIC_SWITH"))
    {
        log(">>>>>> MUSIC_SWITH : %d", true );
    } else
    {
        SaveData::saveBool("MUSIC_SWITH", false);
    }
    
    auto scene = PageViewScene::create();

    director->runWithScene(scene);

    return true;
}
Example #30
0
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLViewImpl::create("My Game");
        director->setOpenGLView(glview);
    }
	//实际分辨率。 设计分辨率。  资源分辨率
	glview->setFrameSize(320,568);
	glview->setDesignResolutionSize(320, 568, ResolutionPolicy::FIXED_WIDTH);

	//添加目标文件夹
	FileUtils::getInstance()->addSearchPath("Disk/");
	FileUtils::getInstance()->addSearchPath("Rebound/");
	FileUtils::getInstance()->addSearchPath("MyAction/");


    // 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();
	//auto scene = ActionScene::create();
	//auto scene = Topic::createScene();
	//auto scene = GameScene::create();
    // run
	auto scene = Game2048::create();

    director->runWithScene(scene);

    return true;
}