Exemplo n.º 1
0
bool AppDelegate::applicationDidFinishLaunching()
{
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
	initRuntime();
#elif (COCOS2D_DEBUG > 0 && CC_CODE_IDE_DEBUG_SUPPORT > 0)
	// NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
	if (_launchMode)
	{
		initRuntime();
	}
#endif
    
    initResourcePath();
    
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();    
    if(!glview) {
        Size viewSize = ConfigParser::getInstance()->getInitViewSize();
        string title = ConfigParser::getInstance()->getInitViewName();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
        extern void createSimulator(const char* viewName, float width, float height, bool isLandscape = true, float frameZoomFactor = 1.0f);
        bool isLanscape = ConfigParser::getInstance()->isLanscape();
        createSimulator(title.c_str(),viewSize.width,viewSize.height, isLanscape);
#else
        glview = cocos2d::GLViewImpl::createWithRect(title.c_str(), Rect(0, 0, viewSize.width, viewSize.height));
        director->setOpenGLView(glview);
#endif
        director->startAnimation();
    }
   
    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    lua_State* L = engine->getLuaStack()->getLuaState();
    lua_module_register(L);
    
    //myunzip
    lua_getglobal(L, "_G");
    register_all_myunzip(L);
    lua_pop(L, 1);
    
    // use Quick-Cocos2d-X
    quick_module_register(L);
    
    LuaStack* stack = engine->getLuaStack();
#if ANYSDK_DEFINE > 0
    lua_getglobal(stack->getLuaState(), "_G");
    tolua_anysdk_open(stack->getLuaState());
    tolua_anysdk_manual_open(stack->getLuaState());
    lua_pop(stack->getLuaState(), 1);
#endif

//    stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));

    //register custom function
    //LuaStack* stack = engine->getLuaStack();
    //register_custom_function(stack->getLuaState());
    
    stack->addSearchPath("src");
    
#if (COCOS2D_DEBUG > 0 && CC_CODE_IDE_DEBUG_SUPPORT > 0)
    // NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
    if (_launchMode)
    {
        startRuntime();
    }
    else
    {
        engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
    }
#else
    engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
#endif

    return true;
}
bool AppDelegate::applicationDidFinishLaunching()
{
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
	initRuntime();
#elif (COCOS2D_DEBUG > 0 && CC_CODE_IDE_DEBUG_SUPPORT > 0)
	// NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
	if (_launchMode)
	{
		initRuntime();
	}
#endif

    initResourcePath();
    
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();    
    if(!glview) {
        Size viewSize = ConfigParser::getInstance()->getInitViewSize();
        string title = ConfigParser::getInstance()->getInitViewName();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
        extern void createSimulator(const char* viewName, float width, float height, bool isLandscape = true, float frameZoomFactor = 1.0f);
        bool isLanscape = ConfigParser::getInstance()->isLanscape();
        createSimulator(title.c_str(),viewSize.width,viewSize.height, isLanscape);
#else
        glview = cocos2d::GLViewImpl::createWithRect(title.c_str(), Rect(0, 0, viewSize.width, viewSize.height));
        director->setOpenGLView(glview);
#endif
        director->startAnimation();
    }
   
    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    lua_State* L = engine->getLuaStack()->getLuaState();
    lua_module_register(L);

    // use Quick-Cocos2d-X
    quick_module_register(L);

    LuaStack* stack = engine->getLuaStack();
#if ANYSDK_DEFINE > 0
    lua_getglobal(stack->getLuaState(), "_G");
    tolua_anysdk_open(stack->getLuaState());
    tolua_anysdk_manual_open(stack->getLuaState());
    lua_pop(stack->getLuaState(), 1);
#endif

    stack->setXXTEAKeyAndSign("ilovecocos2dx", strlen("ilovecocos2dx"), "XXTEA", strlen("XXTEA"));

    stack->addSearchPath("src");
	
#if (COCOS2D_DEBUG > 0 && CC_CODE_IDE_DEBUG_SUPPORT > 0)
    // NOTE:Please don't remove this call if you want to debug with Cocos Code IDE
    if (_launchMode)
    {
        startRuntime();
    }
#endif
    FileUtils *utils = FileUtils::getInstance();

	const char *updateFileName = "code/launcher.zip";
	std::string updateFilePath = utils->fullPathForFilename(updateFileName);

    bool isUpdate = false;

	if (updateFilePath.compare(updateFileName) != 0) //check if update file exist
    {
		printf("%s\n", updateFilePath.c_str());
        isUpdate = true;
        engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
    }

    if (!isUpdate) //no update file
    {
        const char *zipFilename ="code/game.zip";
        
        std::string zipFilePath = utils->fullPathForFilename(zipFilename);

        if (zipFilePath.compare(zipFilename) == 0) //no game zip file use default lua file
        {
            engine->executeScriptFile(ConfigParser::getInstance()->getEntryFile().c_str());
        }
        else
        {
            stack->loadChunksFromZIP(zipFilename);
            stack->executeString("require 'main'");
        }
    }
    return true;
}
Exemplo n.º 3
0
bool AppDelegate::applicationDidFinishLaunching()
{
#if CC_TARGET_PLATFORM == CC_PLATFORM_MAC
    if (_projectConfig.getDebuggerType() == kCCLuaDebuggerCodeIDE)
    {
        initRuntime(_projectConfig.getProjectDir());
        if (!ConfigParser::getInstance()->isInit())
        {
            ConfigParser::getInstance()->readConfig();
        }
    }
#endif //CC_TARGET_PLATFORM == CC_PLATFORM_MAC
    
    // 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_WP8)
#else
        Size viewSize = _projectConfig.getFrameSize();
        glview = GLView::createWithRect("simpleui", Rect(0,0,viewSize.width,viewSize.height));
        director->setOpenGLView(glview);
#endif
    }
    
    // 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 lua engine
    LuaEngine* pEngine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
    
    LuaStack *pStack = pEngine->getLuaStack();
    
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
    // load framework
    pStack->loadChunksFromZIP("res/framework_precompiled.zip");
    
    // set script path
    string path = FileUtils::getInstance()->fullPathForFilename("src/main.lua");

#elif (CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
    // load framework
    pStack->loadChunksFromZIP("res/framework_precompiled_wp8.zip");
    
    // set script path
    string path = FileUtils::getInstance()->fullPathForFilename("src/main.lua");
    
#else
    // load framework
    if (_projectConfig.isLoadPrecompiledFramework())
    {
        const string precompiledFrameworkPath = SimulatorConfig::getInstance()->getPrecompiledFrameworkPath();
        pStack->loadChunksFromZIP(precompiledFrameworkPath.c_str());
    }
    
    // set script path
    string path = FileUtils::getInstance()->fullPathForFilename(_projectConfig.getScriptFileRealPath().c_str());
#endif
    
#if CC_TARGET_PLATFORM == CC_PLATFORM_MAC
    // Code IDE
    if (_projectConfig.getDebuggerType() == kCCLuaDebuggerCodeIDE)
    {
        if (startRuntime()) return true;
    }
#endif //CC_TARGET_PLATFORM == CC_PLATFORM_MAC
    
    size_t pos;
    while ((pos = path.find_first_of("\\")) != std::string::npos)
    {
        path.replace(pos, 1, "/");
    }
    size_t p = path.find_last_of("/\\");
    if (p != path.npos)
    {
        const string dir = path.substr(0, p);
        pStack->addSearchPath(dir.c_str());
        
        p = dir.find_last_of("/\\");
        if (p != dir.npos)
        {
            pStack->addSearchPath(dir.substr(0, p).c_str());
        }
    }
    
    string env = "__LUA_STARTUP_FILE__=\"";
    env.append(path);
    env.append("\"");
    pEngine->executeString(env.c_str());
    
    CCLOG("------------------------------------------------");
    CCLOG("LOAD LUA FILE: %s", path.c_str());
    CCLOG("------------------------------------------------");
    pEngine->executeScriptFile(path.c_str());

    return true;
}
Exemplo n.º 4
0
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
		auto title = StringUtils::format("quick-cocos2d-x (%s)", cocos2dVersion());
        glview = GLViewImpl::createWithRect(title, Rect(0, 0, 640, 960));
        director->setOpenGLView(glview);
    }

    director->getOpenGLView()->setDesignResolutionSize(640, 960, ResolutionPolicy::FIXED_WIDTH);

    // 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);

    FileUtils::getInstance()->addSearchPath("res");

    // run
    director->runWithScene(MainScene::create());
    
    return true;

    // set default FPS
    Director::getInstance()->setAnimationInterval(1.0 / 60.0f);

    // register lua module
    auto engine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    lua_State* L = engine->getLuaStack()->getLuaState();
    lua_module_register(L);

    register_all_packages();

    LuaStack* stack = engine->getLuaStack();
    stack->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
    // load framework
    stack->loadChunksFromZIP("res/framework_precompiled.zip");
#else
    // load framework
    if (_projectConfig.isLoadPrecompiledFramework())
    {
        const string precompiledFrameworkPath = SimulatorConfig::getInstance()->getPrecompiledFrameworkPath();
        stack->loadChunksFromZIP(precompiledFrameworkPath.c_str());
    }
#endif

    FileUtils::getInstance()->setPopupNotify(false);

    // set script path
    string path = FileUtils::getInstance()->fullPathForFilename("scripts/main.lua");

    size_t pos;
    while ((pos = path.find_first_of("\\")) != std::string::npos)
    {
        path.replace(pos, 1, "/");
    }
    size_t p = path.find_last_of("/\\");
    if (p != path.npos)
    {
        const string dir = path.substr(0, p);
        stack->addSearchPath(dir.c_str());

        p = dir.find_last_of("/\\");
        if (p != dir.npos)
        {
            stack->addSearchPath(dir.substr(0, p).c_str());
        }
    }

    string env = "__LUA_STARTUP_FILE__=\"";
    env.append(path);
    env.append("\"");
    engine->executeString(env.c_str());

    CCLOG("------------------------------------------------");
    CCLOG("LOAD LUA FILE: %s", path.c_str());
    CCLOG("------------------------------------------------");
    engine->executeScriptFile(path.c_str());

    return true;
}