fixed #538, xcode template for cocos2d-x lua project

This commit is contained in:
Walzer 2011-06-24 21:25:51 +08:00
parent fa671c4c0d
commit 70b4d701d3
22 changed files with 770 additions and 228 deletions

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@ -311,7 +311,7 @@ copy_xcode4_project_templates(){
echo ...copying lua files
copy_files lua "$LIBS_DIR"
copy_files LICENSE.lua "$LIBS_DIR"
copy_files LICENSE.lua++ "$LIBS_DIR"
copy_files LICENSE.tolua++ "$LIBS_DIR"
echo done!

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@ -1,4 +1,4 @@
#include "___PROJECTNAMEASIDENTIFIER___AppDelegate.h"
#include "AppDelegate.h"
#include "cocos2d.h"
@ -74,7 +74,7 @@ bool AppDelegate::applicationDidFinishLaunching()
pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());
// enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
// pDirector->enableRetinaDisplay(true);
// pDirector->enableRetinaDisplay(true);
// turn on display FPS
pDirector->setDisplayFPS(true);
@ -132,7 +132,6 @@ bool AppDelegate::applicationDidFinishLaunching()
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
string path = CCFileUtils::fullPathFromRelativePath("hello.lua");
printf("%s", path.c_str());
CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->executeScriptFile(path.c_str());

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@ -1,5 +1,5 @@
#ifndef ___PROJECTNAMEASIDENTIFIER___AppDelegate_H__
#define ___PROJECTNAMEASIDENTIFIER___AppDelegate_H__
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "CCApplication.h"
#include "LuaEngine.h"
@ -43,5 +43,5 @@ private:
LuaEngine* m_pLuaEngine;
};
#endif // ___PROJECTNAMEASIDENTIFIER___AppDelegate_H__
#endif // _APP_DELEGATE_H_

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@ -1,127 +1,146 @@
g_Scene = cocos2d.CCScene:node()
pSprite = cocos2d.CCSprite:spriteWithFile("90001.jpg")
pSprite:setPosition(cocos2d.CCPoint(300, 400))
-- create scene & layer
layerFarm = cocos2d.CCLayer:node()
layerFarm:setIsTouchEnabled(true)
pLayer = cocos2d.CCLayer:node()
pLayer:setIsTouchEnabled(true)
pLayer:setAnchorPoint(cocos2d.CCPoint(0,0))
pLayer:setPosition( cocos2d.CCPoint(0, -300) )
pLayer:addChild(pSprite)
g_Scene:addChild(pLayer)
layerMenu = cocos2d.CCLayer:node()
sceneGame = cocos2d.CCScene:node()
sceneGame:addChild(layerFarm)
sceneGame:addChild(layerMenu)
winSize = cocos2d.CCDirector:sharedDirector():getWinSize()
-- add in farm background
spriteFarm = cocos2d.CCSprite:spriteWithFile("farm.jpg")
spriteFarm:setPosition(cocos2d.CCPoint(winSize.width/2 + 80, winSize.height/2))
layerFarm:addChild(spriteFarm)
-- touch handers
pointBegin = nil
function btnTouchMove(e)
cocos2d.CCLuaLog("mousemove")
cocos2d.CCLuaLog("btnTouchMove")
if pointBegin ~= nil then
local v = e[1]
local pointMove = v:locationInView(v:view())
pointMove = cocos2d.CCDirector:sharedDirector():convertToGL(pointMove)
local positionCurrent = layerFarm.__CCNode__:getPosition()
layerFarm.__CCNode__:setPosition(cocos2d.CCPoint(positionCurrent.x + pointMove.x - pointBegin.x, positionCurrent.y + pointMove.y - pointBegin.y))
pointBegin = pointMove
end
end
function btnTouchBegin(e)
cocos2d.CCLuaLog("btnTouchBegin")
for k,v in ipairs(e) do
pointBegin = v:locationInView(v:view())
pointBegin = cocos2d.CCDirector:sharedDirector():convertToGL(pointBegin)
cocos2d.CCLuaLog("btnTouchBegin, x= %d, y = %d", pointBegin.x, pointBegin.y)
end
end
function btnTouchEnd(e)
cocos2d.CCLuaLog("btnTouchEnd")
touchStart = nil
end
-- regiester touch handler
pLayer.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHBEGAN, "btnTouchBegin")
pLayer.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHMOVED, "btnTouchMove")
pLayer.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHENDED, "btnTouchEnd")
-- regiester touch handlers
layerFarm.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHBEGAN, "btnTouchBegin")
layerFarm.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHMOVED, "btnTouchMove")
layerFarm.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHENDED, "btnTouchEnd")
-- add a menu
menuItem = cocos2d.CCMenuItemImage:itemFromNormalImage("menu2.png", "menu2.png")
menuItem:setAnchorPoint(cocos2d.CCPoint(0,0))
menuItem:setPosition( cocos2d.CCPoint(100, 200) )
menuItem:registerScriptHandler("CloseMenu")
pMenu = cocos2d.CCMenu:menuWithItem(menuItem)
pMenu:setPosition( cocos2d.CCPoint(1000, 200) )
g_Scene:addChild(pMenu)
function CloseMenu()
pMenu:setPosition(cocos2d.CCPoint(1000, 200) )
-- add land sprite
for i=0,3,1 do
for j=0,1,1 do
spriteLand = cocos2d.CCSprite:spriteWithFile("land.png")
layerFarm:addChild(spriteLand)
spriteLand:setPosition(cocos2d.CCPoint(200+j*180 - i%2*90, 10+i*95/2))
end
end
function PopMenu()
pMenu:setPosition( cocos2d.CCPoint(0, -100) )
end
pCloseItem = cocos2d.CCMenuItemImage:itemFromNormalImage("menu1.png","menu1.png")
pCloseItem:setPosition( cocos2d.CCPoint(30, 40) )
pCloseItem:registerScriptHandler("PopMenu")
pcloseMenu = cocos2d.CCMenu:menuWithItem(pCloseItem)
pcloseMenu:setPosition( cocos2d.CCPoint(30, 40) )
g_Scene:addChild(pcloseMenu)
-- add crop
for i=0,3,1 do
for j=0,1,1 do
landSprite = cocos2d.CCSprite:spriteWithFile("land1.png")
pLayer:addChild(landSprite)
textureCrop = cocos2d.CCTextureCache:sharedTextureCache():addImage("crop.png")
frameCrop = cocos2d.CCSpriteFrame:frameWithTexture(textureCrop, cocos2d.CCRectMake(0, 0, 105, 95))
spriteCrop = cocos2d.CCSprite:spriteWithSpriteFrame(frameCrop);
landSprite:setAnchorPoint(cocos2d.CCPoint(0,0))
landSprite:setPosition(cocos2d.CCPoint(90+j*180 - i%2*90, 200+i*95/2))
layerFarm:addChild(spriteCrop)
spriteCrop:setPosition(cocos2d.CCPoint(10+200+j*180 - i%2*90, 30+10+i*95/2))
end
end
-- add the moving dog
FrameWidth = 105
FrameHeight = 95
--crop
for i=0,3,1 do
for j=0,1,1 do
texturecrop = cocos2d.CCTextureCache:sharedTextureCache():addImage("crop1.png")
framecrop = cocos2d.CCSpriteFrame:frameWithTexture(texturecrop, cocos2d.CCRectMake(0, 0, 105, 95))
spritecrop = cocos2d.CCSprite:spriteWithSpriteFrame(framecrop);
pLayer:addChild(spritecrop)
spritecrop:setAnchorPoint(cocos2d.CCPoint(0,0))
spritecrop:setPosition(cocos2d.CCPoint(45+90+j*180 - i%2*90, 25+200+i*95/2))
end
end
nFrameWidth = 105
nFrameHeight = 95
texture = cocos2d.CCTextureCache:sharedTextureCache():addImage("dog1.png")
frame0 = cocos2d.CCSpriteFrame:frameWithTexture(texture, cocos2d.CCRectMake(0, 0, nFrameWidth, nFrameHeight))
frame1 = cocos2d.CCSpriteFrame:frameWithTexture(texture, cocos2d.CCRectMake(nFrameWidth*1, 0, nFrameWidth, nFrameHeight))
spritedog = cocos2d.CCSprite:spriteWithSpriteFrame(frame0)
spritedog:setPosition(cocos2d.CCPoint(300, 500))
pLayer:addChild(spritedog)
textureDog = cocos2d.CCTextureCache:sharedTextureCache():addImage("dog.png")
frame0 = cocos2d.CCSpriteFrame:frameWithTexture(textureDog, cocos2d.CCRectMake(0, 0, FrameWidth, FrameHeight))
frame1 = cocos2d.CCSpriteFrame:frameWithTexture(textureDog, cocos2d.CCRectMake(FrameWidth*1, 0, FrameWidth, FrameHeight))
spriteDog = cocos2d.CCSprite:spriteWithSpriteFrame(frame0)
spriteDog:setPosition(cocos2d.CCPoint(0, winSize.height/4*3))
layerFarm:addChild(spriteDog)
animFrames = cocos2d.CCMutableArray_CCSpriteFrame__:new(2)
animFrames:addObject(frame0)
animFrames:addObject(frame1)
animation = cocos2d.CCAnimation:animationWithName("wait", 0.5, animFrames)
animate = cocos2d.CCAnimate:actionWithAnimation(animation, false);
spritedog:runAction(cocos2d.CCRepeatForever:actionWithAction(animate))
spriteDog:runAction(cocos2d.CCRepeatForever:actionWithAction(animate))
-- add a popup menu
function menuCallbackClosePopup()
menuPopup:setIsVisible(false)
end
menuPopupItem = cocos2d.CCMenuItemImage:itemFromNormalImage("menu2.png", "menu2.png")
menuPopupItem:setPosition( cocos2d.CCPoint(0, 0) )
menuPopupItem:registerScriptHandler("menuCallbackClosePopup")
menuPopup = cocos2d.CCMenu:menuWithItem(menuPopupItem)
menuPopup:setPosition( cocos2d.CCPoint(winSize.width/2, winSize.height/2) )
menuPopup:setIsVisible(false)
layerMenu:addChild(menuPopup)
-- add the left-bottom "tools" menu to invoke menuPopup
function menuCallbackOpenPopup()
menuPopup:setIsVisible(true)
end
menuToolsItem = cocos2d.CCMenuItemImage:itemFromNormalImage("menu1.png","menu1.png")
menuToolsItem:setPosition( cocos2d.CCPoint(0, 0) )
menuToolsItem:registerScriptHandler("menuCallbackOpenPopup")
menuTools = cocos2d.CCMenu:menuWithItem(menuToolsItem)
menuTools:setPosition( cocos2d.CCPoint(30, 40) )
layerMenu:addChild(menuTools)
cocos2d.CCDirector:sharedDirector():runWithScene(g_Scene)
function tick()
point = cocos2d.CCPoint(300, 500);
point = spritedog:getPosition();
point = spriteDog:getPosition();
if point.x > 600 then
if point.x > winSize.width then
point.x = 0
spritedog:setPosition(point)
spriteDog:setPosition(point)
else
point.x = point.x + 1
spritedog:setPosition(point)
spriteDog:setPosition(point)
end
end
cocos2d.CCScheduler:sharedScheduler():scheduleScriptFunc("tick", 0.01, false)
-- run
cocos2d.CCDirector:sharedDirector():runWithScene(sceneGame)

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@ -1 +1 @@
15ab4b09f881ec0585d0a25e7f4adb771a2f5881
c8cbd6aa2f9f570eda299b591f7b2903a4c954c7

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@ -0,0 +1,33 @@
/****************************************************************************
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

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@ -1,17 +1,35 @@
//
// HelloLuaAppController.mm
// HelloLua
//
// Created by Walzer on 11-6-15.
// Copyright __MyCompanyName__ 2011. All rights reserved.
//
/****************************************************************************
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.
****************************************************************************/
#import <UIKit/UIKit.h>
#import "HelloLuaAppController.h"
#import "AppController.h"
#import "cocos2d.h"
#import "EAGLView.h"
#import "AppDelegate.h"
@implementation HelloLuaAppController
#import "RootViewController.h"
@implementation AppController
#pragma mark -
#pragma mark Application lifecycle
@ -32,7 +50,14 @@ static AppDelegate s_sharedApplication;
sharegroup: nil
multiSampling: NO
numberOfSamples: 0 ];
[window addSubview: __glView];
// Use RootViewController manage EAGLView
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;
viewController.view = __glView;
// Set RootViewController to window
window.rootViewController = viewController;
[window makeKeyAndVisible];
[[UIApplication sharedApplication] setStatusBarHidden: YES];
@ -41,6 +66,7 @@ static AppDelegate s_sharedApplication;
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.
@ -95,3 +121,4 @@ static AppDelegate s_sharedApplication;
@end

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@ -0,0 +1,33 @@
/****************************************************************************
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 <UIKit/UIKit.h>
@interface RootViewController : UIViewController {
}
@end

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@ -0,0 +1,78 @@
/****************************************************************************
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.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return UIInterfaceOrientationIsLandscape( interfaceOrientation );
}
- (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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@ -1,14 +0,0 @@
//
// ___PROJECTNAMEASIDENTIFIER___AppController.h
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
@interface ___PROJECTNAMEASIDENTIFIER___AppController : NSObject <UIAccelerometerDelegate, UIAlertViewDelegate, UITextFieldDelegate,UIApplicationDelegate> {
UIWindow *window;
}
@end

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@ -10,7 +10,7 @@
int main(int argc, char *argv[]) {
NSAutoreleasePool *pool = [NSAutoreleasePool new];
int retVal = UIApplicationMain(argc, argv, nil, @"___PROJECTNAMEASIDENTIFIER___AppController");
int retVal = UIApplicationMain(argc, argv, nil, @"AppController");
[pool release];
return retVal;
}

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@ -1,14 +0,0 @@
//
// HelloLuaAppController.h
// HelloLua
//
// Created by Walzer on 11-6-15.
// Copyright __MyCompanyName__ 2011. All rights reserved.
//
@interface HelloLuaAppController : NSObject <UIAccelerometerDelegate, UIAlertViewDelegate, UITextFieldDelegate,UIApplicationDelegate> {
UIWindow *window;
}
@end

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@ -0,0 +1,159 @@
#include "AppDelegate.h"
#include "cocos2d.h"
USING_NS_CC;
AppDelegate::AppDelegate()
:m_pLuaEngine(NULL)
{
}
AppDelegate::~AppDelegate()
{
CCScriptEngineManager::sharedScriptEngineManager()->removeScriptEngine();
CC_SAFE_DELETE(m_pLuaEngine);
}
bool AppDelegate::initInstance()
{
bool bRet = false;
do
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
// Initialize OpenGLView instance, that release by CCDirector when application terminate.
// The HelloWorld is designed as HVGA.
CCEGLView * pMainWnd = new CCEGLView();
CC_BREAK_IF(! pMainWnd
|| ! pMainWnd->Create(TEXT("cocos2d: Hello World"), 480, 320));
#endif // CC_PLATFORM_WIN32
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
// OpenGLView initialized in testsAppDelegate.mm on ios platform, nothing need to do here.
#endif // CC_PLATFORM_IOS
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
// OpenGLView initialized in HelloWorld/android/jni/helloworld/main.cpp
// the default setting is to create a fullscreen view
// if you want to use auto-scale, please enable view->create(320,480) in main.cpp
#endif // CC_PLATFORM_ANDROID
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WOPHONE)
// Initialize OpenGLView instance, that release by CCDirector when application terminate.
// The HelloWorld is designed as HVGA.
CCEGLView* pMainWnd = new CCEGLView(this);
CC_BREAK_IF(! pMainWnd || ! pMainWnd->Create(320,480, WM_WINDOW_ROTATE_MODE_CW));
#ifndef _TRANZDA_VM_
// on wophone emulator, we copy resources files to Work7/NEWPLUS/TDA_DATA/Data/ folder instead of zip file
cocos2d::CCFileUtils::setResource("HelloWorld.zip");
#endif
#endif // CC_PLATFORM_WOPHONE
#if (CC_TARGET_PLATFORM == CC_PLATFORM_AIRPLAY)
// MaxAksenov said it's NOT a very elegant solution. I agree, haha
CCDirector::sharedDirector()->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
#endif
bRet = true;
} while (0);
return bRet;
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView());
// enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
// pDirector->enableRetinaDisplay(true);
// turn on display FPS
pDirector->setDisplayFPS(true);
// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// register lua engine
m_pLuaEngine = new LuaEngine;
CCScriptEngineManager::sharedScriptEngineManager()->setScriptEngine(m_pLuaEngine);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
unsigned long size;
char *pFileContent = (char*)CCFileUtils::getFileData("hello.lua", "r", &size);
if (pFileContent)
{
// copy the file contents and add '\0' at the end, or the lua parser can not parse it
char *pCodes = new char[size + 1];
pCodes[size] = '\0';
memcpy(pCodes, pFileContent, size);
delete[] pFileContent;
CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->executeString(pCodes);
delete []pCodes;
}
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
// CCLuaScriptModule::sharedLuaScriptModule()->executeScriptFile("./../../HelloLua/Resource/hello.lua");
CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->executeScriptFile("./../../HelloLua/Resource/hello.lua");
/*
* Another way to run lua script.
* Load the file into memory and run it.
*
unsigned long size;
char *pFileContent = (char*)CCFileUtils::getFileData("./../../HelloLua/Resource/hello.lua", "r", &size);
if (pFileContent)
{
// copy the file contents and add '\0' at the end, or the lua parser can not parse it
char *pTmp = new char[size + 1];
pTmp[size] = '\0';
memcpy(pTmp, pFileContent, size);
delete[] pFileContent;
string code(pTmp);
CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->excuteScriptFile(code);
delete []pTmp;
}
*/
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
string path = CCFileUtils::fullPathFromRelativePath("hello.lua");
printf("%s", path.c_str());
CCScriptEngineManager::sharedScriptEngineManager()->getScriptEngine()->executeScriptFile(path.c_str());
#endif
return true;
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground()
{
CCDirector::sharedDirector()->pause();
// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
CCDirector::sharedDirector()->resume();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}

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@ -0,0 +1,47 @@
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "CCApplication.h"
#include "LuaEngine.h"
/**
@brief The cocos2d Application.
The reason for implement as private inheritance is to hide some interface call by CCDirector.
*/
class AppDelegate : private cocos2d::CCApplication
{
public:
AppDelegate();
virtual ~AppDelegate();
/**
@brief Implement for initialize OpenGL instance, set source path, etc...
*/
virtual bool initInstance();
/**
@brief Implement CCDirector and CCScene 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();
private:
LuaEngine* m_pLuaEngine;
};
#endif // _APP_DELEGATE_H_

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@ -1,16 +0,0 @@
//
// main.m
// HelloLua
//
// Created by Walzer on 11-6-15.
// Copyright __MyCompanyName__ 2011. All rights reserved.
//
#import <UIKit/UIKit.h>
int main(int argc, char *argv[]) {
NSAutoreleasePool *pool = [NSAutoreleasePool new];
int retVal = UIApplicationMain(argc, argv, nil, @"AppController");
[pool release];
return retVal;
}

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@ -0,0 +1 @@
d7290c34702d1c6bdb368acb060d93b42d5deff8

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@ -1,127 +1,146 @@
g_Scene = cocos2d.CCScene:node()
pSprite = cocos2d.CCSprite:spriteWithFile("90001.jpg")
pSprite:setPosition(cocos2d.CCPoint(300, 400))
-- create scene & layer
layerFarm = cocos2d.CCLayer:node()
layerFarm:setIsTouchEnabled(true)
pLayer = cocos2d.CCLayer:node()
pLayer:setIsTouchEnabled(true)
pLayer:setAnchorPoint(cocos2d.CCPoint(0,0))
pLayer:setPosition( cocos2d.CCPoint(0, -300) )
pLayer:addChild(pSprite)
g_Scene:addChild(pLayer)
layerMenu = cocos2d.CCLayer:node()
sceneGame = cocos2d.CCScene:node()
sceneGame:addChild(layerFarm)
sceneGame:addChild(layerMenu)
winSize = cocos2d.CCDirector:sharedDirector():getWinSize()
-- add in farm background
spriteFarm = cocos2d.CCSprite:spriteWithFile("farm.jpg")
spriteFarm:setPosition(cocos2d.CCPoint(winSize.width/2 + 80, winSize.height/2))
layerFarm:addChild(spriteFarm)
-- touch handers
pointBegin = nil
function btnTouchMove(e)
cocos2d.CCLuaLog("mousemove")
cocos2d.CCLuaLog("btnTouchMove")
if pointBegin ~= nil then
local v = e[1]
local pointMove = v:locationInView(v:view())
pointMove = cocos2d.CCDirector:sharedDirector():convertToGL(pointMove)
local positionCurrent = layerFarm.__CCNode__:getPosition()
layerFarm.__CCNode__:setPosition(cocos2d.CCPoint(positionCurrent.x + pointMove.x - pointBegin.x, positionCurrent.y + pointMove.y - pointBegin.y))
pointBegin = pointMove
end
end
function btnTouchBegin(e)
cocos2d.CCLuaLog("btnTouchBegin")
for k,v in ipairs(e) do
pointBegin = v:locationInView(v:view())
pointBegin = cocos2d.CCDirector:sharedDirector():convertToGL(pointBegin)
cocos2d.CCLuaLog("btnTouchBegin, x= %d, y = %d", pointBegin.x, pointBegin.y)
end
end
function btnTouchEnd(e)
cocos2d.CCLuaLog("btnTouchEnd")
touchStart = nil
end
-- regiester touch handler
pLayer.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHBEGAN, "btnTouchBegin")
pLayer.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHMOVED, "btnTouchMove")
pLayer.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHENDED, "btnTouchEnd")
-- regiester touch handlers
layerFarm.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHBEGAN, "btnTouchBegin")
layerFarm.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHMOVED, "btnTouchMove")
layerFarm.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHENDED, "btnTouchEnd")
-- add a menu
menuItem = cocos2d.CCMenuItemImage:itemFromNormalImage("menu2.png", "menu2.png")
menuItem:setAnchorPoint(cocos2d.CCPoint(0,0))
menuItem:setPosition( cocos2d.CCPoint(100, 200) )
menuItem:registerScriptHandler("CloseMenu")
pMenu = cocos2d.CCMenu:menuWithItem(menuItem)
pMenu:setPosition( cocos2d.CCPoint(1000, 200) )
g_Scene:addChild(pMenu)
function CloseMenu()
pMenu:setPosition(cocos2d.CCPoint(1000, 200) )
-- add land sprite
for i=0,3,1 do
for j=0,1,1 do
spriteLand = cocos2d.CCSprite:spriteWithFile("land.png")
layerFarm:addChild(spriteLand)
spriteLand:setPosition(cocos2d.CCPoint(200+j*180 - i%2*90, 10+i*95/2))
end
end
function PopMenu()
pMenu:setPosition( cocos2d.CCPoint(0, -100) )
end
pCloseItem = cocos2d.CCMenuItemImage:itemFromNormalImage("menu1.png","menu1.png")
pCloseItem:setPosition( cocos2d.CCPoint(30, 40) )
pCloseItem:registerScriptHandler("PopMenu")
pcloseMenu = cocos2d.CCMenu:menuWithItem(pCloseItem)
pcloseMenu:setPosition( cocos2d.CCPoint(30, 40) )
g_Scene:addChild(pcloseMenu)
-- add crop
for i=0,3,1 do
for j=0,1,1 do
landSprite = cocos2d.CCSprite:spriteWithFile("land1.png")
pLayer:addChild(landSprite)
textureCrop = cocos2d.CCTextureCache:sharedTextureCache():addImage("crop.png")
frameCrop = cocos2d.CCSpriteFrame:frameWithTexture(textureCrop, cocos2d.CCRectMake(0, 0, 105, 95))
spriteCrop = cocos2d.CCSprite:spriteWithSpriteFrame(frameCrop);
landSprite:setAnchorPoint(cocos2d.CCPoint(0,0))
landSprite:setPosition(cocos2d.CCPoint(90+j*180 - i%2*90, 200+i*95/2))
layerFarm:addChild(spriteCrop)
spriteCrop:setPosition(cocos2d.CCPoint(10+200+j*180 - i%2*90, 30+10+i*95/2))
end
end
-- add the moving dog
FrameWidth = 105
FrameHeight = 95
--crop
for i=0,3,1 do
for j=0,1,1 do
texturecrop = cocos2d.CCTextureCache:sharedTextureCache():addImage("crop1.png")
framecrop = cocos2d.CCSpriteFrame:frameWithTexture(texturecrop, cocos2d.CCRectMake(0, 0, 105, 95))
spritecrop = cocos2d.CCSprite:spriteWithSpriteFrame(framecrop);
pLayer:addChild(spritecrop)
spritecrop:setAnchorPoint(cocos2d.CCPoint(0,0))
spritecrop:setPosition(cocos2d.CCPoint(45+90+j*180 - i%2*90, 25+200+i*95/2))
end
end
nFrameWidth = 105
nFrameHeight = 95
texture = cocos2d.CCTextureCache:sharedTextureCache():addImage("dog1.png")
frame0 = cocos2d.CCSpriteFrame:frameWithTexture(texture, cocos2d.CCRectMake(0, 0, nFrameWidth, nFrameHeight))
frame1 = cocos2d.CCSpriteFrame:frameWithTexture(texture, cocos2d.CCRectMake(nFrameWidth*1, 0, nFrameWidth, nFrameHeight))
spritedog = cocos2d.CCSprite:spriteWithSpriteFrame(frame0)
spritedog:setPosition(cocos2d.CCPoint(300, 500))
pLayer:addChild(spritedog)
textureDog = cocos2d.CCTextureCache:sharedTextureCache():addImage("dog.png")
frame0 = cocos2d.CCSpriteFrame:frameWithTexture(textureDog, cocos2d.CCRectMake(0, 0, FrameWidth, FrameHeight))
frame1 = cocos2d.CCSpriteFrame:frameWithTexture(textureDog, cocos2d.CCRectMake(FrameWidth*1, 0, FrameWidth, FrameHeight))
spriteDog = cocos2d.CCSprite:spriteWithSpriteFrame(frame0)
spriteDog:setPosition(cocos2d.CCPoint(0, winSize.height/4*3))
layerFarm:addChild(spriteDog)
animFrames = cocos2d.CCMutableArray_CCSpriteFrame__:new(2)
animFrames:addObject(frame0)
animFrames:addObject(frame1)
animation = cocos2d.CCAnimation:animationWithName("wait", 0.5, animFrames)
animate = cocos2d.CCAnimate:actionWithAnimation(animation, false);
spritedog:runAction(cocos2d.CCRepeatForever:actionWithAction(animate))
spriteDog:runAction(cocos2d.CCRepeatForever:actionWithAction(animate))
-- add a popup menu
function menuCallbackClosePopup()
menuPopup:setIsVisible(false)
end
menuPopupItem = cocos2d.CCMenuItemImage:itemFromNormalImage("menu2.png", "menu2.png")
menuPopupItem:setPosition( cocos2d.CCPoint(0, 0) )
menuPopupItem:registerScriptHandler("menuCallbackClosePopup")
menuPopup = cocos2d.CCMenu:menuWithItem(menuPopupItem)
menuPopup:setPosition( cocos2d.CCPoint(winSize.width/2, winSize.height/2) )
menuPopup:setIsVisible(false)
layerMenu:addChild(menuPopup)
-- add the left-bottom "tools" menu to invoke menuPopup
function menuCallbackOpenPopup()
menuPopup:setIsVisible(true)
end
menuToolsItem = cocos2d.CCMenuItemImage:itemFromNormalImage("menu1.png","menu1.png")
menuToolsItem:setPosition( cocos2d.CCPoint(0, 0) )
menuToolsItem:registerScriptHandler("menuCallbackOpenPopup")
menuTools = cocos2d.CCMenu:menuWithItem(menuToolsItem)
menuTools:setPosition( cocos2d.CCPoint(30, 40) )
layerMenu:addChild(menuTools)
cocos2d.CCDirector:sharedDirector():runWithScene(g_Scene)
function tick()
point = cocos2d.CCPoint(300, 500);
point = spritedog:getPosition();
point = spriteDog:getPosition();
if point.x > 600 then
if point.x > winSize.width then
point.x = 0
spritedog:setPosition(point)
spriteDog:setPosition(point)
else
point.x = point.x + 1
spritedog:setPosition(point)
spriteDog:setPosition(point)
end
end
cocos2d.CCScheduler:sharedScheduler():scheduleScriptFunc("tick", 0.01, false)
-- run
cocos2d.CCDirector:sharedDirector():runWithScene(sceneGame)

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@ -0,0 +1,33 @@
/****************************************************************************
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

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@ -1,17 +1,35 @@
//
// ___PROJECTNAMEASIDENTIFIER___AppController.mm
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
/****************************************************************************
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.
****************************************************************************/
#import <UIKit/UIKit.h>
#import "___PROJECTNAMEASIDENTIFIER___AppController.h"
#import "AppController.h"
#import "cocos2d.h"
#import "EAGLView.h"
#import "___PROJECTNAMEASIDENTIFIER___AppDelegate.h"
#import "AppDelegate.h"
@implementation ___PROJECTNAMEASIDENTIFIER___AppController
#import "RootViewController.h"
@implementation AppController
#pragma mark -
#pragma mark Application lifecycle
@ -32,7 +50,14 @@ static AppDelegate s_sharedApplication;
sharegroup: nil
multiSampling: NO
numberOfSamples: 0 ];
[window addSubview: __glView];
// Use RootViewController manage EAGLView
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;
viewController.view = __glView;
// Set RootViewController to window
window.rootViewController = viewController;
[window makeKeyAndVisible];
[[UIApplication sharedApplication] setStatusBarHidden: YES];
@ -41,6 +66,7 @@ static AppDelegate s_sharedApplication;
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.
@ -95,3 +121,4 @@ static AppDelegate s_sharedApplication;
@end

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@ -0,0 +1,33 @@
/****************************************************************************
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 <UIKit/UIKit.h>
@interface RootViewController : UIViewController {
}
@end

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@ -0,0 +1,78 @@
/****************************************************************************
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.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return UIInterfaceOrientationIsLandscape( interfaceOrientation );
}
- (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