bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director* director = Director::getInstance(); GLView* 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); register_all_packages(); // create a scene. it's an autorelease object Scene* scene = WelcomeScene::scene(); // run director->runWithScene(scene); SimpleAudioEngine::getInstance()->preloadBackgroundMusic("sounds/BgmCity.mp3"); SimpleAudioEngine::getInstance()->playBackgroundMusic("sounds/BgmCity.mp3",true); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director* director = Director::getInstance(); EGLView* eglView = EGLView::getInstance(); director->setOpenGLView(eglView); // 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); Size screenSize = Director::getInstance()->getWinSize(); screenHeight = screenSize.height; screenWidth = screenSize.width; factorX = screenWidth / designWidth; factorY = screenHeight / designHeight; scaledWidth = screenWidth*factorX; scaledHeight = screenHeight*factorY; // create a scene. it's an autorelease object Scene *scene = MainMenuLayer::scene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director* director = Director::getInstance(); EGLView* glView = EGLView::getInstance(); director->setOpenGLView(glView); Size size = director->getWinSize(); setDesignResolution(); // Set the design resolution glView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); // 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 #if(CC_TARGET_PLATFORM == CC_PLATFORM_IOS) Scene *scene = MainTitleScene::create(); #else Scene *scene = HelloWorld::scene(); #endif // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director* director = Director::getInstance(); EGLView* eglView = EGLView::getInstance(); // チラツキ対策 // Director::getInstance()->setProjection(Director::Projection::_2D); Director::getInstance()->setDepthTest(false); Director::getInstance()->setOpenGLView(eglView); // 800x480基準 eglView->setDesignResolutionSize(800.0 * 0.6, 480.0 * 0.6, ResolutionPolicy::SHOW_ALL); // 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 // Scene *pScene = GameScene::scene(); auto *pScene = TitleSceneLoader::createScene(); // run director->runWithScene(pScene); return true; }
void SceneManager::changeScene( EnumSceneType enScenType, bool isTrans, float time ) { Scene* pScene = getSceneByType(enScenType); if(pScene == NULL) { return; } //TextureCache::sharedTextureCache()->removeUnusedTextures(); Director* pDirector = Director::getInstance(); Scene* curScene = pDirector->getRunningScene(); if(curScene == NULL) { pDirector->runWithScene(pScene); } else { if(isTrans) { pDirector->replaceScene(TransitionFade::create(time, pScene)); } else { pDirector->replaceScene(pScene); } } }
bool CGameSceneManager::go(SCENE_TYPE st) { Scene* scene = nullptr; switch (st) { case ST_LOGIN: { CCBReader* pReader = new CCBReader(NodeLoaderLibrary::getInstance()); scene = pReader->createSceneWithNodeGraphFromFile("login_layer.ccbi"); delete pReader; break; } case ST_LOBBY: { CCBReader* pReader = new CCBReader(NodeLoaderLibrary::getInstance()); scene = pReader->createSceneWithNodeGraphFromFile("lobby_layer.ccbi"); delete pReader; break; } case ST_FORMATION: { scene = Scene::create(); scene->addChild(CFormationLayer::create()); break; } case ST_BATTLE_FIELD: { scene = Scene::create(); scene->addChild(CBattleFieldLayer::create()); // call init in create() break; } case ST_SETTINGS: break; case ST_HOME: { CCBReader* pReader = new CCBReader(NodeLoaderLibrary::getInstance()); scene = pReader->createSceneWithNodeGraphFromFile("home_layer.ccbi"); delete pReader; break; } default: break; } if (scene) { Director* pDirector = Director::getInstance(); if (pDirector->getRunningScene()) { TransitionFade* trans = TransitionFade::create(.2f, scene, Color3B(255, 255, 255)); pDirector->replaceScene(trans); } else { pDirector->runWithScene(scene); } } return true; }
bool FrameManager::Init() { RegisterAllFrame(); mCurScene = Scene::create(); Director* director = Director::getInstance(); director->runWithScene(mCurScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director* pDirector = Director::sharedDirector(); EGLView* pEGLView = EGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); // Set the design resolution pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder); Size 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 FileUtils::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); // create a scene. it's an autorelease object Scene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director *pDirector = Director::sharedDirector(); pDirector->setOpenGLView(EGLView::sharedOpenGLView()); Size screenSize = EGLView::sharedOpenGLView()->getFrameSize(); //Size designSize = CCSizeMake(1600, 900); Size designSize = CCSizeMake(12*101, 12*81); std::vector<std::string> searchPaths; if (screenSize.height > 320) { searchPaths.push_back("hd"); searchPaths.push_back("sd"); Size resourceSize = CCSizeMake(12*101, 12*81); //pDirector->setContentScaleFactor(960.0f/designSize.height); ///pDirector->setContentScaleFactor(1.0f); pDirector->setContentScaleFactor(resourceSize.height/designSize.height); } else { searchPaths.push_back("sd"); pDirector->setContentScaleFactor(640.0f/designSize.height); } FileUtils::sharedFileUtils()->setSearchPaths(searchPaths); EGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.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 //Scene *pScene = GameplayScene::scene(); Scene *scene; if (_levelToLaunch == nullptr) { scene = MainMenuLayer::scene(); } else { auto ms = Bomber::Frontend::MenuSelections::getInstance(); ms->setLevelFilename(_levelToLaunch); ms->setLevelName("test"); scene = GameplayScene::scene(); } // run pDirector->runWithScene(scene); return true; }
void SceneManager::go(Layer* layer) { Director *director = Director::getInstance(); Scene *newScene = SceneManager::wrap(layer); if ( director->getRunningScene() ) { s_nSceneIdx++; s_nSceneIdx = s_nSceneIdx % MAX_LAYER; Director::getInstance()->replaceScene(createTransition(s_nSceneIdx, TRANSITION_DURATION, newScene)); } else { director->runWithScene(newScene); } }
void SceneManager::go(Scene* scene) { Layer* layer = (Layer*)scene; Director *director = Director::getInstance(); Scene *newScene = SceneManager::wrap(layer); if ( director->getRunningScene() ) { director->replaceScene(newScene); } else { director->runWithScene(newScene); } }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director & GLView Director *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); // create a scene. it's an autorelease object // Scene *scene = CCColorMatrixFunctionalTestScene::scene(); Scene *scene = MainMenuScene::scene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director* pDirector = Director::sharedDirector(); EGLView* pEGLView = EGLView::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); // create a scene. it's an autorelease object Scene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director* director = Director::getInstance(); EGLView* eglView = EGLView::getInstance(); director->setOpenGLView(eglView); // 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 Scene *scene = MainScene::getMainScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director *director = Director::getInstance(); director->setOpenGLView(EGLView::getInstance()); Size screenSize = EGLView::getInstance()->getFrameSize(); Size designSize = Size(480, 320); std::vector<std::string> searchPaths; if (screenSize.height > 320) { searchPaths.push_back("hd"); searchPaths.push_back("sd"); director->setContentScaleFactor(640.0f/designSize.height); } else { searchPaths.push_back("sd"); director->setContentScaleFactor(320.0f/designSize.height); } FileUtils::getInstance()->setSearchPaths(searchPaths); EGLView::getInstance()->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::NO_BORDER); // 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 Scene *scene = HelloWorld::scene(); // run director->runWithScene(scene); return true; }
bool CGameSceneManager::go(SCENE_TYPE st) { Scene* scene = nullptr; switch (st) { case ST_LOGIN: { scene = CCBReadHelper::readScene("login_layer.ccbi"); break; } case ST_LOBBY: { scene = CCBReadHelper::readScene("lobby_layer.ccbi"); break; } case ST_MATCH: { scene = CCBReadHelper::readScene("pitch_layer.ccbi"); break; } default: break; } if (scene) { Director* pDirector = Director::getInstance(); if (pDirector->getRunningScene()) { TransitionFade* trans = TransitionFade::create(.2f, scene, Color3B(255, 255, 255)); pDirector->replaceScene(trans); } else { pDirector->runWithScene(scene); } } return true; }
bool TRenderApplication::applicationDidFinishLaunching(){ Director* director = Director::getInstance(); EGLView* glView = EGLView::getInstance(); director->setOpenGLView(glView); Size FrameSize = glView->getFrameSize(); glView->setDesignResolutionSize(900,600,ResolutionPolicy::NO_BORDER); director->setDisplayStats(false); director->setAnimationInterval(1.0/60); SetFilePath(std::string("..\\resource\\")); Scene* scene = Scene::create(); TBaseObject * worklayer = new TBaseObject; if(worklayer && worklayer->initWithColor(Color4B(0,100,100,255))){ SetWorkScene((int)worklayer); worklayer->setScale(0.35f); worklayer->autorelease(); scene->addChild(worklayer); } scene->setPositionX(-200); scene->setPositionY(100); director->runWithScene(scene); return true; }