bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("Pisces"); director->setOpenGLView(glview); } // 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(); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // load config auto config = Configuration::getInstance(); config->loadConfigFile("config/words.plist"); // init word data Constants::initWordData(); // random seed srand( unsigned( time(0) ) ); // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); } auto screenSize = glview->getFrameSize(); auto designSize = Size(320, 480); std::vector<std::string> searchPaths; if (screenSize.height > 960) { searchPaths.push_back("HDR"); searchPaths.push_back("HD"); searchPaths.push_back("SD"); director->setContentScaleFactor(4.0f); } else if (screenSize.height > 480) { searchPaths.push_back("HD"); searchPaths.push_back("SD"); director->setContentScaleFactor(2.0f); } else { searchPaths.push_back("SD"); director->setContentScaleFactor(1.0f); } FileUtils::getInstance()->setSearchPaths(searchPaths); auto cacher = SpriteFrameCache::getInstance(); cacher->addSpriteFramesWithFile("assets.plist"); glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_HEIGHT); // 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) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || \ (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || \ (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) glview = GLViewImpl::createWithRect( "IsoGame", Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); #else glview = GLViewImpl::create("IsoGame"); #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)); } register_all_packages(); // create a scene. it's an autorelease object auto scene = tsg::game::GameController::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("parkour", Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); #else glview = GLViewImpl::create("parkour"); #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); std::vector<std::string> searchPath; // Set the design resolution glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); Size frameSize = glview->getFrameSize(); // large screens if (frameSize.height > mediumResolutionSize.height) { searchPath.push_back("res-large"); director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width)); } // medium screens else if (frameSize.height > smallResolutionSize.height) { searchPath.push_back("res-medium"); director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width)); } // small screens else { searchPath.push_back("res-small"); director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width)); } FileUtils::getInstance()->setSearchPaths(searchPath); register_all_packages(); // create a scene. it's an autorelease object auto scene = createSceneWithMainMenu(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { #ifdef SDKBOX_ENABLED sdkbox::PluginAdMob::init(); #endif // 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("test", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); #else glview = GLViewImpl::create("test"); #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); auto frameSize = glview->getFrameSize(); // if the frame's height is larger than the height of medium size. if (frameSize.height > mediumResolutionSize.height) { director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width)); } // if the frame's height is larger than the height of small size. else if (frameSize.height > smallResolutionSize.height) { director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width)); } // if the frame's height is smaller than the height of medium size. else { director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width)); } register_all_packages(); // create a scene. it's an autorelease object auto scene = HelloWorld::createScene(); const char* config = "{\"android\":{\"AdMob\":{\"test\":true,\"ads\":{\"gameover\":{\"type\":\"interstitial\",\"id\":\"ca-app-pub-1329374026572143/1092476511\"},\"home\":{\"width\":300,\"type\":\"banner\",\"id\":\"ca-app-pub-1329374026572143/2685130917\",\"alignment\":\"bottom\",\"height\":50}}}},\"ios\":{\"AdMob\":{\"test\":true,\"ads\":{\"gameover\":{\"type\":\"interstitial\",\"id\":\"ca-app-pub-1329374026572143/4185543717\"},\"home\":{\"width\":300,\"type\":\"banner\",\"id\":\"ca-app-pub-1329374026572143/3847466511\",\"alignment\":\"bottom\",\"height\":50}}}}}"; sdkbox::setInitialConfig(config); // 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("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; }
void AppDelegate::setupMainScene() { auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { printf("setupMainScene\n"); printf("glview\n"); printf("create\n"); #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) glview = GLViewImpl::createWithRect("LasAlitas", Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); #else glview = GLViewImpl::create("LasAlitas"); #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)); } register_all_packages(); // create a scene. it's an autorelease object auto scene = HelloWorld::createScene(); // run director->runWithScene(scene); //*/ }
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() { 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(); if(!glview) { glview = GLView::create("My Game"); director->setOpenGLView(glview); } glview->setDesignResolutionSize(320, 568, ResolutionPolicy::SHOW_ALL); director->setContentScaleFactor(1); // 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(); // 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(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::FIXED_HEIGHT); glview->setFrameSize(designResolutionSize.width*2,designResolutionSize.height*2); director->setContentScaleFactor(0.5f); register_all_packages(); // create a scene. it's an autorelease object auto scene = ServerDemo::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("Assassinate", Rect(0, 0, 960, 640)); director->setOpenGLView(glview); } director->getOpenGLView()->setDesignResolutionSize(480, 320, ResolutionPolicy::SHOW_ALL); static_cast<GLViewImpl*>(glview)->enableRetina(true); director->setContentScaleFactor(2.0); // 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"); // create a scene. it's an autorelease object auto scene = Playground::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->setFrameSize(360,640); //glview->setDesignResolutionSize(720 , 1280 , kResolutionShowAll); glview->setDesignResolutionSize(320.0, 480.0, ResolutionPolicy::FIXED_WIDTH); std::vector<std::string> searchPath; searchPath.push_back("w640"); CCFileUtils::getInstance()->setSearchPaths(searchPath); director->setContentScaleFactor(720.0 / 320.0); // 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); std::vector<std::string> searchPath; searchPath.push_back("TileGameResources"); CCFileUtils::getInstance()->setSearchPaths(searchPath); director->setContentScaleFactor(1.f); // 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("DERPY", Rect(0, 0, 480, 320), 1.0); // Title of window, Rect, Scale of Window to test @2x director->setOpenGLView(glview); } // set sizes for calculating scale in next step Size designSize = Size(480,320); // game logic size Size resourceSize = Size(960,640); // resources are this size // Tell Game's Director to scale assets based on above sizes director->setContentScaleFactor(resourceSize.height / designSize.height); director->getOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, 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); register_all_packages(); // create a scene. it's an autorelease object auto scene = HelloWorld::createScene(); // run director->runWithScene(scene); return true; }
void AppDelegate::initMultiResolution() { auto director = Director::getInstance(); auto glview = director->getOpenGLView(); glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); std::vector<std::string> searchPaths; searchPaths.push_back("fonts/"); searchPaths.push_back("audio/"); float scaleFactor; Size frameSize = glview->getFrameSize(); if (frameSize.height > mediumResolutionSize.height) { searchPaths.push_back("res/HDR"); scaleFactor = largeResolutionSize.height / designResolutionSize.height; } else if (frameSize.height > smallResolutionSize.height) { searchPaths.push_back("res/HD"); scaleFactor = mediumResolutionSize.height / designResolutionSize.height; } else { searchPaths.push_back("res/SD"); scaleFactor = smallResolutionSize.height / designResolutionSize.height; } director->setContentScaleFactor(scaleFactor); FileUtils::getInstance()->setSearchPaths(searchPaths); }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::createWithRect("ShitVsDungBeetle", Rect(0, 0, 480, 320)); director->setOpenGLView(glview); } director->getOpenGLView()->setDesignResolutionSize(480.0f, 320.0f, ResolutionPolicy::FIXED_HEIGHT); director->setContentScaleFactor(864.0f / 320.0f); // 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"); // create a scene. it's an autorelease object auto scene = PlayLayer::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"); glview->setFrameSize(800, 480); } director->setOpenGLView(glview); auto pingMU = glview->getFrameSize(); glview->setContentScaleFactor(480 / pingMU.width); glview->setDesignResolutionSize(800, 480, ResolutionPolicy::FIXED_HEIGHT); 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 = GameScene::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("Pompa Droid"); director->setOpenGLView(glview); } // fit resolution glview->setDesignResolutionSize(480.0f, 320.0f, ResolutionPolicy::FIXED_HEIGHT); std::vector<std::string> searchPath; searchPath.push_back("Hero"); searchPath.push_back("joypad.atlas"); FileUtils::getInstance()->setSearchPaths(searchPath); director->setContentScaleFactor(320.0f / 320.0f); // 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 = 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("Racing", Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); #else glview = GLViewImpl::create("Racing"); #endif director->setOpenGLView(glview); } // 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); director->setContentScaleFactor(MIN(largeResolutionSize.height / designResolutionSize.height, largeResolutionSize.width / designResolutionSize.width)); register_all_packages(); // create a scene. it's an autorelease object auto scene = Racing::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("Sushi crush"); director->setOpenGLView(glview); } Size designsize = Size(800.0, 1200.0); #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) glview->setFrameSize(designsize.width/2,designsize.height/2); #endif glview->setDesignResolutionSize(designsize.width, designsize.height, ResolutionPolicy::FIXED_WIDTH); std::vector<std::string> searchPath; searchPath.push_back("w640"); CCFileUtils::getInstance()->setSearchPaths(searchPath); director->setContentScaleFactor(800.0f / designsize.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); // create a scene. it's an autorelease object auto scene = PlayLayer::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); } //set design solution (auto zoom fit on any screen size...) glview->setDesignResolutionSize(320, 480, ResolutionPolicy::EXACT_FIT); director->setContentScaleFactor(1); // turn on display FPS director->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); register_all_packages(); // create a scene. it's an autorelease object 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); } director->setContentScaleFactor(1024.0 / director->getWinSize().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); // create a scene. it's an autorelease object auto scene = GameScene::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("Bazooka 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); #if BAZOOKA_WIN32 glview->setFrameSize(SCREEN_WIDTH, SCREEN_HEIGHT); glview->setDesignResolutionSize(SCREEN_WIDTH, SCREEN_HEIGHT, ResolutionPolicy::EXACT_FIT); #else // 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)); } #endif register_all_packages(); BazookaManager::getInstance()->run_scence(GameScene::GAME_MAIN); BazookaManager::getInstance()->init_sounds(); 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("flappyRocket", Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); #else glview = GLViewImpl::create("flappyRocket"); #endif director->setOpenGLView(glview); } // Set the design resolution auto fileUtils = FileUtils::getInstance(); auto screenSize = glview->getFrameSize(); std::vector<std::string> resDirOrders; glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::FIXED_HEIGHT); Size frameSize = glview->getFrameSize(); // if the frame's height is larger than the height of medium size. if (frameSize.height > mediumResolutionSize.height) { resDirOrders.push_back("HD"); resDirOrders.push_back("SD"); director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width)); } else { resDirOrders.push_back("SD"); director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width)); } register_all_packages(); 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); } 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(); // Comment out this if statement if testing on an actual device. if (!glview) { glview = GLViewImpl::create("My Game"); glview->setFrameSize(designResolutionSize.width, designResolutionSize.height); director->setOpenGLView(glview); } auto fileUtils = FileUtils::getInstance(); // Set the design resolution with the NO_BORDER policy. glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); cocos2d::Size frameSize = glview->getFrameSize(); std::vector<std::string> searchPath; // Here, we select the most appropriate resource (i.e. image set) according to the actual frame height of the device. // If the resource (image) size is different from design resolution size, we need to set content scale factor. // This will either scale the images up or down to match the design resolution size. // The content scale factor is the ratio of the resource's height to the height of design resolution. // if the frame's height is larger than the height of medium resource size, select large resource. float scaleFactor = 1.0f; if (frameSize.height > mediumResource.size.height) { searchPath.push_back(largeResource.directory); scaleFactor = largeResource.size.height / designResolutionSize.height; } // 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); scaleFactor = mediumResource.size.height / designResolutionSize.height; } // if the frame's height is smaller than the height of medium resource size, select small resource. else { searchPath.push_back(smallResource.directory); scaleFactor = smallResource.size.height / designResolutionSize.height; } director->setContentScaleFactor(scaleFactor); searchPath.push_back("data"); fileUtils->setSearchPaths(searchPath); // Create the GameData singleton. m_ptr = GameData::sharedGameData(); // Create the level loader object to load general game data. LevelLoader loader("data/GeneralGameData.json"); // Set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); // Run auto scene = MainMenu::createScene(); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { auto designSize = Size(640, 960); // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::createWithRect("My Game", Rect(0, 0, 640, 960)); director->setOpenGLView(glview); glview->setFrameSize(640, 960); glview->setFrameZoomFactor(0.8); } 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(designSize.width, designSize.height, ResolutionPolicy::FIXED_WIDTH); auto wisize = director->getWinSize(); director->setContentScaleFactor(1136/designSize.height); // create a scene. it's an autorelease object //auto scene = View::Hall::createScene(); //auto scene = View::GameLayer::creatScene(); // run auto scene = View::LoginBar::createScene(); //View::_table.init(); //auto scene = View::Table::creatScene(); //std::vector<View::PlayerInfo> pInfo; //View::PlayerInfo pi; //pi.chairid = 0; //pi.allchips = 1000; //pi.nickname = "xiaocelao"; //for (int i = 0; i < 3; ++i) //{ // pInfo.push_back(pi); //} //View::_table.onPlayerEnter(pInfo); //auto scene = View::GameLayer::creatScene(); Director::getInstance()->runWithScene(scene); return true; }
bool CCDirector::enableRetinaDisplay(bool enabled) { // Already enabled? if (enabled && m_fContentScaleFactor == 2) { return true; } // Already diabled? if (!enabled && m_fContentScaleFactor == 1) { return false; } // setContentScaleFactor is not supported if (! m_pobOpenGLView->canSetContentScaleFactor()) { return false; } // SD device if (m_pobOpenGLView->getMainScreenScale() == 1.0) { return false; } float newScale = (float)(enabled ? 2 : 1); setContentScaleFactor(newScale); // release cached texture CCTextureCache::purgeSharedTextureCache(); #if CC_DIRECTOR_FAST_FPS if (m_pFPSLabel) { CC_SAFE_RELEASE_NULL(m_pFPSLabel); m_pFPSLabel = CCLabelTTF::labelWithString("00.0", "Arial", 24); m_pFPSLabel->retain(); } #endif if (m_fContentScaleFactor == 2) { m_bRetinaDisplay = true; } else { m_bRetinaDisplay = false; } return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); glview->setFrameSize(640, 800); 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 sceenSize = glview->getFrameSize(); auto designSize = Size(640, 1173); std::vector<std::string> searchPaths; if (sceenSize.width > 640) { auto resourceSize = Size(1080, 1980); director->setContentScaleFactor(resourceSize.width/designSize.width); searchPaths.push_back("bg/hd"); } else{ searchPaths.push_back("bg"); } FileUtils::getInstance()->setSearchPaths(searchPaths); #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) // a bug in DirectX 11 level9-x on the device prevents ResolutionPolicy::NO_BORDER from working correctly glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_WIDTH); #else glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_WIDTH); #endif register_all_packages(); // create a scene. it's an autorelease object //auto scene = HelloWorld::createScene(); //auto scene = SettingScene::create(); auto scene = HeroRunLayer::createScene(); // run director->runWithScene(scene); return true; }