bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); CCEGLView::sharedOpenGLView()->setDesignResolutionSize(g_nScreenWidth, g_nScreenHeight, kResolutionShowAll); // 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); // register lua engine CCLuaEngine* pEngine = CCLuaEngine::defaultEngine(); CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine); lua_State * pLuaState = ScutDataLogic::LuaHost::Instance()->GetLuaState(); //CDataRequest::Instance()->RegisterLUACallBack((LUA_DATAHANDLE_CALLBACK)&ScutCxControl::netDataDispatch); //CFrameManager::Instance(); char tempPath[MAX_PATH + 1]; ::GetModuleFileNameA(NULL,tempPath, _MAX_PATH + 1); string ret((char*)tempPath); ret = ret.substr(0,ret.rfind("\\") + 1); //std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("E:/ND/openSourceEngine/Scutgame/Release.win32/lua/mainapp.lua"); std::string path =ret + "lua/mainapp.lua"; //CFileHelper::executeScriptFile(NdDataLogic::CFileHelper::getPath("lua/mainapp.lua").c_str()); pEngine->executeScriptFile(path.c_str()); CCSize szWin = pDirector->getWinSize(); CFileHelper::setWinSize(szWin.width, szWin.height); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); // enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices. // pDirector->enableRetinaDisplay(true); // 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); /* 本来の */ // create a scene. it's an autorelease object CCScene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); /**/ /** // もしCocosBuildrにしたら CCNodeLoaderLibrary * ccNodeLoaderLibrary = CCNodeLoaderLibrary::sharedCCNodeLoaderLibrary(); CCBReader * ccbReader = new CCBReader(ccNodeLoaderLibrary); CCScene * scene = CCScene::create(); CCNode * node = ccbReader->readNodeGraphFromFile("CCBTest.ccbi"); if(node != NULL) { scene->addChild(node); } ccbReader->release(); pDirector->runWithScene(scene); /**/ return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); CCEGLView *pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); //设置view size CCSize screenSize = pEGLView->getFrameSize(); CCSize designSize = CCSize(320, 480); CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionShowAll); //设置资源路径 std::vector<std::string> searchPaths; if (screenSize.width > 320 ) { //临时把高清直接从小图放大 searchPaths.push_back("iphone"); //iphonehd 临时 pDirector->setContentScaleFactor(1); //320/designSize.width 临时 }else { searchPaths.push_back("iphone"); pDirector->setContentScaleFactor(320/designSize.width); } CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths); // turn on display FPS pDirector->setDisplayStats(false); // 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 CCScene *pScene = BattleField::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { CCLog("enter applicationDidFinishLaunching..."); TDCCTalkingDataGA::onStart("2B002F9CD724EB09730AF32CB4D909C3", ""); // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); // 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); pDirector->getOpenGLView()->setDesignResolutionSize(320, 480, kResolutionExactFit); // create a scene. it's an autorelease object CCScene *pScene = AccountLayer::scene(); // run pDirector->runWithScene(pScene); CCLog("exit applicationDidFinishLaunching..."); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); pDirector->setContentScaleFactor(1024.0 / pDirector->getWinSize().width); // 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 CCScene *pScene = GameScene::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); CCEGLView::sharedOpenGLView()->setDesignResolutionSize(800, 280, 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 //CCScene *pScene = HelloWorld::scene(); CCScene* pScene = UIGameFatherLayer::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::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); CCTexture2D::setDefaultAlphaPixelFormat(kCCTexture2DPixelFormat_RGBA4444); // create a scene. it's an autorelease object CCScene *pScene = MainScene::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); // 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 CCScene *pScene = GameLayer::scene(); // run pDirector->runWithScene(pScene); //SimpleAudioEngine::sharedEngine()->preloadEffect(CCFileUtils::sharedFileUtils()->fullPathForFilename("hit.wav").c_str()); //SimpleAudioEngine::sharedEngine()->preloadEffect(CCFileUtils::sharedFileUtils()->fullPathForFilename("score.wav").c_str()); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); CCEGLView::sharedOpenGLView()->setDesignResolutionSize(960,640,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 / 30); CCFileUtils::sharedFileUtils()->addSearchPath("data/start/"); // create a scene. it's an autorelease object CCScene *pScene = CStartScene::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::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 / FPS); // create a scene. it's an autorelease object CCScene *pScene = CCScene::create(); CCLayer *pSplashLayer = new Splash(); pSplashLayer->autorelease(); pScene->addChild(pSplashLayer); pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { MyPurchase::sharedPurchase()->loadIAPPlugin(); // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pEGLView->setDesignResolutionSize(960.0f, 640.0f, 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 CCScene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::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 CCScene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); Bridge::onCCInit(); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); //pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); pEGLView->setDesignResolutionSize(640, 600, kResolutionFixedWidth); // 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 CCScene *pScene = SplashScreen::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); // 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); CCTexture2D::PVRImagesHavePremultipliedAlpha(true); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("tapTownSprites.plist", "tapTownSprites.pvr.ccz"); // create a scene. it's an autorelease object CCScene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView()); // enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices. // pDirector->enableRetinaDisplay(true); // turn on display FPS pDirector->setDisplayStats(false); // 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 CCScene *pScene = GameMenu::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); CCEGLView::sharedOpenGLView()->setDesignResolutionSize(960, 640, 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); // register lua engine CCLuaEngine* pEngine = CCLuaEngine::defaultEngine(); CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine); std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("hello.lua"); pEngine->executeScriptFile(path.c_str()); return true; }
bool AppDelegate::applicationDidFinishLaunching() { CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); bool isDebug; #ifndef MEDUSA_DEBUG isDebug=false; #endif #ifdef MEDUSA_WINDOWS isDebug=true; #endif pDirector->setOpenGLView(pEGLView); pDirector->setDisplayStats(isDebug); pDirector->setAnimationInterval(1.0 / 60); Size2F designSize=PaperConfig::Instance().GetDesignWinSize(); pEGLView->setDesignResolutionSize(designSize.Width,designSize.Height,kResolutionShowAll); PaperGame::Instance().InitRoles(); PaperGame::Instance().StartWithGameBlackAround(); PaperGame::Instance().StartWithSelectRole(); return true; }
bool AppDelegate::applicatioScutidFinishLaunching() { // As an example, load config file // XXX: This should be loaded before the Director is initialized, // XXX: but at this point, the director is already initialized CCConfiguration::sharedConfiguration()->loadConfigFile("configs/config-example.plist"); // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); CCSize screenSize = CCEGLView::sharedOpenGLView()->getFrameSize(); CCSize designSize = CCSizeMake(480, 320); CCFileUtils* pFileUtils = CCFileUtils::sharedFileUtils(); if (screenSize.height > 320) { CCSize resourceSize = CCSizeMake(960, 640); std::vector<std::string> searchPaths; searchPaths.push_back("hd"); pFileUtils->setSearchPaths(searchPaths); pDirector->setContentScaleFactor(resourceSize.height/designSize.height); } CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder); CCScene * pScene = CCScene::create(); CCLayer * pLayer = new TestController(); pLayer->autorelease(); pScene->addChild(pLayer); pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); // 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 CCScene *pScene = StartPage::scene(); // run pDirector->runWithScene(pScene); //initCrewMembers(); CCSize screenSize = CCDirector::sharedDirector()->getWinSize(); //float adjScaleW = screenSize.width/480; sfy = screenSize.height/320; sfx = screenSize.width/480; //crew *crew1 = new crew(); //crew2 = new crew(); return true; }
//------------------------------------------------------------------------------ bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); #ifdef _WIN32 pDirector->setProjection(kCCDirectorProjection2D); // Set EGLView frame size to *device* w,h float w = WINDOW_ACTUAL_W; float h = WINDOW_ACTUAL_H; CCEGLView::sharedOpenGLView()->setFrameSize(w, h); kmGLMatrixMode(KM_GL_PROJECTION); kmGLLoadIdentity(); // New code: rotate to achieve landscape orientation int angle = 0; kmGLRotatef((float)angle, 0, 0, 1); kmMat4 orthoMatrix; kmMat4OrthographicProjection(&orthoMatrix, 0, w, 0, h, -1024, 1024 ); kmGLMultMatrix(&orthoMatrix); kmGLMatrixMode(KM_GL_MODELVIEW); kmGLLoadIdentity(); #endif // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60); // OpenQuick stuff InitLuaSystem(); InitLuaMiddleware(); InitLuaApp(); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); // 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); [! if CC_USE_LUA] // register lua engine CCLuaEngine* pEngine = CCLuaEngine::defaultEngine(); CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine); #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) CCString* pstrFileContent = CCString::createWithContentsOfFile("hello.lua"); if (pstrFileContent) { pEngine->executeString(pstrFileContent->getCString()); } #else std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("hello.lua"); pEngine->addSearchPath(path.substr(0, path.find_last_of("/")).c_str()); pEngine->executeScriptFile(path.c_str()); #endif [! else] // create a scene. it's an autorelease object CCScene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); [! endif] return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); // 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); ScriptingCore* sc = ScriptingCore::getInstance(); sc->addRegisterCallback(register_all_cocos2dx); sc->addRegisterCallback(register_all_cocos2dx_extension); sc->addRegisterCallback(register_cocos2dx_js_extensions); sc->addRegisterCallback(register_all_cocos2dx_extension_manual); sc->addRegisterCallback(jsb_register_chipmunk); sc->addRegisterCallback(JSB_register_opengl); sc->addRegisterCallback(jsb_register_system); sc->addRegisterCallback(MinXmlHttpRequest::_js_register); sc->addRegisterCallback(register_jsb_websocket); sc->start(); CCScriptEngineProtocol *pEngine = ScriptingCore::getInstance(); CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine); #ifdef JS_OBFUSCATED ScriptingCore::getInstance()->runScript("game.js"); #else #if JSB_ENABLE_DEBUGGER ScriptingCore::getInstance()->enableDebugger(); #endif // JSB_ENABLE_DEBUGGER ScriptingCore::getInstance()->runScript("tests-boot-jsb.js"); #endif return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::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); CCSize winSize = CCDirector::sharedDirector()->getWinSize(); float fx = winSize.width / DESIGN_RESOLUTION_WIDTH; float fy = winSize.height / DESIGN_RESOLUTION_HEIGHT; if (fx > fy) g_fResScale = fx; else g_fResScale = fy; // create a scene. it's an autorelease object // run CCUserDefault* userdata = CCUserDefault::sharedUserDefault(); if (!userdata->getIntegerForKey(LEVEL)) { userdata->setIntegerForKey(LEVEL, 1); } CCScene *pScene = LogoScene::scene(); pDirector->runWithScene(pScene); // pDirector->runWithScene(CarGame::scene()); // pDirector->runWithScene(NinjaScene::scene()); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); // turn on display FPS pDirector->setDisplayStats(true); CCSize screenSize = CCEGLView::sharedOpenGLView()->getFrameSize(); CCSize designSize = CCSizeMake(640.0f, 960.0f); // create a scene. it's an autorelease object MainView* mainViewScene = new MainView(); mainViewScene->init(); CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionExactFit); // run pDirector->runWithScene(mainViewScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); CCEGLView::sharedOpenGLView()->setDesignResolutionSize(960, 640, kResolutionExactFit); // enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices. // pDirector->enableRetinaDisplay(true); // 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 //CCScene *pScene = sgs::scene::PlayerTable::scene(8);//MainLayer::scene();// //CCScene *pScene = sgs::scene::Loading::scene(); pDirector->pushScene(MainLayer::scene());//HelloWorld::scene()); // run return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pEGLView->setFrameSize(480.0f, 640.0f); 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 CCScene *pScene = GameMap::createGameScence(); CCScene *pStart = GameStart::createGameStartScene(); // run pDirector->runWithScene(pStart); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::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 //CCScene *pScene = MainScene::scene(); // run //pDirector->runWithScene(pScene); SceneManager::sharedSceneManager()->checkSaveXML(); SceneManager::sharedSceneManager()->changeScene(SceneManager::en_MainScene); return true; }
//整个项目的入口 bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); // turn on display FPS 显示游戏的状态信息 //当前对象的个数 //每帧使用的时间 //当前游戏整体运行的帧数 pDirector->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60); //每秒60帧 // create a scene. it's an autorelease object CCScene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); // 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); // register lua engine CCLuaEngine* pEngine = CCLuaEngine::defaultEngine(); CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine); CCLuaStack *pStack = pEngine->getLuaStack(); lua_State *tolua_s = pStack->getLuaState(); tolua_extensions_ccb_open(tolua_s); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) pStack = pEngine->getLuaStack(); tolua_s = pStack->getLuaState(); tolua_web_socket_open(tolua_s); #endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY) CCFileUtils::sharedFileUtils()->addSearchPath("script"); #endif std::string lua_entry = "lua/mainapp.lua"; initLuaGlobalVariables(lua_entry); std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename(lua_entry.c_str()); pEngine->executeScriptFile(path.c_str()); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); // 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); // register lua engine CCLuaEngine* pEngine = CCLuaEngine::defaultEngine(); CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine); std::string dirPath = "luaScript"; std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename((dirPath + "/controller.lua").c_str()); pEngine->addSearchPath(path.substr(0, path.find_last_of("/") - dirPath.length()).c_str()); pEngine->executeScriptFile(path.c_str()); return true; }