Example #1
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // set default FPS
    Director::getInstance()->setAnimationInterval(1.0 / 60.0f);

    // register lua module
    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    lua_State* L = engine->getLuaStack()->getLuaState();
    lua_module_register(L);

    register_all_packages();

    LuaStack* stack = engine->getLuaStack();
    stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));

    //register custom function
    //LuaStack* stack = engine->getLuaStack();
    //register_custom_function(stack->getLuaState());

#if CC_64BITS
    FileUtils::getInstance()->addSearchPath("src/64bit");
#endif
    FileUtils::getInstance()->addSearchPath("src");
    FileUtils::getInstance()->addSearchPath("res");
    if (engine->executeScriptFile("main.lua"))
    {
        return false;
    }

    return true;
}
Example #2
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // register lua engine
    LuaEngine* pEngine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(pEngine);

    
    LuaStack* stack = pEngine->getLuaStack();
    stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));
    
    lua_State* L = stack->getLuaState();
    
    lua_module_register(L);

    lua_getglobal(L, "_G");
    if (lua_istable(L,-1))//stack:...,_G,
    {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID ||CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
        register_assetsmanager_test_sample(L);
#endif
        register_test_binding(L);
    }
    lua_pop(L, 1);


    pEngine->executeScriptFile("src/controller.lua");

    return true;
}
Example #3
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // set default FPS
    Director::getInstance()->setAnimationInterval(1.0 / 60.0f);

    // register lua module
    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    lua_State* L = engine->getLuaStack()->getLuaState();
    lua_module_register(L);

    register_all_packages();

    LuaStack* stack = engine->getLuaStack();
    stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));

#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)
    // NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
    auto runtimeEngine = RuntimeEngine::getInstance();
    runtimeEngine->addRuntime(RuntimeLuaImpl::create(), kRuntimeEngineLua);
    runtimeEngine->start();
#else
    if (engine->executeScriptFile("src/main.lua"))
    {
        return false;
    }
#endif

    return true;
}
Example #4
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        string title = "wt-cgame-a";
        glview = cocos2d::GLViewImpl::create(title.c_str());
        director->setOpenGLView(glview);
        director->startAnimation();
    }

    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    lua_State* L = engine->getLuaStack()->getLuaState();
    lua_module_register(L);

    // use Quick-Cocos2d-X
    quick_module_register(L);

    LuaStack* stack = engine->getLuaStack();
#if ANYSDK_DEFINE > 0
    lua_getglobal(stack->getLuaState(), "_G");
    tolua_anysdk_open(stack->getLuaState());
    tolua_anysdk_manual_open(stack->getLuaState());
    lua_pop(stack->getLuaState(), 1);
#endif

    //register custom function
    //LuaStack* stack = engine->getLuaStack();
    //register_custom_function(stack->getLuaState());

    //FileUtils::getInstance()->setResourceEncryptKeyAndSign("test", "XXTEA");
#if 0
    // use luajit bytecode package
    stack->setXXTEAKeyAndSign("2dxLua", "XXTEA");

#ifdef CC_TARGET_OS_IPHONE
    if (sizeof(long) == 4) {
        stack->loadChunksFromZIP("res/game.zip");
    } else {
        stack->loadChunksFromZIP("res/game64.zip");
    }
#else
    // android, mac, win32, etc
    stack->loadChunksFromZIP("res/game.zip");
#endif
    stack->executeString("require 'main'");
#else // #if 0
    // use discrete files
    engine->executeScriptFile("src/main.lua");
#endif

    return true;
}
Example #5
0
bool AppDelegate::applicationDidFinishLaunching()
{
    
#if (COCOS2D_DEBUG>0)
    initRuntime();
#endif
    
    if (!ConfigParser::getInstance()->isInit()) {
            ConfigParser::getInstance()->readConfig();
        }

    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();    
    if(!glview) {
        Size viewSize = ConfigParser::getInstance()->getInitViewSize();
        string title = ConfigParser::getInstance()->getInitViewName();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
        extern void createSimulator(const char* viewName, float width, float height,bool isLandscape = true, float frameZoomFactor = 1.0f);
        bool isLanscape = ConfigParser::getInstance()->isLanscape();
        createSimulator(title.c_str(),viewSize.width,viewSize.height,isLanscape);
#else
        glview = cocos2d::GLViewImpl::createWithRect(title.c_str(), Rect(0,0,viewSize.width,viewSize.height));
        director->setOpenGLView(glview);
#endif
    }

   
    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);
   
    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);

    LuaStack* stack = engine->getLuaStack();
    stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));
    
    //register custom function
    auto luaState = stack->getLuaState();
    lua_getglobal(luaState, "_G");
    register_all_pluginx_protocols(luaState);
    register_all_pluginx_manual_callback(luaState);
    register_all_pluginx_manual_protocols(luaState);
    
#if (COCOS2D_DEBUG>0)
    if (startRuntime())
        return true;
#endif

    engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
    return true;
}
Example #6
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // set default FPS
    Director::getInstance()->setAnimationInterval(1.0 / 60.0f);
   
    // register lua module
    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    lua_State* L = engine->getLuaStack()->getLuaState();
    lua_module_register(L);

    // If you want to use Quick-Cocos2d-X, please uncomment below code
    // register_all_quick_manual(L);

    LuaStack* stack = engine->getLuaStack();
    stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));
    
    //register custom function
    //LuaStack* stack = engine->getLuaStack();
    //register_custom_function(stack->getLuaState());

	if (L)
	{
		lua_getglobal(L, "_G");
		register_all_cocos2dx_lilith(L);
		register_all_cocos2dx_lilith_manual(L);
		register_global_interface(L);
        luaopen_struct(L);//add
        luaopen_bit(L);//add
        luaopen_lpeg(L);//add
        luaopen_mycrypto(L);//add
		lua_settop(L, 0);
	}
    
#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)
    // NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
    RuntimeEngine::getInstance()->start();
    cocos2d::log("iShow!");
#else
    if (engine->executeScriptFile("src/main.lua"))
    {
        return false;
    }
#endif
    
    return true;
}
Example #7
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // set default FPS
    Director::getInstance()->setAnimationInterval(1.0 / 60.0f);

    // register lua module
    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    lua_State* L = engine->getLuaStack()->getLuaState();
    lua_module_register(L);
    lua_register(L, "test_lua", test);
    tolua_xx_open(L);
    tolua_GameNetDelegate_open(L);

    register_all_packages();

    LuaStack* stack = engine->getLuaStack();
    stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));

    //register custom function
    //LuaStack* stack = engine->getLuaStack();
    //register_custom_function(stack->getLuaState());

#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)
    // NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
    auto runtimeEngine = RuntimeEngine::getInstance();
    runtimeEngine->addRuntime(RuntimeLuaImpl::create(), kRuntimeEngineLua);
    runtimeEngine->start();
#else
    if (engine->executeScriptFile("src/main.lua"))
    {
        return false;
    }
#endif
    
//    CCInetAddress oAddres;
//    oAddres.setIp("192.168.0.188");
//    oAddres.setPort(9001);
//    //    22222
//    
//    auto net = GameNetDelegate::getInstance();
//    net->setInetAddress(oAddres);
//    net->connect();
    
//    TestLuaStruct::testToLua();
    return true;
}
Example #8
0
bool AppDelegate::applicationDidFinishLaunching()
{
#if (COCOS2D_DEBUG > 0)
    // NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
    initRuntime();
#endif
    
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();    
    if(!glview) {
        Size viewSize = ConfigParser::getInstance()->getInitViewSize();
        string title = ConfigParser::getInstance()->getInitViewName();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
        extern void createSimulator(const char* viewName, float width, float height, bool isLandscape = true, float frameZoomFactor = 1.0f);
        bool isLanscape = ConfigParser::getInstance()->isLanscape();
        createSimulator(title.c_str(),viewSize.width,viewSize.height, isLanscape);
#else
        glview = cocos2d::GLViewImpl::createWithRect(title.c_str(), Rect(0, 0, viewSize.width, viewSize.height));
        director->setOpenGLView(glview);
#endif
    }
   
    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    lua_State* L = engine->getLuaStack()->getLuaState();
    lua_module_register(L);

    // If you want to use Quick-Cocos2d-X, please uncomment below code
    // register_all_quick_manual(L);

    LuaStack* stack = engine->getLuaStack();
    stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));
    
    //register custom function
    //LuaStack* stack = engine->getLuaStack();
    //register_custom_function(stack->getLuaState());
    
#if (COCOS2D_DEBUG > 0)
    // NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
    startRuntime();
#else
    engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
#endif

    return true;
}
Example #9
0
void AppDelegate::startLoadLua(bool isfirst/*=true*/)
{
    g_luaisLoad=false;
    
    auto engine = LuaEngine::getInstance();
    LuaStack* stack = engine->getLuaStack();
    stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));
    
    capi_lua_register();
    
    g_luaisLoad=true;
    
#if (COCOS2D_DEBUG>0)
    if (startRuntime())
        return;
#endif
    engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
    
}
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    auto director = Director::getInstance();
    director->setProjection(Director::Projection::_2D);
    
    // 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->startAnimation();

    // register lua engine
    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    lua_State* L = engine->getLuaStack()->getLuaState();
    lua_module_register(L);
    
    luaopen_crypt(L);
    luaopen_protobuf_c(L);
    
    const char *wirtPathPrefix = "com.hei54.weapons";
    lua_pushstring(L, wirtPathPrefix);
    lua_setglobal(L, "WRITABLE_PATH_PREFIX");
    

    // If you want to use Quick-Cocos2dx-Community, please uncomment below code
    quick_module_register(L);

    LuaStack* stack = engine->getLuaStack();
    stack->setXXTEAKeyAndSign("2dxLua", "XXTEA");
    
    
    StartupCall *call = StartupCall::create(this);
    
    call->startup();
    
    return true;
}
Example #11
0
bool AppDelegate::applicationDidFinishLaunching()
{
    
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
	InitCrashReport();
#endif

#if (COCOS2D_DEBUG>0)
    initRuntime();
#endif



    if (!ConfigParser::getInstance()->isInit()) {
            ConfigParser::getInstance()->readConfig();
        }
	
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();    
	
    if(!glview) {
        Size viewSize = ConfigParser::getInstance()->getInitViewSize();
        string title = ConfigParser::getInstance()->getInitViewName();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
        extern void createSimulator(const char* viewName, float width, float height,bool isLandscape = true, float frameZoomFactor = 1.0f);
        bool isLanscape = ConfigParser::getInstance()->isLanscape();
        createSimulator(title.c_str(),viewSize.width,viewSize.height,isLanscape);
		//::SetWindowPos(glfwGetWin32Window(director->getOpenGLView()->getWindow()),HWND_TOPMOST,0,0,0,0,SWP_NOMOVE|SWP_NOSIZE);
#else
        glview = GLView::createWithRect(title.c_str(), Rect(0,0,viewSize.width,viewSize.height));
        director->setOpenGLView(glview);
		
#endif
    }

   
    // set FPS. the default value is 1.0/60 if you don't call this
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)


#if (COCOS2D_DEBUG<=0)
	director->setAnimationInterval(1.0 / 30);
   
#else
	director->setAnimationInterval(1.0 / 60);


#endif

#else
	director->setAnimationInterval(1.0 / 60);

#endif

    
    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);

    LuaStack* stack = engine->getLuaStack();
    stack->setXXTEAKeyAndSign("s3ExtaS", strlen("s3ExtaS"), "IH8wdkD", strlen("IH8wdkD"));
	//cocos luacompile -s G:\\mobile_arpg\\arpg\\src  -d I:\\securecrt\\xxeat -e -k s3ExtaS -b IH8wdkD  
    
    //register custom function
	CustomLuaCocos2d(engine->getLuaStack()->getLuaState());

    //LuaStack* stack = engine->getLuaStack();
    //register_custom_function(stack->getLuaState());

	//register_all_ccarpg(stack->getLuaState());
	//register_all_ccarpg_manual(stack->getLuaState());

//    
	std::string resdirname = "res/";
	std::string configdirname = "config/";
	vector<string> searchPath;
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
	searchPath.push_back("../../src/");
	searchPath.push_back("../../"+configdirname);
	searchPath.push_back("../../"+resdirname);

	//extern std::string getCurAppPath();
	//string resourcePath = getCurAppPath();
	//searchPath.push_back(resourcePath+"/");
	//searchPath.push_back("src/");

#elif (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
    searchPath.push_back("src/");
    searchPath.push_back(configdirname);
    searchPath.push_back(resdirname);

#else
	searchPath.push_back("src/");
	//searchPath.push_back("config/");
	searchPath.push_back(resdirname);
#endif

//	std::string pathToSave = FileUtils::getInstance()->getWritablePath();
//	pathToSave += "s3b6lhuxo";
//
//#if (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32)
//	DIR *pDir = NULL;
//
//	pDir = opendir (pathToSave.c_str());
//	if (pDir)
//	{
//		searchPath.insert(searchPath.begin(), pathToSave);
//	}
//#else
//	if ((GetFileAttributesA(pathToSave.c_str())) != INVALID_FILE_ATTRIBUTES)
//	{
//		searchPath.insert(searchPath.begin(), pathToSave);
//	}
//#endif
	 
	
	
	FileUtils::getInstance()->setSearchPaths(searchPath);
	CcarpgNet::getInstance()->start();

	#if (COCOS2D_DEBUG>0)
	MessageDispatcher::getInstance()->startLocalTerminal(0);
#endif

	//if(!ReceiveThread::GetInstance()->isRunning)
	//{
	//	ReceiveThread::GetInstance()->start();
	//}


	//FileUtils::getInstance()->printSearchPath();

#if (COCOS2D_DEBUG>0)
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID ||CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
	register_assetsmanager_test_sample(stack->getLuaState());
#endif
	 if (ConfigParser::getInstance()->useCocosIde()){
    if (startRuntime())
	{
		#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 
		EventListenerKeyboard *listener = EventListenerKeyboard::create();  
		listener->onKeyReleased = AppDelegate::keyEventCallback;  
		director->getEventDispatcher()->addEventListenerWithFixedPriority(listener, 1);  
#endif
        return true;
	}
	 }
	 else
	 {
//#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID ||CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
//		 register_assetsmanager_test_sample(stack->getLuaState());
//#endif
#ifdef USE_ANY_SDK_IN_IOS
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
         LuaStack* stackios = engine->getLuaStack();
         lua_getglobal(stackios->getLuaState(), "_G");
         tolua_anysdk_open(stackios->getLuaState());
         tolua_anysdk_manual_open(stackios->getLuaState());
         lua_pop(stackios->getLuaState(), 1);
#endif
#endif
		engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
        //  engine->executeScriptFile("src/main.lua");
         
		
	 }
#else
	#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID ||CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
	register_assetsmanager_test_sample(stack->getLuaState());
    #endif


	
	//vector<string> searchPath;
	//searchPath.push_back("../../src");
	//searchPath.push_back("../../res");
	//FileUtils::getInstance()->setSearchPaths(searchPath);
	//CcarpgNet::getInstance()->start();

	//long lasttt = getTimer();
	//CcarpgMcm::getInstance()->setCurrentMapData(51001);
	//CCLOG("mcm need time = %d",(getTimer()-lasttt));
	//SocketThread* th=  SocketThread::GetInstance();
	//th->start();
#ifdef USE_ANY_SDK_IN_IOS
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    LuaStack* stackios = engine->getLuaStack();
    lua_getglobal(stackios->getLuaState(), "_G");
    tolua_anysdk_open(stackios->getLuaState());
    tolua_anysdk_manual_open(stackios->getLuaState());
    lua_pop(stackios->getLuaState(), 1);
#endif
#endif
	engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
	
#endif

#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
	//::SetWindowPos(glfwGetWin32Window(director->getOpenGLView()->getWindow()),HWND_NOTOPMOST,0,0,0,0,SWP_NOMOVE|SWP_NOSIZE);
	//BringWindowToTop(glfwGetWin32Window(director->getOpenGLView()->getWindow()));
	//SetConsoleTitle(L"your title");
	//SetWindowText(glfwGetWin32Window(director->getOpenGLView()->getWindow()), L"cllc");
	// HDC hdc = GetWindowDC(glfwGetWin32Window(director->getOpenGLView()->getWindow()));
	//SetTextColor(hdc, 0xFFFF0000);
#endif
	#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 
	EventListenerKeyboard *listener = EventListenerKeyboard::create();  
	listener->onKeyReleased = AppDelegate::keyEventCallback;  
	director->getEventDispatcher()->addEventListenerWithFixedPriority(listener, 1); 
#endif
    return true;
}
bool AppDelegate::applicationDidFinishLaunching()
{
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
	initRuntime();
#elif (COCOS2D_DEBUG > 0 && CC_CODE_IDE_DEBUG_SUPPORT > 0)
	// NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
	if (_launchMode)
	{
		initRuntime();
	}
#endif

    initResourcePath();
    
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();    
    if(!glview) {
        Size viewSize = ConfigParser::getInstance()->getInitViewSize();
        string title = ConfigParser::getInstance()->getInitViewName();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
        extern void createSimulator(const char* viewName, float width, float height, bool isLandscape = true, float frameZoomFactor = 1.0f);
        bool isLanscape = ConfigParser::getInstance()->isLanscape();
        createSimulator(title.c_str(),viewSize.width,viewSize.height, isLanscape);
#else
        glview = cocos2d::GLViewImpl::createWithRect(title.c_str(), Rect(0, 0, viewSize.width, viewSize.height));
        director->setOpenGLView(glview);
#endif
        director->startAnimation();
    }
   
    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    lua_State* L = engine->getLuaStack()->getLuaState();
    lua_module_register(L);

    // use Quick-Cocos2d-X
    quick_module_register(L);

    LuaStack* stack = engine->getLuaStack();
#if ANYSDK_DEFINE > 0
    lua_getglobal(stack->getLuaState(), "_G");
    tolua_anysdk_open(stack->getLuaState());
    tolua_anysdk_manual_open(stack->getLuaState());
    lua_pop(stack->getLuaState(), 1);
#endif

    stack->setXXTEAKeyAndSign("ilovecocos2dx", strlen("ilovecocos2dx"), "XXTEA", strlen("XXTEA"));

    stack->addSearchPath("src");
	
#if (COCOS2D_DEBUG > 0 && CC_CODE_IDE_DEBUG_SUPPORT > 0)
    // NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
    if (_launchMode)
    {
        startRuntime();
    }
#endif
    FileUtils *utils = FileUtils::getInstance();

	const char *updateFileName = "code/launcher.zip";
	std::string updateFilePath = utils->fullPathForFilename(updateFileName);

    bool isUpdate = false;

	if (updateFilePath.compare(updateFileName) != 0) //check if update file exist
    {
		printf("%s\n", updateFilePath.c_str());
        isUpdate = true;
        engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
    }

    if (!isUpdate) //no update file
    {
        const char *zipFilename ="code/game.zip";
        
        std::string zipFilePath = utils->fullPathForFilename(zipFilename);

        if (zipFilePath.compare(zipFilename) == 0) //no game zip file use default lua file
        {
            engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
        }
        else
        {
            stack->loadChunksFromZIP(zipFilename);
            stack->executeString("require 'main'");
        }
    }
    return true;
}
Example #13
0
bool AppDelegate::applicationDidFinishLaunching()
{
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
	initRuntime();
#elif (COCOS2D_DEBUG > 0 && CC_CODE_IDE_DEBUG_SUPPORT > 0)
	// NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
	if (_launchMode)
	{
		initRuntime();
	}
#endif
    //-------------------------------------------------
    
//    printf( "%s", getSSID().c_str());
//    CCLOG("%s", p);
    
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();    
    if(!glview) {
        Size viewSize = ConfigParser::getInstance()->getInitViewSize();
        string title = ConfigParser::getInstance()->getInitViewName();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
        extern void createSimulator(const char* viewName, float width, float height, bool isLandscape = true, float frameZoomFactor = 1.0f);
        bool isLanscape = ConfigParser::getInstance()->isLanscape();
        createSimulator(title.c_str(),viewSize.width,viewSize.height, isLanscape);
#else
        glview = cocos2d::GLViewImpl::createWithRect(title.c_str(), Rect(0, 0, viewSize.width, viewSize.height));
        director->setOpenGLView(glview);
#endif
        director->startAnimation();
    }
   
    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    lua_State* L = engine->getLuaStack()->getLuaState();
    lua_module_register(L);

    sqlite_register(L);    //注册sqlite相关函数
    toolFunction_register(L);
    // use Quick-Cocos2d-X
    quick_module_register(L);

    LuaStack* stack = engine->getLuaStack();
#if ANYSDK_DEFINE > 0
    lua_getglobal(stack->getLuaState(), "_G");
    tolua_anysdk_open(stack->getLuaState());
    tolua_anysdk_manual_open(stack->getLuaState());
    lua_pop(stack->getLuaState(), 1);
#endif

    stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));

    //register custom function
    //LuaStack* stack = engine->getLuaStack();
    //register_custom_function(stack->getLuaState());
    
#if (COCOS2D_DEBUG > 0 && CC_CODE_IDE_DEBUG_SUPPORT > 0)
    // NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
//    if (_launchMode)
//    {
//        startRuntime();
//    }
//    else
    {
        engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
    }
#else
    engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
#endif

    return true;
}
Example #14
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
		auto title = StringUtils::format("quick-cocos2d-x (%s)", cocos2dVersion());
        glview = GLViewImpl::createWithRect(title, Rect(0, 0, 640, 960));
        director->setOpenGLView(glview);
    }

    director->getOpenGLView()->setDesignResolutionSize(640, 960, ResolutionPolicy::FIXED_WIDTH);

    // 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);

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

    // run
    director->runWithScene(MainScene::create());
    
    return true;

    // set default FPS
    Director::getInstance()->setAnimationInterval(1.0 / 60.0f);

    // register lua module
    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    lua_State* L = engine->getLuaStack()->getLuaState();
    lua_module_register(L);

    register_all_packages();

    LuaStack* stack = engine->getLuaStack();
    stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
    // load framework
    stack->loadChunksFromZIP("res/framework_precompiled.zip");
#else
    // load framework
    if (_projectConfig.isLoadPrecompiledFramework())
    {
        const string precompiledFrameworkPath = SimulatorConfig::getInstance()->getPrecompiledFrameworkPath();
        stack->loadChunksFromZIP(precompiledFrameworkPath.c_str());
    }
#endif

    FileUtils::getInstance()->setPopupNotify(false);

    // set script path
    string path = FileUtils::getInstance()->fullPathForFilename("scripts/main.lua");

    size_t pos;
    while ((pos = path.find_first_of("\\")) != std::string::npos)
    {
        path.replace(pos, 1, "/");
    }
    size_t p = path.find_last_of("/\\");
    if (p != path.npos)
    {
        const string dir = path.substr(0, p);
        stack->addSearchPath(dir.c_str());

        p = dir.find_last_of("/\\");
        if (p != dir.npos)
        {
            stack->addSearchPath(dir.substr(0, p).c_str());
        }
    }

    string env = "__LUA_STARTUP_FILE__=\"";
    env.append(path);
    env.append("\"");
    engine->executeString(env.c_str());

    CCLOG("------------------------------------------------");
    CCLOG("LOAD LUA FILE: %s", path.c_str());
    CCLOG("------------------------------------------------");
    engine->executeScriptFile(path.c_str());

    return true;
}
bool AppDelegate::applicationDidFinishLaunching()
{
    // set default FPS
    Director::getInstance()->setAnimationInterval(1.0f / 60.0f);

    // register lua module
    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    lua_State* L = engine->getLuaStack()->getLuaState();
    lua_module_register(L);
	LuaRegister::openLibs(L);
	LuaUtil::openLibs(L);
	LuaNetwork::openLibs(L);
	luaopen_bit(L);
	luaopen_cjson(L);
	luaopen_md5_core(L);
	luaopen_lua_timer(L);

	//初始化lua加载函数
	TDLuaMgr::instance();

    register_all_packages();

    LuaStack* stack = engine->getLuaStack();
	stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));

#ifdef WIN32
	std::string result = "";
	WCHAR buf[1000 + 1];
	int i = 1000;
	GetCurrentDirectory(1000, buf);  //得到当前工作路径
	cocos2d::StringUtils::UTF16ToUTF8((char16_t*)buf, result);
	result = result + "/../../";
	cocos2d::log("add path is %s", result.c_str());
	FileUtils::getInstance()->addSearchPath(result);
	FileUtils::getInstance()->addSearchPath(result + "/src");
	FileUtils::getInstance()->addSearchPath(result + "/res");

	for (auto path : cocos2d::FileUtils::getInstance()->getSearchPaths()) {
		cocos2d::log("search paths is %s", path.c_str());
	}
#endif
	{
		Data data = FileUtils::getInstance()->getDataFromFile("src/config/GlobalConfig.conf");
		ConfigMgr::instance()->initGlobalConfig((const char*)data.getBytes(), data.getSize());
	}
	// 设置脚本宏
	LuaMgrIns->registerLuaGlobalVariable("SERVER_TYPE", "client");
	Json::Value macro = GlobalConfig.get("lua_macros", Json::objectValue);
	for (auto mr : macro.getMemberNames()) {
		LuaMgrIns->registerLuaGlobalVariable(mr.c_str(), macro[mr.c_str()].asCString());
	}
	{
		Data data = FileUtils::getInstance()->getDataFromFile("src/config/protocol.txt");
		NetConfig::instance()->updateMessage((const char*)data.getBytes(), data.getSize());
	}

	//CommandLine::instance()->CreateCmdLine();

	Director::getInstance()->getScheduler()->schedule(std::bind(&AppDelegate::onUpdate, this, 0.1f), (void *)this, 0.1f, false, "onUpdate");


    //register custom function
    //LuaStack* stack = engine->getLuaStack();
    //register_custom_function(stack->getLuaState());

#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)
    // NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
    auto runtimeEngine = RuntimeEngine::getInstance();
    runtimeEngine->addRuntime(RuntimeLuaImpl::create(), kRuntimeEngineLua);
    runtimeEngine->start();
#else
    if (engine->executeScriptFile("src/main.lua"))
    {
        return false;
    }
#endif

    return true;
}