bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); } glview->setDesignResolutionSize(320, 600, ResolutionPolicy::FIXED_WIDTH); for (int i = 0; i < 8; i++) { std::string filePath = StringUtils::format("tetris_%d.png", i); director->getTextureCache()->addImage(filePath); } // 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 = GameScene::create(); // run director->runWithScene(scene); return true; }
VoxelImage::VoxelImage(const std::string &pFilename): AVItem(Pos3D(0,0,0)) { mTexture=getTextureCache()->get(TILEDIR+pFilename+".png"); // FIXME: Check this Pos2D c=getVoxelID()->getCenter(pFilename); if(c==Pos2D(0,0)) { c=Pos2D(mTexture.width()/2,mTexture.height()-mTexture.width()/4); } setCenter(c);//Pos2D(mTexture.width()/2,mTexture.height()-mTexture.width()/4)+c); }
static bool reloadScript(const string& file) { auto director = Director::getInstance(); FontFNT::purgeCachedData(); if (director->getOpenGLView()) { SpriteFrameCache::getInstance()->removeSpriteFrames(); director->getTextureCache()->removeAllTextures(); } FileUtils::getInstance()->purgeCachedEntries(); //director->getScheduler()->unscheduleAll(); //director->getScheduler()->scheduleUpdate(director->getActionManager(), Scheduler::PRIORITY_SYSTEM, false); string modulefile = file; if (modulefile.empty()) { modulefile = ConfigParser::getInstance()->getEntryFile().c_str(); } return ScriptingCore::getInstance()->runScript(modulefile.c_str()); }
void VoxelImage::setTexture(const std::string &pFilename) { mTexture=getTextureCache()->get(pFilename+".png"); // FIXME: Check this setCenter(Pos2D(mTexture.width()/2,mTexture.height()-mTexture.width()/4)); }