void AppDelegate::initResourcePath() { FileUtils* sharedFileUtils = FileUtils::getInstance(); std::string strBasePath = sharedFileUtils->getWritablePath(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)|| (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) sharedFileUtils->addSearchPath("res/"); #else sharedFileUtils->addSearchPath("../../res/"); #endif sharedFileUtils->addSearchPath(strBasePath + "upd/", true); }
bool AppDelegate::applicationDidFinishLaunching() { // 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("Bomberman", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); #else glview = GLViewImpl::create("Bomberman"); #endif 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(1.0f / 60); // Set the design resolution glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); auto frameSize = glview->getFrameSize(); // if the frame's height is larger than the height of medium size. if (frameSize.height > mediumResolutionSize.height) { director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width)); } // if the frame's height is larger than the height of small size. else if (frameSize.height > smallResolutionSize.height) { director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width)); } // if the frame's height is smaller than the height of medium size. else { director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width)); } register_all_packages(); FileUtils* fileUtils = FileUtils::getInstance(); fileUtils->addSearchPath("res"); // create a scene. it's an autorelease object auto scene = GameStartScene::createScene(); // run director->runWithScene(scene); CCLOG("Animation Interval = %f", director->getAnimationInterval()); return true; }