Merge branch 'develop' into glview_improvements

Conflicts:
	CHANGELOG
	cocos/2d/platform/linux/CCApplication.cpp
	samples/Cpp/AssetsManagerTest/Classes/AppDelegate.cpp
	samples/Cpp/HelloCpp/Classes/AppDelegate.cpp
	samples/Cpp/HelloCpp/Classes/AppMacros.h
	samples/Cpp/HelloCpp/proj.ios/AppController.mm
	samples/Cpp/HelloCpp/proj.mac/main.cpp
	samples/Cpp/SimpleGame/Classes/AppDelegate.cpp
	samples/Cpp/SimpleGame/proj.ios/AppController.mm
	samples/Cpp/SimpleGame/proj.mac/main.cpp
	samples/Cpp/TestCpp/Classes/AppDelegate.h
	samples/Javascript/CocosDragonJS/Classes/AppDelegate.cpp
	samples/Javascript/CocosDragonJS/proj.ios/AppController.mm
	samples/Javascript/CocosDragonJS/proj.mac/main.cpp
	samples/Javascript/CrystalCraze/Classes/AppDelegate.cpp
	samples/Javascript/CrystalCraze/proj.ios/AppController.mm
	samples/Javascript/CrystalCraze/proj.mac/main.cpp
	samples/Javascript/MoonWarriors/Classes/AppDelegate.cpp
	samples/Javascript/MoonWarriors/proj.ios/AppController.mm
	samples/Javascript/MoonWarriors/proj.mac/main.cpp
	samples/Javascript/WatermelonWithMe/Classes/AppDelegate.cpp
	samples/Javascript/WatermelonWithMe/proj.ios/AppController.mm
	samples/Javascript/WatermelonWithMe/proj.mac/main.cpp
	samples/Lua/HelloLua/Classes/AppDelegate.cpp
	samples/Lua/HelloLua/proj.ios/AppController.mm
	samples/Lua/HelloLua/proj.mac/main.cpp
This commit is contained in:
Ricardo Quesada 2014-01-28 11:32:25 -08:00
commit 4ed2e0d9d2
1002 changed files with 215 additions and 17783 deletions

4
.gitmodules vendored
View File

@ -4,8 +4,8 @@
[submodule "cocos/scripting/auto-generated"]
path = cocos/scripting/auto-generated
url = git://github.com/cocos2d-x/bindings-auto-generated.git
[submodule "samples/Javascript/Shared"]
path = samples/Javascript/Shared
[submodule "samples/test-javascript/tests"]
path = samples/test-javascript/tests
url = git://github.com/cocos2d/cocos2d-js-tests.git
[submodule "tools/cocos2d-console"]
path = tools/cocos2d-console

View File

@ -95,6 +95,7 @@ Developers:
Added Mingw-crt Support without breaking VS SDK
CMake support for windows.
Added support for x64 target of windows.
Added Dutch Language support.
mchinen
fix emulator issue for OpenGL ES 2.0 on Android

View File

@ -1,6 +1,9 @@
cocos2d-x-3.0rc0 Feb.??? 2014
cocos2d-x-3.0rc0 Feb.?? 2014
[All]
[NEW] Adds Dutch Language support.
[FIX] EGLView improvements: renamed to GLView, no longer a singleton, easier to customize
[FIX] Removes samples except testcpp|testjavascript|testlua. Moves sample games to `cocos2d/samples` repo.
cocos2d-x-3.0beta2 Jan.24 2014
[All]

View File

@ -45,9 +45,7 @@ option(BUILD_EDITOR_SPINE "Build editor support for spine" ON)
option(BUILD_EDITOR_COCOSTUDIO "Build editor support for cocostudio" ON)
option(BUILD_EDITOR_COCOSBUILDER "Build editor support for cocosbuilder" ON)
option(BUILD_HelloCpp "Only build HelloCpp sample" ON)
option(BUILD_TestCpp "Only build TestCpp sample" ON)
option(BUILD_HelloLua "Only build HelloLua sample" OFF)
option(BUILD_TestLua "Only build TestLua sample" OFF)
else()#temp
@ -63,10 +61,7 @@ option(BUILD_EDITOR_SPINE "Build editor support for spine" ON)
option(BUILD_EDITOR_COCOSTUDIO "Build editor support for cocostudio" ON)
option(BUILD_EDITOR_COCOSBUILDER "Build editor support for cocosbuilder" ON)
option(BUILD_HelloCpp "Only build HelloCpp sample" ON)
option(BUILD_TestCpp "Only build TestCpp sample" ON)
option(BUILD_HelloLua "Only build HelloLua sample" ON)
option(BUILD_TestLua "Only build TestLua sample" ON)
endif()#temp
@ -285,19 +280,12 @@ add_subdirectory(cocos/scripting)
endif(BUILD_LIBS_LUA)
# build samples
if(BUILD_HelloCpp)
add_subdirectory(samples/Cpp/HelloCpp)
endif(BUILD_HelloCpp)
if(BUILD_TestCpp)
add_subdirectory(samples/Cpp/TestCpp)
add_subdirectory(samples/test-cpp)
endif(BUILD_TestCpp)
if(BUILD_HelloLua)
add_subdirectory(samples/Lua/HelloLua)
endif(BUILD_HelloLua)
if(BUILD_TestLua)
add_subdirectory(samples/Lua/TestLua)
add_subdirectory(samples/test-lua)
endif(BUILD_TestLua)

View File

@ -7,9 +7,9 @@ import os, os.path
import shutil
from optparse import OptionParser
CPP_SAMPLES = ['hellocpp', 'testcpp', 'simplegame', 'assetsmanager']
LUA_SAMPLES = ['hellolua', 'testlua']
JSB_SAMPLES = ['cocosdragon', 'crystalcraze', 'moonwarriors', 'testjavascript', 'watermelonwithme']
CPP_SAMPLES = ['testcpp']
LUA_SAMPLES = ['testlua']
JSB_SAMPLES = ['testjavascript']
ALL_SAMPLES = CPP_SAMPLES + LUA_SAMPLES + JSB_SAMPLES
def get_num_of_cpu():
@ -159,47 +159,23 @@ def copy_resources(target, app_android_root):
# jsb samples should copy javascript files and resources(shared with cocos2d-html5)
if target in JSB_SAMPLES:
resources_dir = os.path.join(app_android_root, "../../../../cocos/scripting/javascript/script")
resources_dir = os.path.join(app_android_root, "../../../cocos/scripting/javascript/script")
copy_files(resources_dir, assets_dir)
if target == "cocosdragon":
resources_dir = os.path.join(app_android_root, "../../Shared/games/CocosDragonJS/Published files Android")
if target == "crystalcraze":
resources_dir = os.path.join(app_android_root, "../../Shared/games/CrystalCraze/Published-Android")
if target == "testjavascript":
resources_dir = os.path.join(app_android_root, "../../Shared/tests/")
if target == "watermelonwithme":
resources_dir = os.path.join(app_android_root, "../../Shared/games/WatermelonWithMe")
if target != "moonwarriors":
copy_files(resources_dir, assets_dir)
else:
resources_dir = os.path.join(app_android_root, "../../Shared/games/MoonWarriors/res")
dst_dir = os.path.join(assets_dir, "res")
os.mkdir(dst_dir)
copy_files(resources_dir, dst_dir)
resources_dir = os.path.join(app_android_root, "../../Shared/games/MoonWarriors/src")
dst_dir = os.path.join(assets_dir, "src")
os.mkdir(dst_dir)
copy_files(resources_dir, dst_dir)
resources_dir = os.path.join(app_android_root, "../../Shared/games/MoonWarriors")
for item in os.listdir(resources_dir):
path = os.path.join(resources_dir, item)
if item.endswith('.js') and os.path.isfile(path):
shutil.copy(path, assets_dir)
resources_dir = os.path.join(app_android_root, "../tests/")
# AssetsManager test should also copy javascript files
if target == "assetsmanager":
resources_dir = os.path.join(app_android_root, "../../../../cocos/scripting/javascript/script")
copy_files(resources_dir, assets_dir)
# lua samples should copy lua script
if target in LUA_SAMPLES:
resources_dir = os.path.join(app_android_root, "../../../../cocos/scripting/lua/script")
resources_dir = os.path.join(app_android_root, "../../../cocos/scripting/lua/script")
copy_files(resources_dir, assets_dir)
# TestLua shared resources with TestCpp
if target == "testlua":
resources_dir = os.path.join(app_android_root, "../../../Cpp/TestCpp/Resources")
resources_dir = os.path.join(app_android_root, "../../test-cpp/Resources")
copy_files(resources_dir, assets_dir)
def build_samples(target,ndk_build_param,android_platform,build_mode):
@ -213,12 +189,12 @@ def build_samples(target,ndk_build_param,android_platform,build_mode):
cocos_root = os.path.join(current_dir, "..")
if android_platform is not None:
sdk_root = check_environment_variables_sdk()
if android_platform.isdigit():
android_platform = 'android-'+android_platform
else:
print 'please use vaild android platform'
exit(1)
sdk_root = check_environment_variables_sdk()
if android_platform.isdigit():
android_platform = 'android-'+android_platform
else:
print 'please use vaild android platform'
exit(1)
if build_mode is None:
build_mode = 'debug'
@ -227,28 +203,12 @@ def build_samples(target,ndk_build_param,android_platform,build_mode):
app_android_root = ''
for target in build_targets:
if target == 'hellocpp':
app_android_root = os.path.join(cocos_root, 'samples/Cpp/HelloCpp/proj.android')
elif target == 'testcpp':
app_android_root = os.path.join(cocos_root, 'samples/Cpp/TestCpp/proj.android')
elif target == 'simplegame':
app_android_root = os.path.join(cocos_root, 'samples/Cpp/SimpleGame/proj.android')
elif target == 'assetsmanager':
app_android_root = os.path.join(cocos_root, 'samples/Cpp/AssetsManagerTest/proj.android')
elif target == 'hellolua':
app_android_root = os.path.join(cocos_root, 'samples/Lua/HelloLua/proj.android')
if target == 'testcpp':
app_android_root = os.path.join(cocos_root, 'samples/test-cpp/proj.android')
elif target == 'testlua':
app_android_root = os.path.join(cocos_root, 'samples/Lua/TestLua/proj.android')
elif target == 'cocosdragon':
app_android_root = os.path.join(cocos_root, 'samples/Javascript/CocosDragonJS/proj.android')
elif target == 'crystalcraze':
app_android_root = os.path.join(cocos_root, 'samples/Javascript/CrystalCraze/proj.android')
elif target == 'moonwarriors':
app_android_root = os.path.join(cocos_root, 'samples/Javascript/MoonWarriors/proj.android')
app_android_root = os.path.join(cocos_root, 'samples/test-lua/proj.android')
elif target == 'testjavascript':
app_android_root = os.path.join(cocos_root, 'samples/Javascript/TestJavascript/proj.android')
elif target == 'watermelonwithme':
app_android_root = os.path.join(cocos_root, 'samples/Javascript/WatermelonWithMe/proj.android')
app_android_root = os.path.join(cocos_root, 'samples/test-javascript/proj.android')
else:
print 'unknown target: %s' % target
continue
@ -265,24 +225,24 @@ if __name__ == '__main__':
Usage: %prog [options] target
Valid targets are: [hellocpp|testcpp|simplegame|assetsmanager|hellolua|testlua|cocosdragon|crystalcraze|moonwarriors|testjavascript|watermelonwithme]. You can combine them arbitrarily with a whitespace among two valid targets.
Valid targets are: [testcpp|testlua|testjavascript]. You can combine them arbitrarily with a whitespace among two valid targets.
You can use [all|cpp|lua|jsb], to build all the samples, or all the c++ samples, or all the lua samples, or all the jsb samples respectevely.
cpp = ['hellocpp', 'testcpp', 'simplegame', 'assetsmanager']
lua = ['hellolua', 'testlua']
jsb = ['cocosdragon', 'crystalcraze', 'moonwarriors', 'testjavascript', 'watermelonwithme']
cpp = ['testcpp']
lua = ['testlua']
jsb = ['testjavascript']
all = cpp + lua + jsb // be careful with the all target, it may took a very long time to compile all the projects, do it under your own risk.
If you are new to cocos2d-x, I recommend you start with hellocpp,hellolua or testjavascript.
If you are new to cocos2d-x, I recommend you start with testcpp, testlua or testjavascript.
You can combine these targets like this:
//1. to build simplegame and assetsmanager
python android-build.py -p 10 simplegame assetsmanager
python android-build.py -p 10 testcpp testlua
//2. to build hellolua and all the jsb samples
python android-build.py -p 19 hellolua jsb
//2. to build testlua and all the jsb samples
python android-build.py -p 19 testlua jsb
Note: You should install ant to generate apk while building the andriod samples. But it is optional. You can generate apk with eclipse.
"""

View File

@ -5,15 +5,13 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libAudio", "..\cocos\audio\
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libcocos2d", "..\cocos\2d\cocos2d.vcxproj", "{98A51BA8-FC3A-415B-AC8F-8C7BD464E93E}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "HelloCpp", "..\samples\Cpp\HelloCpp\proj.win32\HelloCpp.vcxproj", "{B8BF9E81-35FD-4582-BA1C-B85FA365BABB}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libBox2D", "..\external\Box2D\proj.win32\Box2D.vcxproj", "{929480E7-23C0-4DF6-8456-096D71547116}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libchipmunk", "..\external\chipmunk\proj.win32\chipmunk.vcxproj", "{207BC7A9-CCF1-4F2F-A04D-45F72242AE25}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libExtensions", "..\extensions\proj.win32\libExtensions.vcxproj", "{21B2C324-891F-48EA-AD1A-5AE13DE12E28}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TestCpp", "..\samples\Cpp\TestCpp\proj.win32\TestCpp.vcxproj", "{76A39BB2-9B84-4C65-98A5-654D86B86F2A}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TestCpp", "..\samples\test-cpp\proj.win32\TestCpp.vcxproj", "{76A39BB2-9B84-4C65-98A5-654D86B86F2A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libCocosBuilder", "..\cocos\editor-support\cocosbuilder\proj.win32\libCocosBuilder.vcxproj", "{811C0DAB-7B96-4BD3-A154-B7572B58E4AB}"
EndProject
@ -25,29 +23,15 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libNetwork", "..\cocos\netw
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libSpine", "..\cocos\editor-support\spine\proj.win32\libSpine.vcxproj", "{B7C2A162-DEC9-4418-972E-240AB3CBFCAE}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "AssetsManagerTest", "..\samples\Cpp\AssetsManagerTest\proj.win32\AssetsManagerTest.vcxproj", "{6D37505F-A890-441D-BD3F-A61E2C0469CE}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libJSBinding", "..\cocos\scripting\javascript\bindings\proj.win32\libJSBinding.vcxproj", "{39379840-825A-45A0-B363-C09FFEF864BD}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TestJavascript", "..\samples\Javascript\TestJavascript\proj.win32\TestJavascript.vcxproj", "{D0F06A44-A245-4D13-A498-0120C203B539}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TestJavascript", "..\samples\test-javascript\proj.win32\TestJavascript.vcxproj", "{D0F06A44-A245-4D13-A498-0120C203B539}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libLocalStorage", "..\cocos\storage\local-storage\proj.win32\libLocalStorage.vcxproj", "{632A8F38-D0F0-4D22-86B3-D69F5E6BF63A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "CocosDragonJS", "..\samples\Javascript\CocosDragonJS\proj.win32\CocosDragonJS.vcxproj", "{68ED0B4E-2BCA-45D2-9648-CEABEBD3B9D7}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "CrystalCraze", "..\samples\Javascript\CrystalCraze\proj.win32\CrystalCraze.vcxproj", "{9A17D9A4-4B11-4E32-94F6-895FF4909EC5}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "MoonWarriors", "..\samples\Javascript\MoonWarriors\proj.win32\MoonWarriors.vcxproj", "{1DB7C0FC-46FF-4A1B-82E0-C6244EEEC4C2}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "WatermelonWithMe", "..\samples\Javascript\WatermelonWithMe\proj.win32\WatermelonWithMe.vcxproj", "{BE092D9E-95AE-4F86-84CE-F4519E4F3F15}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "liblua", "..\cocos\scripting\lua\bindings\liblua.vcxproj", "{DDC3E27F-004D-4DD4-9DD3-931A013D2159}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "HelloLua", "..\samples\Lua\HelloLua\proj.win32\HelloLua.vcxproj", "{13E55395-94A2-4CD9-BFC2-1A051F80C17D}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TestLua", "..\samples\Lua\TestLua\proj.win32\TestLua.win32.vcxproj", "{4E6A7A0E-DDD8-4BAA-8B22-C964069364ED}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SimpleGame", "..\samples\Cpp\SimpleGame\proj.win32\SimpleGame.vcxproj", "{E0E282F4-8487-452C-BFAB-CB960EB4D22F}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TestLua", "..\samples\test-lua\proj.win32\TestLua.win32.vcxproj", "{4E6A7A0E-DDD8-4BAA-8B22-C964069364ED}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libJSBindingForBuilder", "..\cocos\scripting\javascript\bindings\cocosbuilder\libJSBindingForBuilder.vcxproj", "{F9DA0FC1-651B-457B-962E-A4D61CEBF5FD}"
EndProject

View File

@ -1 +1 @@
c958533394964fe0c38bd60c272a0b48ec38d9d6
fc1947a565933ae570d1ba0e47e9d6b442498da5

View File

@ -56,6 +56,7 @@ enum class LanguageType
ITALIAN,
GERMAN,
SPANISH,
DUTCH,
RUSSIAN,
KOREAN,
JAPANESE,

View File

@ -116,6 +116,10 @@ LanguageType Application::getCurrentLanguage()
{
ret = LanguageType::RUSSIAN;
}
else if (0 == strcmp("nl", pLanguageName))
{
ret = LanguageType::DUTCH;
}
else if (0 == strcmp("ko", pLanguageName))
{
ret = LanguageType::KOREAN;

View File

@ -110,6 +110,9 @@ LanguageType Application::getCurrentLanguage()
else if ([languageCode isEqualToString:@"es"]){
ret = LanguageType::SPANISH;
}
else if ([languageCode isEqualToString:@"nl"]){
ret = LanguageType::DUTCH;
}
else if ([languageCode isEqualToString:@"ru"]){
ret = LanguageType::RUSSIAN;
}

View File

@ -70,20 +70,20 @@ EGLView* EGLView::createWithFullScreen(const std::string& viewName)
EGLView::EGLView()
{
CGRect r = CGRectMake(0,0,300,300);
CCEAGLView *glView = [CCEAGLView viewWithFrame:r
pixelFormat: kEAGLColorFormatRGB565
depthFormat: GL_DEPTH24_STENCIL8_OES
preserveBackbuffer: NO
sharegroup: nil
multiSampling: NO
numberOfSamples: 0];
[__glView setMultipleTouchEnabled:YES];
_screenSize.width = _designResolutionSize.width = [glview getWidth];
_screenSize.height = _designResolutionSize.height = [glview getHeight];
_glview = glview;
// CGRect r = CGRectMake(0,0,300,300);
// CCEAGLView *glView = [CCEAGLView viewWithFrame:r
// pixelFormat: kEAGLColorFormatRGB565
// depthFormat: GL_DEPTH24_STENCIL8_OES
// preserveBackbuffer: NO
// sharegroup: nil
// multiSampling: NO
// numberOfSamples: 0];
// [__glView setMultipleTouchEnabled:YES];
//
// _screenSize.width = _designResolutionSize.width = [glview getWidth];
// _screenSize.height = _designResolutionSize.height = [glview getHeight];
//
// _glview = glview;
}
EGLView::~EGLView()

View File

@ -136,58 +136,62 @@ Application* Application::sharedApplication()
LanguageType Application::getCurrentLanguage()
{
char *pLanguageName = getenv("LANG");
LanguageType ret = LanguageType::ENGLISH;
if (!pLanguageName)
{
return LanguageType::ENGLISH;
}
strtok(pLanguageName, "_");
if (!pLanguageName)
{
return LanguageType::ENGLISH;
}
if (0 == strcmp("zh", pLanguageName))
{
ret = LanguageType::CHINESE;
}
else if (0 == strcmp("en", pLanguageName))
{
ret = LanguageType::ENGLISH;
}
else if (0 == strcmp("fr", pLanguageName))
{
ret = LanguageType::FRENCH;
}
else if (0 == strcmp("it", pLanguageName))
{
ret = LanguageType::ITALIAN;
}
else if (0 == strcmp("de", pLanguageName))
{
ret = LanguageType::GERMAN;
}
else if (0 == strcmp("es", pLanguageName))
{
ret = LanguageType::SPANISH;
}
else if (0 == strcmp("ru", pLanguageName))
{
ret = LanguageType::RUSSIAN;
}
else if (0 == strcmp("ko", pLanguageName))
{
ret = LanguageType::KOREAN;
}
else if (0 == strcmp("ja", pLanguageName))
{
ret = LanguageType::JAPANESE;
}
else if (0 == strcmp("hu", pLanguageName))
{
ret = LanguageType::HUNGARIAN;
}
char *pLanguageName = getenv("LANG");
LanguageType ret = LanguageType::ENGLISH;
if (!pLanguageName)
{
return LanguageType::ENGLISH;
}
strtok(pLanguageName, "_");
if (!pLanguageName)
{
return LanguageType::ENGLISH;
}
if (0 == strcmp("zh", pLanguageName))
{
ret = LanguageType::CHINESE;
}
else if (0 == strcmp("en", pLanguageName))
{
ret = LanguageType::ENGLISH;
}
else if (0 == strcmp("fr", pLanguageName))
{
ret = LanguageType::FRENCH;
}
else if (0 == strcmp("it", pLanguageName))
{
ret = LanguageType::ITALIAN;
}
else if (0 == strcmp("de", pLanguageName))
{
ret = LanguageType::GERMAN;
}
else if (0 == strcmp("es", pLanguageName))
{
ret = LanguageType::SPANISH;
}
else if (0 == strcmp("nl", pLanguageName))
{
ret = LanguageType::DUTCH;
}
else if (0 == strcmp("ru", pLanguageName))
{
ret = LanguageType::RUSSIAN;
}
else if (0 == strcmp("ko", pLanguageName))
{
ret = LanguageType::KOREAN;
}
else if (0 == strcmp("ja", pLanguageName))
{
ret = LanguageType::JAPANESE;
}
else if (0 == strcmp("hu", pLanguageName))
{
ret = LanguageType::HUNGARIAN;
}
else if (0 == strcmp("pt", pLanguageName))
{
ret = LanguageType::PORTUGUESE;

View File

@ -130,6 +130,9 @@ LanguageType Application::getCurrentLanguage()
else if ([languageCode isEqualToString:@"es"]){
ret = LanguageType::SPANISH;
}
else if ([languageCode isEqualToString:@"nl"]){
ret = LanguageType::DUTCH;
}
else if ([languageCode isEqualToString:@"ru"]){
ret = LanguageType::RUSSIAN;
}

View File

@ -149,6 +149,9 @@ LanguageType Application::getCurrentLanguage()
case LANG_SPANISH:
ret = LanguageType::SPANISH;
break;
case LANG_DUTCH:
ret = LanguageType::DUTCH;
break;
case LANG_RUSSIAN:
ret = LanguageType::RUSSIAN;
break;

View File

@ -1,15 +0,0 @@
if(BUILD_HelloCpp)
add_subdirectory(Cpp/HelloCpp)
endif(BUILD_HelloCpp)
if(BUILD_TestCpp)
add_subdirectory(Cpp/TestCpp)
endif(BUILD_TestCpp)
if(BUILD_HelloLua)
add_subdirectory(Lua/HelloLua)
endif(BUILD_HelloLua)
if(BUILD_TestLua)
add_subdirectory(Lua/TestLua)
endif(BUILD_TestLua)

View File

@ -1,75 +0,0 @@
//
// AssetsManagerTestAppDelegate.h
// AssetsManagerTest
//
// Created by minggo on 2/5/13.
// Copyright __MyCompanyName__ 2013. All rights reserved.
//
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "CCApplication.h"
#include "cocos2d.h"
#include "extensions/assets-manager/AssetsManager.h"
/**
@brief The cocos2d Application.
The reason to implement with private inheritance is to hide some interface details of Director.
*/
class AppDelegate : private cocos2d::Application
{
public:
AppDelegate();
virtual ~AppDelegate();
/**
@brief Implement Director and Scene init code here.
@return true Initialize success, app continue.
@return false Initialize failed, app terminate.
*/
virtual bool applicationDidFinishLaunching();
/**
@brief The function is called when the application enters the background
@param the pointer of the application instance
*/
virtual void applicationDidEnterBackground();
/**
@brief The function is called when the application enters the foreground
@param the pointer of the application instance
*/
virtual void applicationWillEnterForeground();
};
class UpdateLayer : public cocos2d::Layer, public cocos2d::extension::AssetsManagerDelegateProtocol
{
public:
UpdateLayer();
~UpdateLayer();
virtual bool init();
void enter(cocos2d::Object *pSender);
void reset(cocos2d::Object *pSender);
void update(cocos2d::Object *pSender);
virtual void onError(cocos2d::extension::AssetsManager::ErrorCode errorCode);
virtual void onProgress(int percent);
virtual void onSuccess();
private:
cocos2d::extension::AssetsManager* pAssetsManager;
void createDownloadedDir();
cocos2d::MenuItemFont *pItemEnter;
cocos2d::MenuItemFont *pItemReset;
cocos2d::MenuItemFont *pItemUpdate;
cocos2d::LabelTTF *pProgressLabel;
std::string pathToSave;
bool isUpdateItemClicked;
};
#endif // _APP_DELEGATE_H_

View File

@ -1,37 +0,0 @@
This sample shows how to use AssetsManager to auto-update application resources(pictures or scripts).
In this sample, there is a scene which contains three items:
* enter
Start to run script.
* reset
Delete downloaded resources and delete recorded version code.
* update
Download new version of package if it exits.
You can use this sample like this:
* Run original version application(refered as v1)
```
start application
click "enter"
```
* Run new version application(v2)
```
start application
click "update"
click "enter"
```
You will find the changes.
* Run v1 again after running v2
```
start application
click "reset"
click "enter"
```
The application turns back to v1. Ofcourse you can run v2 again as mentioned abave.

View File

@ -1 +0,0 @@
5fe89fb5bd58cedf13b0363f97b20e3ea7ff255d

View File

@ -1,52 +0,0 @@
/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
// boot code needed for cocos2d + JS bindings.
// Not needed by cocos2d-html5
require('jsb_cocos2d.js');
var appFiles = [
'myApp.js'
];
cc.dumpConfig();
for( var i=0; i < appFiles.length; i++) {
require( appFiles[i] );
}
var director = cc.Director.getInstance();
director.setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
director.setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
var myScene = new MyScene();
// run
director.replaceScene(myScene);

View File

@ -1,99 +0,0 @@
/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011 Zynga Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
var MyLayer = cc.Layer.extend({
isMouseDown:false,
helloImg:null,
helloLabel:null,
circle:null,
sprite:null,
ctor:function() {
this._super();
cc.associateWithNative( this, cc.Layer );
},
init:function () {
//////////////////////////////
// 1. super init first
this._super();
/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// ask director the window size
var size = cc.Director.getInstance().getWinSize();
// add a "close" icon to exit the progress. it's an autorelease object
var closeItem = cc.MenuItemImage.create(
"CloseNormal.png",
"CloseSelected.png",
function () {
cc.log("close button was clicked.");
},this);
closeItem.setAnchorPoint(cc.p(0.5, 0.5));
var menu = cc.Menu.create(closeItem);
menu.setPosition(cc.p(0, 0));
this.addChild(menu, 1);
closeItem.setPosition(cc.p(size.width - 20, 20));
/////////////////////////////
// 3. add your codes below...
// add a label shows "Hello World"
// create and initialize a label
this.helloLabel = cc.LabelTTF.create("Hello World", "Arial", 38);
// position the label on the center of the screen
this.helloLabel.setPosition(cc.p(size.width / 2, size.height - 40));
// add the label as a child to this layer
this.addChild(this.helloLabel, 5);
// add "Helloworld" splash screen"
this.sprite = cc.Sprite.create("Background.png");
this.sprite.setAnchorPoint(cc.p(0.5, 0.5));
this.sprite.setPosition(cc.p(size.width / 2, size.height / 2));
this.addChild(this.sprite, 0);
return true;
}
});
var MyScene = cc.Scene.extend({
ctor:function() {
this._super();
cc.associateWithNative( this, cc.Scene );
},
onEnter:function () {
this._super();
var layer = new MyLayer();
this.addChild(layer);
layer.init();
}
});

View File

@ -1,70 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>AssetsManagerTest</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.cdt.managedbuilder.core.ScannerConfigBuilder</name>
<triggers>full,incremental,</triggers>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
<nature>org.eclipse.jdt.core.javanature</nature>
<nature>org.eclipse.cdt.core.cnature</nature>
<nature>org.eclipse.cdt.core.ccnature</nature>
<nature>org.eclipse.cdt.managedbuilder.core.managedBuildNature</nature>
<nature>org.eclipse.cdt.managedbuilder.core.ScannerConfigNature</nature>
</natures>
<linkedResources>
<link>
<name>Classes</name>
<type>2</type>
<locationURI>COCOS2DX/samples/Cpp/AssetsManagerTest/Classes</locationURI>
</link>
<link>
<name>cocos2dx</name>
<type>2</type>
<locationURI>COCOS2DX/cocos2dx</locationURI>
</link>
<link>
<name>cocosdenshion</name>
<type>2</type>
<locationURI>COCOS2DX/CocosDenshion</locationURI>
</link>
<link>
<name>extensions</name>
<type>2</type>
<locationURI>COCOS2DX/extensions</locationURI>
</link>
<link>
<name>scripting</name>
<type>2</type>
<locationURI>COCOS2DX/scripting</locationURI>
</link>
</linkedResources>
</projectDescription>

View File

@ -1,68 +0,0 @@
eclipse.preferences.version=1
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useParentScope=false

View File

@ -1,35 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="org.cocos2dx.AssetsManagerTest"
android:versionCode="1"
android:versionName="1.0">
<uses-sdk android:minSdkVersion="9"/>
<uses-feature android:glEsVersion="0x00020000" />
<application android:label="@string/app_name"
android:icon="@drawable/icon">
<activity android:name=".Cocos2dxActivity"
android:label="@string/app_name"
android:screenOrientation="landscape"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation">
<!-- Tell NativeActivity the name of our .so -->
<meta-data android:name="android.app.lib_name"
android:value="game" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<supports-screens android:anyDensity="true"
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"/>
<uses-permission android:name="android.permission.INTERNET"/>
</manifest>

View File

@ -1,92 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project name="AssetsManager" default="help">
<!-- The local.properties file is created and updated by the 'android' tool.
It contains the path to the SDK. It should *NOT* be checked into
Version Control Systems. -->
<property file="local.properties" />
<!-- The ant.properties file can be created by you. It is only edited by the
'android' tool to add properties to it.
This is the place to change some Ant specific build properties.
Here are some properties you may want to change/update:
source.dir
The name of the source directory. Default is 'src'.
out.dir
The name of the output directory. Default is 'bin'.
For other overridable properties, look at the beginning of the rules
files in the SDK, at tools/ant/build.xml
Properties related to the SDK location or the project target should
be updated using the 'android' tool with the 'update' action.
This file is an integral part of the build system for your
application and should be checked into Version Control Systems.
-->
<property file="ant.properties" />
<!-- if sdk.dir was not set from one of the property file, then
get it from the ANDROID_HOME env var.
This must be done before we load project.properties since
the proguard config can use sdk.dir -->
<property environment="env" />
<condition property="sdk.dir" value="${env.ANDROID_HOME}">
<isset property="env.ANDROID_HOME" />
</condition>
<!-- The project.properties file is created and updated by the 'android'
tool, as well as ADT.
This contains project specific properties such as project target, and library
dependencies. Lower level build properties are stored in ant.properties
(or in .classpath for Eclipse projects).
This file is an integral part of the build system for your
application and should be checked into Version Control Systems. -->
<loadproperties srcFile="project.properties" />
<!-- quick check on sdk.dir -->
<fail
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
unless="sdk.dir"
/>
<!--
Import per project custom build rules if present at the root of the project.
This is the place to put custom intermediary targets such as:
-pre-build
-pre-compile
-post-compile (This is typically used for code obfuscation.
Compiled code location: ${out.classes.absolute.dir}
If this is not done in place, override ${out.dex.input.absolute.dir})
-post-package
-post-build
-pre-clean
-->
<import file="custom_rules.xml" optional="true" />
<!-- Import the actual build file.
To customize existing targets, there are two options:
- Customize only one target:
- copy/paste the target into this file, *before* the
<import> task.
- customize it to your needs.
- Customize the whole content of build.xml
- copy/paste the content of the rules files (minus the top node)
into this file, replacing the <import> task.
- customize to your needs.
***********************
****** IMPORTANT ******
***********************
In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
in order to avoid having your file be overridden by tools such as "android update project"
-->
<!-- version-tag: 1 -->
<import file="${sdk.dir}/tools/ant/build.xml" />
</project>

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@ -1,30 +0,0 @@
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := game_shared
LOCAL_MODULE_FILENAME := libgame
LOCAL_SRC_FILES := hellocpp/main.cpp \
../../Classes/AppDelegate.cpp
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes
LOCAL_WHOLE_STATIC_LIBRARIES := cocos_jsb_static
LOCAL_WHOLE_STATIC_LIBRARIES += jsb_chipmunk_static
LOCAL_WHOLE_STATIC_LIBRARIES += jsb_extension_static
LOCAL_WHOLE_STATIC_LIBRARIES += jsb_localstorage_static
LOCAL_WHOLE_STATIC_LIBRARIES += jsb_network_static
LOCAL_WHOLE_STATIC_LIBRARIES += jsb_builder_static
LOCAL_EXPORT_CFLAGS := -DCOCOS2D_DEBUG=2 -DCOCOS2D_JAVASCRIPT
include $(BUILD_SHARED_LIBRARY)
$(call import-module,scripting/javascript/bindings)
$(call import-module,scripting/javascript/bindings/chipmunk)
$(call import-module,scripting/javascript/bindings/extension)
$(call import-module,scripting/javascript/bindings/localstorage)
$(call import-module,scripting/javascript/bindings/network)
$(call import-module,scripting/javascript/bindings/cocosbuilder)

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@ -1,5 +0,0 @@
APP_STL := gnustl_static
# add -Wno-literal-suffix to avoid warning: warning: invalid suffix on literal; C++11 requires a space between literal and identifier [-Wliteral-suffix]
# in NDK_ROOT/arch-arm/usr/include/sys/cdefs_elf.h:35:28: when using ndk-r9
APP_CPPFLAGS := -frtti -DCOCOS2D_DEBUG=1 -std=c++11 -Wno-literal-suffix -fsigned-char

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@ -1,14 +0,0 @@
#include "AppDelegate.h"
#include "platform/android/jni/JniHelper.h"
#include <jni.h>
#include <android/log.h>
#define LOG_TAG "main"
#define LOGD(...) __android_log_print(ANDROID_LOG_DEBUG,LOG_TAG,__VA_ARGS__)
using namespace cocos2d;
void cocos_android_app_init (struct android_app* app) {
LOGD("cocos_android_app_init");
AppDelegate *pAppDelegate = new AppDelegate();
}

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@ -1,15 +0,0 @@
# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system edit
# "ant.properties", and override values to adapt the script to your
# project structure.
#
# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
#proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
# Project target.
target=android-10
android.library.reference.1=../../../../cocos/2d/platform/android/java

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@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">AssetsManager</string>
</resources>

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@ -1,33 +0,0 @@
package org.cocos2dx.AssetsManagerTest;
import android.app.NativeActivity;
import android.graphics.PixelFormat;
import android.os.Bundle;
public class Cocos2dxActivity extends NativeActivity {
@Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
//For supports translucency
//1.change "attribs" in cocos\2d\platform\android\nativeactivity.cpp
/*const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
//EGL_BLUE_SIZE, 5, -->delete
//EGL_GREEN_SIZE, 6, -->delete
//EGL_RED_SIZE, 5, -->delete
EGL_BUFFER_SIZE, 32, //-->new field
EGL_DEPTH_SIZE, 16,
EGL_STENCIL_SIZE, 8,
EGL_NONE
};*/
//2.Set the format of window
// getWindow().setFormat(PixelFormat.TRANSLUCENT);
}
}

View File

@ -1,20 +0,0 @@
//
// AssetsManagerTestAppController.h
// AssetsManagerTest
//
// Created by minggo on 2/5/13.
// Copyright __MyCompanyName__ 2013. All rights reserved.
//
@class RootViewController;
@interface AppController : NSObject <UIAccelerometerDelegate, UIAlertViewDelegate, UITextFieldDelegate,UIApplicationDelegate> {
UIWindow *window;
RootViewController *viewController;
}
@property (nonatomic, retain) UIWindow *window;
@property (nonatomic, retain) RootViewController *viewController;
@end

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@ -1,122 +0,0 @@
//
// AssetsManagerTestAppController.mm
// AssetsManagerTest
//
// Created by minggo on 2/5/13.
// Copyright __MyCompanyName__ 2013. All rights reserved.
//
#import <UIKit/UIKit.h>
#import "AppController.h"
#import "cocos2d.h"
#import "EAGLView.h"
#import "AppDelegate.h"
#import "RootViewController.h"
@implementation AppController
@synthesize window;
@synthesize viewController;
#pragma mark -
#pragma mark Application lifecycle
// cocos2d application instance
static AppDelegate s_sharedApplication;
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
// Add the view controller's view to the window and display.
window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
CCEAGLView *__glView = [CCEAGLView viewWithFrame: [window bounds]
pixelFormat: kEAGLColorFormatRGBA8
depthFormat: GL_DEPTH_COMPONENT16
preserveBackbuffer: NO
sharegroup: nil
multiSampling: NO
numberOfSamples:0 ];
// Use RootViewController manage CCEAGLView
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;
viewController.view = __glView;
// Set RootViewController to window
if ( [[UIDevice currentDevice].systemVersion floatValue] < 6.0)
{
// warning: addSubView doesn't work on iOS6
[window addSubview: viewController.view];
}
else
{
// use this method on ios6
[window setRootViewController:viewController];
}
[window makeKeyAndVisible];
[[UIApplication sharedApplication] setStatusBarHidden: YES];
cocos2d::Application::getInstance()->run();
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application {
/*
Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
*/
cocos2d::Director::getInstance()->pause();
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
/*
Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
*/
cocos2d::Director::getInstance()->resume();
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
/*
Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
If your application supports background execution, called instead of applicationWillTerminate: when the user quits.
*/
cocos2d::Application::getInstance()->applicationDidEnterBackground();
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
/*
Called as part of transition from the background to the inactive state: here you can undo many of the changes made on entering the background.
*/
cocos2d::Application::getInstance()->applicationWillEnterForeground();
}
- (void)applicationWillTerminate:(UIApplication *)application {
/*
Called when the application is about to terminate.
See also applicationDidEnterBackground:.
*/
}
#pragma mark -
#pragma mark Memory management
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
/*
Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later.
*/
cocos2d::Director::getInstance()->purgeCachedData();
}
- (void)dealloc {
[super dealloc];
}
@end

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@ -1,8 +0,0 @@
//
// Prefix header for all source files of the 'AssetsManagerTest' target in the 'AssetsManagerTest' project
//
#ifdef __OBJC__
#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
#endif

View File

@ -1,16 +0,0 @@
//
// AssetsManagerTestAppController.h
// AssetsManagerTest
//
// Created by minggo on 2/5/13.
// Copyright __MyCompanyName__ 2013. All rights reserved.
//
#import <UIKit/UIKit.h>
@interface RootViewController : UIViewController {
}
- (BOOL)prefersStatusBarHidden;
@end

View File

@ -1,79 +0,0 @@
//
// AssetsManagerTestAppController.h
// AssetsManagerTest
//
// Created by minggo on 2/5/13.
// Copyright __MyCompanyName__ 2013. All rights reserved.
//
#import "RootViewController.h"
@implementation RootViewController
/*
// The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
// Custom initialization
}
return self;
}
*/
/*
// Implement loadView to create a view hierarchy programmatically, without using a nib.
- (void)loadView {
}
*/
/*
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
[super viewDidLoad];
}
*/
// Override to allow orientations other than the default portrait orientation.
// This method is deprecated on ios6
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return UIInterfaceOrientationIsLandscape( interfaceOrientation );
}
// For ios6, use supportedInterfaceOrientations & shouldAutorotate instead
- (NSUInteger) supportedInterfaceOrientations{
#ifdef __IPHONE_6_0
return UIInterfaceOrientationMaskLandscape;
#endif
}
- (BOOL) shouldAutorotate {
return YES;
}
//fix not hide status on ios7
- (BOOL)prefersStatusBarHidden
{
return YES;
}
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
- (void)viewDidUnload {
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (void)dealloc {
[super dealloc];
}
@end

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@ -1,17 +0,0 @@
//
// main.m
// AssetsManagerTest
//
// Created by minggo on 2/5/13.
// Copyright __MyCompanyName__ 2013. All rights reserved.
//
#import <UIKit/UIKit.h>
int main(int argc, char *argv[]) {
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
int retVal = UIApplicationMain(argc, argv, nil, @"AppController");
[pool release];
return retVal;
}

View File

@ -1,217 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{6D37505F-A890-441D-BD3F-A61E2C0469CE}</ProjectGuid>
<RootNamespace>AssetsManagerTest</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '10.0'">v100</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '11.0'">v110</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '11.0' and exists('$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A')">v110_xp</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '10.0'">v100</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '11.0'">v110</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '11.0' and exists('$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A')">v110_xp</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="..\..\..\..\cocos\2d\cocos2dx.props" />
<Import Project="..\..\..\..\cocos\2d\cocos2d_headers.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="..\..\..\..\cocos\2d\cocos2dx.props" />
<Import Project="..\..\..\..\cocos\2d\cocos2d_headers.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Configuration).win32\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Configuration).win32\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Configuration).win32\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Configuration).win32\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LibraryPath>$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A\lib;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LibraryPath>$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A\lib;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>false</MkTypLibCompatible>
<TargetEnvironment>Win32</TargetEnvironment>
<GenerateStublessProxies>true</GenerateStublessProxies>
<TypeLibraryName>$(IntDir)res.tlb</TypeLibraryName>
<HeaderFileName>res.h</HeaderFileName>
<DllDataFileName>
</DllDataFileName>
<InterfaceIdentifierFileName>res_i.c</InterfaceIdentifierFileName>
<ProxyFileName>res_p.c</ProxyFileName>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(ProjectDir)..\Classes;$(EngineRoot);$(EngineRoot)external\spidermonkey\include\win32;$(EngineRoot)external\chipmunk\include\chipmunk;$(EngineRoot)extensions;$(EngineRoot)cocos\scripting\javascript\bindings;$(EngineRoot)cocos\scripting\auto-generated\js-bindings;$(EngineRoot)cocos\audio\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_WINDOWS;STRICT;DEBUG;_DEBUG;XP_WIN;JS_HAVE___INTN;JS_INTPTR_TYPE=int;COCOS2D_DEBUG=1;COCOS2D_JAVASCRIPT=1;CC_ENABLE_CHIPMUNK_INTEGRATION=1;_CRT_SECURE_NO_WARNINGS;_SCL_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MinimalRebuild>false</MinimalRebuild>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<DisableSpecificWarnings>4267;4251;4244;%(DisableSpecificWarnings)</DisableSpecificWarnings>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
<AdditionalIncludeDirectories>$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A\include;$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ResourceCompile>
<PreLinkEvent>
<Command>if not exist "$(OutDir)" mkdir "$(OutDir)"
xcopy /Y /Q "$(ProjectDir)..\..\..\..\external\spidermonkey\prebuilt\win32\*.*" "$(OutDir)"
</Command>
</PreLinkEvent>
<Link>
<AdditionalDependencies>mozjs-25.0.lib;ws2_32.lib;sqlite3.lib;libcurl_imp.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(OutDir);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<TargetMachine>MachineX86</TargetMachine>
</Link>
<PreBuildEvent>
<Command>if not exist "$(OutDir)" mkdir "$(OutDir)"
if exist "$(OutDir)\AssetsManagerTestRes" rd /s /q "$(OutDir)\AssetsManagerTestRes"
mkdir "$(OutDir)\AssetsManagerTestRes"
xcopy "$(ProjectDir)..\..\..\..\cocos\scripting\javascript\script\*.js" "$(OutDir)\AssetsManagerTestRes\" /e /Y
xcopy "$(ProjectDir)..\Resources" "$(OutDir)\AssetsManagerTestRes\" /e /Y</Command>
</PreBuildEvent>
<PreBuildEvent>
<Message>Copy js and resource files.</Message>
</PreBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>false</MkTypLibCompatible>
<TargetEnvironment>Win32</TargetEnvironment>
<GenerateStublessProxies>true</GenerateStublessProxies>
<TypeLibraryName>$(IntDir)res.tlb</TypeLibraryName>
<HeaderFileName>res.h</HeaderFileName>
<DllDataFileName>
</DllDataFileName>
<InterfaceIdentifierFileName>res_i.c</InterfaceIdentifierFileName>
<ProxyFileName>res_p.c</ProxyFileName>
</Midl>
<ClCompile>
<AdditionalIncludeDirectories>$(ProjectDir)..\Classes;$(EngineRoot);$(EngineRoot)external\spidermonkey\include\win32;$(EngineRoot)external\chipmunk\include\chipmunk;$(EngineRoot)extensions;$(EngineRoot)cocos\scripting\javascript\bindings;$(EngineRoot)cocos\scripting\auto-generated\js-bindings;$(EngineRoot)cocos\audio\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_WINDOWS;STRICT;NDEBUG;XP_WIN;JS_HAVE___INTN;JS_INTPTR_TYPE=int;COCOS2D_JAVASCRIPT=1;CC_ENABLE_CHIPMUNK_INTEGRATION=1;_CRT_SECURE_NO_WARNINGS;_SCL_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
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</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>
</DebugInformationFormat>
<DisableSpecificWarnings>4267;4251;4244;%(DisableSpecificWarnings)</DisableSpecificWarnings>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
<AdditionalIncludeDirectories>$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A\include;$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ResourceCompile>
<PreLinkEvent>
<Command>if not exist "$(OutDir)" mkdir "$(OutDir)"
xcopy /Y /Q "$(EngineRoot)external\spidermonkey\prebuilt\win32\*.*" "$(OutDir)"
</Command>
</PreLinkEvent>
<Link>
<AdditionalDependencies>mozjs-25.0.lib;ws2_32.lib;sqlite3.lib;libcurl_imp.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(OutDir);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Windows</SubSystem>
<TargetMachine>MachineX86</TargetMachine>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<PreBuildEvent>
<Command>if not exist "$(OutDir)" mkdir "$(OutDir)"
if exist "$(OutDir)\AssetsManagerTestRes" rd /s /q "$(OutDir)\AssetsManagerTestRes"
mkdir "$(OutDir)\AssetsManagerTestRes"
xcopy "$(ProjectDir)..\..\..\..\cocos\scripting\javascript\script\*.js" "$(OutDir)\AssetsManagerTestRes\" /e /Y
xcopy "$(ProjectDir)..\Resources" "$(OutDir)\AssetsManagerTestRes\" /e /Y</Command>
<Message>Copy js and resource files.</Message>
</PreBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
<ClCompile Include="..\Classes\AppDelegate.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="main.h" />
<ClInclude Include="resource.h" />
<ClInclude Include="..\Classes\AppDelegate.h" />
</ItemGroup>
<ItemGroup>
<None Include="res\res.ico" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="res.rc" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\..\..\cocos\2d\cocos2d.vcxproj">
<Project>{98a51ba8-fc3a-415b-ac8f-8c7bd464e93e}</Project>
<ReferenceOutputAssembly>false</ReferenceOutputAssembly>
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<ProjectReference Include="..\..\..\..\cocos\audio\proj.win32\CocosDenshion.vcxproj">
<Project>{f8edd7fa-9a51-4e80-baeb-860825d2eac6}</Project>
</ProjectReference>
<ProjectReference Include="..\..\..\..\cocos\scripting\javascript\bindings\extension\libJSBindingForExtension.vcxproj">
<Project>{625f7391-9a91-48a1-8cfc-79508c822637}</Project>
</ProjectReference>
<ProjectReference Include="..\..\..\..\cocos\scripting\javascript\bindings\proj.win32\libJSBinding.vcxproj">
<Project>{39379840-825a-45a0-b363-c09ffef864bd}</Project>
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<ProjectReference Include="..\..\..\..\cocos\storage\local-storage\proj.win32\libLocalStorage.vcxproj">
<Project>{632a8f38-d0f0-4d22-86b3-d69f5e6bf63a}</Project>
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<Project>{207bc7a9-ccf1-4f2f-a04d-45f72242ae25}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -1,44 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="resource">
<UniqueIdentifier>{ca9c9e15-d942-43a1-aa7a-5f0b74ca1afd}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;jpg;jpeg;jpe;png;manifest</Extensions>
</Filter>
<Filter Include="win32">
<UniqueIdentifier>{ccb2323b-1cfa-41ea-bcf4-ba5f07309396}</UniqueIdentifier>
</Filter>
<Filter Include="Classes">
<UniqueIdentifier>{e93a77e1-af1e-4400-87d3-504b62ebdbb0}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
<Filter>win32</Filter>
</ClCompile>
<ClCompile Include="..\Classes\AppDelegate.cpp">
<Filter>Classes</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="resource.h">
<Filter>win32</Filter>
</ClInclude>
<ClInclude Include="..\Classes\AppDelegate.h">
<Filter>Classes</Filter>
</ClInclude>
<ClInclude Include="main.h">
<Filter>win32</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="res\res.ico">
<Filter>resource</Filter>
</None>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="res.rc">
<Filter>resource</Filter>
</ResourceCompile>
</ItemGroup>
</Project>

View File

@ -1,11 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LocalDebuggerWorkingDirectory>$(OutDir)\AssetsManagerTestRes</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LocalDebuggerWorkingDirectory>$(OutDir)\AssetsManagerTestRes</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
</Project>

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@ -1,37 +0,0 @@
#include "main.h"
#include "AppDelegate.h"
#include "CCEGLView.h"
USING_NS_CC;
// uncomment below line, open debug console
// #define USE_WIN32_CONSOLE
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
#ifdef USE_WIN32_CONSOLE
AllocConsole();
freopen("CONIN$", "r", stdin);
freopen("CONOUT$", "w", stdout);
freopen("CONOUT$", "w", stderr);
#endif
// create the application instance
AppDelegate app;
EGLView eglView;
eglView.init("AssetsManagerTest",900,640);
int ret = Application::getInstance()->run();
#ifdef USE_WIN32_CONSOLE
FreeConsole();
#endif
return ret;
}

View File

@ -1,86 +0,0 @@
// Microsoft Visual C++ generated resource script.
//
#include "resource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#define APSTUDIO_HIDDEN_SYMBOLS
#include "windows.h"
#undef APSTUDIO_HIDDEN_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE
BEGIN
"resource.h\0"
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDR_MAINFRAME ICON "res\\res.ico"
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 1,0,0,1
PRODUCTVERSION 1,0,0,1
FILEFLAGSMASK 0x3fL
#ifdef _DEBUG
FILEFLAGS 0x1L
#else
FILEFLAGS 0x0L
#endif
FILEOS 0x4L
FILETYPE 0x2L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904B0"
BEGIN
VALUE "CompanyName", "\0"
VALUE "FileDescription", "res Module\0"
VALUE "FileVersion", "1, 0, 0, 1\0"
VALUE "InternalName", "res\0"
VALUE "LegalCopyright", "Copyright \0"
VALUE "OriginalFilename", "AssetsManagerTest.exe\0"
VALUE "ProductName", "AssetsManagerTest Module\0"
VALUE "ProductVersion", "1, 0, 0, 1\0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x0409, 0x04B0
END
END
/////////////////////////////////////////////////////////////////////////////
#endif // !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)

Binary file not shown.

Before

Width:  |  Height:  |  Size: 46 KiB

View File

@ -1,75 +0,0 @@
set(APP_NAME hellocpp)
if(QT)
set(PLATFORM_SRC
proj.qt/main.cpp
)
elseif(ANDROID)
set(PLATFORM_SRC
proj.android/jni/hellocpp/main.cpp
)
elseif(WIN32)
set(PLATFORM_SRC
proj.win32/main.cpp
)
elseif(APPLE)
if(IOS)
set(PLATFORM_SRC
proj.ios/main.m
proj.ios/AppController.mm
proj.ios/RootViewController.mm
)
else()
set(PLATFORM_SRC
proj.mac/main.m
)
endif()
else()
set(PLATFORM_SRC
proj.linux/main.cpp
)
endif()
set(SAMPLE_SRC
${PLATFORM_SRC}
Classes/AppDelegate.cpp
Classes/HelloWorldScene.cpp
)
# add the executable
add_executable(${APP_NAME}
${SAMPLE_SRC}
)
if(WIN32 AND MSVC)
#get our resources
add_custom_command(TARGET ${APP_NAME} PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_CURRENT_SOURCE_DIR}/Resources ${CMAKE_CURRENT_BINARY_DIR})
#get our dlls
add_custom_command(TARGET ${APP_NAME} PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_CURRENT_SOURCE_DIR}/../../../external/win32-specific/gles/prebuilt/glew32.dll
${CMAKE_CURRENT_BINARY_DIR})
add_custom_command(TARGET ${APP_NAME} PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_CURRENT_SOURCE_DIR}/../../../external/win32-specific/zlib/prebuilt/zlib1.dll
${CMAKE_CURRENT_BINARY_DIR}/Debug)
#Visual Studio Defaults to wrong type
set_target_properties(${APP_NAME} PROPERTIES LINK_FLAGS_DEBUG "/SUBSYSTEM:WINDOWS")
set_target_properties(${APP_NAME} PROPERTIES LINK_FLAGS_RELEASE "/SUBSYSTEM:WINDOWS")
else()
set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin/${APP_NAME}")
set_target_properties(${APP_NAME} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}")
pre_build(${APP_NAME}
COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources
)
endif()
target_link_libraries(${APP_NAME} audio cocos2d)

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@ -1,88 +0,0 @@
#include "HelloWorldScene.h"
#include "AppMacros.h"
#include "CCEventListenerTouch.h"
USING_NS_CC;
Scene* HelloWorld::scene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
HelloWorld *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()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}
auto visibleSize = Director::getInstance()->getVisibleSize();
auto origin = Director::getInstance()->getVisibleOrigin();
/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// add a "close" icon to exit the progress. it's an autorelease object
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));
closeItem->setPosition(origin + Point(visibleSize) - Point(closeItem->getContentSize() / 2));
// create menu, it's an autorelease object
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Point::ZERO);
this->addChild(menu, 1);
/////////////////////////////
// 3. add your codes below...
// add a label shows "Hello World"
// create and initialize a label
auto label = LabelTTF::create("Hello World", "Arial", TITLE_FONT_SIZE);
// position the label on the center of the screen
label->setPosition(Point(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - label->getContentSize().height));
// add the label as a child to this layer
this->addChild(label, 1);
// add "HelloWorld" splash screen"
auto sprite = Sprite::create("HelloWorld.png");
// position the sprite on the center of the screen
sprite->setPosition(Point(visibleSize / 2) + origin);
// add the sprite as a child to this layer
this->addChild(sprite);
return true;
}
void HelloWorld::menuCloseCallback(Object* sender)
{
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}

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@ -1,22 +0,0 @@
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::Layer
{
public:
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// there's no 'id' in cpp, so we recommend returning the class instance pointer
static cocos2d::Scene* scene();
// a selector callback
void menuCloseCallback(Object* sender);
// implement the "static node()" method manually
CREATE_FUNC(HelloWorld);
};
#endif // __HELLOWORLD_SCENE_H__

View File

@ -1 +0,0 @@
709d78b7f3eab27056a98d63e9153b35d57b84bc

View File

@ -1 +0,0 @@
7aa1e9dc799acf384a1c4603054242cc09c1b63e

View File

@ -1 +0,0 @@
9d6facb31897d010352e7b57f4a82715c260408a

View File

@ -1,68 +0,0 @@
eclipse.preferences.version=1
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org.eclipse.cdt.codan.checkers.errreturnvalue=-Error
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org.eclipse.cdt.codan.checkers.noreturn=-Error
org.eclipse.cdt.codan.checkers.noreturn.params={launchModes\=>{RUN_ON_FULL_BUILD\=>true,RUN_ON_INC_BUILD\=>true,RUN_ON_FILE_OPEN\=>false,RUN_ON_FILE_SAVE\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true},implicit\=>false}
org.eclipse.cdt.codan.internal.checkers.AbstractClassCreation=-Error
org.eclipse.cdt.codan.internal.checkers.AbstractClassCreation.params={launchModes\=>{RUN_ON_FULL_BUILD\=>true,RUN_ON_INC_BUILD\=>true,RUN_ON_FILE_OPEN\=>false,RUN_ON_FILE_SAVE\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.AmbiguousProblem=-Error
org.eclipse.cdt.codan.internal.checkers.AmbiguousProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>true,RUN_ON_INC_BUILD\=>true,RUN_ON_FILE_OPEN\=>false,RUN_ON_FILE_SAVE\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.AssignmentInConditionProblem=-Warning
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org.eclipse.cdt.codan.internal.checkers.AssignmentToItselfProblem=-Error
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org.eclipse.cdt.codan.internal.checkers.CaseBreakProblem=-Warning
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org.eclipse.cdt.codan.internal.checkers.CatchByReference=-Warning
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org.eclipse.cdt.codan.internal.checkers.CircularReferenceProblem=-Error
org.eclipse.cdt.codan.internal.checkers.CircularReferenceProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>true,RUN_ON_INC_BUILD\=>true,RUN_ON_FILE_OPEN\=>false,RUN_ON_FILE_SAVE\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.ClassMembersInitialization=-Warning
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org.eclipse.cdt.codan.internal.checkers.FieldResolutionProblem=-Error
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org.eclipse.cdt.codan.internal.checkers.FunctionResolutionProblem=-Error
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org.eclipse.cdt.codan.internal.checkers.InvalidArguments=-Error
org.eclipse.cdt.codan.internal.checkers.InvalidArguments.params={launchModes\=>{RUN_ON_FULL_BUILD\=>true,RUN_ON_INC_BUILD\=>true,RUN_ON_FILE_OPEN\=>false,RUN_ON_FILE_SAVE\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
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useParentScope=false

View File

@ -1,34 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="org.cocos2dx.hellocpp"
android:versionCode="1"
android:versionName="1.0">
<uses-sdk android:minSdkVersion="9"/>
<uses-feature android:glEsVersion="0x00020000" />
<application android:label="@string/app_name"
android:icon="@drawable/icon">
<activity android:name=".Cocos2dxActivity"
android:label="@string/app_name"
android:screenOrientation="landscape"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation">
<!-- Tell NativeActivity the name of our .so -->
<meta-data android:name="android.app.lib_name"
android:value="hellocpp" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<supports-screens android:anyDensity="true"
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"/>
</manifest>

View File

@ -1,85 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project name="HelloWorld" default="help">
<!-- The local.properties file is created and updated by the 'android' tool.
It contains the path to the SDK. It should *NOT* be checked into
Version Control Systems. -->
<property file="local.properties" />
<!-- The ant.properties file can be created by you. It is only edited by the
'android' tool to add properties to it.
This is the place to change some Ant specific build properties.
Here are some properties you may want to change/update:
source.dir
The name of the source directory. Default is 'src'.
out.dir
The name of the output directory. Default is 'bin'.
For other overridable properties, look at the beginning of the rules
files in the SDK, at tools/ant/build.xml
Properties related to the SDK location or the project target should
be updated using the 'android' tool with the 'update' action.
This file is an integral part of the build system for your
application and should be checked into Version Control Systems.
-->
<property file="ant.properties" />
<!-- The project.properties file is created and updated by the 'android'
tool, as well as ADT.
This contains project specific properties such as project target, and library
dependencies. Lower level build properties are stored in ant.properties
(or in .classpath for Eclipse projects).
This file is an integral part of the build system for your
application and should be checked into Version Control Systems. -->
<loadproperties srcFile="project.properties" />
<!-- quick check on sdk.dir -->
<fail
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through an env var"
unless="sdk.dir"
/>
<!-- extension targets. Uncomment the ones where you want to do custom work
in between standard targets -->
<!--
<target name="-pre-build">
</target>
<target name="-pre-compile">
</target>
/* This is typically used for code obfuscation.
Compiled code location: ${out.classes.absolute.dir}
If this is not done in place, override ${out.dex.input.absolute.dir} */
<target name="-post-compile">
</target>
-->
<!-- Import the actual build file.
To customize existing targets, there are two options:
- Customize only one target:
- copy/paste the target into this file, *before* the
<import> task.
- customize it to your needs.
- Customize the whole content of build.xml
- copy/paste the content of the rules files (minus the top node)
into this file, replacing the <import> task.
- customize to your needs.
***********************
****** IMPORTANT ******
***********************
In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
in order to avoid having your file be overridden by tools such as "android update project"
-->
<!-- version-tag: 1 -->
<import file="${sdk.dir}/tools/ant/build.xml" />
</project>

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@ -1,20 +0,0 @@
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := hellocpp_shared
LOCAL_MODULE_FILENAME := libhellocpp
LOCAL_SRC_FILES := hellocpp/main.cpp \
../../Classes/AppDelegate.cpp \
../../Classes/HelloWorldScene.cpp
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes
LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static cocosdenshion_static
include $(BUILD_SHARED_LIBRARY)
$(call import-module,2d)
$(call import-module,audio/android)

View File

@ -1,5 +0,0 @@
APP_STL := gnustl_static
# add -Wno-literal-suffix to avoid warning: warning: invalid suffix on literal; C++11 requires a space between literal and identifier [-Wliteral-suffix]
# in NDK_ROOT/arch-arm/usr/include/sys/cdefs_elf.h:35:28: when using ndk-r9
APP_CPPFLAGS := -frtti -DCOCOS2D_DEBUG=1 -std=c++11 -Wno-literal-suffix -fsigned-char

View File

@ -1,16 +0,0 @@
#include "AppDelegate.h"
#include "platform/android/jni/JniHelper.h"
#include <jni.h>
#include <android/log.h>
#include "cocos2d.h"
#define LOG_TAG "main"
#define LOGD(...) __android_log_print(ANDROID_LOG_DEBUG,LOG_TAG,__VA_ARGS__)
using namespace cocos2d;
void cocos_android_app_init (struct android_app* app) {
LOGD("cocos_android_app_init");
AppDelegate *pAppDelegate = new AppDelegate();
}

View File

@ -1,23 +0,0 @@
#!/bin/bash
append_str=' \'
list_alldir()
{
for file in $1/*
do
if [ -f $file ]; then
echo $file$append_str | grep .cpp
fi
if [ -d $file ]; then
list_alldir $file
fi
done
}
if [ $# -gt 0 ]; then
list_alldir "$1"
else
list_alldir "."
fi

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@ -1,47 +0,0 @@
APPNAME="HelloCpp"
APP_ANDROID_NAME="org.cocos2dx.hellocpp"
if [ -z "${SDK_ROOT+aaa}" ]; then
# ... if SDK_ROOT is not set, use "$HOME/bin/android-sdk"
SDK_ROOT="$HOME/bin/android-sdk"
fi
if [ -z "${NDK_ROOT+aaa}" ]; then
# ... if NDK_ROOT is not set, use "$HOME/bin/android-ndk"
NDK_ROOT="$HOME/bin/android-ndk"
fi
if [ -z "${COCOS2DX_ROOT+aaa}" ]; then
# ... if COCOS2DX_ROOT is not set
# ... find current working directory
DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
# ... use paths relative to current directory
COCOS2DX_ROOT="$DIR/../../../.."
APP_ROOT="$DIR/.."
APP_ANDROID_ROOT="$DIR"
else
APP_ROOT="$COCOS2DX_ROOT/samples/$APPNAME"
APP_ANDROID_ROOT="$COCOS2DX_ROOT/samples/$APPNAME/proj.android"
fi
echo "NDK_ROOT = $NDK_ROOT"
echo "SDK_ROOT = $SDK_ROOT"
echo "COCOS2DX_ROOT = $COCOS2DX_ROOT"
echo "APP_ROOT = $APP_ROOT"
echo "APP_ANDROID_ROOT = $APP_ANDROID_ROOT"
echo "APP_ANDROID_NAME = $APP_ANDROID_NAME"
echo
echo "Killing and restarting ${APP_ANDROID_NAME}"
echo
set -x
"${SDK_ROOT}"/platform-tools/adb shell am force-stop "${APP_ANDROID_NAME}"
NDK_MODULE_PATH="${COCOS2DX_ROOT}":"${COCOS2DX_ROOT}"/cocos2dx/platform/third_party/android/prebuilt \
"${NDK_ROOT}"/ndk-gdb \
--adb="${SDK_ROOT}"/platform-tools/adb \
--verbose \
--start \
--force

View File

@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">HelloCpp</string>
</resources>

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@ -1,32 +0,0 @@
package org.cocos2dx.hellocpp;
import android.app.NativeActivity;
import android.os.Bundle;
public class Cocos2dxActivity extends NativeActivity{
@Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
//For supports translucency
//1.change "attribs" in cocos\2d\platform\android\nativeactivity.cpp
/*const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
//EGL_BLUE_SIZE, 5, -->delete
//EGL_GREEN_SIZE, 6, -->delete
//EGL_RED_SIZE, 5, -->delete
EGL_BUFFER_SIZE, 32, //-->new field
EGL_DEPTH_SIZE, 16,
EGL_STENCIL_SIZE, 8,
EGL_NONE
};*/
//2.Set the format of window
// getWindow().setFormat(PixelFormat.TRANSLUCENT);
}
}

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@ -1,8 +0,0 @@
//
// Prefix header for all source files of the 'HelloWorld' target in the 'HelloWorld' project
//
#ifdef __OBJC__
#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
#endif

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@ -1,97 +0,0 @@
/****************************************************************************
Copyright (c) 2010-2011 cocos2d-x.org
Copyright (c) 2010 Ricardo Quesada
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#import "RootViewController.h"
@implementation RootViewController
/*
// The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
// Custom initialization
}
return self;
}
*/
/*
// Implement loadView to create a view hierarchy programmatically, without using a nib.
- (void)loadView {
}
*/
/*
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
[super viewDidLoad];
}
*/
// Override to allow orientations other than the default portrait orientation.
// This method is deprecated on ios6
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return UIInterfaceOrientationIsLandscape( interfaceOrientation );
}
// For ios6.0 and higher, use supportedInterfaceOrientations & shouldAutorotate instead
- (NSUInteger) supportedInterfaceOrientations
{
#ifdef __IPHONE_6_0
return UIInterfaceOrientationMaskAllButUpsideDown;
#endif
}
- (BOOL) shouldAutorotate {
return YES;
}
//fix not hide status on ios7
- (BOOL)prefersStatusBarHidden
{
return YES;
}
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
- (void)viewDidUnload {
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (void)dealloc {
[super dealloc];
}
@end

View File

@ -1,17 +0,0 @@
//
// main.m
// iphone
//
// Created by Walzer on 10-11-16.
// Copyright 2010 __MyCompanyName__. All rights reserved.
//
#import <UIKit/UIKit.h>
int main(int argc, char *argv[]) {
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
int retVal = UIApplicationMain(argc, argv, nil, @"AppController");
[pool release];
return retVal;
}

View File

@ -1,18 +0,0 @@
#include "../Classes/AppDelegate.h"
#include "cocos2d.h"
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
#include <string>
USING_NS_CC;
int main(int argc, char **argv)
{
// create the application instance
AppDelegate app;
EGLView eglView;
eglView.init("HelloCpp",900,640);
return Application::getInstance()->run();
}

View File

@ -1,7 +0,0 @@
//
// Prefix header for all source files of the 'Paralaxer' target in the 'Paralaxer' project
//
#ifdef __OBJC__
#import <Cocoa/Cocoa.h>
#endif

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@ -1,147 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{B8BF9E81-35FD-4582-BA1C-B85FA365BABB}</ProjectGuid>
<RootNamespace>HelloCppwin32</RootNamespace>
<Keyword>Win32Proj</Keyword>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>Unicode</CharacterSet>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '10.0'">v100</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '11.0'">v110</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '11.0' and exists('$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A')">v110_xp</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '10.0'">v100</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '11.0'">v110</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '11.0' and exists('$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A')">v110_xp</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="..\..\..\..\cocos\2d\cocos2dx.props" />
<Import Project="..\..\..\..\cocos\2d\cocos2d_headers.props" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="..\..\..\..\cocos\2d\cocos2dx.props" />
<Import Project="..\..\..\..\cocos\2d\cocos2d_headers.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Configuration).win32\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Configuration).win32\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Configuration).win32\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Configuration).win32\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LibraryPath>$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A\lib;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LibraryPath>$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A\lib;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\Classes;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;COCOS2D_DEBUG=1;_CRT_SECURE_NO_WARNINGS;_SCL_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MinimalRebuild>true</MinimalRebuild>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<DisableSpecificWarnings>4267;4251;4244;%(DisableSpecificWarnings)</DisableSpecificWarnings>
</ClCompile>
<Link>
<OutputFile>$(OutDir)$(ProjectName).exe</OutputFile>
<AdditionalLibraryDirectories>$(OutDir);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<TargetMachine>MachineX86</TargetMachine>
<AdditionalDependencies>libcocos2d.lib;libchipmunk.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
<PostBuildEvent>
<Command>
</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\Classes;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_CRT_SECURE_NO_WARNINGS;_SCL_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<DisableSpecificWarnings>4267;4251;4244;%(DisableSpecificWarnings)</DisableSpecificWarnings>
</ClCompile>
<Link>
<AdditionalDependencies>libcocos2d.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>$(OutDir)$(ProjectName).exe</OutputFile>
<AdditionalLibraryDirectories>$(OutDir);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<TargetMachine>MachineX86</TargetMachine>
</Link>
<PostBuildEvent>
<Command>
</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\Classes\AppDelegate.cpp" />
<ClCompile Include="..\Classes\HelloWorldScene.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\Classes\AppDelegate.h" />
<ClInclude Include="..\Classes\AppMacros.h" />
<ClInclude Include="..\Classes\HelloWorldScene.h" />
<ClInclude Include="main.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\..\..\cocos\2d\cocos2d.vcxproj">
<Project>{98a51ba8-fc3a-415b-ac8f-8c7bd464e93e}</Project>
<ReferenceOutputAssembly>false</ReferenceOutputAssembly>
</ProjectReference>
<ProjectReference Include="..\..\..\..\external\chipmunk\proj.win32\chipmunk.vcxproj">
<Project>{207bc7a9-ccf1-4f2f-a04d-45f72242ae25}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -1,38 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Classes">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="win32">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\Classes\AppDelegate.cpp">
<Filter>Classes</Filter>
</ClCompile>
<ClCompile Include="..\Classes\HelloWorldScene.cpp">
<Filter>Classes</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>win32</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\Classes\AppDelegate.h">
<Filter>Classes</Filter>
</ClInclude>
<ClInclude Include="..\Classes\HelloWorldScene.h">
<Filter>Classes</Filter>
</ClInclude>
<ClInclude Include="main.h">
<Filter>win32</Filter>
</ClInclude>
<ClInclude Include="..\Classes\AppMacros.h">
<Filter>Classes</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -1,11 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LocalDebuggerWorkingDirectory>$(ProjectDir)..\Resources</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LocalDebuggerWorkingDirectory>$(ProjectDir)..\Resources</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
</Project>

View File

@ -1,20 +0,0 @@
#include "main.h"
#include "../Classes/AppDelegate.h"
#include "CCEGLView.h"
USING_NS_CC;
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
// create the application instance
AppDelegate app;
EGLView eglView;
eglView.init("HelloCpp",900,640);
return Application::getInstance()->run();
}

View File

@ -1,38 +0,0 @@
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "cocos2d.h"
/**
@brief The cocos2d Application.
The reason for implement as private inheritance is to hide some interface call by Director.
*/
class AppDelegate : private cocos2d::Application
{
public:
AppDelegate();
virtual ~AppDelegate();
/**
@brief Implement Director and Scene init code here.
@return true Initialize success, app continue.
@return false Initialize failed, app terminate.
*/
virtual bool applicationDidFinishLaunching();
/**
@brief The function be called when the application enter background
@param the pointer of the application
*/
virtual void applicationDidEnterBackground();
/**
@brief The function be called when the application enter foreground
@param the pointer of the application
*/
virtual void applicationWillEnterForeground();
};
#endif // _APP_DELEGATE_H_

View File

@ -1,93 +0,0 @@
/****************************************************************************
Copyright (c) 2010-2011 cocos2d-x.org
Copyright (c) 2010 Ray Wenderlich
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "GameOverScene.h"
#include "HelloWorldScene.h"
using namespace cocos2d;
bool GameOverScene::init()
{
if( Scene::init() )
{
this->_layer = GameOverLayer::create();
this->_layer->retain();
this->addChild(_layer);
return true;
}
else
{
return false;
}
}
GameOverScene::~GameOverScene()
{
if (_layer)
{
_layer->release();
_layer = NULL;
}
}
bool GameOverLayer::init()
{
if ( LayerColor::initWithColor( Color4B(255,255,255,255) ) )
{
auto winSize = Director::getInstance()->getWinSize();
this->_label = LabelTTF::create("","Artial", 32);
_label->retain();
_label->setColor( Color3B(0, 0, 0) );
_label->setPosition( Point(winSize.width/2, winSize.height/2) );
this->addChild(_label);
this->runAction( Sequence::create(
DelayTime::create(3),
CallFunc::create( CC_CALLBACK_0(GameOverLayer::gameOverDone, this)),
NULL));
return true;
}
else
{
return false;
}
}
void GameOverLayer::gameOverDone()
{
Director::getInstance()->replaceScene( HelloWorld::scene() );
}
GameOverLayer::~GameOverLayer()
{
if (_label)
{
_label->release();
_label = NULL;
}
}

View File

@ -1,55 +0,0 @@
/****************************************************************************
Copyright (c) 2010-2011 cocos2d-x.org
Copyright (c) 2010 Ray Wenderlich
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef _GAME_OVER_SCENE_H_
#define _GAME_OVER_SCENE_H_
#include "cocos2d.h"
class GameOverLayer : public cocos2d::LayerColor
{
public:
GameOverLayer():_label(NULL) {};
virtual ~GameOverLayer();
bool init();
CREATE_FUNC(GameOverLayer);
void gameOverDone();
CC_SYNTHESIZE_READONLY(cocos2d::LabelTTF*, _label, Label);
};
class GameOverScene : public cocos2d::Scene
{
public:
GameOverScene():_layer(NULL) {};
~GameOverScene();
bool init();
CREATE_FUNC(GameOverScene);
CC_SYNTHESIZE_READONLY(GameOverLayer*, _layer, Layer);
};
#endif // _GAME_OVER_SCENE_H_

View File

@ -1,316 +0,0 @@
#include "HelloWorldScene.h"
#include "GameOverScene.h"
#include "SimpleAudioEngine.h"
using namespace cocos2d;
HelloWorld::~HelloWorld()
{
if (_targets)
{
_targets->release();
_targets = NULL;
}
if (_projectiles)
{
_projectiles->release();
_projectiles = NULL;
}
// cpp don't need to call super dealloc
// virtual destructor will do this
}
HelloWorld::HelloWorld()
:_targets(NULL)
,_projectiles(NULL)
,_projectilesDestroyed(0)
{
}
Scene* HelloWorld::scene()
{
Scene * scene = NULL;
do
{
// 'scene' is an autorelease object
scene = Scene::create();
CC_BREAK_IF(! scene);
// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::create();
CC_BREAK_IF(! layer);
// add layer as a child to scene
scene->addChild(layer);
} while (0);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
bool bRet = false;
do
{
//////////////////////////////////////////////////////////////////////////
// super init first
//////////////////////////////////////////////////////////////////////////
CC_BREAK_IF(! LayerColor::initWithColor( Color4B(255,255,255,255) ) );
//////////////////////////////////////////////////////////////////////////
// add your codes below...
//////////////////////////////////////////////////////////////////////////
// 1. Add a menu item with "X" image, which is clicked to quit the program.
// Create a "close" menu item with close icon, it's an auto release object.
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));
CC_BREAK_IF(! closeItem);
// Place the menu item bottom-right conner.
auto visibleSize = Director::getInstance()->getVisibleSize();
auto origin = Director::getInstance()->getVisibleOrigin();
closeItem->setPosition(Point(origin.x + visibleSize.width - closeItem->getContentSize().width/2,
origin.y + closeItem->getContentSize().height/2));
// Create a menu with the "close" menu item, it's an auto release object.
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Point::ZERO);
CC_BREAK_IF(! menu);
// Add the menu to HelloWorld layer as a child layer.
this->addChild(menu, 1);
/////////////////////////////
// 2. add your codes below...
auto player = Sprite::create("Player.png", Rect(0, 0, 27, 40) );
player->setPosition( Point(origin.x + player->getContentSize().width/2,
origin.y + visibleSize.height/2) );
this->addChild(player);
this->schedule( schedule_selector(HelloWorld::gameLogic), 1.0 );
auto dispatcher = Director::getInstance()->getEventDispatcher();
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesEnded = CC_CALLBACK_2(HelloWorld::onTouchesEnded, this);
dispatcher->addEventListenerWithSceneGraphPriority(listener, this);
_targets = new Array();
_targets->init();
_projectiles = new Array();
_projectiles->init();
// use updateGame instead of update, otherwise it will conflit with SelectorProtocol::update
// see http://www.cocos2d-x.org/boards/6/topics/1478
this->schedule( schedule_selector(HelloWorld::updateGame) );
CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic("background-music-aac.wav", true);
bRet = true;
} while (0);
return bRet;
}
void HelloWorld::menuCloseCallback(Object* sender)
{
// "close" menu item clicked
Director::getInstance()->end();
}
// cpp with cocos2d-x
void HelloWorld::addTarget()
{
Sprite *target = Sprite::create("Target.png", Rect(0,0,27,40) );
// Determine where to spawn the target along the Y axis
Size winSize = Director::getInstance()->getVisibleSize();
float minY = target->getContentSize().height/2;
float maxY = winSize.height - target->getContentSize().height/2;
int rangeY = (int)(maxY - minY);
// srand( TimGetTicks() );
int actualY = ( rand() % rangeY ) + (int)minY;
// Create the target slightly off-screen along the right edge,
// and along a random position along the Y axis as calculated
target->setPosition(
Point(winSize.width + (target->getContentSize().width/2),
Director::getInstance()->getVisibleOrigin().y + actualY) );
this->addChild(target);
// Determine speed of the target
int minDuration = (int)2.0;
int maxDuration = (int)4.0;
int rangeDuration = maxDuration - minDuration;
// srand( TimGetTicks() );
int actualDuration = ( rand() % rangeDuration ) + minDuration;
// Create the actions
FiniteTimeAction* actionMove = MoveTo::create( (float)actualDuration,
Point(0 - target->getContentSize().width/2, actualY) );
FiniteTimeAction* actionMoveDone = CallFuncN::create( CC_CALLBACK_1(HelloWorld::spriteMoveFinished, this));
target->runAction( Sequence::create(actionMove, actionMoveDone, NULL) );
// Add to targets array
target->setTag(1);
_targets->addObject(target);
}
void HelloWorld::spriteMoveFinished(Node* sender)
{
Sprite *sprite = (Sprite *)sender;
this->removeChild(sprite, true);
if (sprite->getTag() == 1) // target
{
_targets->removeObject(sprite);
auto gameOverScene = GameOverScene::create();
gameOverScene->getLayer()->getLabel()->setString("You Lose :[");
Director::getInstance()->replaceScene(gameOverScene);
}
else if (sprite->getTag() == 2) // projectile
{
_projectiles->removeObject(sprite);
}
}
void HelloWorld::gameLogic(float dt)
{
this->addTarget();
}
// cpp with cocos2d-x
void HelloWorld::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
{
// Choose one of the touches to work with
Touch* touch = touches[0];
Point location = touch->getLocation();
log("++++++++after x:%f, y:%f", location.x, location.y);
// Set up initial location of projectile
Size winSize = Director::getInstance()->getVisibleSize();
auto origin = Director::getInstance()->getVisibleOrigin();
Sprite *projectile = Sprite::create("Projectile.png", Rect(0, 0, 20, 20));
projectile->setPosition( Point(origin.x+20, origin.y+winSize.height/2) );
// Determinie offset of location to projectile
float offX = location.x - projectile->getPosition().x;
float offY = location.y - projectile->getPosition().y;
// Bail out if we are shooting down or backwards
if (offX <= 0) return;
// Ok to add now - we've double checked position
this->addChild(projectile);
// Determine where we wish to shoot the projectile to
float realX = origin.x+winSize.width + (projectile->getContentSize().width/2);
float ratio = offY / offX;
float realY = (realX * ratio) + projectile->getPosition().y;
Point realDest = Point(realX, realY);
// Determine the length of how far we're shooting
float offRealX = realX - projectile->getPosition().x;
float offRealY = realY - projectile->getPosition().y;
float length = sqrtf((offRealX * offRealX) + (offRealY*offRealY));
float velocity = 480/1; // 480pixels/1sec
float realMoveDuration = length/velocity;
// Move projectile to actual endpoint
projectile->runAction( Sequence::create(
MoveTo::create(realMoveDuration, realDest),
CallFuncN::create(CC_CALLBACK_1(HelloWorld::spriteMoveFinished, this)),
NULL) );
// Add to projectiles array
projectile->setTag(2);
_projectiles->addObject(projectile);
CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("pew-pew-lei.wav");
}
void HelloWorld::updateGame(float dt)
{
Array *projectilesToDelete = new Array();
projectilesToDelete->init();
Object* it = NULL;
Object* jt = NULL;
// for (it = _projectiles->begin(); it != _projectiles->end(); it++)
CCARRAY_FOREACH(_projectiles, it)
{
auto projectile = dynamic_cast<Sprite*>(it);
auto projectileRect = Rect(
projectile->getPosition().x - (projectile->getContentSize().width/2),
projectile->getPosition().y - (projectile->getContentSize().height/2),
projectile->getContentSize().width,
projectile->getContentSize().height);
auto targetsToDelete = new Array();
targetsToDelete->init();
// for (jt = _targets->begin(); jt != _targets->end(); jt++)
CCARRAY_FOREACH(_targets, jt)
{
auto target = dynamic_cast<Sprite*>(jt);
auto targetRect = Rect(
target->getPosition().x - (target->getContentSize().width/2),
target->getPosition().y - (target->getContentSize().height/2),
target->getContentSize().width,
target->getContentSize().height);
// if (Rect::RectIntersectsRect(projectileRect, targetRect))
if (projectileRect.intersectsRect(targetRect))
{
targetsToDelete->addObject(target);
}
}
// for (jt = targetsToDelete->begin(); jt != targetsToDelete->end(); jt++)
CCARRAY_FOREACH(targetsToDelete, jt)
{
auto target = dynamic_cast<Sprite*>(jt);
_targets->removeObject(target);
this->removeChild(target, true);
_projectilesDestroyed++;
if (_projectilesDestroyed >= 5)
{
auto gameOverScene = GameOverScene::create();
gameOverScene->getLayer()->getLabel()->setString("You Win!");
Director::getInstance()->replaceScene(gameOverScene);
}
}
if (targetsToDelete->count() > 0)
{
projectilesToDelete->addObject(projectile);
}
targetsToDelete->release();
}
// for (it = projectilesToDelete->begin(); it != projectilesToDelete->end(); it++)
CCARRAY_FOREACH(projectilesToDelete, it)
{
auto projectile = dynamic_cast<Sprite*>(it);
_projectiles->removeObject(projectile);
this->removeChild(projectile, true);
}
projectilesToDelete->release();
}

View File

@ -1,46 +0,0 @@
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
//#include "SimpleAudioEngine.h"
class HelloWorld : public cocos2d::LayerColor
{
public:
HelloWorld();
~HelloWorld();
// Here's a difference. Method 'init' in cocos2d-x returns bool,
// instead of returning 'id' in cocos2d-iphone
virtual bool init();
// there's no 'id' in cpp, so we recommand to return the exactly class pointer
static cocos2d::Scene* scene();
// a selector callback
virtual void menuCloseCallback(cocos2d::Object* sender);
// implement the "static node()" method manually
CREATE_FUNC(HelloWorld);
void spriteMoveFinished(cocos2d::Node* sender);
void gameLogic(float dt);
void updateGame(float dt);
void onTouchesEnded(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
protected:
cocos2d::Array *_targets;
cocos2d::Array *_projectiles;
int _projectilesDestroyed;
void addTarget();
};
#endif // __HELLOWORLD_SCENE_H__

View File

@ -1,2 +0,0 @@
#Do now ignore Marmalade icf files
!*.icf

View File

@ -1,10 +0,0 @@
# This .config.txt file documents configuration settings for your
# application
# The syntax is similar to that in .icf files:
#
# [GroupName]
# Setting Documentation for setting
#
# e.g.
# [MyApplicationGroup]
# MySetting Description of what MySetting is for, its default values, etc

View File

@ -1,9 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
<classpathentry kind="con" path="com.android.ide.eclipse.adt.LIBRARIES"/>
<classpathentry exported="true" kind="con" path="com.android.ide.eclipse.adt.DEPENDENCIES"/>
<classpathentry kind="src" path="src"/>
<classpathentry kind="src" path="gen"/>
<classpathentry kind="output" path="bin/classes"/>
</classpath>

View File

@ -1,65 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>SimpleGame</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.cdt.managedbuilder.core.ScannerConfigBuilder</name>
<triggers>full,incremental,</triggers>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
<nature>org.eclipse.jdt.core.javanature</nature>
<nature>org.eclipse.cdt.core.cnature</nature>
<nature>org.eclipse.cdt.core.ccnature</nature>
<nature>org.eclipse.cdt.managedbuilder.core.managedBuildNature</nature>
<nature>org.eclipse.cdt.managedbuilder.core.ScannerConfigNature</nature>
</natures>
<linkedResources>
<link>
<name>Classes</name>
<type>2</type>
<locationURI>COCOS2DX/samples/Cpp/SimpleGame/Classes</locationURI>
</link>
<link>
<name>cocos2dx</name>
<type>2</type>
<locationURI>COCOS2DX/cocos2dx</locationURI>
</link>
<link>
<name>cocosdenshion</name>
<type>2</type>
<locationURI>COCOS2DX/CocosDenshion</locationURI>
</link>
<link>
<name>extensions</name>
<type>2</type>
<locationURI>COCOS2DX/extensions</locationURI>
</link>
</linkedResources>
</projectDescription>

View File

@ -1,68 +0,0 @@
eclipse.preferences.version=1
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org.eclipse.cdt.codan.internal.checkers.MemberDeclarationNotFoundProblem=-Error
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org.eclipse.cdt.codan.internal.checkers.MethodResolutionProblem=-Error
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org.eclipse.cdt.codan.internal.checkers.NamingConventionFunctionChecker=-Info
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org.eclipse.cdt.codan.internal.checkers.UnusedVariableDeclarationProblem=-Warning
org.eclipse.cdt.codan.internal.checkers.UnusedVariableDeclarationProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>true,RUN_ON_INC_BUILD\=>true,RUN_ON_FILE_OPEN\=>false,RUN_ON_FILE_SAVE\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true},macro\=>true,exceptions\=>("@(\#)","$Id")}
org.eclipse.cdt.codan.internal.checkers.VariableResolutionProblem=-Error
org.eclipse.cdt.codan.internal.checkers.VariableResolutionProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>true,RUN_ON_INC_BUILD\=>true,RUN_ON_FILE_OPEN\=>false,RUN_ON_FILE_SAVE\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
useParentScope=false

View File

@ -1,35 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="org.cocos2dx.simplegame"
android:versionCode="1"
android:versionName="1.0">
<uses-sdk android:minSdkVersion="9"/>
<uses-feature android:glEsVersion="0x00020000" />
<application android:label="@string/app_name"
android:icon="@drawable/icon">
<activity android:name=".Cocos2dxActivity"
android:label="@string/app_name"
android:screenOrientation="landscape"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation">
<!-- Tell NativeActivity the name of our .so -->
<meta-data android:name="android.app.lib_name"
android:value="game" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<supports-screens android:anyDensity="true"
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"/>
</manifest>

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@ -1,87 +0,0 @@
## Prerequisites:
* Android NDK
* Android SDK **OR** Eclipse ADT Bundle
* Android AVD target installed
## Building project
There are two ways of building Android projects.
1. Eclipse
2. Command Line
### Import Project in Eclipse
#### Features:
1. Complete workflow from Eclipse, including:
* Build C++.
* Clean C++.
* Build and Run whole project.
* Logcat view.
* Debug Java code.
* Javascript editor.
* Project management.
2. True C++ editing, including:
* Code completion.
* Jump to definition.
* Refactoring tools etc.
* Quick open C++ files.
#### Setup Eclipse Environment (only once)
**NOTE:** This step needs to be done only once to setup the Eclipse environment for cocos2d-x projects. Skip this section if you've done this before.
1. Download Eclipse ADT bundle from [Google ADT homepage](http://developer.android.com/sdk/index.html)
**OR**
Install Eclipse with Java. Add ADT and CDT plugins.
2. Only for Windows
1. Install [Cygwin](http://www.cygwin.com/) with make (select make package from the list during the install).
2. Add `Cygwin\bin` directory to system PATH variable.
3. Add this line `none /cygdrive cygdrive binary,noacl,posix=0,user 0 0` to `Cygwin\etc\fstab` file.
3. Set up Variables:
1. Path Variable `COCOS2DX`:
* Eclipse->Preferences->General->Workspace->**Linked Resources**
* Click **New** button to add a Path Variable `COCOS2DX` pointing to the root cocos2d-x directory.
![Example](https://lh5.googleusercontent.com/-oPpk9kg3e5w/UUOYlq8n7aI/AAAAAAAAsdQ/zLA4eghBH9U/s400/cocos2d-x-eclipse-vars.png)
2. C/C++ Environment Variable `NDK_ROOT`:
* Eclipse->Preferences->C/C++->Build->**Environment**.
* Click **Add** button and add a new variable `NDK_ROOT` pointing to the root NDK directory.
![Example](https://lh3.googleusercontent.com/-AVcY8IAT0_g/UUOYltoRobI/AAAAAAAAsdM/22D2J9u3sig/s400/cocos2d-x-eclipse-ndk.png)
* Only for Windows: Add new variables **CYGWIN** with value `nodosfilewarning` and **SHELLOPTS** with value `igncr`
4. Import libcocos2dx library project:
1. File->New->Project->Android Project From Existing Code.
2. Click **Browse** button and open `cocos2d-x/cocos2dx/platform/android/java` directory.
3. Click **Finish** to add project.
#### Adding and running from Eclipse
![Example](https://lh3.googleusercontent.com/-SLBOu6e3QbE/UUOcOXYaGqI/AAAAAAAAsdo/tYBY2SylOSM/s288/cocos2d-x-eclipse-project-from-code.png) ![Import](https://lh5.googleusercontent.com/-XzC9Pn65USc/UUOcOTAwizI/AAAAAAAAsdk/4b6YM-oim9Y/s400/cocos2d-x-eclipse-import-project.png)
1. File->New->Project->Android Project From Existing Code
2. **Browse** to your project directory. eg: `cocos2d-x/cocos2dx/samples/Cpp/TestCpp/proj.android/`
3. Add the project
4. Click **Run** or **Debug** to compile C++ followed by Java and to run on connected device or emulator.
### Running project from Command Line
$ cd cocos2d-x/samples/Cpp/TestCpp/proj.android/
$ export NDK_ROOT=/path/to/ndk
$ ./build_native.sh
$ ant debug install
If the last command results in sdk.dir missing error then do:
$ android list target
$ android update project -p . -t (id from step 6)
$ android update project -p cocos2d-x/cocos2dx/platform/android/java/ -t (id from step 6)

View File

@ -1,92 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project name="SimpleGame" default="help">
<!-- The local.properties file is created and updated by the 'android' tool.
It contains the path to the SDK. It should *NOT* be checked into
Version Control Systems. -->
<property file="local.properties" />
<!-- The ant.properties file can be created by you. It is only edited by the
'android' tool to add properties to it.
This is the place to change some Ant specific build properties.
Here are some properties you may want to change/update:
source.dir
The name of the source directory. Default is 'src'.
out.dir
The name of the output directory. Default is 'bin'.
For other overridable properties, look at the beginning of the rules
files in the SDK, at tools/ant/build.xml
Properties related to the SDK location or the project target should
be updated using the 'android' tool with the 'update' action.
This file is an integral part of the build system for your
application and should be checked into Version Control Systems.
-->
<property file="ant.properties" />
<!-- if sdk.dir was not set from one of the property file, then
get it from the ANDROID_HOME env var.
This must be done before we load project.properties since
the proguard config can use sdk.dir -->
<property environment="env" />
<condition property="sdk.dir" value="${env.ANDROID_HOME}">
<isset property="env.ANDROID_HOME" />
</condition>
<!-- The project.properties file is created and updated by the 'android'
tool, as well as ADT.
This contains project specific properties such as project target, and library
dependencies. Lower level build properties are stored in ant.properties
(or in .classpath for Eclipse projects).
This file is an integral part of the build system for your
application and should be checked into Version Control Systems. -->
<loadproperties srcFile="project.properties" />
<!-- quick check on sdk.dir -->
<fail
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
unless="sdk.dir"
/>
<!--
Import per project custom build rules if present at the root of the project.
This is the place to put custom intermediary targets such as:
-pre-build
-pre-compile
-post-compile (This is typically used for code obfuscation.
Compiled code location: ${out.classes.absolute.dir}
If this is not done in place, override ${out.dex.input.absolute.dir})
-post-package
-post-build
-pre-clean
-->
<import file="custom_rules.xml" optional="true" />
<!-- Import the actual build file.
To customize existing targets, there are two options:
- Customize only one target:
- copy/paste the target into this file, *before* the
<import> task.
- customize it to your needs.
- Customize the whole content of build.xml
- copy/paste the content of the rules files (minus the top node)
into this file, replacing the <import> task.
- customize to your needs.
***********************
****** IMPORTANT ******
***********************
In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
in order to avoid having your file be overridden by tools such as "android update project"
-->
<!-- version-tag: 1 -->
<import file="${sdk.dir}/tools/ant/build.xml" />
</project>

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@ -1,21 +0,0 @@
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := game_shared
LOCAL_MODULE_FILENAME := libgame
LOCAL_SRC_FILES := hellocpp/main.cpp \
../../Classes/AppDelegate.cpp \
../../Classes/HelloWorldScene.cpp \
../../Classes/GameOverScene.cpp
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes
LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static cocosdenshion_static
include $(BUILD_SHARED_LIBRARY)
$(call import-module,audio/android)
$(call import-module,2d)

View File

@ -1,5 +0,0 @@
APP_STL := gnustl_static
# add -Wno-literal-suffix to avoid warning: warning: invalid suffix on literal; C++11 requires a space between literal and identifier [-Wliteral-suffix]
# in NDK_ROOT/arch-arm/usr/include/sys/cdefs_elf.h:35:28: when using ndk-r9
APP_CPPFLAGS := -frtti -DCOCOS2D_DEBUG=1 -std=c++11 -Wno-literal-suffix -fsigned-char

View File

@ -1,16 +0,0 @@
#include "AppDelegate.h"
#include "platform/android/jni/JniHelper.h"
#include <jni.h>
#include <android/log.h>
#include "HelloWorldScene.h"
#define LOG_TAG "main"
#define LOGD(...) __android_log_print(ANDROID_LOG_DEBUG,LOG_TAG,__VA_ARGS__)
using namespace cocos2d;
void cocos_android_app_init (struct android_app* app) {
LOGD("cocos_android_app_init");
AppDelegate *pAppDelegate = new AppDelegate();
}

View File

@ -1,23 +0,0 @@
#!/bin/bash
append_str=' \'
list_alldir()
{
for file in $1/*
do
if [ -f $file ]; then
echo $file$append_str | grep .cpp
fi
if [ -d $file ]; then
list_alldir $file
fi
done
}
if [ $# -gt 0 ]; then
list_alldir "$1"
else
list_alldir "."
fi

View File

@ -1,62 +0,0 @@
APPNAME="SimpleGame"
APP_ANDROID_NAME="org.cocos2dx.simplegame"
# read local.properties
_LOCALPROPERTIES_FILE=$(dirname "$0")"/local.properties"
if [ -f "$_LOCALPROPERTIES_FILE" ]
then
[ -r "$_LOCALPROPERTIES_FILE" ] || die "Fatal Error: $_LOCALPROPERTIES_FILE exists but is unreadable"
# strip out entries with a "." because Bash cannot process variables with a "."
_PROPERTIES=$(sed '/\./d' "$_LOCALPROPERTIES_FILE")
for line in $_PROPERTIES
do
declare "$line"
done
fi
if [ -z "${SDK_ROOT+aaa}" ]; then
echo "SDK_ROOT not defined. Please define SDK_ROOT in your environment or in local.properties"
exit 1
fi
if [ -z "${NDK_ROOT+aaa}" ]; then
echo "NDK_ROOT not defined. Please define NDK_ROOT in your environment or in local.properties"
exit 1
fi
if [ -z "${COCOS2DX_ROOT+aaa}" ]; then
# ... if COCOS2DX_ROOT is not set
# ... find current working directory
DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
# ... use paths relative to current directory
COCOS2DX_ROOT="$DIR/../../../.."
APP_ROOT="$DIR/.."
APP_ANDROID_ROOT="$DIR"
else
APP_ROOT="$COCOS2DX_ROOT/samples/$APPNAME"
APP_ANDROID_ROOT="$COCOS2DX_ROOT/samples/$APPNAME/proj.android"
fi
echo "NDK_ROOT = $NDK_ROOT"
echo "SDK_ROOT = $SDK_ROOT"
echo "COCOS2DX_ROOT = $COCOS2DX_ROOT"
echo "APP_ROOT = $APP_ROOT"
echo "APP_ANDROID_ROOT = $APP_ANDROID_ROOT"
echo "APP_ANDROID_NAME = $APP_ANDROID_NAME"
echo
echo "Killing and restarting ${APP_ANDROID_NAME}"
echo
set -x
"${SDK_ROOT}"/platform-tools/adb shell am force-stop "${APP_ANDROID_NAME}"
NDK_MODULE_PATH="${COCOS2DX_ROOT}":"${COCOS2DX_ROOT}"/cocos2dx/platform/third_party/android/prebuilt \
"${NDK_ROOT}"/ndk-gdb \
--adb="${SDK_ROOT}"/platform-tools/adb \
--verbose \
--start \
--force

View File

@ -1,15 +0,0 @@
# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system edit
# "ant.properties", and override values to adapt the script to your
# project structure.
#
# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
#proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
# Project target.
target=android-10
android.library.reference.1=../../../../cocos/2d/platform/android/java

View File

@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">SimpleGame</string>
</resources>

View File

@ -1 +0,0 @@
~/bin/android-sdk/platform-tools/adb shell am start org.cocos2dx.simplegame/android.app.NativeActivity

View File

@ -1,33 +0,0 @@
package org.cocos2dx.simplegame;
import android.app.NativeActivity;
import android.graphics.PixelFormat;
import android.os.Bundle;
public class Cocos2dxActivity extends NativeActivity {
@Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
//For supports translucency
//1.change "attribs" in cocos\2d\platform\android\nativeactivity.cpp
/*const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
//EGL_BLUE_SIZE, 5, -->delete
//EGL_GREEN_SIZE, 6, -->delete
//EGL_RED_SIZE, 5, -->delete
EGL_BUFFER_SIZE, 32, //-->new field
EGL_DEPTH_SIZE, 16,
EGL_STENCIL_SIZE, 8,
EGL_NONE
};*/
//2.Set the format of window
// getWindow().setFormat(PixelFormat.TRANSLUCENT);
}
}

View File

@ -1,33 +0,0 @@
/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
@class RootViewController;
@interface AppController : NSObject <UIAccelerometerDelegate, UIAlertViewDelegate, UITextFieldDelegate,UIApplicationDelegate> {
UIWindow *window;
RootViewController *viewController;
}
@end

View File

@ -1,8 +0,0 @@
//
// Prefix header for all source files of the 'HelloWorld' target in the 'HelloWorld' project
//
#ifdef __OBJC__
#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
#endif

View File

@ -1,17 +0,0 @@
//
// main.m
// iphone
//
// Created by Walzer on 10-11-16.
// Copyright 2010 __MyCompanyName__. All rights reserved.
//
#import <UIKit/UIKit.h>
int main(int argc, char *argv[]) {
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
int retVal = UIApplicationMain(argc, argv, nil, @"AppController");
[pool release];
return retVal;
}

View File

@ -1,18 +0,0 @@
#include "../Classes/AppDelegate.h"
#include "cocos2d.h"
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
#include <string>
USING_NS_CC;
int main(int argc, char **argv)
{
// create the application instance
AppDelegate app;
EGLView eglView;
eglView.init("SimpleGame",900,640);
return Application::getInstance()->run();
}

View File

@ -1,7 +0,0 @@
//
// Prefix header for all source files of the 'Paralaxer' target in the 'Paralaxer' project
//
#ifdef __OBJC__
#import <Cocoa/Cocoa.h>
#endif

View File

@ -1,812 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<archive type="com.apple.InterfaceBuilder3.Cocoa.XIB" version="7.10">
<data>
<int key="IBDocument.SystemTarget">1080</int>
<string key="IBDocument.SystemVersion">12D78</string>
<string key="IBDocument.InterfaceBuilderVersion">3084</string>
<string key="IBDocument.AppKitVersion">1187.37</string>
<string key="IBDocument.HIToolboxVersion">626.00</string>
<object class="NSMutableDictionary" key="IBDocument.PluginVersions">
<string key="NS.key.0">com.apple.InterfaceBuilder.CocoaPlugin</string>
<string key="NS.object.0">3084</string>
</object>
<object class="NSArray" key="IBDocument.IntegratedClassDependencies">
<bool key="EncodedWithXMLCoder">YES</bool>
<string>NSCustomObject</string>
<string>NSMenu</string>
<string>NSMenuItem</string>
</object>
<object class="NSArray" key="IBDocument.PluginDependencies">
<bool key="EncodedWithXMLCoder">YES</bool>
<string>com.apple.InterfaceBuilder.CocoaPlugin</string>
</object>
<object class="NSMutableDictionary" key="IBDocument.Metadata">
<string key="NS.key.0">PluginDependencyRecalculationVersion</string>
<integer value="1" key="NS.object.0"/>
</object>
<object class="NSMutableArray" key="IBDocument.RootObjects" id="1048">
<bool key="EncodedWithXMLCoder">YES</bool>
<object class="NSCustomObject" id="1021">
<string key="NSClassName">NSApplication</string>
</object>
<object class="NSCustomObject" id="1014">
<string key="NSClassName">FirstResponder</string>
</object>
<object class="NSCustomObject" id="1050">
<string key="NSClassName">NSApplication</string>
</object>
<object class="NSMenu" id="649796088">
<string key="NSTitle">AMainMenu</string>
<object class="NSMutableArray" key="NSMenuItems">
<bool key="EncodedWithXMLCoder">YES</bool>
<object class="NSMenuItem" id="694149608">
<reference key="NSMenu" ref="649796088"/>
<string key="NSTitle">SampleGame</string>
<string key="NSKeyEquiv"/>
<int key="NSKeyEquivModMask">1048576</int>
<int key="NSMnemonicLoc">2147483647</int>
<object class="NSCustomResource" key="NSOnImage" id="35465992">
<string key="NSClassName">NSImage</string>
<string key="NSResourceName">NSMenuCheckmark</string>
</object>
<object class="NSCustomResource" key="NSMixedImage" id="502551668">
<string key="NSClassName">NSImage</string>
<string key="NSResourceName">NSMenuMixedState</string>
</object>
<string key="NSAction">submenuAction:</string>
<object class="NSMenu" key="NSSubmenu" id="110575045">
<string key="NSTitle">SampleGame</string>
<object class="NSMutableArray" key="NSMenuItems">
<bool key="EncodedWithXMLCoder">YES</bool>
<object class="NSMenuItem" id="238522557">
<reference key="NSMenu" ref="110575045"/>
<string key="NSTitle">About SampleGame</string>
<string key="NSKeyEquiv"/>
<int key="NSMnemonicLoc">2147483647</int>
<reference key="NSOnImage" ref="35465992"/>
<reference key="NSMixedImage" ref="502551668"/>
</object>
<object class="NSMenuItem" id="304266470">
<reference key="NSMenu" ref="110575045"/>
<bool key="NSIsDisabled">YES</bool>
<bool key="NSIsSeparator">YES</bool>
<string key="NSTitle"/>
<string key="NSKeyEquiv"/>
<int key="NSKeyEquivModMask">1048576</int>
<int key="NSMnemonicLoc">2147483647</int>
<reference key="NSOnImage" ref="35465992"/>
<reference key="NSMixedImage" ref="502551668"/>
</object>
<object class="NSMenuItem" id="609285721">
<reference key="NSMenu" ref="110575045"/>
<string key="NSTitle">Preferences…</string>
<string key="NSKeyEquiv">,</string>
<int key="NSKeyEquivModMask">1048576</int>
<int key="NSMnemonicLoc">2147483647</int>
<reference key="NSOnImage" ref="35465992"/>
<reference key="NSMixedImage" ref="502551668"/>
</object>
<object class="NSMenuItem" id="481834944">
<reference key="NSMenu" ref="110575045"/>
<bool key="NSIsDisabled">YES</bool>
<bool key="NSIsSeparator">YES</bool>
<string key="NSTitle"/>
<string key="NSKeyEquiv"/>
<int key="NSKeyEquivModMask">1048576</int>
<int key="NSMnemonicLoc">2147483647</int>
<reference key="NSOnImage" ref="35465992"/>
<reference key="NSMixedImage" ref="502551668"/>
</object>
<object class="NSMenuItem" id="1046388886">
<reference key="NSMenu" ref="110575045"/>
<string key="NSTitle">Services</string>
<string key="NSKeyEquiv"/>
<int key="NSKeyEquivModMask">1048576</int>
<int key="NSMnemonicLoc">2147483647</int>
<reference key="NSOnImage" ref="35465992"/>
<reference key="NSMixedImage" ref="502551668"/>
<string key="NSAction">submenuAction:</string>
<object class="NSMenu" key="NSSubmenu" id="752062318">
<string key="NSTitle">Services</string>
<object class="NSMutableArray" key="NSMenuItems">
<bool key="EncodedWithXMLCoder">YES</bool>
</object>
<string key="NSName">_NSServicesMenu</string>
</object>
</object>
<object class="NSMenuItem" id="646227648">
<reference key="NSMenu" ref="110575045"/>
<bool key="NSIsDisabled">YES</bool>
<bool key="NSIsSeparator">YES</bool>
<string key="NSTitle"/>
<string key="NSKeyEquiv"/>
<int key="NSKeyEquivModMask">1048576</int>
<int key="NSMnemonicLoc">2147483647</int>
<reference key="NSOnImage" ref="35465992"/>
<reference key="NSMixedImage" ref="502551668"/>
</object>
<object class="NSMenuItem" id="755159360">
<reference key="NSMenu" ref="110575045"/>
<string key="NSTitle">Hide HelloCpp</string>
<string key="NSKeyEquiv">h</string>
<int key="NSKeyEquivModMask">1048576</int>
<int key="NSMnemonicLoc">2147483647</int>
<reference key="NSOnImage" ref="35465992"/>
<reference key="NSMixedImage" ref="502551668"/>
</object>
<object class="NSMenuItem" id="342932134">
<reference key="NSMenu" ref="110575045"/>
<string key="NSTitle">Hide Others</string>
<string key="NSKeyEquiv">h</string>
<int key="NSKeyEquivModMask">1572864</int>
<int key="NSMnemonicLoc">2147483647</int>
<reference key="NSOnImage" ref="35465992"/>
<reference key="NSMixedImage" ref="502551668"/>
</object>
<object class="NSMenuItem" id="908899353">
<reference key="NSMenu" ref="110575045"/>
<string key="NSTitle">Show All</string>
<string key="NSKeyEquiv"/>
<int key="NSKeyEquivModMask">1048576</int>
<int key="NSMnemonicLoc">2147483647</int>
<reference key="NSOnImage" ref="35465992"/>
<reference key="NSMixedImage" ref="502551668"/>
</object>
<object class="NSMenuItem" id="1056857174">
<reference key="NSMenu" ref="110575045"/>
<bool key="NSIsDisabled">YES</bool>
<bool key="NSIsSeparator">YES</bool>
<string key="NSTitle"/>
<string key="NSKeyEquiv"/>
<int key="NSKeyEquivModMask">1048576</int>
<int key="NSMnemonicLoc">2147483647</int>
<reference key="NSOnImage" ref="35465992"/>
<reference key="NSMixedImage" ref="502551668"/>
</object>
<object class="NSMenuItem" id="632727374">
<reference key="NSMenu" ref="110575045"/>
<string key="NSTitle">Quit HelloCpp</string>
<string key="NSKeyEquiv">q</string>
<int key="NSKeyEquivModMask">1048576</int>
<int key="NSMnemonicLoc">2147483647</int>
<reference key="NSOnImage" ref="35465992"/>
<reference key="NSMixedImage" ref="502551668"/>
</object>
</object>
<string key="NSName">_NSAppleMenu</string>
</object>
</object>
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@ -1,20 +0,0 @@
#include "main.h"
#include "../Classes/AppDelegate.h"
#include "CCEGLView.h"
USING_NS_CC;
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
// create the application instance
AppDelegate app;
EGLView eglView;
eglView.init("SimpleGame",900,640);
return Application::getInstance()->run();
}

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