///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// HelloWorldScene.h
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#pragma execution_character_set("utf-8");
#include "cocos2d.h"
USING_NS_CC; // using namespace cocos2d
class HelloWorld : public cocos2d::LayerColor
{
public:
static cocos2d::Scene* createScene();
virtual bool init();
CREATE_FUNC(HelloWorld); // create() ��ũ��;
};
#endif // __HELLOWORLD_SCENE_H__
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// HelloWorldScene.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
if ( !LayerColor::initWithColor(Color4B(160, 160, 215, 255)) )
{
return false;
}
Size winSize = Director::getInstance()->getWinSize();
CCLOG("Hello!!");
return true;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// AppDelegate.h
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "cocos2d.h"
/**
@brief The cocos2d Application.
Private inheritance here hides part of interface from Director.
*/
class AppDelegate : private cocos2d::Application
{
public:
AppDelegate();
virtual ~AppDelegate();
virtual void initGLContextAttrs();
/**
@brief Implement Director and Scene init code here.
@return true Initialize success, app continue.
@return false Initialize failed, app terminate.
*/
virtual bool applicationDidFinishLaunching();
/**
@brief Called when the application moves to the background
@param the pointer of the application
*/
virtual void applicationDidEnterBackground();
/**
@brief Called when the application reenters the foreground
@param the pointer of the application
*/
virtual void applicationWillEnterForeground();
};
#endif // _APP_DELEGATE_H_
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// AppDelegate.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "AppDelegate.h"
#include "HelloWorldScene.h"
USING_NS_CC;
static cocos2d::Size designResolutionSize = cocos2d::Size(480, 320);
static cocos2d::Size smallResolutionSize = cocos2d::Size(480, 320);
static cocos2d::Size mediumResolutionSize = cocos2d::Size(1024, 768);
static cocos2d::Size largeResolutionSize = cocos2d::Size(2048, 1536);
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
}
// if you want a different context, modify the value of glContextAttrs
// it will affect all platforms
void AppDelegate::initGLContextAttrs()
{
// set OpenGL context attributes: red,green,blue,alpha,depth,stencil
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
// if you want to use the package manager to install more packages,
// don't modify or remove this function
static int register_all_packages()
{
return 0; //flag for packages manager
}
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("HelloHyun", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
glview = GLViewImpl::create("HelloHyun");
#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(1.0f / 60);
// Set the design resolution
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
auto 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();
// run
director->runWithScene(scene);
return true;
}
// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
void AppDelegate::applicationDidEnterBackground() {
Director::getInstance()->stopAnimation();
// if you use SimpleAudioEngine, it must be paused
// SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
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