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("oop4", Rect(0, 0, 600, 600)); director->setOpenGLView(glview); #else glview = GLViewImpl::create("oop4"); #endif director->setOpenGLView(glview); }; //FPS 조절 함수 director->setDisplayStats(true); director->setAnimationInterval(1.0 / 60); //////////원하는 크기로 화면 재설정///////////////// Size 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)); } //////////////////화면 크기에 맞게 맵을 출력///////////////////////////// glview->setDesignResolutionSize(375, 375, ResolutionPolicy::NO_BORDER); register_all_packages(); // create a scene. it's an autorelease object auto scene = GameScene::createScene(); // run director->runWithScene(scene); 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); } // 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); //add search FileUtils::getInstance()->addSearchPath("res/"); FileUtils::getInstance()->addSearchPath("res/icon/"); FileUtils::getInstance()->addSearchPath("res/scene/"); FileUtils::getInstance()->addSearchPath("res/effect"); FileUtils::getInstance()->addSearchPath("fg/"); StatusManager::getInstance()->read(); //读取status HeroManager::getInstance()->read(); //读取herodata SkillManager::getInstance()->read(); //读取skilldata g_gameClientManager = new GameClientManager(); g_gameClientManager->createNewGame(); // create a scene. it's an autorelease object //auto scene = HelloWorld::createScene(); auto scene = BattleReady_Scene::createScene(); //auto scene = Team_Scene::createScene(); //auto scene = MapMain_Scene::createScene(); // run director->runWithScene(scene); return 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("SceneTransEx1", Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); #else glview = GLViewImpl::create("SceneTransEx1"); #endif 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); // Set the design resolution glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); Size frameSize = glview->getFrameSize(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) frameSize = Size(480, 320); #endif // 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(); // create a scene. it's an autorelease object auto scene = HelloWorld::createScene(); // run director->runWithScene(scene); return 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("Battle of Stars", Rect(0, 0, developmentResolutionSize.width, developmentResolutionSize.height)); // XXX: Full Screen Here! // glview = GLViewImpl::createWithFullScreen("ball"); #else glview = GLViewImpl::create("Battle of Stars"); #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(1.0 / 60); // Set the design resolution glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); Size 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::getInstance()->addSearchPath("res"); // create a scene. it's an autorelease object //auto scene = MenuScene::createScene(); auto scene = TransitionFade::create(1.0f, BeginScene::createScene()); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::createWithRect("SushiNeko", Rect(0, 0, 640, 960)); director->setOpenGLView(glview); } glview->setDesignResolutionSize(640, 960, ResolutionPolicy::FIXED_WIDTH); // 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); FileUtils::getInstance()->addSearchPath("res"); std::vector<std::string> searchResolutionsOrder(1); cocos2d::Size targetSize = glview->getFrameSize(); if (targetSize.height < 481.0f) { searchResolutionsOrder[0] = "resources-1x"; } else if (targetSize.height < 1137.0f) { searchResolutionsOrder[0] = "resources-2x"; } else if (targetSize.height < 2047.0f) { searchResolutionsOrder[0] = "resources-3x"; } else { searchResolutionsOrder[0] = "resources-4x"; } FileUtils::getInstance()->setSearchResolutionsOrder(searchResolutionsOrder); // create a scene. it's an autorelease object auto scene = MainScene::createScene(); // run director->runWithScene(scene); return 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("Archer", Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); #else glview = GLViewImpl::create("Archer"); #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(1.0 / 60); //获取屏幕大小; auto screenSize = glview->getFrameSize(); //设计分辨率大小; auto designSize = Size(1280,720); //资源大小; auto resourceSize = Size(1280, 720); std::vector<std::string> searchPaths; if (screenSize.height > 720) { //640x1136 designSize = Size(1920, 1080); searchPaths.push_back("picture"); } else { searchPaths.push_back("picture"); } director->setContentScaleFactor(resourceSize.width / designSize.width); //默认为1.0f FileUtils::getInstance()->setSearchPaths(searchPaths); glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::NO_BORDER); // create a scene. it's an autorelease object auto scene = HelloWorld::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("Meone 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); // Set the design resolution glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL); #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) glview->setFrameSize(designResolutionSize.width, designResolutionSize.height); #endif /* Size 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(); this->setResourceSearchResolution(); // create a scene. it's an autorelease object auto scene = LoadingScene::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("DemoTest"); //glview->setFrameSize(1334, 750); //glview->setContentScaleFactor(2); //glview->setDesignResolutionSize(960, 512, ResolutionPolicy::FIXED_WIDTH); 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); // Set the design resolution glview->setDesignResolutionSize(1334,750, ResolutionPolicy::NO_BORDER); //glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); //director->setContentScaleFactor(3.2); /* Size 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(); // create a scene. it's an autorelease object Æðʼ³¡¾° auto scene = MenuScene::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // director and window initialisation auto director = Director::getInstance(); auto eglView = EGLView::getInstance(); director->setOpenGLView(eglView); director->setDisplayStats(true); director->setAnimationInterval(1.0 / 60); auto scene = HelloWorld::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { sdkbox::PluginGoogleAnalytics::init(); sdkbox::PluginGoogleAnalytics::startSession(); // 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); // Set the design resolution glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); Size 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(); // create a scene. it's an autorelease object auto scene = HelloWorld::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); Size winSize = director->getWinSize(); if(!glview) { //glview = GLView::createWithRect("My Game", Rect(0, 0, winSize.width, winSize.height), 1); glview = GLView::create("My Game"); //glview->setFrameSize(540, 960); director->setOpenGLView(glview); } //director->setContentScaleFactor(MIN(birdResource.size.height/designResolutionSize.height, birdResource.size.width/designResolutionSize.width)); //director->setContentScaleFactor(birdResource.size.height/designResolutionSize.height); //director->setContentScaleFactor(birdResource.size.width/designResolutionSize.width); //glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL); //director->setContentScaleFactor(1.0); float scale = director->getContentScaleFactor(); LOGD("scale is %f", scale); this->setResourceSearchResolution(); // 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 = HelloWorld::createScene(); auto scene = Scene::create(); auto layer = new GameController(); layer->autorelease(); layer->addConsoleAutoGame(); scene->addChild(layer); //auto scene = LoadingScene::create(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::createWithRect("War of Planes",Rect(0,0,800,1280));//注意不要让屏幕在windows中无法显示,会出现奇葩错误,可以利用ZoomFactor调节 //glview->setFrameZoomFactor(0.65f); 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); //屏幕大小 auto screenSize = glview->getFrameSize(); //设计分辨率大小 auto designSize = Size(400, 640); //资源大小 auto resourceSize = Size(480, 800); std::vector<std::string> searchPaths; if (screenSize.height > 960) { //640x1136 designSize = Size(800, 1280); searchPaths.push_back("texture"); } else { searchPaths.push_back("texture"); } director->setContentScaleFactor(resourceSize.width/designSize.width); FileUtils::getInstance()->setSearchPaths(searchPaths); glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_WIDTH); // create a scene. it's an autorelease object auto scene = LoadingLayer::scene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("HereticTrainer"); director->setOpenGLView(glview); } // 存放路径 std::vector<std::string> searchPaths; // 得到外部存放音乐目录 getmyStorage(searchPaths); // 在mac平台调试 #if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) searchPaths.push_back("Resources/"); searchPaths.push_back("/Users/ZHP/Animation/Lovelive/LLpractice/Play/"); printf("%s\n", searchPaths[0].c_str()); #endif FileUtils::getInstance()->setSearchPaths(searchPaths); initAudioEngine(); // 不显示屏幕信息 director->setDisplayStats(false); // 分辨率匹配 glview->setDesignResolutionSize(1080, 720, ResolutionPolicy::SHOW_ALL); // 设置FPS,每秒刷新60次 director->setAnimationInterval(1.0 / 60); if (!UserDefault::getInstance()->getBoolForKey("ok")) { UserDefault::getInstance()->setBoolForKey("ok", true); UserDefault::getInstance()->setDoubleForKey("rate", 1.0); UserDefault::getInstance()->setDoubleForKey("baddis", 144); UserDefault::getInstance()->setDoubleForKey("gooddis", 80); UserDefault::getInstance()->setDoubleForKey("greatdis", 50); UserDefault::getInstance()->setDoubleForKey("perfectdis", 20); UserDefault::getInstance()->setDoubleForKey("offsetdis", 0); UserDefault::getInstance()->setDoubleForKey("touchdis", 142); UserDefault::getInstance()->setDoubleForKey("touchwidth", 80); UserDefault::getInstance()->setDoubleForKey("touchheight", 140); UserDefault::getInstance()->flush(); } auto scene = SelectSong::createScene(); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if (!glview) { return false; } glview->setFrameSize(600, 450); // 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 = Scene::create(); scene->setContentSize(Director::getInstance()->getVisibleSize()); // run director->runWithScene(scene); Rect rect(0, 0, 4096, 2048); Sprite* grid = Sprite::create("grid1_16x16_new_aaa.png"); grid->setTextureRect(rect); Texture2D::TexParams params = { GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT }; grid->getTexture()->setTexParameters(params); grid->setAnchorPoint(Vec2::ZERO); grid->setPosition(Vec2::ZERO); scene->addChild(grid); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("Starcraft"); director->setOpenGLView(glview); } glview->setDesignResolutionSize(DISPLAY_WIDTH, DISPLAY_HEIGHT, 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); register_all_packages(); ///////////////////////////로그인 서버로 접속 if(PLAY_ALONE) { glview->setDesignResolutionSize(1280, 720, ResolutionPolicy::SHOW_ALL); auto scene = GameWorld::createScene(); // run director->runWithScene(scene); }else{ GameClient::GetInstance().Initialize(); auto networkBGLayer = NetworkLayer::create(); networkBGLayer->retain(); GameClient::GetInstance().currentScene = NO_SCENE_NOW; Scene* scene = HelloWorld::createScene(); scene->addChild(networkBGLayer, 0, TAG_NETWORK_LAYER); Director::getInstance()->runWithScene(scene); networkBGLayer->handler->frontSendFirstConnectReq(); } return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::createWithRect("CantFallTower", Rect(0, 0, 960, 640)); director->setOpenGLView(glview); //屏幕适配 glview->setDesignResolutionSize(960.0f, 640.0f, ResolutionPolicy::FIXED_HEIGHT); director->setContentScaleFactor(720.0f / 640.0f); } director->getOpenGLView()->setDesignResolutionSize(960, 640, 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); FileUtils::getInstance()->addSearchPath("res"); //添加各素材路径 FileUtils::getInstance()->addSearchPath("res/Map"); FileUtils::getInstance()->addSearchPath("res/Enemy"); FileUtils::getInstance()->addSearchPath("res/Tower"); FileUtils::getInstance()->addSearchPath("res/Sprite"); FileUtils::getInstance()->addSearchPath("res/Skill"); FileUtils::getInstance()->addSearchPath("res/Scene"); FileUtils::getInstance()->addSearchPath("res/Buff"); FileUtils::getInstance()->addSearchPath("res/fonts"); StageData::getInstance()->pushStageFileName("stage1.plist"); StageData::getInstance()->pushStageFileName("stage2.plist"); StageData::getInstance()->pushStageFileName("stage3.plist"); // create a scene. it's an autorelease object //测试游戏场景 //auto scene = GameScene::createScene(); auto scene = MainScene::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::createWithRect("ReversiCpp", Rect(0, 0, 640, 960)); director->setOpenGLView(glview); } //画面サイズを固定 director->getOpenGLView()->setDesignResolutionSize(640, 1136, ResolutionPolicy::SHOW_ALL); director->setDisplayStats(true); director->setAnimationInterval(1.0 / 60); FileUtils::getInstance()->addSearchPath("res"); auto scene = Title::createScene(); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { // glview = GLViewImpl::create("Whipping"); glview = GLViewImpl::createWithRect("Whipping", Rect(0,0,960,540)); director->setOpenGLView(glview); } // set absolute screen size glview->setDesignResolutionSize(1920, 1080, 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); // Texture2D::Texture2D(); register_all_packages(); // create a scene. it's an autorelease object // auto scene = Title::createScene(); UserDefault::getInstance()->setIntegerForKey("jejeHP", 5); UserDefault::getInstance()->setBoolForKey("blueKey", false); UserDefault::getInstance()->setBoolForKey("purpleKey", false); UserDefault::getInstance()->setBoolForKey("redKey", false); UserDefault::getInstance()->setIntegerForKey("fromStageKind", 0); UserDefault::getInstance()->setIntegerForKey("fromStageIdentity", 1); UserDefault::getInstance()->setIntegerForKey("stageKind", 0); UserDefault::getInstance()->setIntegerForKey("stageIdentity", 2); UserDefault::getInstance()->setIntegerForKey("doorNumber", 0); FileUtils::getInstance()->createDirectory(FileUtils::getInstance()->getWritablePath() + "projectWhipping/data/stage"); auto scene = GameScene::createScene(); // run director->runWithScene(scene); 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); } USER_DB->YemicInitDats(); //////////////////////WJ 디바이스 확인해서 이미지 사이즈를 맞춘다. #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) glview->setFrameSize(480,640);//window size #endif glview->setDesignResolutionSize(DESIGN_WIDTH, DESIGN_HEIGHT, ResolutionPolicy::NO_BORDER); std::vector<std::string> searchPaths; if (glview->getFrameSize().width > 375) { searchPaths.push_back("hd"); FileUtils::getInstance()->setSearchPaths(searchPaths); director->setContentScaleFactor(2); }else{ searchPaths.push_back("sd"); FileUtils::getInstance()->setSearchPaths(searchPaths); director->setContentScaleFactor(1); } //////////////////////////////// // 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 = MainScene::createScene(); // run director->runWithScene(scene); return 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("tvapp", Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); #else glview = GLViewImpl::create("tvapp"); #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(1.0 / 60); // SimpleAudioEngine::sharedEngine()->preloadEffect("card_shuffle.mp3"); GameData::getInstance()->setCustomOrientation(0); GameData::getInstance()->setSoundEnabled(true); GameData::getInstance()->setEffectEnabled(false); GameData::getInstance()->setTimeMove(true); GameData::getInstance()->setRightHanded(false); GameData::getInstance()->setTapMove(true); GameData::getInstance()->setDoingAction(false); GameData::getInstance()->setBackgroundIndex(0); // Set the design resolution glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); Size frameSize = glview->getFrameSize(); register_all_packages(); // create a scene. it's an autorelease object auto scene = LoadLayer::scene(); // run director->runWithScene(scene); 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); } // 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); // Set the design resolution glview->setDesignResolutionSize(1920, 1080, ResolutionPolicy::EXACT_FIT);//designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::EXACT_FIT); // Size 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(); // create a scene. it's an autorelease object auto scene = StartLayer::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); } // 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); auto screenSize = glview->getFrameSize(); auto designSize = Size(480, 320); auto fileUtils = FileUtils::getInstance(); std::vector<std::string> searchPaths; if (screenSize.height > 320) { auto resourceSize = Size(960, 640); searchPaths.push_back("hd"); director->setContentScaleFactor(resourceSize.height/designSize.height); } fileUtils->setSearchPaths(searchPaths); // glview->setDesignResolutionSize(screenSize.width, screenSize.height, ResolutionPolicy::NO_BORDER); glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::NO_BORDER); // create a scene. it's an autorelease object auto scene = new CocosGUIExamplesEquipScene(); scene->autorelease(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::createWithRect("The Last Language", Rect(0,0,960,640)); director->setOpenGLView(glview); } director->setDisplayStats(false); director->setAnimationInterval(1.0 / 60); auto scene = MenuScene::createScene(); // run director->runWithScene(scene); 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); } // 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); cocos2d::Size targetSize = glview->getFrameSize(); FileUtils::getInstance()->addSearchPath("res"); FileUtils::getInstance()->addSearchPath("fonts"); std::vector<std::string> searchResolutionsOrder(1); if (targetSize.height < 481.0f) { searchResolutionsOrder[0] = "resources-1x"; } else if (targetSize.height < 1335.0f) { searchResolutionsOrder[0] = "resources-2x"; } else if (targetSize.height < 1921.0f) { searchResolutionsOrder[0] = "resources-3x"; } else { searchResolutionsOrder[0] = "resources-4x"; } FileUtils::getInstance()->setSearchResolutionsOrder(searchResolutionsOrder); register_all_packages(); // create a scene. it's an autorelease object auto scene = HelloWorld::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); } glview->setDesignResolutionSize(960, 640, 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); // add resource search paths std::vector<std::string> paths; paths.push_back("fonts/"); paths.push_back("particle/"); paths.push_back("public/"); paths.push_back("sound/"); paths.push_back("studio/"); paths.push_back("studio/Animation"); paths.push_back("studio/UI"); paths.push_back("game/chinese/"); paths.push_back("game/listen/"); paths.push_back("game/select/"); paths.push_back("game/view/"); paths.push_back("game"); //Director::getInstance()->setProjection( Director::Projection::_2D ); FileUtils::getInstance()->setSearchPaths(paths); // create a scene. it's an autorelease object xGAME->enterHomeScene(); // run return true; }
bool AppDelegate::applicationDidFinishLaunching() { auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); glview->setFrameSize(480, 320); director->setOpenGLView(glview); } glview->setDesignResolutionSize(480, 320, ResolutionPolicy::SHOW_ALL); director->setDisplayStats(false); director->setAnimationInterval(1.0 / 60); loadRecources(); 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("My Game"); director->setOpenGLView(glview); } auto frameSize = glview->getFrameSize(); std::vector<std::string> searchPaths; if ((int)frameSize.width == 1536) { log("hdr"); searchPaths.push_back("hdr"); BBGameDataManager::getInstance()->setScreenScale(2); }else{ log("hd"); searchPaths.push_back("hd"); } FileUtils::getInstance()->setSearchPaths(searchPaths); // 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); GameCenterApi::getInstance()->authenticateLocalUser(); // Umeng MobClickCpp::startWithAppkey("5347fa3f56240b0b0f001049"); // MobClickCpp::setLogEnabled(true); // create a scene. it's an autorelease object UserDefault* ud = UserDefault::getInstance(); if (ud->getBoolForKey("notNewUser")) { director->runWithScene(BBGameScene::createScene()); } else { director->runWithScene(BBWelcomeScene::createScene()); } return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto eglView = EGLView::getInstance(); director->setOpenGLView(eglView); // 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 = HelloWorld::createScene(); // とりあえずiPhone4S以上対応なので解像度系はiphone5で対応 Resource res = iphone5; std::vector<std::string> searchPath; searchPath.push_back(res.directory); auto fileutil = FileUtils::getInstance(); fileutil->setSearchResolutionsOrder(searchPath); eglView->setDesignResolutionSize(res.size.width, res.size.height, ResolutionPolicy::FIXED_WIDTH); director->setContentScaleFactor(res.scaleFactor); // ccbiのロード NodeLoaderLibrary* nodeLoaderLibrary = NodeLoaderLibrary::getInstance(); nodeLoaderLibrary->registerNodeLoader("OpeningLayer", OpeningLayerLoader::loader()); CCBReader* ccbReader = new CCBReader(nodeLoaderLibrary); Node* node = ccbReader->readNodeGraphFromFile("Opening.ccbi"); Scene* scene = Scene::create(); if (node != NULL) { scene->addChild(node); } ccbReader->release(); // run director->runWithScene(scene); 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); } // 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; }
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; }