bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director* director = Director::getInstance(); EGLView* glView = EGLView::getInstance(); director->setOpenGLView(glView); Size size = director->getWinSize(); setDesignResolution(); // Set the design resolution glView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, 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 #if(CC_TARGET_PLATFORM == CC_PLATFORM_IOS) Scene *scene = MainTitleScene::create(); #else Scene *scene = HelloWorld::scene(); #endif // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director* director = Director::getInstance(); EGLView* eglView = EGLView::getInstance(); // チラツキ対策 // Director::getInstance()->setProjection(Director::Projection::_2D); Director::getInstance()->setDepthTest(false); Director::getInstance()->setOpenGLView(eglView); // 800x480基準 eglView->setDesignResolutionSize(800.0 * 0.6, 480.0 * 0.6, 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); // create a scene. it's an autorelease object // Scene *pScene = GameScene::scene(); auto *pScene = TitleSceneLoader::createScene(); // run director->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director* director = Director::getInstance(); GLView* 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); register_all_packages(); // create a scene. it's an autorelease object Scene* scene = WelcomeScene::scene(); // run director->runWithScene(scene); SimpleAudioEngine::getInstance()->preloadBackgroundMusic("sounds/BgmCity.mp3"); SimpleAudioEngine::getInstance()->playBackgroundMusic("sounds/BgmCity.mp3",true); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director* director = Director::getInstance(); EGLView* eglView = EGLView::getInstance(); director->setOpenGLView(eglView); // 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); Size screenSize = Director::getInstance()->getWinSize(); screenHeight = screenSize.height; screenWidth = screenSize.width; factorX = screenWidth / designWidth; factorY = screenHeight / designHeight; scaledWidth = screenWidth*factorX; scaledHeight = screenHeight*factorY; // create a scene. it's an autorelease object Scene *scene = MainMenuLayer::scene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director *director = Director::getInstance(); director->setOpenGLView(EGLView::getInstance()); // 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); 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->start(); ScriptEngineProtocol *engine = ScriptingCore::getInstance(); ScriptEngineManager::getInstance()->setScriptEngine(engine); ScriptingCore::getInstance()->runScript("cocos2d-jsb.js"); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director* pDirector = Director::sharedDirector(); EGLView* pEGLView = EGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); // Set the design resolution pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder); Size frameSize = pEGLView->getFrameSize(); vector<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); pDirector->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); pDirector->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); pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width)); } // set searching path FileUtils::sharedFileUtils()->setSearchPaths(searchPath); // 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 Scene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director *pDirector = Director::sharedDirector(); pDirector->setOpenGLView(EGLView::sharedOpenGLView()); Size screenSize = EGLView::sharedOpenGLView()->getFrameSize(); //Size designSize = CCSizeMake(1600, 900); Size designSize = CCSizeMake(12*101, 12*81); std::vector<std::string> searchPaths; if (screenSize.height > 320) { searchPaths.push_back("hd"); searchPaths.push_back("sd"); Size resourceSize = CCSizeMake(12*101, 12*81); //pDirector->setContentScaleFactor(960.0f/designSize.height); ///pDirector->setContentScaleFactor(1.0f); pDirector->setContentScaleFactor(resourceSize.height/designSize.height); } else { searchPaths.push_back("sd"); pDirector->setContentScaleFactor(640.0f/designSize.height); } FileUtils::sharedFileUtils()->setSearchPaths(searchPaths); EGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, 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 //Scene *pScene = GameplayScene::scene(); Scene *scene; if (_levelToLaunch == nullptr) { scene = MainMenuLayer::scene(); } else { auto ms = Bomber::Frontend::MenuSelections::getInstance(); ms->setLevelFilename(_levelToLaunch); ms->setLevelName("test"); scene = GameplayScene::scene(); } // run pDirector->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director *director = Director::getInstance(); director->setOpenGLView(EGLView::getInstance()); // 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); 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(register_mask_all); sc->start(); ScriptEngineProtocol *engine = ScriptingCore::getInstance(); ScriptEngineManager::getInstance()->setScriptEngine(engine); ScriptingCore::getInstance()->runScript("cocos2d-jsb.js"); cocos2d::plugin::TAdsDeveloperInfo devInfo; devInfo["AdmobID"] = "a1530e0a2793b0f"; /*my id*/ cocos2d::plugin::ProtocolAds* admob = dynamic_cast<cocos2d::plugin::ProtocolAds*>(cocos2d::plugin::PluginManager::getInstance()->loadPlugin("AdsAdmob")); cocos2d::plugin::AdsListener* listener = new MyAdsListener(); cocos2d::plugin::ProtocolAds::AdsPos posAdmob = cocos2d::plugin::ProtocolAds::kPosTopLeft; cocos2d::plugin::TAdsInfo adInfo; admob->configDeveloperInfo(devInfo); admob->setAdsListener(listener); admob->setDebugMode(false); adInfo["AdmobType"] = "1"; adInfo["AdmobSizeEnum"] = "1"; admob->showAds(adInfo, posAdmob); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director* director = Director::getInstance(); EGLView* eglView = EGLView::getInstance(); director->setOpenGLView(eglView); // 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 Scene *scene = MainScene::getMainScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director* pDirector = Director::sharedDirector(); EGLView* pEGLView = EGLView::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 Scene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director & GLView Director *director = Director::getInstance(); director->setProjection(Director::Projection::_2D); // 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 // Scene *scene = CCColorMatrixFunctionalTestScene::scene(); Scene *scene = MainMenuScene::scene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director *director = Director::getInstance(); director->setOpenGLView(EGLView::getInstance()); Size screenSize = EGLView::getInstance()->getFrameSize(); Size designSize = Size(480, 320); std::vector<std::string> searchPaths; if (screenSize.height > 320) { searchPaths.push_back("hd"); searchPaths.push_back("sd"); director->setContentScaleFactor(640.0f/designSize.height); } else { searchPaths.push_back("sd"); director->setContentScaleFactor(320.0f/designSize.height); } FileUtils::getInstance()->setSearchPaths(searchPaths); EGLView::getInstance()->setDesignResolutionSize(designSize.width, designSize.height, 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 Scene *scene = HelloWorld::scene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director *director = Director::getInstance(); director->setOpenGLView(EGLView::getInstance()); // 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); // register lua engine LuaEngine* engine = LuaEngine::getInstance(); ScriptEngineManager::getInstance()->setScriptEngine(engine); std::string path = FileUtils::getInstance()->fullPathForFilename("Script/main.lua"); engine->executeScriptFile(path.c_str()); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director *pDirector = Director::sharedDirector(); pDirector->setOpenGLView(EGLView::sharedOpenGLView()); EGLView::sharedOpenGLView()->setDesignResolutionSize(480, 320, 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 LuaEngine* pEngine = LuaEngine::defaultEngine(); ScriptEngineManager::sharedManager()->setScriptEngine(pEngine); std::string path = FileUtils::sharedFileUtils()->fullPathForFilename("hello.lua"); pEngine->executeScriptFile(path.c_str()); return true; }
bool TRenderApplication::applicationDidFinishLaunching(){ Director* director = Director::getInstance(); EGLView* glView = EGLView::getInstance(); director->setOpenGLView(glView); Size FrameSize = glView->getFrameSize(); glView->setDesignResolutionSize(900,600,ResolutionPolicy::NO_BORDER); director->setDisplayStats(false); director->setAnimationInterval(1.0/60); SetFilePath(std::string("..\\resource\\")); Scene* scene = Scene::create(); TBaseObject * worklayer = new TBaseObject; if(worklayer && worklayer->initWithColor(Color4B(0,100,100,255))){ SetWorkScene((int)worklayer); worklayer->setScale(0.35f); worklayer->autorelease(); scene->addChild(worklayer); } scene->setPositionX(-200); scene->setPositionY(100); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director *pDirector = Director::sharedDirector(); pDirector->setOpenGLView(EGLView::sharedOpenGLView()); // JS-Test in Html5 uses 800x450 as design resolution EGLView::sharedOpenGLView()->setDesignResolutionSize(800, 450, kResolutionFixedHeight); // 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(); ScriptEngineProtocol *pEngine = ScriptingCore::getInstance(); ScriptEngineManager::sharedManager()->setScriptEngine(pEngine); #ifdef JS_OBFUSCATED ScriptingCore::getInstance()->runScript("game.js"); #else ScriptingCore::getInstance()->runScript("tests-boot-jsb.js"); #endif return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director *pDirector = Director::getInstance(); pDirector->setOpenGLView(EGLView::getInstance()); pDirector->setProjection(Director::Projection::_2D); Size screenSize = EGLView::getInstance()->getFrameSize(); Size designSize = Size(320, 480); Size resourceSize = Size(320, 480); std::vector<std::string> searchPaths; std::vector<std::string> resDirOrders; Application::Platform platform = Application::getInstance()->getTargetPlatform(); if (platform == Application::Platform::OS_IPHONE || platform == Application::Platform::OS_IPAD || platform == Application::Platform::OS_MAC) { searchPaths.push_back("Published-iOS"); // Resources/Published-iOS FileUtils::getInstance()->setSearchPaths(searchPaths); if (screenSize.height > 480) { resourceSize = Size(640, 960); resDirOrders.push_back("resources-iphonehd"); } else { resDirOrders.push_back("resources-iphone"); } FileUtils::getInstance()->setSearchResolutionsOrder(resDirOrders); } else if (platform == Application::Platform::OS_ANDROID || platform == Application::Platform::OS_WINDOWS) { // Comments it since opengles2.0 only supports texture size within 2048x2048. // if (screenSize.height > 1024) // { // resourceSize = Size(1280, 1920); // resDirOrders.push_back("resources-xlarge"); // resDirOrders.push_back(""); // } // else if (screenSize.height > 960) { resourceSize = Size(640, 960); resDirOrders.push_back("resources-large"); resDirOrders.push_back("resources-medium"); resDirOrders.push_back("resources-small"); } else if (screenSize.height > 480) { resourceSize = Size(480, 720); resDirOrders.push_back("resources-medium"); resDirOrders.push_back("resources-small"); } else { resourceSize = Size(320, 568); resDirOrders.push_back("resources-small"); } FileUtils::getInstance()->setSearchResolutionsOrder(resDirOrders); } pDirector->setContentScaleFactor(resourceSize.width/designSize.width); EGLView::getInstance()->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::SHOW_ALL); // 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(jsb_register_chipmunk); sc->addRegisterCallback(register_all_cocos2dx_extension_manual); sc->addRegisterCallback(register_CCBuilderReader); sc->addRegisterCallback(jsb_register_system); sc->addRegisterCallback(JSB_register_opengl); sc->start(); js_log("RUNNING Main"); ScriptEngineProtocol *pEngine = ScriptingCore::getInstance(); ScriptEngineManager::getInstance()->setScriptEngine(pEngine); ScriptingCore::getInstance()->runScript("main.js"); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director Director* pDirector = gDirector; GLView* pGLView = pDirector->getOpenGLView(); if( NULL == pGLView ) { pGLView = GLView::create("game(v1.0.0.0)---test for inner"); #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) pGLView->setFrameSize(1334, 750); #endif pDirector->setOpenGLView(pGLView); } // 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); // resolution information Size size; size= pDirector->getWinSize(); log("***IDONG: Director getWinSize:w=%f,h=%f",size.width,size.height); size = pDirector->getWinSizeInPixels(); log("***IDONG: Director getWinSizeInPixels:w=%f,h=%f",size.width,size.height); size = pDirector->getVisibleSize(); log("***IDONG: Director getVisibleSize:w=%f,h=%f",size.width,size.height); Point point = pDirector->getVisibleOrigin(); log("***IDONG: Director getVisibleOrigin:x=%f,y=%f",point.x,point.y); log("***IDONG: Director BS: getContentScaleFactor: scaleFactor=%f",pDirector->getContentScaleFactor()); auto framsize = pGLView->getFrameSize(); auto dwinsize = pDirector->getWinSize(); auto designsize = Size(SCREEN_WIDTH, SCREEN_HEIGHT); auto widthRate = framsize.width/designsize.width; auto heightRate = framsize.height/designsize.height; auto resolutionRate = 1.f; if(widthRate > heightRate) { pGLView->setDesignResolutionSize(designsize.width, designsize.height*heightRate/widthRate, ResolutionPolicy::NO_BORDER); resolutionRate = heightRate/widthRate; } else { pGLView->setDesignResolutionSize(designsize.width*widthRate/heightRate, designsize.height, ResolutionPolicy::NO_BORDER); resolutionRate = widthRate/heightRate; } //pGLView->setDesignResolutionSize(SCREEN_WIDTH, SCREEN_HEIGHT, ResolutionPolicy::FIXED_HEIGHT); log("***IDONG:/n"); log("***IDONG: Director AS: getContentScaleFactor: scaleFactor=%f",pDirector->getContentScaleFactor()); size= pDirector->getWinSize(); log("***IDONG: Director getWinSize:w=%f,h=%f",size.width,size.height); size = pDirector->getWinSizeInPixels(); log("***IDONG: Director getWinSizeInPixels:w=%f,h=%f",size.width,size.height); size = pDirector->getVisibleSize(); log("***IDONG: Director getVisibleSize:w=%f,h=%f",size.width,size.height); point = pDirector->getVisibleOrigin(); log("***IDONG: Director getVisibleOrigin:x=%f,y=%f",point.x,point.y); // ‘ˆº”À—À˜¬∑æ∂ gFileUtils->addSearchPath("assets"); // …Ë÷√◊ ‘¥ƒø¬�? // ≥ı ºªØ◊ ‘¥ƒø¬�?dumpŒƒº˛…˙≥…ƒø¬�? string logfile = ""; #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) gGameManager->SetResourceRoot("/mnt/sdcard/com.zm.mszb/"); gGameManager->CreateDirectory(gGameManager->GetResourceRoot()); gGameManager->CreateDirectory(gGameManager->GetLogPath()); logfile = gGameManager->GetLogPath()+"/log.txt"; gLog->Open(logfile.c_str()); #endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) gGameManager->SetResourceRoot(""); gGameManager->CreateDirectory(gGameManager->GetResourceRoot()); gGameManager->CreateDirectory(gGameManager->GetLogPath()); logfile = gGameManager->GetLogPath()+"/log.txt"; gLog->Open(logfile.c_str()); #endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) gGameManager->SetResourceRoot(gFileUtils->getWritablePath()); gGameManager->CreateDirectory(gGameManager->GetResourceRoot()); gGameManager->CreateDirectory(gGameManager->GetLogPath()); logfile = gGameManager->GetLogPath()+"/log.txt"; gLog->Open(logfile.c_str()); #endif gGameManager->LogMachineInfo(); // ø™ º∏¸–�? gGameManager->Start(); return true; }