bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); CCSize frameSize = pEGLView->getFrameSize(); // turn on display FPS pDirector->setDisplayStats(false); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60); // create FK windows console FKCW_Base_Utils::CreateWinConsole(); // add resouce dir CCFileUtils::sharedFileUtils()->addSearchPath( "Resources" ); // create a scene. it's an autorelease object CCScene *pScene = BaseLayer::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder); CCSize framSize = pEGLView->getFrameSize(); CCFileUtils::sharedFileUtils()->setResourceDirectory(hongMiResource.directory); CCString mm; mm = CCFileUtils::sharedFileUtils()->getResourceDirectory(); CCLOG("curent URL: %s", mm); pDirector->setContentScaleFactor(hongMiResource.size.width/designResolutionSize.width); // 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 CCScene *pScene = new LoadingScene();//TestLayer::scene();// // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); CCSize screenSize = pEGLView->getFrameSize(); CCSize designSize = CCSize(2048, 1536); CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionExactFit); if (screenSize.height > 768) { pDirector->setContentScaleFactor(1536/designSize.height); } else if (screenSize.height > 320) { pDirector->setContentScaleFactor(768/designSize.height); } else { pDirector->setContentScaleFactor(380/designSize.height); } // 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 CCScene *pScene = GameLayer::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); srand(time(NULL)); pDirector->setOpenGLView(pEGLView); // Set the design resolution pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder); CCSize 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 CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath); // turn on display FPS pDirector->setDisplayStats(false); // 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 CCScene *pScene = TicTacToeScene::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); // デザインサイズの設定 pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder); CCSize frameSize = pEGLView->getFrameSize(); std::vector<std::string> searchPath; if (frameSize.height > largeResource.size.height) { // iPad Retina用リソースを使用 searchPath.push_back(xlargeResource.directory); pDirector->setContentScaleFactor(MIN(xlargeResource.size.height / designResolutionSize.height, xlargeResource.size.width / designResolutionSize.width)); } else if (frameSize.height > smallResource.size.height) { // iPad用リソースを使用 searchPath.push_back(largeResource.directory); pDirector->setContentScaleFactor(MIN(largeResource.size.height / designResolutionSize.height, largeResource.size.width / designResolutionSize.width)); } else { // iPhone用リソースを使用 searchPath.push_back(smallResource.directory); pDirector->setContentScaleFactor(MIN(smallResource.size.height / designResolutionSize.height, smallResource.size.width / designResolutionSize.width)); } // リソースディレクトリを指定 CCFileUtils::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); // CocosBuilderのファイルを読み込みゲーム画面を生成する CCNodeLoaderLibrary* ccNodeLoaderLibrary = CCNodeLoaderLibrary::newDefaultCCNodeLoaderLibrary(); ccNodeLoaderLibrary->registerCCNodeLoader("GameLayer", GameLayerLoader::loader()); CCBReader* ccbReader = new CCBReader(ccNodeLoaderLibrary); CCNode* node = ccbReader->readNodeGraphFromFile("GameLayer.ccbi"); ((GameLayer*)node)->setAnimationManager(ccbReader->getAnimationManager()); // シーンを用意し、ゲーム画面を設置する CCScene* pScene = CCScene::create(); if (node != NULL) pScene->addChild(node); ccbReader->release(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); //pDirector->setProjection(kCCDirectorProjection2D); pDirector->setOpenGLView(pEGLView); CCSize frameSize = pEGLView->getFrameSize(); //pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.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 CCScene *pScene = Demo::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); CCSize frameSize = pEGLView->getFrameSize(); pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionExactFit); if (frameSize.height > mediumResource.size.height) { pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.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) { pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width)); } // if the frame's height is smaller than the height of medium resource size, select small resource. else { pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width)); } // 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 CCLuaEngine* pEngine = CCLuaEngine::defaultEngine(); CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine); CCLuaStack *pStack = pEngine->getLuaStack(); lua_State *tolua_s = pStack->getLuaState(); tolua_extensions_ccb_open(tolua_s); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) pStack = pEngine->getLuaStack(); tolua_s = pStack->getLuaState(); tolua_web_socket_open(tolua_s); #endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY) CCFileUtils::sharedFileUtils()->addSearchPath("script"); #endif std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("scripts/main.lua"); pEngine->addSearchPath(path.substr(0, path.find_last_of('/')).c_str()); pEngine->executeScriptFile(path.c_str()); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); CCSize frameSize = pEGLView->getFrameSize(); // enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices. TargetPlatform target = getTargetPlatform(); if(target == kTargetIpad) { // ipad if(pDirector->enableRetinaDisplay(true)) { // ipad hd CCFileUtils::sharedFileUtils()->setResourceDirectory("ipadhd"); } else { CCFileUtils::sharedFileUtils()->setResourceDirectory("ipad"); } } else if(target == kTargetIphone) { // iphone if(pDirector->enableRetinaDisplay(true)) { if(pDirector->getWinSize().width > 480) { // iphone hd 4' CCFileUtils::sharedFileUtils()->setResourceDirectory("iphone"); } else { // iphone hd 3' CCFileUtils::sharedFileUtils()->setResourceDirectory("iphone"); } } } // 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 CCScene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); //pEGLView->set(1024,768); pDirector->setOpenGLView(pEGLView); // Set the design resolution //pEGLView->setDesignResolutionSize(320,480, kResolutionShowAll); CCEGLView::sharedOpenGLView()->setDesignResolutionSize(320, 480, kResolutionNoBorder); CCSize frameSize = pEGLView->getFrameSize(); // 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 0 // if the frame's height is larger than the height of medium resource size, select large resource. if (frameSize.height > mediumResource.size.height) { CCFileUtils::sharedFileUtils()->setResourceDirectory(largeResource.directory); pDirector->setContentScaleFactor(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) { CCFileUtils::sharedFileUtils()->setResourceDirectory(mediumResource.directory); pDirector->setContentScaleFactor(mediumResource.size.height/designResolutionSize.height); } // if the frame's height is smaller than the height of medium resource size, select small resource. else { CCFileUtils::sharedFileUtils()->setResourceDirectory(smallResource.directory); pDirector->setContentScaleFactor(smallResource.size.height/designResolutionSize.height); } #else CCFileUtils::sharedFileUtils()->setResourceDirectory(winResource.directory); //pDirector->setContentScaleFactor(largeResource.size.height/designResolutionSize.height); #endif // 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 // CCScene *pScene = HelloWorld::scene(); CCScene *pScene = SysMenu::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); CCSize screenSize = pEGLView->getFrameSize(); CCSize designSize = CCSize(2048, 1536); CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionExactFit); std::vector<std::string> searchPaths; if (screenSize.height > 768) { searchPaths.push_back("ipadhd"); CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths); pDirector->setContentScaleFactor(1536/designSize.height); } else if (screenSize.height > 320) { searchPaths.push_back("ipad"); CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths); pDirector->setContentScaleFactor(768/designSize.height); } else { searchPaths.push_back("iphone"); CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths); pDirector->setContentScaleFactor(380/designSize.height); } SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic(CCFileUtils::sharedFileUtils()->fullPathForFilename("background.mp3").c_str()); SimpleAudioEngine::sharedEngine()->preloadEffect(CCFileUtils::sharedFileUtils()->fullPathForFilename("falling.wav").c_str()); SimpleAudioEngine::sharedEngine()->preloadEffect(CCFileUtils::sharedFileUtils()->fullPathForFilename("hitBuilding.wav").c_str()); SimpleAudioEngine::sharedEngine()->preloadEffect(CCFileUtils::sharedFileUtils()->fullPathForFilename("jump.wav").c_str()); SimpleAudioEngine::sharedEngine()->preloadEffect(CCFileUtils::sharedFileUtils()->fullPathForFilename("crashing.wav").c_str()); SimpleAudioEngine::sharedEngine()->preloadEffect(CCFileUtils::sharedFileUtils()->fullPathForFilename("start.wav").c_str()); SimpleAudioEngine::sharedEngine()->preloadEffect(CCFileUtils::sharedFileUtils()->fullPathForFilename("openUmbrella.wav").c_str()); SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.5f); SimpleAudioEngine::sharedEngine()->setEffectsVolume(0.5f); // turn on display FPS pDirector->setDisplayStats(false); // 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 CCScene *pScene = GameLayer::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); CCSize frameSize = pEGLView->getFrameSize(); CCLOG("ScreenSize width:%f, height:%f", frameSize.width, frameSize.height); #if (SCREEN_ORIENTATION == SCREEN_ORIENTATION_LANDSCAPE) // 横屏 float frameScale = frameSize.width/frameSize.height; #elif (SCREEN_ORIENTATION == SCREEN_ORIENTATION_PORTRAIT) // 竖屏 float frameScale = frameSize.height/frameSize.width; #else #error unknown target ORIENTATION! #endif if( frameScale < 3.0f/2.0f ) // 窄屏,屏幕宽度:高度小于3:2 { // Set the design resolution pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionShowAll); } else { // Set the design resolution pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder); } //use fixed resource float fScale = MIN(designResolutionRes.size.width/designResolutionSize.width, designResolutionRes.size.height/designResolutionSize.height); // CCFileUtils::sharedFileUtils()->setResourceDirectory(designResolutionRes.directory); pDirector->setContentScaleFactor(fScale); CCLOG("setContentScaleFactor fscale: %f, res.size(%f, %f), deSize(%f, %f)", fScale, designResolutionRes.size.width, designResolutionRes.size.height, designResolutionSize.width, designResolutionSize.height); // turn on display FPS lyp 取消帧率 //pDirector->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this lyp 取消帧率 //pDirector->setAnimationInterval(1.0 / 50); // create a scene. it's an autorelease object // CCScene* pScene = CSceneInit::scene(); // CCScene* pScene = SceneLogo::scene(); CCLOG("GO TO LOGIN"); CCScene* pScene = LoadingScene::scene(TargetSceneLoginScene); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); // Set the design resolution pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionExactFit); CCSize frameSize = pEGLView->getFrameSize(); std::vector<std::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. float scaleFactor = 1.0f; if (frameSize.height > mediumResource.size.height) { searchPath.push_back(largeResource.directory); scaleFactor = 4.0f; } // 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 = 2.0f; } // if the frame's height is smaller than the height of medium resource size, select small resource. else { searchPath.push_back(smallResource.directory); scaleFactor = 1.0f; } pDirector->setContentScaleFactor(scaleFactor); CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath); // Init the view port with the frame size and scale factor this->initializeViewPort(frameSize, scaleFactor); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60); // Initialize Nextpeer this->initializeNextpeer(); // run pDirector->runWithScene(MainMenuLayer::scene()); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); // デザインサイズの設定 pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder); CCSize frameSize = pEGLView->getFrameSize(); std::vector<std::string> searchPath; if (frameSize.height > mediumResource.size.height) { // [L]ディレクトリのソースを使用 searchPath.push_back(largeResource.directory); pDirector->setContentScaleFactor(MIN(largeResource.size.height / designResolutionSize.height, largeResource.size.width / designResolutionSize.width)); } else if (frameSize.height > smallResource.size.height) { // [M]ディレクトリのリソースを使用 searchPath.push_back(mediumResource.directory); pDirector->setContentScaleFactor(MIN(mediumResource.size.height / designResolutionSize.height, mediumResource.size.width / designResolutionSize.width)); } else { // [S]ディレクトリのリソースを使用 searchPath.push_back(smallResource.directory); pDirector->setContentScaleFactor(MIN(smallResource.size.height / designResolutionSize.height, smallResource.size.width / designResolutionSize.width)); } // リソースディレクトリを指定 CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath); // turn on display FPS for debug //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 CCScene *pScene = TitleScene::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::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); // CCSize frameSize = pEGLView->getFrameSize(); CCLOG("applicationDidFinishLaunching frameSize.width = %f frameSize.height= %f", frameSize.width,frameSize.height); if(frameSize.height/frameSize.width>1.4){ pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionFixedWidth); } else { pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionFixedHeight); } if(designResolutionSize.width == 720){ pDirector->setContentScaleFactor( smallResource_tate2.size.width / designResolutionSize.width ); //ч╕ж } else { pDirector->setContentScaleFactor( smallResource_yoko.size.width / designResolutionSize.width ); //цик } cocos2d::CCSize visibleSize = cocos2d::CCDirector::sharedDirector()->getVisibleSize(); cocos2d::CCPoint origin = cocos2d::CCDirector::sharedDirector()->getVisibleOrigin(); CCLOG("applicationDidFinishLaunching designResolutionSize.width = %f ", designResolutionSize.width); CCLOG("applicationDidFinishLaunching designResolutionSize.height = %f ", designResolutionSize.height); CCLOG("applicationDidFinishLaunching pDirector->getContentScaleFactor() = %f ", pDirector->getContentScaleFactor() ); CCLOG("applicationDidFinishLaunching visibleSize width=%f height=%f ", visibleSize.width, visibleSize.height ); CCLOG("applicationDidFinishLaunching origin x=%f y=%f ", origin.x, origin.y ); // create a scene. it's an autorelease object CCScene *pScene = HelloWorld::scene(); //CCScene *pScene = HelloWorld2::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { CCDirector* director = CCDirector::sharedDirector(); CCEGLView* EGLView = CCEGLView::sharedOpenGLView(); CCSize screenSize = EGLView->getFrameSize(); director->setOpenGLView(EGLView); director->setContentScaleFactor(designResolutionSize.height / screenSize.height); vector <string> searchPath; searchPath.push_back(resources800x600.directory); CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath); mSharedScreenManager = ScreenManager::create(); Options::SCREEN_WIDTH = designResolutionSize.width; Options::SCREEN_HEIGHT = designResolutionSize.height; Options::SCREEN_CENTER_X = designResolutionSize.width / 2; Options::SCREEN_CENTER_Y = designResolutionSize.height / 2; Options::CAMERA_WIDTH = screenSize.width; Options::CAMERA_HEIGHT = screenSize.height; Options::CAMERA_CENTER_X = screenSize.width / 2; Options::CAMERA_CENTER_Y = screenSize.height / 2; director->setAlphaBlending(false); director->setDepthTest(false); director->setDisplayStats(true); director->setProjection(kCCDirectorProjection2D); director->setAnimationInterval(1.0f / 60.0f); director->runWithScene(Loader::create()); return true; }
bool AppDelegate::applicationDidFinishLaunching() { CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); // デザインサイズの設定 pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder); CCSize frameSize = pEGLView->getFrameSize(); std::vector<std::string> searchPath; if (frameSize.height > mediumResource.size.height) { // Lディレクトリのリソースを使用 searchPath.push_back(largeResource.directory); pDirector->setContentScaleFactor(MIN(largeResource.size.height / designResolutionSize.height, largeResource.size.width / designResolutionSize.width)); } else if (frameSize.height > smallResource.size.height) { // Mディレクトリのリソースを使用 searchPath.push_back(mediumResource.directory); pDirector->setContentScaleFactor(MIN(mediumResource.size.height / designResolutionSize.height, mediumResource.size.width / designResolutionSize.width)); } else { // Sディレクトリのリソースを使用 searchPath.push_back(smallResource.directory); pDirector->setContentScaleFactor(MIN(smallResource.size.height / designResolutionSize.height, smallResource.size.width / designResolutionSize.width)); } // リソースディレクトリを指定 CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath); pDirector->setDisplayStats(true); pDirector->setAnimationInterval(1.0 / 60); CCScene* pScene = GameScene::scene(); pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { CCEGLView* eglView = CCEGLView::sharedOpenGLView(); CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(eglView); // turn on display FPS pDirector->setDisplayStats(ShowFrame); pDirector->setAnimationInterval(1.0 / 60); CCSize frameSize = eglView->getFrameSize(); eglView->setDesignResolutionSize(frameSize.width, frameSize.height, kResolutionNoBorder); // create a scene. it's an autorelease object //Ö÷²Ëµ¥ CCScene* pScene = MainScene::create(); //CCScene* pScene = GameScene::create(); //CCScene* pScene = CMainMenu::StartMenu(); pDirector->runWithScene(pScene); return true; }
int piantou::shiying(int sr) { // CCDirector *pDirector = CCDirector::sharedDirector(); CCSize ww=CCDirector::sharedDirector()->getWinSize(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); CCSize frameSize = pEGLView->getFrameSize(); if (frameSize.height>768) { return sr; } else if (frameSize.height>320) { return sr/2; } else { return sr/4; } }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); CCSize frameSize = pEGLView->getFrameSize(); // Set the design resolution #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionShowAll); #else pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder); #endif //ÉèÖÃcontentScaleFactor pDirector->setContentScaleFactor(1);//µ±×ÊÔ´³ß´çÓëdesign³ß´ç²»Í¬Ê±ÐèҪʹÓÃËüÀ´½øÐÐËõ·Å // set searching path vector<string> searchPath; searchPath.push_back(resourceSearchDic); CCFileUtils::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 CCScene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); CCEGLView *pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); //设置view size CCSize screenSize = pEGLView->getFrameSize(); CCSize designSize = CCSize(320, 480); CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionShowAll); //设置资源路径 std::vector<std::string> searchPaths; if (screenSize.width > 320 ) { //临时把高清直接从小图放大 searchPaths.push_back("iphone"); //iphonehd 临时 pDirector->setContentScaleFactor(1); //320/designSize.width 临时 }else { searchPaths.push_back("iphone"); pDirector->setContentScaleFactor(320/designSize.width); } CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths); // turn on display FPS pDirector->setDisplayStats(false); // 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 CCScene *pScene = BattleField::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); CCSize frameSize = pEGLView->getFrameSize(); gDesignSize.width = 480; gDesignSize.height = 320; float fResouceWH = gDesignSize.width / gDesignSize.height; float fViewWH = frameSize.width / frameSize.height; if (fViewWH >= fResouceWH) { pEGLView->setDesignResolutionSize(gDesignSize.width, gDesignSize.height, kResolutionFixedHeight); gSolutionType = kResolutionFixedHeight; } else { pEGLView->setDesignResolutionSize(gDesignSize.width, gDesignSize.height, kResolutionFixedWidth); gSolutionType = kResolutionFixedWidth; } gViewSize = pEGLView->getVisibleSize(); // 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 //CCScene *pScene = HelloWorld::scene(); CCScene *pScene = GameLayer::scene(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); // Set the design resolution // pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionShowAll);//kResolutionExactFit,kResolutionNoBorder,kResolutionShowAll,kResolutionUnKnown float rate1 =2.0; float rate2 =2.0; //pEGLView->setDesignResolutionSize(2048/rate1, 1536/rate2, kResolutionShowAll); CCSize frameSize = pEGLView->getFrameSize(); vector<string> searchPath; if (frameSize.height > mediumResource.size.height) { searchPath.push_back(largeResource.directory); //pDirector->setContentScaleFactor(MIN(largeResource.size.height/(2048/rate1), largeResource.size.width/(1536/rate2))); } // 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/(2048/rate1), mediumResource.size.width/(1536/rate2))); } // 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/(2048/rate1), smallResource.size.width/(1536/rate2))); } // set searching path CCFileUtils::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 CCScene *pScene = CompanyInfo::scene(); // run pDirector->runWithScene(pScene); glClearColor(1.0, 1.0, 1.0, 1.0);//changeBackGroundDefautColor return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); // pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); // 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); //-------------------------------------------------------------------------- std::vector<std::string> searchPath = CCFileUtils::sharedFileUtils()->getSearchPaths();; // initialize director // CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); // Set the design resolution pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder); CCSize frameSize = pEGLView->getFrameSize(); // 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(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); pDirector->setContentScaleFactor(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); pDirector->setContentScaleFactor(smallResource.size.height/designResolutionSize.height); } CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath); //-------------------------------------------------------------------------- // create a scene. it's an autorelease object // CCScene *pScene = HelloWorld::scene(); //CCScene *pScene = Joystick::scene(); // CCScene *pScene = GameMenu::scene(); // CCScene *pScene = MapLoading::scene(); CCScene *pScene = PlayingScene::scene(); // run pDirector->runWithScene(pScene); //-----------*************************************************************** // initialize director // CCDirector *pDirector = CCDirector::sharedDirector(); // pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); // // CCSize designSize = CCSizeMake(480, 320); // CCSize resourceSize = CCSizeMake(480, 320); // CCSize screenSize = CCEGLView::sharedOpenGLView()->getFrameSize(); // // std::vector<std::string> resDirOrders; // // TargetPlatform platform = CCApplication::sharedApplication()->getTargetPlatform(); // if (platform == kTargetIphone || platform == kTargetIpad) // { // std::vector<std::string> searchPaths = CCFileUtils::sharedFileUtils()->getSearchPaths(); //// searchPaths.insert(searchPaths.begin(), "Published-iOS"); // searchPaths.insert(searchPaths.begin(), "Resources"); // CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths); // // if (screenSize.height > 768) // { // resourceSize = CCSizeMake(2048, 1536); // resDirOrders.push_back("resources-ipadhd"); // } // else if (screenSize.height > 640) // { // resourceSize = CCSizeMake(1536, 768); // resDirOrders.push_back("resources-ipad"); // }else if (screenSize.height > 320) // { // resourceSize = CCSizeMake(960, 640); //// resDirOrders.push_back("resources-iphonehd"); //// searchPaths.push_back("resources-iphonehd"); // resDirOrders.push_back("iPhone_hd"); // // } // else // { //// resDirOrders.push_back("resources-iphone"); //// searchPaths.push_back("resources-iphone"); // resDirOrders.push_back("iPhone"); // } // CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths); // } // else if (platform == kTargetAndroid || platform == kTargetWindows) // { // // if (screenSize.width > 720) // { // resourceSize = CCSizeMake(960, 640); // resDirOrders.push_back("iPhone_hd"); // } // else if (screenSize.width > 568) // { // resourceSize = CCSizeMake(720, 480); // resDirOrders.push_back("iPhone_hd"); // } // else // { // resourceSize = CCSizeMake(568, 320); // resDirOrders.push_back("iPhone_hd"); // } // } // // CCFileUtils::sharedFileUtils()->setSearchResolutionsOrder(resDirOrders); // pDirector->setContentScaleFactor(resourceSize.width/designSize.width); // // CCEGLView::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); //// //// ScriptingCore* sc = ScriptingCore::getInstance(); //// sc->addRegisterCallback(register_all_cocos2dx); //// sc->addRegisterCallback(register_all_cocos2dx_extension); //// sc->addRegisterCallback(register_all_cocos2dx_extension_manual); //// sc->addRegisterCallback(register_cocos2dx_js_extensions); //// sc->addRegisterCallback(register_CCBuilderReader); //// sc->addRegisterCallback(jsb_register_chipmunk); //// sc->addRegisterCallback(jsb_register_system); //// //// sc->start(); //// //// CCScriptEngineProtocol *pEngine = ScriptingCore::getInstance(); //// CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine); //// ScriptingCore::getInstance()->runScript("main.js"); // // CCScene *pScene = PlayingScene::scene(); // // // run // pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { CCLog("Finished launching"); srand(time(0)); System::_ld.init(); // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); // Set the design resolution pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder); CCSize frameSize = pEGLView->getFrameSize(); // 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. CCSize vsize = pEGLView->getVisibleSize(); // if the frame's height is larger than the height of medium resource size, select large resource. float width_change = vsize.width / designResolutionSize.width; // if the frame's height is larger than the height of medium resource size, select large resource. CCFileUtils::sharedFileUtils()->setResourceDirectory(mediumResource.directory); pDirector->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height/width_change, mediumResource.size.width/designResolutionSize.width/width_change)); // turn on display FPS pDirector->setDisplayStats(false); // 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 ScriptPtr main_script(0); IntentParams::Mode mode = IntentParams::getInstance().getMode(); if(mode == IntentParams::WakeUpMode) main_script = ScriptPtr(new WakeUpScript); else main_script = ScriptPtr(new MainScript); loadTranslation(getDeviceLang()); configureContentProviders(); // //JokesHolder::sharedHolder().updateJokes(); CCScene *pScene = ScriptScene::scene(main_script); // run pDirector->runWithScene(pScene); _is_running = true; CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("choose.wav"); return true; }
bool threePScene::init() { ////////////////////////////// // 1. super init first if ( !CCLayer::init() ) { return false; } CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); CCSize frameSize = pEGLView->getFrameSize(); int fw = frameSize.width , fh = frameSize.height ; //效果3,需要包含4种Scene,4种切换效果 char imgname1[50] , imgname2[50] , imgname3[50] ; snprintf(imgname1, sizeof(imgname1), "/Users/liuyou/Desktop/new/%d.jpg", threeimgid ) ; threeimgid ++ ; snprintf(imgname2, sizeof(imgname2), "/Users/liuyou/Desktop/new/%d.jpg" , threeimgid ) ; threeimgid ++ ; snprintf(imgname3, sizeof(imgname3), "/Users/liuyou/Desktop/new/%d.jpg",threeimgid); int aniType = rand()%2 ; CCSprite *sp1 , *sp2 , *sp3 ; CCActionInterval *act1 , *act2 , *act3 , *act4 , *act5 , *act ; sp1 = CCSprite::create(imgname1); sp2 = CCSprite::create(imgname2); sp3 = CCSprite::create(imgname3); if ( aniType <= 1 ) { //sp1为背景在移动 int sw1 = sp1->getContentSize().width , sh1 = sp1->getContentSize().height ; double scaleRate1 = ImageAdapter::adapterFullBackGround(sp1->getContentSize(), frameSize); sp1->setScale( scaleRate1 ); sw1 *= scaleRate1 ; sh1 *= scaleRate1 ; if ( sw1 - fw >= 10 ) { //往左走 int sx = fw - sw1/2 ; int sy = fh / 2 ; int tx = sw1/2 ; if ( sw1 - fw > 20 ) { tx -= 10 ; } int ty = sy ; sp1->setPosition( ccp( sx, sy ) ) ; act1 = CCMoveTo::create(3, ccp(tx,ty)); }else if ( sh1 - fh >= 10 ) { //往上走 int sx = fw / 2 ; int sy = fh - sh1 / 2 ; int tx = sx ; int ty = sh1 / 2 ; if ( sh1 - fh > 20 ) { ty -= 10 ; } sp1->setPosition(ccp(sx,sy)) ; act1 = CCMoveTo::create(3,ccp(tx,ty)); }else { sp1->setPosition(ccp(fw/2,fh/2)); act1 = CCScaleTo::create(3, 1.1); } //sp2从最左边fw/3 从下往上 int sw2 = sp2->getContentSize().width , sh2 = sp2->getContentSize().height ; double scrx2 = ((double)fw/3.0)/sp2->getContentSize().width; double scry2 ; if ( sp2->getContentSize().height * scrx2 >= fh + 20.0 ) scry2 = scrx2 ; else scry2 = ( (double)fh + 20.0 ) / sp2->getContentSize().height ; sp2->setScaleX(scrx2) ; sp2->setScaleY(scry2); sw2 *= scrx2 ; sh2 *= scry2 ; int sx2 = sw2 / 2 , sy2 = -sh2 / 2 ; int tx2 = sw2 / 2 , ty2 = fh - sh2/2 ; sp2->setPosition(ccp(sx2,sy2)); act2 = CCMoveTo::create(0.5, ccp(tx2,ty2)); ty2 = sh2 / 2 ; act3 = CCMoveTo::create(2.5,ccp(tx2,ty2)); //sp3从中间fw3 从上往下 int sw3 = sp3->getContentSize().width , sh3 = sp3->getContentSize().height ; double scrx3 = (fw/3.0) / sp3->getContentSize().width ; double scry3 ; if ( sp3->getContentSize().height * scrx3 >= fh + 20 ) scry3 = scrx3 ; else scry3 = ( fh + 20 ) / sp3->getContentSize().height ; sp3->setScaleX(scrx3) ; sp3->setScaleY(scry3); sw3 *= scrx3 ; sh3 *= scry3; int sx3 = fw/3 + sw3 / 2 , sy3 = fh + sh3 / 2 ; int tx3 = fw/3 + sw3 / 2 , ty3 = sh3 / 2; sp3->setPosition(ccp(sx3,sy3)); act4 = CCMoveTo::create(0.5,ccp(tx3,ty3)); ty3 = fh - sh3/2; act5 = CCMoveTo::create(2.5, ccp(tx3, ty3)); }else { } this->addChild(sp1,0); this->addChild(sp2,1); this->addChild(sp3,2); CCCallFuncN *cfn = CCCallFuncN::create(this, callfuncN_selector(threePScene::changeScene)); sp1->runAction(act1); sp2->runAction(CCSequence::create(act2,act3,NULL)); sp3->runAction(CCSequence::create(act4,act5,cfn,NULL)); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); // Set the design resolution pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder); CCSize frameSize = pEGLView->getFrameSize(); // 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. CCLOG("framesize.height %f framesize.width %f",frameSize.height,frameSize.width); // if the frame's height is larger than the height of medium resource size, select large resource. if (frameSize.height > mediumResource.size.height) { CCFileUtils::sharedFileUtils()->setResourceDirectory(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) { CCFileUtils::sharedFileUtils()->setResourceDirectory(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 { CCFileUtils::sharedFileUtils()->setResourceDirectory(smallResource.directory); pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width)); } //add two special cases if(frameSize.height == 600.0 && frameSize.width == 1024.0) { CCFileUtils::sharedFileUtils()->setResourceDirectory(galaxypadResource.directory); pDirector->setContentScaleFactor(MIN(galaxypadResource.size.height/designResolutionSize.height, galaxypadResource.size.width/designResolutionSize.width)); } if(frameSize.height == 640.0 && frameSize.width == 960.0) { CCFileUtils::sharedFileUtils()->setResourceDirectory(retinaResource.directory); pDirector->setContentScaleFactor(MIN(retinaResource.size.height/designResolutionSize.height, retinaResource.size.width/designResolutionSize.width)); } // 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 CCScene *pScene = LoadingScene::create(); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); CCEGLView* pEglView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEglView); // Set resolution size and paths pEglView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder); CCSize frameSize = pEglView->getFrameSize(); vector<string> searchPaths; if(frameSize.width < designResolutionSize.width) { } /* if(frameSize.height > smallResource.size.height) { searchPaths.push_back(mediumResource.directory); pDirector->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width)); } else { searchPaths.push_back(smallResource.directory); pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width)); } */ searchPaths.push_back(mediumResource.directory); pDirector->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width)); searchPaths.push_back("audio"); CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths); SimpleAudioEngine::sharedEngine()->preloadEffect(SFX_JUMP); SimpleAudioEngine::sharedEngine()->preloadEffect(SFX_SWOOSH); SimpleAudioEngine::sharedEngine()->preloadEffect(SFX_SMASH); SimpleAudioEngine::sharedEngine()->preloadEffect(SFX_BUTTON); SimpleAudioEngine::sharedEngine()->preloadEffect(SFX_LIGHTNING); SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic(BG_MUSIC_01); SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic(BG_MUSIC_02); SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic(BG_MUSIC_03); SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(BG_MUSIC_VOLUME); SimpleAudioEngine::sharedEngine()->setEffectsVolume(1.0f); // turn on display FPS pDirector->setDisplayStats(SHOW_FPS); // 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 CCScene *pScene = HomeScene::scene(kGameModeHome); // run pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { CCDirector* director = CCDirector::sharedDirector(); CCEGLView* EGLView = CCEGLView::sharedOpenGLView(); CCSize screenSize = EGLView->getFrameSize(); #if CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID soomla::CCSoomla::sharedSoomla()->addEventHandler(handler); InAppPurchasesList *assets = InAppPurchasesList::create(); CCDictionary *storeParams = CCDictionary::create(); storeParams->setObject(CCString::create(Options::SOOMLA_BASE_64_KEY), "soomSec"); #if CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID storeParams->setObject(CCString::create(Options::GOOGLE_PLAY_BASE_64_KEY), "androidPublicKey"); #endif storeParams->setObject(CCString::create(Options::SOOMLA_CUSTOM_BASE_64_KEY), "customSecret"); #if COCOS2D_DEBUG >= 1 && CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID storeParams->setObject(CCBool::create(true), "androidTestMode"); #endif soomla::CCStoreController::createShared(assets, storeParams); #endif #if CC_TARGET_PLATFORM == CC_PLATFORM_IOS if(screenSize.width >= 2048) { Options::designResolutionSize = CCSizeMake(1920, 1280); } else { Options::designResolutionSize = CCSizeMake(720, 1280); } #elif CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID //Options::designResolutionSize = CCSizeMake(270, 480); Options::designResolutionSize = CCSizeMake(720, 1280); #elif CC_TARGET_PLATFORM == CC_PLATFORM_WINRT Options::designResolutionSize = CCSizeMake(1920, 1280); #else Options::designResolutionSize = CCSizeMake(720, 1280); #endif director->setOpenGLView(EGLView); director->setContentScaleFactor(Options::designResolutionSize.height / screenSize.height); Options::SCREEN_WIDTH = Options::designResolutionSize.width; Options::SCREEN_HEIGHT = Options::designResolutionSize.height; Options::SCREEN_CENTER_X = Options::designResolutionSize.width / 2; Options::SCREEN_CENTER_Y = Options::designResolutionSize.height / 2; Options::CAMERA_WIDTH = screenSize.width; Options::CAMERA_HEIGHT = screenSize.height; Options::CAMERA_CENTER_X = screenSize.width / 2; Options::CAMERA_CENTER_Y = screenSize.height / 2; vector <string> searchPath; #if CC_TARGET_PLATFORM == CC_PLATFORM_IOS { if(Options::CAMERA_WIDTH >= 2048) { searchPath.push_back(resources2048x1536.directory); Options::DEVICE_TYPE = Options::DEVICE_TYPE_IPAD_RETINA; } else { if(Options::CAMERA_HEIGHT == 960) { searchPath.push_back(resources1280x720xPVRTC2.directory); Options::DEVICE_TYPE = Options::DEVICE_TYPE_IPHONE4; if(AppDelegate::IS_IPOD) { Options::DEVICE_TYPE = Options::DEVICE_TYPE_IPOD4; } } else { searchPath.push_back(resources1280x720.directory); Options::DEVICE_TYPE = Options::DEVICE_TYPE_IPHONE5; } } } #elif CC_TARGET_PLATFORM == CC_PLATFORM_MAC searchPath.push_back(resources1920x1080.directory); Options::DEVICE_TYPE = Options::DEVICE_TYPE_MAC; #elif CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID if(Options::CAMERA_HEIGHT == 1184) { Options::DEVICE_TYPE = Options::DEVICE_TYPE_NEXUS3; searchPath.push_back(resources1280x720.directory); } else if(Options::CAMERA_HEIGHT < 720) { Options::DEVICE_TYPE = Options::DEVICE_TYPE_IPHONE5; searchPath.push_back(resources480x320.directory); } else { Options::DEVICE_TYPE = Options::DEVICE_TYPE_IPHONE5; searchPath.push_back(resources1280x720.directory); } #elif CC_TARGET_PLATFORM == CC_PLATFORM_WP8 searchPath.push_back(resources1280x720.directory); Options::DEVICE_TYPE = Options::DEVICE_TYPE_MAC; #else Options::DEVICE_TYPE = Options::DEVICE_TYPE_WINDOWS; searchPath.push_back(resources1920x1080.directory); #endif CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath); director->setDisplayStats(false); director->setProjection(kCCDirectorProjection2D); director->setAnimationInterval(1.0f / 60.0f); if(!AppDelegate::isInstalled() || AppDelegate::lastVersion() != Options::VERSION) { AppDelegate::install(false); // NOT SOFT INSTALLATION } Options::init(); Screen* pScene = SplashScreen::create(); director->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); // Set the design resolution pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder); CCSize 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 CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath); // turn on display FPS pDirector->setDisplayStats(false); // 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 //directly jump to the human play menu /*AcquireGameScene::loadTexture(); AcquireSelectScene *pScene = AcquireSelectScene::create(); AcquireGameScene* pGameScene = AcquireGameScene::create(); pGameScene->initGameWithSelection( pScene ); pDirector->runWithScene(pGameScene);*/ //directly jump to the end play menu /*AcquireGameScene::loadTexture(); AcquireSelectScene *pScene = AcquireSelectScene::create(); AcquireGameScene* pGameScene = AcquireGameScene::create(); pGameScene->initGameWithSelection( pScene ); CCScene *s = AcquireGameScene::create_gameend_scene(); s->addChild( pGameScene->create_static_layer() ); pDirector->runWithScene(s);*/ //AcquireGameScene *pScene = AcquireGameScene::create(); //AcquireGameScene::loadTexture(); //AcquireSelectScene *pScene = AcquireSelectScene::create(); //CCScene *pScene = AcquireGameScene::create_splash_scene(); //CCScene *pScene = AcquireGameScene::create_gameend_scene(); //pDirector->runWithScene(pScene); //pScene ->switchToGameScene(NULL); //pDirector->runWithScene( pScene->create_gameend_scene() ); //standard procedure CCScene *pScene = AcquireGameScene::create_splash_scene(); pDirector->runWithScene(pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); CCSize frameSize = pEGLView->getFrameSize(); pDirector->setOpenGLView(pEGLView); std::vector<std::string> searchPaths; #if MC_ADAPTIVE_RESOLUTION == 1 // Set the design resolution #if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) pEGLView->setDesignResolutionSize(PCResource.size.width, PCResource.size.height, kResolutionExactFit); searchPaths.push_back(PCResource.directory); // pDirector->setContentScaleFactor(MIN(32 * 25 / PCResource.size.width, 32 * 15 / PCResource.size.height)); // pDirector->setContentScaleFactor(0.75f); pDirector->setContentScaleFactor(MIN(32 * 25 / frameSize.width, 32 * 15 / frameSize.height)); #elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) // if the frame's height is larger than the height of medium resource size, select large resource. if (frameSize.height == smallResource.size.height) { pEGLView->setDesignResolutionSize(smallResource.size.width, smallResource.size.height, kResolutionNoBorder); searchPaths.push_back(smallResource.directory); } // if the frame's height is larger than the height of small resource size, select medium resource. else if (frameSize.height == mediumResource.size.height) { pEGLView->setDesignResolutionSize(mediumResource.size.width, mediumResource.size.height, kResolutionNoBorder); searchPaths.push_back(mediumResource.directory); } // if the frame's height is smaller than the height of medium resource size, select small resource. else { pEGLView->setDesignResolutionSize(largeResource.size.width, largeResource.size.height, kResolutionNoBorder); searchPaths.push_back(largeResource.directory); } pDirector->setContentScaleFactor(MIN(32 * 25 / frameSize.width, 32 * 15 / frameSize.height)); #elif (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) int i = 0; int size = sizeof(resources); int found = 0; for (; i < size; ++i) { if ((frameSize.width == resources[i].size.width && frameSize.height == resources[i].size.height) || (frameSize.width == resources[i].size.height && frameSize.height == resources[i].size.width)) { searchPaths.push_back(resources[i].directory); pEGLView->setDesignResolutionSize(resources[i].size.width, resources[i].size.height, kResolutionNoBorder); pDirector->setContentScaleFactor(MIN(32 * 25 / resources[i].size.width, 32 * 15 / resources[i].size.height)); found = 1; break; } } if (found == 0) { searchPaths.push_back(resources[0].directory); pEGLView->setDesignResolutionSize(resources[0].size.width, resources[0].size.height, kResolutionNoBorder); pDirector->setContentScaleFactor(MIN(32 * 25 / resources[0].size.width, 32 * 15 / resources[0].size.height)); } #else // if the frame's height is larger than the height of medium resource size, select large resource. if (frameSize.height > mediumResource.size.height) { searchPaths.push_back(largeResource.directory); pEGLView->setDesignResolutionSize(largeResource.size.width, largeResource.size.height); pDirector->setContentScaleFactor(MIN(largeResource.size.height/smallResource.size.height, largeResource.size.width/smallResource.size.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) { searchPaths.push_back(mediumResource.directory); pEGLView->setDesignResolutionSize(mediumResource.size.width, mediumResource.size.height); pDirector->setContentScaleFactor(MIN(mediumResource.size.height/smallResource.size.height, mediumResource.size.width/smallResource.size.width)); } // if the frame's height is smaller than the height of medium resource size, select small resource. else { searchPaths.push_back(smallResource.directory); pEGLView->setDesignResolutionSize(smallResource.size.width, smallResource.size.height); pDirector->setContentScaleFactor(MIN(smallResource.size.height, smallResource.size.width)); } #endif // platforms #else CCSize designSize = CCSizeMake(960, 640); searchPaths.push_back(CommonResource.directory); if (frameSize.height > 1280) { CCSize resourceSize = CCSizeMake(2048, 1536); std::vector<std::string> searchPaths; // searchPaths.push_back("hd"); //没资源 pDirector->setContentScaleFactor(0.75 * resourceSize.height / designSize.height); } else { pDirector->setContentScaleFactor(0.75); } CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionFixedWidth); #endif // MC_ADAPTIVE_RESOLUTION == 0 CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths); // 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); CCLog("%s(%d): %.0f %.0f %.0f", __FILE__, __LINE__, frameSize.width, frameSize.height, pDirector->getContentScaleFactor()); // register lua engine CCLuaEngine* pEngine = CCLuaEngine::defaultEngine(); CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine); #if MC_DEBUG_SERVER == 1 MCSimpleGameSceneContextServer *server = MCSimpleGameSceneContextServer::defaultSimpleGameSceneContextServer(); server->setPort(kMCListeningPort); server->runloop(); #endif // run // pDirector->pushScene(MCMainMenuLayer::scene()); // pDirector->runWithScene(MCSplashLayer::scene()); pDirector->runWithScene(MCTestbed::scene()); return true; }