Node::Node(void) : _rotationX(0.0f) , _rotationY(0.0f) , _scaleX(1.0f) , _scaleY(1.0f) , _vertexZ(0.0f) , _position(Point::ZERO) , _skewX(0.0f) , _skewY(0.0f) , _anchorPointInPoints(Point::ZERO) , _anchorPoint(Point::ZERO) , _contentSize(Size::ZERO) , _additionalTransformDirty(false) , _transformDirty(true) , _inverseDirty(true) // children (lazy allocs) // lazy alloc , _ZOrder(0) , _parent(nullptr) // "whole screen" objects. like Scenes and Layers, should set _ignoreAnchorPointForPosition to true , _tag(Node::INVALID_TAG) // userData is always inited as nil , _userData(nullptr) , _userObject(nullptr) , _shaderProgram(nullptr) , _orderOfArrival(0) , _running(false) , _visible(true) , _ignoreAnchorPointForPosition(false) , _reorderChildDirty(false) , _isTransitionFinished(false) , _updateScriptHandler(0) , _componentContainer(nullptr) #if CC_USE_PHYSICS , _physicsBody(nullptr) #endif , _displayedOpacity(255) , _realOpacity(255) , _displayedColor(Color3B::WHITE) , _realColor(Color3B::WHITE) , _cascadeColorEnabled(false) , _cascadeOpacityEnabled(false) { // set default scheduler and actionManager Director *director = Director::getInstance(); _actionManager = director->getActionManager(); _actionManager->retain(); _scheduler = director->getScheduler(); _scheduler->retain(); _eventDispatcher = director->getEventDispatcher(); _eventDispatcher->retain(); ScriptEngineProtocol* engine = ScriptEngineManager::getInstance()->getScriptEngine(); _scriptType = engine != nullptr ? engine->getScriptType() : kScriptTypeNone; kmMat4Identity(&_transform); kmMat4Identity(&_inverse); kmMat4Identity(&_additionalTransform); }
Console::Console() : _listenfd(-1) , _running(false) , _endThread(false) , _userCommands(nullptr) , _maxUserCommands(0) , _sendDebugStrings(false) { // VS2012 doesn't support initializer list, so we create a new array and assign its elements to '_command'. Command commands[] = { { "config", std::bind(&Console::commandConfig, this, std::placeholders::_1, std::placeholders::_2) }, { "debug msg on", [&](int fd, const char* command) { _sendDebugStrings = true; } }, { "debug msg off", [&](int fd, const char* command) { _sendDebugStrings = false; } }, { "exit", std::bind(&Console::commandExit, this, std::placeholders::_1, std::placeholders::_2) }, { "fileutils dump", std::bind(&Console::commandFileUtilsDump, this, std::placeholders::_1, std::placeholders::_2) }, { "fps on", [](int fd, const char* command) { Director *dir = Director::getInstance(); Scheduler *sched = dir->getScheduler(); sched->performFunctionInCocosThread( std::bind(&Director::setDisplayStats, dir, true)); } }, { "fps off", [](int fd, const char* command) { Director *dir = Director::getInstance(); Scheduler *sched = dir->getScheduler(); sched->performFunctionInCocosThread( std::bind(&Director::setDisplayStats, dir, false)); } }, { "help", std::bind(&Console::commandHelp, this, std::placeholders::_1, std::placeholders::_2) }, { "scene graph", std::bind(&Console::commandSceneGraph, this, std::placeholders::_1, std::placeholders::_2) }, { "textures", std::bind(&Console::commandTextures, this, std::placeholders::_1, std::placeholders::_2) }, }; _maxCommands = sizeof(commands)/sizeof(commands[0]); for (int i = 0; i < _maxCommands; ++i) { _commands[i] = commands[i]; } }
Node::Node(void) : _rotationX(0.0f) , _rotationY(0.0f) , _scaleX(1.0f) , _scaleY(1.0f) , _vertexZ(0.0f) , _position(Point::ZERO) , _skewX(0.0f) , _skewY(0.0f) , _anchorPointInPoints(Point::ZERO) , _anchorPoint(Point::ZERO) , _contentSize(Size::ZERO) , _additionalTransform(AffineTransformMakeIdentity()) , _camera(NULL) // children (lazy allocs) // lazy alloc , _grid(NULL) , _ZOrder(0) , _children(NULL) , _parent(NULL) // "whole screen" objects. like Scenes and Layers, should set _ignoreAnchorPointForPosition to true , _tag(kNodeTagInvalid) // userData is always inited as nil , _userData(NULL) , _userObject(NULL) , _shaderProgram(NULL) , _GLServerState(ccGLServerState(0)) , _orderOfArrival(0) , _running(false) , _transformDirty(true) , _inverseDirty(true) , _additionalTransformDirty(false) , _visible(true) , _ignoreAnchorPointForPosition(false) , _reorderChildDirty(false) , _isTransitionFinished(false) , _updateScriptHandler(0) , _componentContainer(NULL) { // set default scheduler and actionManager Director *director = Director::getInstance(); _actionManager = director->getActionManager(); _actionManager->retain(); _scheduler = director->getScheduler(); _scheduler->retain(); ScriptEngineProtocol* pEngine = ScriptEngineManager::getInstance()->getScriptEngine(); _scriptType = pEngine != NULL ? pEngine->getScriptType() : kScriptTypeNone; _componentContainer = new ComponentContainer(this); }
void FGgameinit::copyFileUpdate(float dt) { //#ifdef GameNeedUpdate if(copyfileName.size()>0) { string tempName = copyfileName[copyfileName.size()-1]; if( copyfileAndUnzip(tempName.c_str())) { copyfileName.pop_back(); } }else if (copyfileName.size()==0) { FGgameSet::getInstance()->setIntegerForKey("luaIsCopy",1); FGgameSet::getInstance()->flush(); } //#else // FGgameSet::getInstance()->setIntegerForKey("luaIsCopy",1); // FGgameSet::getInstance()->flush(); //#endif int nowluaisCopy= FGgameSet::getInstance()->getIntegerForKey("luaIsCopy"); //拷贝完成 开始其他初始化 if(nowluaisCopy==1) { string nowGameVersion = FGUpdateModule::SharedIntance()->requestGameVersion(); FGgameSet::getInstance()->setStringForKey("gameVersion",nowGameVersion); FGgameSet::getInstance()->flush(); // log("WTF__gameversion写入_%s",nowGameVersion.c_str()); Director *pDirector = Director::getInstance(); Scheduler *pCcscheduler = pDirector->getScheduler(); pCcscheduler->unschedule(schedule_selector(FGgameinit::copyFileUpdate), this); Function.clear(); Function.push_back(callfunc_selector(FGgameinit::initImageResources)); //Function.push_back(callfunc_selector(FGgameinit::initSounResources)); pCcscheduler->schedule(schedule_selector(FGgameinit::initResourcesUpdate), this,0.001,false); //渲染特效 FGgameinit::SharedIntance()->showEffect(); } }
void FGgameinit::initStartGameviewGeneral() { //TDGameAnalytics #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) //TDCCTalkingDataGA::onStart("FAF47ACC72DD5FCC7D076347A1CEACE9", FGMarketGetMarketName(SHARED_MARKET_API->getMarketCid())); // if(SHARED_MARKET_API->getMarketCid()==100) // { // FGappcpaInit(); // // } #endif LabelTitle = Label::createWithSystemFont(NSLocalizedString("游戏初始化中...","游戏启动"), "Helvetica", 40); LabelTitle->setColor(Color3B::WHITE); LabelTitle->setPosition(Vec2 ( VisibleRect::center().x,100)); CreateBgInit(); globalScene->addChild(LabelTitle); // ShowGameVersion(); //TODO 暂不拷贝lua /* int luaisCopy= FGgameSet::getInstance()->getIntegerForKey("luaIsCopy"); copyfileName.clear(); if(luaisCopy!=1) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) // copyfileName.push_back("allLua.zip"); copyfileName.push_back("floragameRes_android_1.zip"); #else #ifdef GameNeedUpdate copyfileName.push_back("allLua.zip"); #endif #endif } */ Director *pDirector = Director::getInstance(); Scheduler *pCcscheduler = pDirector->getScheduler(); pCcscheduler->schedule(schedule_selector(FGgameinit::copyFileUpdate), this, 0.001, false); }
Hero::Hero() : _body(nullptr), _eventListenerCustom(nullptr), _velocity(0), _maxVelocity(3), _speed(0.72), _gravity(0), _jumpPower(7.0f), _jumpHeight(0.0f), _animeSwitch(false), _state(NORMAL), _prevState(NORMAL) { Director* director = Director::getInstance(); Scheduler *scheduler = director->getScheduler(); scheduler->schedule(schedule_selector(Hero::update), this, 0, false); }
void FGgameinit::initResourcesUpdate(float dt) { if(Function.size()>0) { (this->*(Function[Function.size()-1]))(); Function.pop_back(); }else if (Function.size()==0) { Director *pDirector = Director::getInstance(); Scheduler *pCcscheduler = pDirector->getScheduler(); pCcscheduler->unschedule(schedule_selector(FGgameinit::initResourcesUpdate), this); LabelTitle->removeFromParentAndCleanup(true); #ifdef GameNeedUpdate gotoUpdateView(); #else // FGLayerManager::getGlobalLayerManager()->resetUILayer(); AppDelegate::startLoadLua(); #endif } }