mirror of https://github.com/axmolengine/axmol.git
Merge pull request #1055 from minggo/iss1343_xcode
fixed #1343: make xcode template work ok
This commit is contained in:
commit
13f066f942
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@ -49,7 +49,7 @@ bool AppDelegate::applicationDidFinishLaunching()
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// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
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void AppDelegate::applicationDidEnterBackground()
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{
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CCDirector::sharedDirector()->pause();
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CCDirector::sharedDirector()->stopAnimation();
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// if you use SimpleAudioEngine, it must be pause
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// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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@ -58,7 +58,7 @@ void AppDelegate::applicationDidEnterBackground()
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// this function will be called when the app is active again
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void AppDelegate::applicationWillEnterForeground()
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{
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CCDirector::sharedDirector()->resume();
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CCDirector::sharedDirector()->startAnimation();
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// if you use SimpleAudioEngine, it must resume here
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// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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@ -44,7 +44,7 @@ CCAffineTransform PhysicsSprite::nodeToParentTransform(void)
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float x = pos.x * PTM_RATIO;
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float y = pos.y * PTM_RATIO;
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if ( getIgnoreAnchorPointForPosition() ) {
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if ( isIgnoreAnchorPointForPosition() ) {
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x += m_tAnchorPointInPoints.x;
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y += m_tAnchorPointInPoints.y;
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}
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@ -69,14 +69,14 @@ CCAffineTransform PhysicsSprite::nodeToParentTransform(void)
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HelloWorld::HelloWorld()
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{
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setIsTouchEnabled( true );
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setIsAccelerometerEnabled( true );
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setTouchEnabled( true );
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setAccelerometerEnabled( true );
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CCSize s = CCDirector::sharedDirector()->getWinSize();
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// init physics
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this->initPhysics();
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CCSpriteBatchNode *parent = CCSpriteBatchNode::batchNodeWithFile("blocks.png", 100);
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CCSpriteBatchNode *parent = CCSpriteBatchNode::create("blocks.png", 100);
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m_pSpriteTexture = parent->getTexture();
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addChild(parent, 0, kTagParentNode);
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@ -84,7 +84,7 @@ HelloWorld::HelloWorld()
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addNewSpriteAtPosition(ccp(s.width/2, s.height/2));
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CCLabelTTF *label = CCLabelTTF::labelWithString("Tap screen", "Marker Felt", 32);
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CCLabelTTF *label = CCLabelTTF::create("Tap screen", "Marker Felt", 32);
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addChild(label, 0);
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label->setColor(ccc3(0,0,255));
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label->setPosition(ccp( s.width/2, s.height-50));
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@ -214,7 +214,7 @@ void HelloWorld::addNewSpriteAtPosition(CCPoint p)
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}
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void HelloWorld::update(ccTime dt)
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void HelloWorld::update(float dt)
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{
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//It is recommended that a fixed time step is used with Box2D for stability
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//of the simulation, however, we are using a variable time step here.
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@ -264,7 +264,7 @@ void HelloWorld::ccTouchesEnded(CCSet* touches, CCEvent* event)
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CCScene* HelloWorld::scene()
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{
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// 'scene' is an autorelease object
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CCScene *scene = CCScene::node();
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CCScene *scene = CCScene::create();
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// add layer as a child to scene
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CCLayer* layer = new HelloWorld();
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@ -37,7 +37,7 @@ public:
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virtual void draw();
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virtual void ccTouchesEnded(cocos2d::CCSet* touches, cocos2d::CCEvent* event);
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void update(cocos2d::ccTime dt);
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void update(float dt);
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private:
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b2World* world;
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@ -49,7 +49,7 @@ bool AppDelegate::applicationDidFinishLaunching()
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// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
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void AppDelegate::applicationDidEnterBackground()
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{
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CCDirector::sharedDirector()->pause();
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CCDirector::sharedDirector()->stopAnimation();
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// if you use SimpleAudioEngine, it must be pause
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// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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@ -58,7 +58,7 @@ void AppDelegate::applicationDidEnterBackground()
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// this function will be called when the app is active again
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void AppDelegate::applicationWillEnterForeground()
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{
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CCDirector::sharedDirector()->resume();
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CCDirector::sharedDirector()->startAnimation();
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// if you use SimpleAudioEngine, it must resume here
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// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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@ -53,7 +53,7 @@ CCAffineTransform ChipmunkPhysicsSprite::nodeToParentTransform(void)
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CCFloat x = m_pBody->p.x;
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CCFloat y = m_pBody->p.y;
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if ( getIgnoreAnchorPointForPosition() ) {
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if ( isIgnoreAnchorPointForPosition() ) {
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x += m_tAnchorPointInPoints.x;
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y += m_tAnchorPointInPoints.y;
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}
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@ -93,10 +93,10 @@ HelloWorld::~HelloWorld()
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CCScene* HelloWorld::scene()
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{
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// 'scene' is an autorelease object.
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CCScene *scene = CCScene::node();
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CCScene *scene = CCScene::create();
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// 'layer' is an autorelease object.
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HelloWorld *layer = HelloWorld::node();
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HelloWorld *layer = HelloWorld::create();
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// add layer as a child to scene
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scene->addChild(layer);
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@ -113,13 +113,13 @@ bool HelloWorld::init()
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}
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// enable events
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setIsTouchEnabled(true);
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setIsAccelerometerEnabled(true);
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setTouchEnabled(true);
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setAccelerometerEnabled(true);
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CCSize s = CCDirector::sharedDirector()->getWinSize();
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// title
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CCLabelTTF *label = CCLabelTTF::labelWithString("Multi touch the screen", "Marker Felt", 36);
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CCLabelTTF *label = CCLabelTTF::create("Multi touch the screen", "Marker Felt", 36);
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label->setPosition(ccp( s.width / 2, s.height - 30));
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this->addChild(label, -1);
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@ -128,7 +128,7 @@ bool HelloWorld::init()
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#if 1
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// Use batch node. Faster
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CCSpriteBatchNode *parent = CCSpriteBatchNode::batchNodeWithFile("grossini_dance_atlas.png", 100);
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CCSpriteBatchNode *parent = CCSpriteBatchNode::create("grossini_dance_atlas.png", 100);
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m_pSpriteTexture = parent->getTexture();
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#else
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// doesn't use batch node. Slower
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@ -179,7 +179,7 @@ void HelloWorld::initPhysics()
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}
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}
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void HelloWorld::update(ccTime delta)
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void HelloWorld::update(float delta)
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{
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// Should use a fixed size step based on the animation interval.
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int steps = 2;
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@ -33,11 +33,11 @@ public:
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~HelloWorld();
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bool init();
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static cocos2d::CCScene* scene();
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LAYER_NODE_FUNC(HelloWorld);
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LAYER_CREATE_FUNC(HelloWorld);
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void initPhysics();
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void addNewSpriteAtPosition(cocos2d::CCPoint p);
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void update(cocos2d::ccTime dt);
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void update(float dt);
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virtual void ccTouchesEnded(cocos2d::CCSet* touches, cocos2d::CCEvent* event);
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virtual void didAccelerate(cocos2d::CCAcceleration* pAccelerationValue);
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@ -58,7 +58,7 @@ bool AppDelegate::applicationDidFinishLaunching()
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// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
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void AppDelegate::applicationDidEnterBackground()
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{
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CCDirector::sharedDirector()->pause();
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CCDirector::sharedDirector()->stopAnimation();
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// if you use SimpleAudioEngine, it must be pause
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// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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@ -67,7 +67,7 @@ void AppDelegate::applicationDidEnterBackground()
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// this function will be called when the app is active again
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void AppDelegate::applicationWillEnterForeground()
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{
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CCDirector::sharedDirector()->resume();
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CCDirector::sharedDirector()->startAnimation();
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// if you use SimpleAudioEngine, it must resume here
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// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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@ -1 +1 @@
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44156c1d13cbc3821278cc9d51e878adfd5ea603
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587375a44e095a8d79480f96b3ee1588061edc3c
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@ -2,23 +2,23 @@ pushd ../../
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echo "generating libcocos2dx"
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mkdir -p template/xcode4/lib_cocos2dx.xctemplate
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python ./tools/xcode4_template_generator/template_generator.py --directory cocos2dx --identifier libcocos2dx --prefix libs --exclude "android win32 airplay wophone bada third_party CCImage.cpp CCThread.cpp proj.ios CCFileUtilsCommon_cpp.h CCImageCommon_cpp.h CCFileUtils.cpp Android.mk Linux linux qnx marmalade CCBReader_v1.cpp" > ./template/xcode4/lib_cocos2dx.xctemplate/TemplateInfo.plist
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python ./tools/xcode4_template_generator/template_generator.py --directory cocos2dx --identifier libcocos2dx --prefix libs --exclude "android win32 third_party CCImage.cpp CCThread.cpp proj.ios CCFileUtilsCommon_cpp.h CCImageCommon_cpp.h CCFileUtils.cpp Android.mk" > ./template/xcode4/lib_cocos2dx.xctemplate/TemplateInfo.plist
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echo "generating libcocosdenshion"
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mkdir -p template/xcode4/lib_cocosdenshion.xctemplate
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python ./tools/xcode4_template_generator/template_generator.py --directory CocosDenshion --identifier libcocosdenshion --prefix libs --exclude "android win32 airplay wophone bada third_party Android.mk Linux linux qnx marmalade" > ./template/xcode4/lib_cocosdenshion.xctemplate/TemplateInfo.plist
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python ./tools/xcode4_template_generator/template_generator.py --directory CocosDenshion --identifier libcocosdenshion --prefix libs --exclude "android win32 third_party Android.mk" > ./template/xcode4/lib_cocosdenshion.xctemplate/TemplateInfo.plist
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echo "generating libbox2d"
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mkdir -p template/xcode4/lib_box2d.xctemplate
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python ./tools/xcode4_template_generator/template_generator.py --directory Box2D --identifier libbox2d --prefix libs --exclude "android win32 airplay wophone bada Android.mk Linux linux qnx marmalade" > ./template/xcode4/lib_box2d.xctemplate/TemplateInfo.plist
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python ./tools/xcode4_template_generator/template_generator.py --directory Box2D --identifier libbox2d --prefix libs --exclude "android win32 Android.mk" > ./template/xcode4/lib_box2d.xctemplate/TemplateInfo.plist
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echo "generating libchipmunk"
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mkdir -p template/xcode4/lib_chipmunk.xctemplate
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python ./tools/xcode4_template_generator/template_generator.py --directory chipmunk --identifier libchipmunk --prefix libs --exclude "android win32 airplay wophone bada Android.mk Linux linux CMakeFiles Makefile qnx marmalade" > ./template/xcode4/lib_chipmunk.xctemplate/TemplateInfo.plist
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python ./tools/xcode4_template_generator/template_generator.py --directory chipmunk --identifier libchipmunk --prefix libs --exclude "android win32 Android.mk CMakeFiles Makefile" > ./template/xcode4/lib_chipmunk.xctemplate/TemplateInfo.plist
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echo "generating liblua"
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mkdir -p template/xcode4/lib_lua.xctemplate
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python ./tools/xcode4_template_generator/template_generator.py --directory lua --identifier liblua --prefix libs --append ./tools/xcode4_template_generator/template_lua_patch.txt --exclude "android win32 airplay wophone bada Makefile Linux linux CMakeFiles qnx marmalade" > ./template/xcode4/lib_lua.xctemplate/TemplateInfo.plist
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python ./tools/xcode4_template_generator/template_generator.py --directory lua --identifier liblua --prefix libs --append ./tools/xcode4_template_generator/template_lua_patch.txt --exclude "android win32 Makefile CMakeFiles" > ./template/xcode4/lib_lua.xctemplate/TemplateInfo.plist
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echo "done"
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