bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::createWithRect("DERPY", Rect(0, 0, 480, 320), 1.0); // Title of window, Rect, Scale of Window to test @2x director->setOpenGLView(glview); } // set sizes for calculating scale in next step Size designSize = Size(480,320); // game logic size Size resourceSize = Size(960,640); // resources are this size // Tell Game's Director to scale assets based on above sizes director->setContentScaleFactor(resourceSize.height / designSize.height); director->getOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_HEIGHT); // 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 = HelloWorld::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("One Choice"); director->setOpenGLView(glview); } glview->setFrameSize(1280, 720); glview->setDesignResolutionSize(1280, 720, ResolutionPolicy::EXACT_FIT); // 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_all_packages(); // create a scene. it's an autorelease object auto scene = Prueba::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto 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 auto scene = HelloWorld::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // 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_LINUX) glview = GLViewImpl::createWithRect("flappybird", Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); #else glview = GLViewImpl::create("flappybird"); #endif director->setOpenGLView(glview); } // turn on display FPS if(DEBUG_MODE) director->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); // Set the design resolution glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); register_all_packages(); // create a scene. it's an autorelease object auto scene = MainMenuScene::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); } // director->setDisplayStats(true); director->setAnimationInterval(1.0 / 60); glview->setDesignResolutionSize(960, 640, ResolutionPolicy::SHOW_ALL); jigsql::copy_database(); FileUtils::getInstance()->addSearchPath("res"); register_all_packages(); long x = time(0);//1440752459; printf("srand=%ld", x); srand( x ); auto scene = StartLayer::createScene(); director->runWithScene(scene); return true; }
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; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); } // director->setDisplayStats(true); director->setAnimationInterval(1.0 / 60); register_all_packages(); // ProgressInfo::s()->load(); // 读出进度信息 // StoryInfo::s()->loadConfig(); // 加载关卡配置数据 ACSoundManage::s()->load(); // preload sounds PixelDataCache::s()->preloadChars(); Director::getInstance()->setClearColor(Color4F::WHITE); ACSoundManage::s()->play(ACSoundManage::SN_SPLASH); GameSharing::initGameSharing(); director->runWithScene(WelcoScene::create()); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("我的游戏"); //glview->setFrameSize(640, 900); director->setOpenGLView(glview); } // 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_all_packages(); // create a scene. it's an autorelease object auto scene = HelloWorld::createScene(); // run director->runWithScene(scene); SimpleAudioEngine::getInstance()->preloadBackgroundMusic("bgm.mp3"); SimpleAudioEngine::getInstance()->preloadEffect("effect.wav"); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { string s = XMLParser::parseXML("hintStrings", 6); glview = GLViewImpl::create(s); director->setOpenGLView(glview); } glview->setDesignResolutionSize(1366, 768, kResolutionShowAll); // 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 = HelloWorld::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if (!glview) { glview = GLViewImpl::create("Monkey Adventure"); director->setOpenGLView(glview); // For Android glview->setFrameSize(480,800); // For IOS //glview->setFrameSize(320, 480); //glview->setFrameSize(640,960); //glview->setFrameSize(640, 1136); //glview->setFrameSize(750, 1334); // glview->setFrameSize(1242, 2208); //glview->setFrameSize(480, 800); glview->setFrameZoomFactor(.8f); } director->setDisplayStats(false); director->getOpenGLView()->setDesignResolutionSize(480, 800, ResolutionPolicy::FIXED_HEIGHT); register_all_packages(); auto scene = FlashScene::createScene(); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("Pisces"); director->setOpenGLView(glview); } // Set the design resolution glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); Size frameSize = glview->getFrameSize(); // if the frame's height is larger than the height of medium size. if (frameSize.height > mediumResolutionSize.height) { director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width)); } // if the frame's height is larger than the height of small size. else if (frameSize.height > smallResolutionSize.height) { director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width)); } // if the frame's height is smaller than the height of medium size. else { director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width)); } register_all_packages(); // create a scene. it's an autorelease object auto scene = HelloWorld::createScene(); director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { //glview = GLViewImpl::create("My Game"); glview = GLViewImpl::createWithRect("Tower",Rect(0,0,800,480)); director->setOpenGLView(glview); } glview->setDesignResolutionSize(800,480,ResolutionPolicy::EXACT_FIT); // 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 = HelloWorld::createScene(); auto scene = AnimScene::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto 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 = Scene::create(); Layer *layer = Layer::create(); scene->addChild(layer); Sprite *s = Sprite::create("HelloWorld.png"); s->cocos2d::Node::setAnchorPoint(Point(0,0)); layer->addChild(s); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("PostKun"); 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 / 20); // Set the design resolution //glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); glview->setDesignResolutionSize(PostKunConstants::SCREEN_WIDTH, PostKunConstants::SCREEN_HEIGHT, ResolutionPolicy::SHOW_ALL); Size frameSize = glview->getFrameSize(); register_all_packages(); // create a scene. it's an autorelease object auto scene = DemoScene::createScene(); // run director->runWithScene(scene); return true; }
bool MFCAppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if (!glview) { cocos2d::MFCGLView* pView = MFCGLView::createWithRect("test", Rect(0, 0, designResolutionSize.width, designResolutionSize.height), m_hwnd); director->setOpenGLView(pView); glview = pView; } // 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); FileUtils::getInstance()->addSearchPath("PngPath"); FileUtils::getInstance()->addSearchPath("ModelPath"); register_all_packages(); // create a scene. it's an autorelease object auto scene = MainScene::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::createWithRect("Fly & Spin", Rect(0, 0, 375, 667)); director->setOpenGLView(glview); } glview->setDesignResolutionSize(750, 1334, ResolutionPolicy::FIXED_HEIGHT); // 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::createScene(); // // // run // director->runWithScene(scene); SceneManager::sharedSceneManager()->changeScene(SceneManager::en_MainScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { //glview = GLViewImpl::create("My Game"); glview = GLViewImpl::createWithRect("Square Clear", cocos2d::Rect(0,0,640,960)); director->setOpenGLView(glview); } glview->setDesignResolutionSize(640, 940, 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); register_all_packages(); // create a scene. it's an autorelease object auto scene = MainMenuScene::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { //glview = GLViewImpl::createWithRect("Game Vina", Rect(0, 0, 960, 640)); //director->setOpenGLView(glview); #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) glview = GLViewImpl::createWithRect("Game Vina", Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); #else glview = GLViewImpl::create("Game Vina"); glview->setFrameSize(960,576); #endif director->setOpenGLView(glview); } #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) director->getOpenGLView()->setDesignResolutionSize(800,400, ResolutionPolicy::NO_BORDER); #else director->getOpenGLView()->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); #endif /* Size frameSize = glview->getFrameSize(); // if the frame's height is larger than the height of medium size. if (frameSize.height > mediumResolutionSize.height) { director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width)); } // if the frame's height is larger than the height of small size. else if (frameSize.height > smallResolutionSize.height) { director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width)); } // if the frame's height is smaller than the height of medium size. else { director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width)); } */ // 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); //FileUtils::getInstance()->addSearchPath("res"); register_all_packages(); // create a scene. it's an autorelease object auto scene = IntroScene::createScene(); // run director->runWithScene(scene); return true; }
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(480.0f, 320.0f, ResolutionPolicy::FIXED_HEIGHT); director->setContentScaleFactor(480.0f / 320.0f); // 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(); auto scene = GameScene::createScene(); // create a scene. it's an autorelease object // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); } SonarCocosHelper::IOS::Setup( ); // 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); // Set the design resolution glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); register_all_packages(); // create a scene. it's an autorelease object auto scene = SplashScene::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::createWithRect("Coloring", Rect(0, 0, 1280, 720)); director->setOpenGLView(glview); } srand((unsigned)time(NULL)); #ifdef _DEBUG // turn on display FPS director->setDisplayStats(true); #endif // 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 = CGameScene::createScene(); auto scene = CMenuScene::scene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); } //set design solution (auto zoom fit on any screen size...) glview->setDesignResolutionSize(320, 480, ResolutionPolicy::EXACT_FIT); director->setContentScaleFactor(1); // 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 = HelloWorld::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // 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_LINUX) glview = GLViewImpl::createWithRect("DontCrash", Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); #else glview = GLViewImpl::create("DontCrash"); #endif director->setOpenGLView(glview); } glview->setDesignResolutionSize(designResolutionSize.width ,designResolutionSize.height ,ResolutionPolicy::SHOW_ALL); glview->setFrameZoomFactor(0.5); // 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 = Controller::getInstance()->createScene(); auto scene = EnterScene::create(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize random seed srand(time(0)); // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("Kid Sudoku"); director->setOpenGLView(glview); } // 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_all_packages(); auto cache = SpriteFrameCache::getInstance(); cache->addSpriteFramesWithFile(DEFAULT_SPRITE); DataFileHelper::getInstance()->installPackedData(); GameController::getInstance()->enterScene(GameController::SceneType::eMainScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director cocos2d::Director* director = cocos2d::Director::getInstance(); cocos2d::GLView * glview = director->getOpenGLView(); if(!glview) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) glview = cocos2d::GLViewImpl::createWithRect("Siliang Luo's Animation", cocos2d::Rect(0, 0, mediumResolutionSize.width, mediumResolutionSize.height)); #else glview = GLViewImpl::create("Siliang Luo's Animation"); #endif director->setOpenGLView(glview); } // 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_all_packages(); // create a scene. it's an autorelease object //cocos2d::Scene* scene = FinalGame::createScene(); cocos2d::Scene* scene = GameScene::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("My Game"); glview->setFrameSize(1024, 768); 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 auto scene = HelloWorld::createScene(); CocosDenshion::SimpleAudioEngine::getInstance()->preloadBackgroundMusic("res/bgm0.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic("res/bgm0.mp3", true); //need to be improved glview->setDesignResolutionSize(1024, 768, ResolutionPolicy::SHOW_ALL); // run director->runWithScene(scene); log("%f\n%f\n",Director::getInstance()->getVisibleSize().width,Director::getInstance()->getVisibleSize().height); return true; }
bool CocosApp::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); director->setDisplayStats(true); director->setAnimationInterval(1.0f / 30); auto glview = director->getOpenGLView(); if (!glview) { int width = GameDefine::viewWidth; int height = GameDefine::viewHeight; #if(CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) glview = cocos2d::GLViewImpl::create("DesktopWar"); #else glview = cocos2d::GLViewImpl::createWithRect("DesktopWar", Rect(0, 0, width, height)); #endif director->setOpenGLView(glview); director->setClearColor(Color4F(0, 0, 0, 0.0f)); } register_all_packages(); register_js(); m_pScene = cocos2d::Scene::create(); director->runWithScene(m_pScene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // sdkbox::PluginFacebook::init(); //sdkbox::IAP::init(); // 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_LINUX) glview = GLViewImpl::createWithRect("MyGame", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); //glview = GLViewImpl::createWithFullScreen("MyGame"); #else glview = GLViewImpl::create("MyGame"); #endif 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); // Set the design resolution glview->setDesignResolutionSize(1024, 768, ResolutionPolicy::FIXED_HEIGHT); register_all_packages(); // create a scene. it's an autorelease object auto scene = LoginScene::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("X Colors"); #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) glview->setFrameSize(360, 600); #endif director->setOpenGLView(glview); } glview->setDesignResolutionSize(480, 800, 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); register_all_packages(); // create a scene. it's an autorelease object auto scene = IntroScene::createScene(); // run director->runWithScene(scene); return true; }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto 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); glview->setDesignResolutionSize(2048, 1536, ResolutionPolicy::FIXED_HEIGHT); ZipUtils::setPvrEncryptionKey(0x64fe2d65, 0x64ca6612, 0x05ed3e4f, 0xd3825b22); Image::setPVRImagesHavePremultipliedAlpha(true); FileUtils::getInstance()->addSearchPath("res"); /* // Set the design resolution glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); Size frameSize = glview->getFrameSize(); // if the frame's height is larger than the height of medium size. if (frameSize.height > mediumResolutionSize.height) { director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width)); } // if the frame's height is larger than the height of small size. else if (frameSize.height > smallResolutionSize.height) { director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width)); } // if the frame's height is smaller than the height of medium size. else { director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width)); } */ register_all_packages(); // create a scene. it's an autorelease object //auto scene = HelloWorld::createScene(); //auto scene = FruitCutNinjaScene::createScene(); //auto scene = CCutScene::createScene(); //auto scene = CKitchen::createScene(); //auto scene = PRKitDemoScene::createScene(); auto scene = BBQChooseLayer::createScene(); //auto scene = CTestChageLayer::createScene(); //auto scene = CEatingTest::createScene(); // run director->runWithScene(scene); return true; }