bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto eglView = EGLView::getInstance(); director->setOpenGLView(eglView); eglView->setDesignResolutionSize(480, 840, 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 auto scene = StartLayer::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { //glview = GLView::createWithFullScreen("Step in time"); glview = GLView::create("Step in time"); director->setOpenGLView(glview); } glview->setDesignResolutionSize(1366, 768, kResolutionShowAll); director->setDisplayStats(false); director->setAnimationInterval(1.0 / 10); auto scene = MainScene::createScene(); Director::getInstance()->pushScene(scene); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = CCQGLView::getInstance(); //glview->setBgColor(Color4B(50, 50, 50, 255)); director->setOpenGLView(glview); _mainWindow.setGLView(glview->getGLWidget()); _mainWindow.show(); ::SetParent(glview->getHWND(), _mainWindow.m_Parent); // 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(); // 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); glview->setDesignResolutionSize(480.0f,320.0f,ResolutionPolicy::SHOW_ALL); // 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("HelloTuiCpp"); director->setOpenGLView(glview); } glview->setDesignResolutionSize(800,480,ResolutionPolicy::EXACT_FIT); // turn on display FPS director->setDisplayStats(true); director->setAnimationInterval(1.0 / 60); //regist scene ResoureMgr::getInstance()->registScene(); // run CSceneManager::getInstance()->runWithScene(LoadScene("Welcome::Welcomeui")); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::createWithRect("star", Rect(0, 0, 480, 800), 0.8); director->setOpenGLView(glview); } glview->setDesignResolutionSize(480, 800, ResolutionPolicy::EXACT_FIT); // 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 = Launch::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); // create a scene. it's an autorelease object 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 = GLViewImpl::createWithRect("albumDemo", Rect(0, 0, 960, 640)); director->setOpenGLView(glview); } glview->setDesignResolutionSize(640, 1136, ResolutionPolicy::SHOW_ALL); director->setDisplayStats(false); director->setAnimationInterval(1.0 / 60); FileUtils::getInstance()->addSearchPath("res"); 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); } // 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 scene = TestScene::create(); auto layer = TestLayer::create(); layer->setCGFLayerDelegate(scene); scene->addSceneMainLayer(layer); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::createWithRect("zeek", Rect(0,0,960,640)); director->setOpenGLView(glview); } glview->setDesignResolutionSize(612,432, ResolutionPolicy::FIXED_HEIGHT); // 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(); director->runWithScene(scene); GameMgr::getInstance()->setGameScene(scene); auto lastLevel = UserDefault::getInstance()->getIntegerForKey("lastLevel",1); GameMgr::getInstance()->loadGame(lastLevel); auto node = CSLoader::getInstance()->createNode("GameSceneUI.csb"); cocos2d::ui::Button* btn = (cocos2d::ui::Button*)node->getChildByName("restartBtn"); btn->addTouchEventListener([](Ref*,cocos2d::ui::Widget::TouchEventType eventType){ if(eventType == cocos2d::ui::Widget::TouchEventType::ENDED) { GameMgr::getInstance()->restartCurrentLevel(); } }); scene->addChild(node,100); // run //Layer* levelselectLayer = LevelSelectLayer::create(); //levelselectLayer->setScale(0.2f); //scene->addChild(LevelSelectLayer::create()); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); log(" ********* 1 ********* "); if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); log(" ********* 2 ********* "); } log(" ******** 3 ********** "); // 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 design resolution glview->setDesignResolutionSize(DESIGN_WIDTH_LANDSCAPE, DESIGN_HEIGHT_LANDSCAPE, ResolutionPolicy::NO_BORDER); // create a scene. it's an autorelease object //auto scene = HelloWorld::createScene(); auto scene = GameScene::createScene(); // run director->runWithScene(scene); //preload sounds Utils::preloadSounds(); 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); } //设置适配方式 //宽度适配,以800,480为基础变化 glview->setDesignResolutionSize(640, 1136, 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); std::vector<std::string> searchPaths; searchPaths.push_back("images");// searchPaths.push_back("Buy");// searchPaths.push_back("CMGC"); FileUtils *pFileUtils=FileUtils::getInstance(); pFileUtils->setSearchPaths(searchPaths); // create a scene. it's an autorelease object auto startScene=ASStartGame::createScene(); // run director->runWithScene(startScene); 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); // create a scene. it's an autorelease object // auto scene = HelloWorld::createScene(); //auto scene = CHorseRunning::createScene(); // run //director->runWithScene(scene); DBManager::Shared()->Init(); FrameManager::Shared()->Init(); NetManager::Shared()->Init(); FrameManager::Shared()->CreateToScene("FrameDefault"); FrameManager::Shared()->CreateToScene("FrameLogo"); //FrameManager::Shared()->CreateToScene("FrameRunning"); //FrameManager::Shared()->CreateToScene("CHorseRunning"); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { //修改屏幕参数 glview = GLView::create("Flappy Bird"); director->setOpenGLView(glview); } glview->setDesignResolutionSize(288,512, 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); //将WelcomeScene作为游戏的第一个场景 auto welcomeScene = WelcomeScene::createScene(); // run director->runWithScene(welcomeScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::createWithRect("NoNameGame", Rect(0, 0, 320, 568)); director->setOpenGLView(glview); } glview->setDesignResolutionSize(640, 1136, 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); register_all_packages(); //存储所有文件的 std::vector<std::string> allfile = { DB, ALL_BOY }; //拷贝文件 #if (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32)//Android下需要复制数据文件 for (int i = 0; i < allfile.size(); i++){ if (isFileExist(allfile.at(i).c_str()) == false){ //检查文件是否存在 不存在的话 拷贝一份 copyData(allfile.at(i).c_str()); } } #endif // 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::createWithRect("Alienator", Rect(0, 0, 960, 640)); director->setOpenGLView(glview); } 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"); // run runAlienator(); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); Size designResolution = Size(2048, 1536); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); glview->setDesignResolutionSize(designResolution.width, designResolution.height, ResolutionPolicy::SHOW_ALL); director->setOpenGLView(glview); } director->setContentScaleFactor(designResolution.height / glview->getFrameSize().height); // 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); // run by customer GameController GameController::getInstance()->enterStartScene(); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::create("ChapterTen02"); glview->setFrameSize(640, 360); 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); // 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("Learning Cocos2d-x Game Developement v3.3"); //glview->setFrameSize(800,480);//change window resolution director->setOpenGLView(glview); } CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic("bgMusic.wav"); CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic("bgMusic.wav",true); CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("enemyKill.wav"); CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("fireRocket.wav"); CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("gunshot.wav"); CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("playerKill.wav"); CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("pop.wav"); CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("rocketExplode.wav"); // 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 = MainMenu::scene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::createWithRect("Takigyo", Rect(0, 0, 640, 960)); director->setOpenGLView(glview); } cocos2d::Size targetSize = glview->getFrameSize(); // CCLOG("w:%f", targetSize.width); // CCLOG("h:%f", targetSize.height); if (targetSize.width/targetSize.height >= 0.74){ glview->setDesignResolutionSize(640, 960, ResolutionPolicy::EXACT_FIT); } else { glview->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"); // create a scene. it's an autorelease object auto scene = MainScene::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::create("Balloons"); director->setOpenGLView(glview); } glview->setDesignResolutionSize(1280, 720, ResolutionPolicy::SHOW_ALL); const double FPS = 60; director->setDisplayStats(true); director->setAnimationInterval(1.0 / FPS); auto scene = MenuScene::createScene(); director->runWithScene(scene); CocosDenshion::SimpleAudioEngine::getInstance()->setBackgroundMusicVolume(0.2); CocosDenshion::SimpleAudioEngine::getInstance()->setEffectsVolume(0.2); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if (!glview) { glview = GLViewImpl::create("SuperLinkGame"); director->setOpenGLView(glview); } #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) glview->setFrameSize(480, 800); glview->setDesignResolutionSize(480, 800, ResolutionPolicy::EXACT_FIT); #endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) Size visibleSize = Director::getInstance()->getVisibleSize(); if (visibleSize.width / visibleSize.height > 800.0 / 480.0){ glview->setDesignResolutionSize(480, 800, ResolutionPolicy::EXACT_FIT); } else{ glview->setDesignResolutionSize(480, 800, ResolutionPolicy::NO_BORDER); } #endif // 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 = LobbyScene::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { Configuration::getInstance()->loadConfigFile(M_FILE_BASE_SETTING); // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::create("2048"); 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); // create a scene. it's an autorelease object auto scene = MainLayer::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::EXACT_FIT); // 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); preLoadSource(); Config::getInstance()->setSoundConfig(); SceneManager::getInstance()->initWelComeScene(); 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("WackyBirds", Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); #else glview = GLViewImpl::create("WackyBirds"); #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 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)); } // multi platform resolution auto fileUtils = FileUtils::getInstance(); auto screenSize = glview->getFrameSize(); std::vector<std::string> resDirOrders; // check which assets the devices requires if ( 2048 == screenSize.width || 2048 == screenSize.height ) // retina iPad { resDirOrders.push_back("ipadhd"); resDirOrders.push_back("ipad"); resDirOrders.push_back("iphonehd5"); resDirOrders.push_back("iphonehd"); resDirOrders.push_back("iphone"); glview->setDesignResolutionSize(1536, 2048, ResolutionPolicy::NO_BORDER); } else if ( 1024 == screenSize.width || 1024 == screenSize.height ) // non retina iPad { resDirOrders.push_back("ipad"); resDirOrders.push_back("iphonehd5"); resDirOrders.push_back("iphonehd"); resDirOrders.push_back("iphone"); glview->setDesignResolutionSize(768, 1024, ResolutionPolicy::NO_BORDER); } else if ( 1136 == screenSize.width || 1136 == screenSize.height ) // retina iPhone (5 and 5S) { resDirOrders.push_back("iphonehd5"); resDirOrders.push_back("iphonehd"); resDirOrders.push_back("iphone"); glview->setDesignResolutionSize(640, 1136, ResolutionPolicy::NO_BORDER); } else if ( 960 == screenSize.width || 960 == screenSize.height ) // retina iPhone (4 and 4S) { resDirOrders.push_back("iphonehd"); resDirOrders.push_back("iphone"); glview->setDesignResolutionSize(640, 960, ResolutionPolicy::NO_BORDER); } else // non retina iPhone and Android devices { if ( 1080 < screenSize.width ) // android devices that have a high resolution { resDirOrders.push_back("iphonehd"); resDirOrders.push_back("iphone"); glview->setDesignResolutionSize(640, 960, ResolutionPolicy::NO_BORDER); } else // non retina iPhone and Android devices with lower resolutions { resDirOrders.push_back("iphone"); glview->setDesignResolutionSize(320, 480, ResolutionPolicy::NO_BORDER); } } fileUtils->setSearchPaths(resDirOrders); // end multi platform resolution register_all_packages(); // create a scene. it's an autorelease object auto scene = SplashScene::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("Get To The Lander"); 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); auto fileUtils = FileUtils::getInstance( ); auto screenSize = glview->getFrameSize( ); std::vector<std::string> resDirOrders; #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) || (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) // check which assets the devices requires if (2048 == screenSize.width || 2048 == screenSize.height) // retina iPad { resDirOrders.push_back("ipadhd"); resDirOrders.push_back("ipad"); resDirOrders.push_back("iphonehd5"); resDirOrders.push_back("iphonehd"); resDirOrders.push_back("iphone"); if (true == IS_LANDSCAPE) { glview->setDesignResolutionSize(2048, 1536, ResolutionPolicy::NO_BORDER); } else { glview->setDesignResolutionSize(1536, 2048, ResolutionPolicy::NO_BORDER); } } else if (1024 == screenSize.width || 1024 == screenSize.height) // non retina iPad { resDirOrders.push_back("ipad"); resDirOrders.push_back("iphonehd5"); resDirOrders.push_back("iphonehd"); resDirOrders.push_back("iphone"); if (true == IS_LANDSCAPE) { glview->setDesignResolutionSize(1024, 768, ResolutionPolicy::NO_BORDER); } else { glview->setDesignResolutionSize(768, 1024, ResolutionPolicy::NO_BORDER); } } else if (1136 == screenSize.width || 1136 == screenSize.height) // retina iPhone (5 and 5S) { resDirOrders.push_back("iphonehd5"); resDirOrders.push_back("iphonehd"); resDirOrders.push_back("iphone"); if (true == IS_LANDSCAPE) { glview->setDesignResolutionSize(1136, 640, ResolutionPolicy::NO_BORDER); } else { glview->setDesignResolutionSize(640, 1136, ResolutionPolicy::NO_BORDER); } } else if (960 == screenSize.width || 960 == screenSize.height) // retina iPhone (4 and 4S) { resDirOrders.push_back("iphonehd"); resDirOrders.push_back("iphone"); if (true == IS_LANDSCAPE) { glview->setDesignResolutionSize(960, 640, ResolutionPolicy::NO_BORDER); } else { glview->setDesignResolutionSize(640, 960, ResolutionPolicy::NO_BORDER); } } else // non retina iPhone and Android devices { if (1080 < screenSize.width && 1080 < screenSize.height) // android devices that have a high resolution { resDirOrders.push_back("iphonehd"); resDirOrders.push_back("iphone"); if (true == IS_LANDSCAPE) { glview->setDesignResolutionSize(960, 640, ResolutionPolicy::NO_BORDER); } else { glview->setDesignResolutionSize(640, 960, ResolutionPolicy::NO_BORDER); } } else // non retina iPhone and Android devices with lower resolutions { resDirOrders.push_back("iphone"); if (true == IS_LANDSCAPE) { glview->setDesignResolutionSize(480, 320, ResolutionPolicy::NO_BORDER); } else { glview->setDesignResolutionSize(320, 480, ResolutionPolicy::NO_BORDER); } } } #elif (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) resDirOrders.push_back("ipad"); resDirOrders.push_back("iphonehd5"); resDirOrders.push_back("iphonehd"); resDirOrders.push_back("iphone"); if (true == IS_LANDSCAPE) { glview->setFrameSize(1024, 768); glview->setDesignResolutionSize(1024, 768, ResolutionPolicy::NO_BORDER); } else { glview->setFrameSize(768, 1024); glview->setDesignResolutionSize(768, 1024, ResolutionPolicy::NO_BORDER); } #endif fileUtils->setSearchPaths(resDirOrders); // create a scene. it's an autorelease object auto scene = SplashScene::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); } Platform target = getTargetPlatform();//获取当前设备类型 if (target == Platform::OS_IPAD) { auto visibleSizeWidth = 1024; auto visibleSizeHeight = 768; // 根据屏幕尺寸与设计尺寸的比,重新定义设计尺寸(参考kResolutionNum来适配) auto winSize = Director::getInstance()->getWinSize(); //CCSize winSize = CCSizeMake(1136, 640);//CCEGLView::sharedOpenGLView()->getFrameSize(); if (winSize.width/winSize.height > visibleSizeWidth/visibleSizeHeight) { visibleSizeWidth = visibleSizeHeight * winSize.width/winSize.height; } else if (winSize.width/winSize.height < visibleSizeWidth/visibleSizeHeight) { visibleSizeHeight = visibleSizeWidth / (winSize.width/winSize.height); } director->getOpenGLView()->setDesignResolutionSize(visibleSizeWidth, visibleSizeHeight, ResolutionPolicy::NO_BORDER); // ipad //CCFileUtils::sharedFileUtils()->setResourceDirectory("iphonehd"); // don't enable retina because we don't have ipad hd resource //director->getOpenGLView()->setDesignResolutionSize(800, 600, ResolutionPolicy::NO_BORDER); } else if (target == Platform::OS_IPHONE) { // 设计尺寸width、height auto visibleSizeWidth = 960; auto visibleSizeHeight = 640; // 根据屏幕尺寸与设计尺寸的比,重新定义设计尺寸(参考kResolutionNum来适配) auto winSize = Director::getInstance()->getWinSize(); //CCSize winSize = CCSizeMake(1136, 640);//CCEGLView::sharedOpenGLView()->getFrameSize(); if (winSize.width/winSize.height > visibleSizeWidth/visibleSizeHeight) { visibleSizeWidth = visibleSizeHeight * winSize.width/winSize.height; } else if (winSize.width/winSize.height < visibleSizeWidth/visibleSizeHeight) { visibleSizeHeight = visibleSizeWidth / (winSize.width/winSize.height); } //CCFileUtils::sharedFileUtils()->setResourceDirectory("iphonehd"); //CCSize VisibleSize = CCEGLView::sharedOpenGLView()->getVisibleSize(); director->getOpenGLView()->setDesignResolutionSize(visibleSizeWidth, visibleSizeHeight, ResolutionPolicy::NO_BORDER); } else { auto visibleSizeWidth = 1152; auto visibleSizeHeight = 648; // 根据屏幕尺寸与设计尺寸的比,重新定义设计尺寸(参考kResolutionNum来适配) auto winSize = Director::getInstance()->getWinSize(); //CCSize winSize = CCSizeMake(1136, 640);//CCEGLView::sharedOpenGLView()->getFrameSize(); if (winSize.width/winSize.height > visibleSizeWidth/visibleSizeHeight) { visibleSizeWidth = visibleSizeHeight * winSize.width/winSize.height; } else if (winSize.width/winSize.height < visibleSizeWidth/visibleSizeHeight) { visibleSizeHeight = visibleSizeWidth / (winSize.width/winSize.height); } director->getOpenGLView()->setDesignResolutionSize(visibleSizeWidth, visibleSizeHeight, ResolutionPolicy::NO_BORDER); } // 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("pay_center"); // create a scene. it's an autorelease object #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) auto playVidio = PlayVedio::createScene(); HallDataMgr::getInstance()->readConfig(); CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic("sound_res/LOAD_BACK.mp3",true); // run director->runWithScene(playVidio); #else auto scene = LoginLayer::createScene(); director->runWithScene(scene); HallDataMgr::getInstance()->readConfig(); CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic("sound_res/LOAD_BACK.mp3",true); #endif // auto ploginlayer = static_cast<LoginLayer *>(scene->getChildByTag(10)); // ploginlayer->versionCheck(); return true; }
KDbool AppDelegate::applicationDidFinishLaunching ( KDvoid ) { // initialize director auto pDirector = Director::getInstance ( ); pDirector->setOpenGLView ( EGLView::getInstance ( ) ); // 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 ); auto tScreenSize = EGLView::getInstance ( )->getFrameSize ( ); auto tDesignSize = Size ( 480, 320 ); auto pFileUtils = FileUtils::getInstance ( ); if ( tScreenSize.height > 320 ) { auto tResourceSize = Size ( 960, 640 ); std::vector<std::string> aSearchPaths; aSearchPaths.push_back ( "hd" ); pFileUtils->setSearchPaths ( aSearchPaths ); pDirector->setContentScaleFactor ( tResourceSize.height / tDesignSize.height ); } EGLView::getInstance ( )->setDesignResolutionSize ( tDesignSize.width, tDesignSize.height, ResolutionPolicy::FIXED_HEIGHT ); // register lua engine LuaEngine* pEngine = LuaEngine::getInstance ( ); ScriptEngineManager::getInstance ( )->setScriptEngine ( pEngine ); #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) LuaStack* pStack = pEngine->getLuaStack ( ); register_assetsmanager_test_sample ( pStack->getLuaState ( ) ); #endif std::vector<std::string> aSearchPaths = pFileUtils->getSearchPaths ( ); aSearchPaths.insert ( aSearchPaths.begin(), "Images" ); aSearchPaths.insert ( aSearchPaths.begin(), "cocosbuilderRes" ); if ( tScreenSize.height > 320 ) { aSearchPaths.insert ( aSearchPaths.begin ( ), "hd/scenetest" ); } else { aSearchPaths.insert ( aSearchPaths.begin ( ), "scenetest" ); } #if CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY aSearchPaths.push_back ( "TestCppResources" ); aSearchPaths.push_back ( "script" ); #endif FileUtils::getInstance ( )->setSearchPaths ( aSearchPaths ); pEngine->executeScriptFile ( "luaScript/controller.lua" ); return true; }
bool AppDelegate::applicationDidFinishLaunching() { guanKa =1; // background music BACKMUSIC = JNIUtil::getBool("backMusic",true,classPath.c_str()); CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic("sound/background.mp3"); if (BACKMUSIC){ CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic("sound/background.mp3",true); } CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic("sound/fire.mp3"); CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic("sound/failure.mp3"); CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic("sound/mainback.mp3"); CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic("sound/victory.mp3"); // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::create("My Game"); director->setOpenGLView(glview); } // Set the design resolution #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionShowAll); #else /*glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);*/ glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionShowAll); #endif Size frameSize = glview->getFrameSize(); std::vector<std::string,std::allocator<std::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); director->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); director->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); director->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width)); } // manual add for show all director->setContentScaleFactor(1.0); // set searching path FileUtils::sharedFileUtils()->setSearchPaths(searchPath); // 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 = BanQiuSceneManager::createScene(); // run director->runWithScene(scene); return true; }
int SimulatorWin::run() { auto player = player::PlayerWin::create(); INITCOMMONCONTROLSEX InitCtrls; InitCtrls.dwSize = sizeof(InitCtrls); InitCtrls.dwICC = ICC_WIN95_CLASSES; InitCommonControlsEx(&InitCtrls); parseCocosProjectConfig(_project); // load project config from command line args vector<string> args; for (int i = 0; i < __argc; ++i) { wstring ws(__wargv[i]); string s; s.assign(ws.begin(), ws.end()); args.push_back(s); } _project.parseCommandLine(args); if (_project.getProjectDir().empty()) { if (args.size() == 2) { // for Code IDE before RC2 _project.setProjectDir(args.at(1)); _project.setDebuggerType(kCCRuntimeDebuggerCodeIDE); } } // create the application instance _app = new AppDelegate(); _app->setProjectConfig(_project); // create console window if (_project.isShowConsole()) { AllocConsole(); _hwndConsole = GetConsoleWindow(); if (_hwndConsole != NULL) { ShowWindow(_hwndConsole, SW_SHOW); BringWindowToTop(_hwndConsole); freopen("CONOUT$", "wt", stdout); freopen("CONOUT$", "wt", stderr); HMENU hmenu = GetSystemMenu(_hwndConsole, FALSE); if (hmenu != NULL) { DeleteMenu(hmenu, SC_CLOSE, MF_BYCOMMAND); } } } // log file if (_project.isWriteDebugLogToFile()) { const string debugLogFilePath = _project.getDebugLogFilePath(); _writeDebugLogFile = fopen(debugLogFilePath.c_str(), "w"); if (!_writeDebugLogFile) { CCLOG("Cannot create debug log file %s", debugLogFilePath.c_str()); } } // set environments SetCurrentDirectoryA(_project.getProjectDir().c_str()); FileUtils::getInstance()->setDefaultResourceRootPath(_project.getProjectDir()); FileUtils::getInstance()->setWritablePath(_project.getWritableRealPath().c_str()); // check screen DPI HDC screen = GetDC(0); int dpi = GetDeviceCaps(screen, LOGPIXELSX); ReleaseDC(0, screen); // set scale with DPI // 96 DPI = 100 % scaling // 120 DPI = 125 % scaling // 144 DPI = 150 % scaling // 192 DPI = 200 % scaling // http://msdn.microsoft.com/en-us/library/windows/desktop/dn469266%28v=vs.85%29.aspx#dpi_and_the_desktop_scaling_factor // // enable DPI-Aware with DeclareDPIAware.manifest // http://msdn.microsoft.com/en-us/library/windows/desktop/dn469266%28v=vs.85%29.aspx#declaring_dpi_awareness float screenScale = 1.0f; if (dpi >= 120 && dpi < 144) { screenScale = 1.25f; } else if (dpi >= 144 && dpi < 192) { screenScale = 1.5f; } else if (dpi >= 192) { screenScale = 2.0f; } CCLOG("SCREEN DPI = %d, SCREEN SCALE = %0.2f", dpi, screenScale); // create opengl view Size frameSize = _project.getFrameSize(); float frameScale = 1.0f; if (_project.isRetinaDisplay()) { frameSize.width *= screenScale; frameSize.height *= screenScale; } else { frameScale = screenScale; } const Rect frameRect = Rect(0, 0, frameSize.width, frameSize.height); const bool isResize = _project.isResizeWindow(); std::stringstream title; title << "Cocos Simulator - " << ConfigParser::getInstance()->getInitViewName(); initGLContextAttrs(); auto glview = GLViewImpl::createWithRect(title.str(), frameRect, frameScale); _hwnd = glview->getWin32Window(); DragAcceptFiles(_hwnd, TRUE); //SendMessage(_hwnd, WM_SETICON, ICON_BIG, (LPARAM)icon); //SendMessage(_hwnd, WM_SETICON, ICON_SMALL, (LPARAM)icon); //FreeResource(icon); auto director = Director::getInstance(); director->setOpenGLView(glview); director->setAnimationInterval(1.0 / 60.0); // set window position if (_project.getProjectDir().length()) { setZoom(_project.getFrameScale()); } Vec2 pos = _project.getWindowOffset(); if (pos.x != 0 && pos.y != 0) { RECT rect; GetWindowRect(_hwnd, &rect); MoveWindow(_hwnd, pos.x, pos.y, rect.right - rect.left, rect.bottom - rect.top, FALSE); } // path for looking Lang file, Studio Default images FileUtils::getInstance()->addSearchPath(getApplicationPath().c_str()); // init player services initServices(); setupUI(); DrawMenuBar(_hwnd); // prepare FileUtils::getInstance()->setPopupNotify(false); _project.dump(); auto app = Application::getInstance(); g_oldWindowProc = (WNDPROC)SetWindowLong(_hwnd, GWL_WNDPROC, (LONG)SimulatorWin::windowProc); // update window size RECT rect; GetWindowRect(_hwnd, &rect); MoveWindow(_hwnd, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top + GetSystemMetrics(SM_CYMENU), FALSE); // startup message loop return app->run(); }