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

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

	// sets landscape mode
	// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);

	// turn on display FPS
	pDirector->setDisplayFPS(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;
}
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());

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

    // sets opengl landscape mode
    // tests set device orientation in RootViewController.mm
    // pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);

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

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

    CCScene * pScene = CCScene::node();
    CCLayer * pLayer = new TestController();
    pLayer->autorelease();
	pScene->addChild(pLayer);

	//pDirector->runWithScene(HelloWorld::scene());
	pDirector->runWithScene(pScene);

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


	pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());

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

	 //pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);

	// 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;

}
Example #4
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // init the window
    if (!(m_pMainWnd = new CCXEGLView(this)) || 
        ! m_pMainWnd->Create(&TRectangle(0,0,GetScreenWidth(),GetScreenHeight())))
    {
        CCX_SAFE_DELETE(m_pMainWnd);
        return false;
    }

    // init director
    CCDirector * pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(m_pMainWnd);
    pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
    // pDirector->setDeviceOrientation(kCCDeviceOrientationPortrait);
    pDirector->setDisplayFPS(true);

    // set the resource path
    CCFileUtils::setResourcePath("/NEWPLUS/TDA_DATA/Data/[!output PROJECT_NAME]/");
[! if CCX_USE_UI_RESOURCE]

    // cocos2d find image in ResourceEntry first, in ResourcePath second.
    // set the ResourceEntry, 
    CCFileUtils::setResourceEntry(&[!output PROJECT_NAME]ResourceEntry);

    // set the Images ResInfo (name and ResID)
    CCFileUtils::setResourceInfo(ResInfo, sizeof(ResInfo) / sizeof(T_ResourceInfo));
[! endif]

    CCScene * pScene = HelloWorld::scene();

    pDirector->runWithScene(pScene);

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

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

	// sets landscape mode
	// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);

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

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

	// run
	// this is crashing for me every time if I just pass a plain cstr
#ifdef TESTBUILD
// 	TestScene *ts = new TestScene();
// 	ts->init();
// 	CCDirector::sharedDirector()->runWithScene(ts);
	ScriptingCore::getInstance().runScript("JS/main-testbuild.js");
#else
	ScriptingCore::getInstance().runScript("JS/main.js");
//	TestScene *ts = new TestScene();
//	ts->init();
//	CCDirector::sharedDirector()->runWithScene(ts);
#endif
	
	return true;
}
Example #6
0
bool AppDelegate::applicationDidFinishLaunching()
{
	// initialize director
	CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());

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

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

	// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);

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

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

#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
	unsigned long size;
#ifdef KILLA
	char *pFileContent = (char*)CCFileUtils::getFileData("boot.kia", "r", &size);
#else
	char *pFileContent = (char*)CCFileUtils::getFileData("boot.lua", "r", &size);
#endif

	if (pFileContent)
	{
	    // copy the file contents and add '\0' at the end, or the lua parser can not parse it
	    char *pCodes = new char[size + 1];
	    pCodes[size] = '\0';
	    memcpy(pCodes, pFileContent, size);
	    delete[] pFileContent;

	    pEngine->executeString(pCodes);
	    delete []pCodes;
	}
#endif

#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) || (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE)
#ifdef KILLA
	string path = CCFileUtils::fullPathFromRelativePath("boot.kia");
#else
	string path = CCFileUtils::fullPathFromRelativePath("boot.lua");
#endif

    pEngine->addSearchPath(path.substr(0, path.find_last_of("/")).c_str());
    pEngine->executeScriptFile(path.c_str());
#endif 

	return true;
}
Example #7
0
//初始化引擎
void Ag2dEngine::start()
{
	CCDirector* director = CCDirector::sharedDirector();
	//初始化场景导演
	director->setOpenGLView(&CCEGLView::sharedOpenGLView());
	director->enableRetinaDisplay(CONF_ENABLE_RETINA);
	director->setDisplayFPS(CONF_SHOW_FPS);
	director->setAnimationInterval(CONF_FPS_VAL);	
	
	//启动
	playScene( reg_scene );
}
Example #8
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());

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

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

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

[! if CC_USE_LUA]
    // init lua engine
    CCLuaEngine* pEngine = CCLuaEngine::sharedEngine();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
    unsigned long size;
    char *pFileContent = (char*)CCFileUtils::getFileData("hello.lua", "r", &size);

    if (pFileContent)
    {
        // copy the file contents and add '\0' at the end, or the lua parser can not parse it
        char *pCodes = new char[size + 1];
        pCodes[size] = '\0';
        memcpy(pCodes, pFileContent, size);
        delete[] pFileContent;

        pEngine->executeString(pCodes);
        delete []pCodes;
    }
#endif

#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    string path = CCFileUtils::fullPathFromRelativePath("hello.lua");
    pEngine->executeScriptFile(path.c_str());
#endif
[! else]
    // create a scene. it's an autorelease object
    CCScene *pScene = HelloWorld::scene();

    // run
    pDirector->runWithScene(pScene);
[! endif]
    return true;
}
Example #9
0
bool AppDelegate::applicationDidFinishLaunching()
{
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());
    pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
    pDirector->setDisplayFPS(true);
    pDirector->setAnimationInterval(1.0 / 60);
	//初始化动画管理器
	sAnimationMgr->initAnimationMap();
    //创建游戏主界面
    CCScene *pScene = GameScene::playNewGame();
	//让director运行场景
    pDirector->runWithScene(pScene);
    return true;
}
Example #10
0
bool AppDelegate::applicationDidFinishLaunching()
{
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());

	pDirector->enableRetinaDisplay(false);

    pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
    pDirector->setDisplayFPS(false);
	pDirector->setAnimationInterval(1.0 / 60);
	pDirector->setDepthTest(false);

	CCScene *pScene = GameScene::node();
	CCDirector::sharedDirector()->runWithScene(pScene);

    return true;
}
Example #11
0
void GSceneSelector::RunApplication()
{
	GnSrand( time( 0 ) );
	// initialize director
	CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());

	pDirector->setDisplayFPS(true);	

	pDirector->setAnimationInterval(1.0 / 60);	
	
	
	CreatePlayingData();
	
	GScene* gameScene = CreateStartScene();
	if( gameScene )
		pDirector->runWithScene( gameScene );

	SetCurrentScene( gameScene );
	
	CCDirector::sharedDirector()->setDisplayFPS(false);
}
Example #12
0
bool AppDelegate::applicationDidFinishLaunching()
{
	// init the window
#if defined(CCX_PLATFORM_UPHONE)
	if (!(m_pMainWnd = new CCXEGLView(this)) || 
		! m_pMainWnd->Create(&TRectangle(0,0,GetScreenWidth(),GetScreenHeight())))
#elif defined(CCX_PLATFORM_WIN32)
	if (! (m_pMainWnd = new CCXEGLView()) ||
		! m_pMainWnd->Create(L"HelloWorld", 320, 480))
#elif defined(CCX_PLATFORM_IPHONE)
	if (! (m_pMainWnd = new CCXEGLView() ) )
#else
	#error
#endif
	{
		delete m_pMainWnd;
		return false;
	}


	// init director
	CCDirector *pDirector = CCDirector::sharedDirector();
	pDirector->setOpenGLView(m_pMainWnd);

	// sets landscape mode
	pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);

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

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

	// run
	pDirector->runWithScene(pScene);

	return true;
}
Example #13
0
bool AppDelegate::applicationDidFinishLaunching()
{
	// init the window
#if defined(CCX_PLATFORM_UPHONE)
	if (!(m_pMainWnd = new CCXEGLView(this)) || 
		! m_pMainWnd->Create(&TRectangle(0,0,GetScreenWidth(),GetScreenHeight())))
#elif defined(CCX_PLATFORM_WIN32)
	if (!(m_pMainWnd = new CCXEGLView()) ||
		! m_pMainWnd->Create(L"cocos2d-win32", 320, 480) )
#elif defined(CCX_PLATFORM_IPHONE)
    if (!(m_pMainWnd = new CCXEGLView()))
#elif defined(CCX_PLATFORM_ANDROID)
    if (!(m_pMainWnd = CCDirector::sharedDirector()->getOpenGLView()))
#else
    #error
#endif
	{
        CCX_SAFE_DELETE(m_pMainWnd);
		return false;
	}

    // init director
    CCDirector * pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(m_pMainWnd);
    pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
	// pDirector->setDeviceOrientation(kCCDeviceOrientationPortrait);
    pDirector->setDisplayFPS(true);

#if defined(CCX_PLATFORM_UPHONE)

#if 1
    // set the resource path
    CCFileUtils::setResourcePath("/NEWPLUS/TDA_DATA/Data/cocos2d_tests/");
#else
    // set the resource zip file
    CCFileUtils::setResourceZipFile("/NEWPLUS/TDA_DATA/Data/cocos2d_tests/cocos2d_tests.zip");
#endif


#elif defined(CCX_PLATFORM_ANDROID)
    CCFileUtils::setResourcePath("/data/app/org.cocos2dx.tests-1.apk");
	CCFileUtils::setRelativePath("assets");
#endif

#if 0
	// SHOW SPLASH SCREEN

    // load background image texture and get window size
    CCTexture2D * pSplashTexture = CCTextureCache::sharedTextureCache()->addImage("b1.png");
    CGSize size = CCDirector::sharedDirector()->getWinSize();

    // splash sprite
	CCSprite * pSplashSprite = CCSprite::spriteWithTexture(pSplashTexture);
    pSplashSprite->setPosition(CGPoint(size.width / 2, size.height / 2));

    // splash layer
    CCLayer * pSplashLayer = new CCLayer();
    pSplashLayer->addChild(pSplashSprite);
    pSplashLayer->autorelease();

    // add layer to scene
    CCScene * pSplashScene = CCScene::node();
    pSplashScene->addChild(pSplashLayer);

	// add scene to director
    CCDirector::sharedDirector()->runWithScene(pSplashScene);

	// CCSequence::actions(this, callfunc_selector(AppDelegate::replaceSplashScreen))
    m_nTimer = TIMER_Create(3000, TIMER_MODE_NORMAL, TimerCallback1, 0, 0);
    TIMER_Start(m_nTimer, 0);
#endif
    CCScene * pScene = CCScene::node();
    CCLayer * pLayer = new TestController();
    pLayer->autorelease();

    pScene->addChild(pLayer);
	pDirector->runWithScene(pScene);

    return true;
}
Example #14
0
bool AppDelegate::applicationDidFinishLaunching()
{
	// initialize director
	CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());

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

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

	// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);

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

	// register lua engine
    m_pLuaEngine = new LuaEngine; 
	CCScriptEngineManager::sharedScriptEngineManager()->setScriptEngine(m_pLuaEngine);

#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
	unsigned long size;
	char *pFileContent = (char*)CCFileUtils::getFileData("hello.lua", "r", &size);

	if (pFileContent)
	{
	    // copy the file contents and add '\0' at the end, or the lua parser can not parse it
	    char *pCodes = new char[size + 1];
	    pCodes[size] = '\0';
	    memcpy(pCodes, pFileContent, size);
	    delete[] pFileContent;

	    CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->executeString(pCodes);
	    delete []pCodes;
	}
#endif

#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
	// CCLuaScriptModule::sharedLuaScriptModule()->executeScriptFile("./../../HelloLua/Resource/hello.lua");
	CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->executeScriptFile("./../../HelloLua/Resource/hello.lua");

	/*
	 * Another way to run lua script.
	 * Load the file into memory and run it.
	 *
	unsigned long size;
	char *pFileContent = (char*)CCFileUtils::getFileData("./../../HelloLua/Resource/hello.lua", "r", &size);
	if (pFileContent)
	{
		// copy the file contents and add '\0' at the end, or the lua parser can not parse it
		char *pTmp = new char[size + 1];
		pTmp[size] = '\0';
		memcpy(pTmp, pFileContent, size);
		delete[] pFileContent;

		string code(pTmp);
		CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->excuteScriptFile(code);
		delete []pTmp;
	}
	*/
	
#endif

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
	string path = CCFileUtils::fullPathFromRelativePath("hello.lua");
    printf("%s", path.c_str());
    CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->executeScriptFile(path.c_str());
#endif 

	return true;
}