mirror of https://github.com/axmolengine/axmol.git
issue #2129: Removing CC prefix for template.
This commit is contained in:
parent
de0e683014
commit
d1bd34fd08
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@ -17,8 +17,8 @@ AppDelegate::~AppDelegate()
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bool AppDelegate::applicationDidFinishLaunching()
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{
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// initialize director
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CCDirector *pDirector = CCDirector::sharedDirector();
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pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
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Director *pDirector = Director::sharedDirector();
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pDirector->setOpenGLView(EGLView::sharedOpenGLView());
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// turn on display FPS
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pDirector->setDisplayStats(true);
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@ -27,7 +27,7 @@ bool AppDelegate::applicationDidFinishLaunching()
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pDirector->setAnimationInterval(1.0 / 60);
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// create a scene. it's an autorelease object
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CCScene *pScene = HelloWorld::scene();
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Scene *pScene = HelloWorld::scene();
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// run
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pDirector->runWithScene(pScene);
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@ -38,7 +38,7 @@ bool AppDelegate::applicationDidFinishLaunching()
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// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
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void AppDelegate::applicationDidEnterBackground()
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{
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CCDirector::sharedDirector()->pause();
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Director::sharedDirector()->pause();
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// if you use SimpleAudioEngine, it must be pause
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// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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@ -47,7 +47,7 @@ void AppDelegate::applicationDidEnterBackground()
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// this function will be called when the app is active again
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void AppDelegate::applicationWillEnterForeground()
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{
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CCDirector::sharedDirector()->resume();
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Director::sharedDirector()->resume();
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// if you use SimpleAudioEngine, it must resume here
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// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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@ -6,16 +6,16 @@
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/**
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@brief The cocos2d Application.
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The reason for implement as private inheritance is to hide some interface call by CCDirector.
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The reason for implement as private inheritance is to hide some interface call by Director.
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*/
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class AppDelegate : private cocos2d::CCApplication
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class AppDelegate : private cocos2d::Application
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{
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public:
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AppDelegate();
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virtual ~AppDelegate();
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/**
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@brief Implement CCDirector and CCScene init code here.
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@brief Implement Director and Scene init code here.
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@return true Initialize success, app continue.
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@return false Initialize failed, app terminate.
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*/
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@ -4,10 +4,10 @@
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using namespace cocos2d;
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using namespace CocosDenshion;
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CCScene* HelloWorld::scene()
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Scene* HelloWorld::scene()
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{
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// 'scene' is an autorelease object
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CCScene *scene = CCScene::create();
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Scene *scene = Scene::create();
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// 'layer' is an autorelease object
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HelloWorld *layer = HelloWorld::create();
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@ -24,7 +24,7 @@ bool HelloWorld::init()
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{
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//////////////////////////////
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// 1. super init first
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if ( !CCLayer::init() )
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if ( !Layer::init() )
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{
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return false;
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}
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@ -34,16 +34,16 @@ bool HelloWorld::init()
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// you may modify it.
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// add a "close" icon to exit the progress. it's an autorelease object
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CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
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MenuItemImage *pCloseItem = MenuItemImage::create(
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"CloseNormal.png",
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"CloseSelected.png",
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this,
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menu_selector(HelloWorld::menuCloseCallback) );
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pCloseItem->setPosition( ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20) );
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pCloseItem->setPosition( ccp(Director::sharedDirector()->getWinSize().width - 20, 20) );
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// create menu, it's an autorelease object
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CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
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pMenu->setPosition( CCPointZero );
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Menu* pMenu = Menu::create(pCloseItem, NULL);
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pMenu->setPosition( PointZero );
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this->addChild(pMenu, 1);
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/////////////////////////////
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@ -51,10 +51,10 @@ bool HelloWorld::init()
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// add a label shows "Hello World"
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// create and initialize a label
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CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Thonburi", 34);
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LabelTTF* pLabel = LabelTTF::create("Hello World", "Thonburi", 34);
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// ask director the window size
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CCSize size = CCDirector::sharedDirector()->getWinSize();
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Size size = Director::sharedDirector()->getWinSize();
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// position the label on the center of the screen
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pLabel->setPosition( ccp(size.width / 2, size.height - 20) );
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@ -63,7 +63,7 @@ bool HelloWorld::init()
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this->addChild(pLabel, 1);
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// add "HelloWorld" splash screen"
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CCSprite* pSprite = CCSprite::create("HelloWorld.png");
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Sprite* pSprite = Sprite::create("HelloWorld.png");
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// position the sprite on the center of the screen
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pSprite->setPosition( ccp(size.width/2, size.height/2) );
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@ -74,9 +74,9 @@ bool HelloWorld::init()
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return true;
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}
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void HelloWorld::menuCloseCallback(CCObject* pSender)
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void HelloWorld::menuCloseCallback(Object* pSender)
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{
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CCDirector::sharedDirector()->end();
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Director::sharedDirector()->end();
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
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exit(0);
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@ -3,17 +3,17 @@
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#include "cocos2d.h"
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class HelloWorld : public cocos2d::CCLayer
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class HelloWorld : public cocos2d::Layer
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{
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public:
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// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
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virtual bool init();
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// there's no 'id' in cpp, so we recommand to return the exactly class pointer
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static cocos2d::CCScene* scene();
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static cocos2d::Scene* scene();
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// a selector callback
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void menuCloseCallback(CCObject* pSender);
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void menuCloseCallback(Object* pSender);
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// implement the "static node()" method manually
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CREATE_FUNC(HelloWorld);
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@ -13,8 +13,8 @@ AppDelegate::~AppDelegate()
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bool AppDelegate::applicationDidFinishLaunching() {
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// initialize director
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CCDirector* pDirector = CCDirector::sharedDirector();
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CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
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Director* pDirector = Director::sharedDirector();
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EGLView* pEGLView = EGLView::sharedOpenGLView();
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pDirector->setOpenGLView(pEGLView);
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@ -25,7 +25,7 @@ bool AppDelegate::applicationDidFinishLaunching() {
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pDirector->setAnimationInterval(1.0 / 60);
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// create a scene. it's an autorelease object
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CCScene *pScene = HelloWorld::scene();
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Scene *pScene = HelloWorld::scene();
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// run
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pDirector->runWithScene(pScene);
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@ -35,7 +35,7 @@ bool AppDelegate::applicationDidFinishLaunching() {
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// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
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void AppDelegate::applicationDidEnterBackground() {
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CCDirector::sharedDirector()->stopAnimation();
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Director::sharedDirector()->stopAnimation();
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// if you use SimpleAudioEngine, it must be pause
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// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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@ -43,7 +43,7 @@ void AppDelegate::applicationDidEnterBackground() {
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// this function will be called when the app is active again
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void AppDelegate::applicationWillEnterForeground() {
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CCDirector::sharedDirector()->startAnimation();
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Director::sharedDirector()->startAnimation();
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// if you use SimpleAudioEngine, it must resume here
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// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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@ -6,16 +6,16 @@
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/**
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@brief The cocos2d Application.
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The reason for implement as private inheritance is to hide some interface call by CCDirector.
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The reason for implement as private inheritance is to hide some interface call by Director.
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*/
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class AppDelegate : private cocos2d::CCApplication
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class AppDelegate : private cocos2d::Application
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{
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public:
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AppDelegate();
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virtual ~AppDelegate();
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/**
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@brief Implement CCDirector and CCScene init code here.
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@brief Implement Director and Scene init code here.
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@return true Initialize success, app continue.
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@return false Initialize failed, app terminate.
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*/
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@ -2,10 +2,10 @@
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USING_NS_CC;
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CCScene* HelloWorld::scene()
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Scene* HelloWorld::scene()
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{
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// 'scene' is an autorelease object
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CCScene *scene = CCScene::create();
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Scene *scene = Scene::create();
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// 'layer' is an autorelease object
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HelloWorld *layer = HelloWorld::create();
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@ -22,20 +22,20 @@ bool HelloWorld::init()
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{
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//////////////////////////////
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// 1. super init first
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if ( !CCLayer::init() )
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if ( !Layer::init() )
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{
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return false;
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}
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CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
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CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
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Size visibleSize = Director::sharedDirector()->getVisibleSize();
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Point origin = Director::sharedDirector()->getVisibleOrigin();
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/////////////////////////////
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// 2. add a menu item with "X" image, which is clicked to quit the program
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// you may modify it.
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// add a "close" icon to exit the progress. it's an autorelease object
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CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
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MenuItemImage *pCloseItem = MenuItemImage::create(
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"CloseNormal.png",
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"CloseSelected.png",
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this,
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@ -45,8 +45,8 @@ bool HelloWorld::init()
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origin.y + pCloseItem->getContentSize().height/2));
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// create menu, it's an autorelease object
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CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
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pMenu->setPosition(CCPointZero);
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Menu* pMenu = Menu::create(pCloseItem, NULL);
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pMenu->setPosition(PointZero);
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this->addChild(pMenu, 1);
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/////////////////////////////
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@ -55,7 +55,7 @@ bool HelloWorld::init()
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// add a label shows "Hello World"
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// create and initialize a label
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CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Arial", 24);
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LabelTTF* pLabel = LabelTTF::create("Hello World", "Arial", 24);
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// position the label on the center of the screen
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pLabel->setPosition(ccp(origin.x + visibleSize.width/2,
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@ -65,7 +65,7 @@ bool HelloWorld::init()
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this->addChild(pLabel, 1);
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// add "HelloWorld" splash screen"
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CCSprite* pSprite = CCSprite::create("HelloWorld.png");
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Sprite* pSprite = Sprite::create("HelloWorld.png");
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// position the sprite on the center of the screen
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pSprite->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
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@ -77,9 +77,9 @@ bool HelloWorld::init()
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}
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void HelloWorld::menuCloseCallback(CCObject* pSender)
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void HelloWorld::menuCloseCallback(Object* pSender)
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{
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CCDirector::sharedDirector()->end();
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Director::sharedDirector()->end();
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
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exit(0);
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@ -3,17 +3,17 @@
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#include "cocos2d.h"
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class HelloWorld : public cocos2d::CCLayer
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class HelloWorld : public cocos2d::Layer
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{
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public:
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// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
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virtual bool init();
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// there's no 'id' in cpp, so we recommend returning the class instance pointer
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static cocos2d::CCScene* scene();
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static cocos2d::Scene* scene();
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// a selector callback
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void menuCloseCallback(CCObject* pSender);
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void menuCloseCallback(Object* pSender);
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// implement the "static node()" method manually
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CREATE_FUNC(HelloWorld);
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@ -22,13 +22,13 @@ jint JNI_OnLoad(JavaVM *vm, void *reserved)
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void Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit(JNIEnv* env, jobject thiz, jint w, jint h)
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{
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if (!CCDirector::sharedDirector()->getOpenGLView())
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if (!Director::sharedDirector()->getOpenGLView())
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{
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CCEGLView *view = CCEGLView::sharedOpenGLView();
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EGLView *view = EGLView::sharedOpenGLView();
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view->setFrameSize(w, h);
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AppDelegate *pAppDelegate = new AppDelegate();
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CCApplication::sharedApplication()->run();
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Application::sharedApplication()->run();
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}
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/*
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else
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@ -36,10 +36,10 @@ void Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit(JNIEnv* env, jobject thi
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ccDrawInit();
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ccGLInvalidateStateCache();
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CCShaderCache::sharedShaderCache()->reloadDefaultShaders();
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CCTextureCache::reloadAllTextures();
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CCNotificationCenter::sharedNotificationCenter()->postNotification(EVNET_COME_TO_FOREGROUND, NULL);
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CCDirector::sharedDirector()->setGLDefaultValues();
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ShaderCache::sharedShaderCache()->reloadDefaultShaders();
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TextureCache::reloadAllTextures();
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NotificationCenter::sharedNotificationCenter()->postNotification(EVNET_COME_TO_FOREGROUND, NULL);
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Director::sharedDirector()->setGLDefaultValues();
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}
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*/
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}
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@ -23,8 +23,8 @@ int main(int argc, char **argv)
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height = 600;
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}
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CCEGLView* eglView = CCEGLView::sharedOpenGLView();
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EGLView* eglView = EGLView::sharedOpenGLView();
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eglView->setFrameSize(width, height);
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return CCApplication::sharedApplication()->run();
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return Application::sharedApplication()->run();
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}
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@ -49,7 +49,7 @@ static AppDelegate s_sharedApplication;
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[[UIApplication sharedApplication] setStatusBarHidden:true];
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cocos2d::CCApplication::sharedApplication()->run();
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cocos2d::Application::sharedApplication()->run();
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return YES;
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}
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@ -60,14 +60,14 @@ static AppDelegate s_sharedApplication;
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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.
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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.
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*/
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cocos2d::CCDirector::sharedDirector()->pause();
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cocos2d::Director::sharedDirector()->pause();
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}
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- (void)applicationDidBecomeActive:(UIApplication *)application {
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/*
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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.
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*/
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cocos2d::CCDirector::sharedDirector()->resume();
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cocos2d::Director::sharedDirector()->resume();
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}
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- (void)applicationDidEnterBackground:(UIApplication *)application {
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@ -75,14 +75,14 @@ static AppDelegate s_sharedApplication;
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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.
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If your application supports background execution, called instead of applicationWillTerminate: when the user quits.
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*/
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cocos2d::CCApplication::sharedApplication()->applicationDidEnterBackground();
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cocos2d::Application::sharedApplication()->applicationDidEnterBackground();
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}
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- (void)applicationWillEnterForeground:(UIApplication *)application {
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/*
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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.
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*/
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cocos2d::CCApplication::sharedApplication()->applicationWillEnterForeground();
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cocos2d::Application::sharedApplication()->applicationWillEnterForeground();
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}
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- (void)applicationWillTerminate:(UIApplication *)application {
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@ -13,7 +13,7 @@ int main(int argc, char **argv)
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{
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// create the application instance
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AppDelegate app;
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CCEGLView* eglView = CCEGLView::sharedOpenGLView();
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EGLView* eglView = EGLView::sharedOpenGLView();
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eglView->setFrameSize(800, 480);
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return CCApplication::sharedApplication()->run();
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return Application::sharedApplication()->run();
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}
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@ -62,7 +62,7 @@
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[window makeKeyAndOrderFront:self];
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[window setAcceptsMouseMovedEvents:NO];
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cocos2d::CCApplication::sharedApplication()->run();
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cocos2d::Application::sharedApplication()->run();
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}
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-(BOOL) applicationShouldTerminateAfterLastWindowClosed:(NSApplication*)theApplication
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@ -72,7 +72,7 @@
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-(void) dealloc
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{
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cocos2d::CCDirector::sharedDirector()->end();
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cocos2d::Director::sharedDirector()->end();
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[super dealloc];
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}
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@ -15,5 +15,5 @@ int main()
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{
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AppDelegate app;
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return cocos2d::CCApplication::sharedApplication()->Run();
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return cocos2d::Application::sharedApplication()->Run();
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}
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@ -14,8 +14,8 @@ int APIENTRY _tWinMain(HINSTANCE hInstance,
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// create the application instance
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AppDelegate app;
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CCEGLView* eglView = CCEGLView::sharedOpenGLView();
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EGLView* eglView = EGLView::sharedOpenGLView();
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eglView->setViewName("HelloCpp");
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eglView->setFrameSize(480, 320);
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return CCApplication::sharedApplication()->run();
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return Application::sharedApplication()->run();
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}
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@ -23,14 +23,14 @@ AppDelegate::AppDelegate()
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AppDelegate::~AppDelegate()
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{
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CCScriptEngineManager::purgeSharedManager();
|
||||
ScriptEngineManager::purgeSharedManager();
|
||||
}
|
||||
|
||||
bool AppDelegate::applicationDidFinishLaunching()
|
||||
{
|
||||
// initialize director
|
||||
CCDirector *pDirector = CCDirector::sharedDirector();
|
||||
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
|
||||
Director *pDirector = Director::sharedDirector();
|
||||
pDirector->setOpenGLView(EGLView::sharedOpenGLView());
|
||||
|
||||
// turn on display FPS
|
||||
pDirector->setDisplayStats(true);
|
||||
|
@ -52,8 +52,8 @@ bool AppDelegate::applicationDidFinishLaunching()
|
|||
|
||||
sc->start();
|
||||
|
||||
CCScriptEngineProtocol *pEngine = ScriptingCore::getInstance();
|
||||
CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
|
||||
ScriptEngineProtocol *pEngine = ScriptingCore::getInstance();
|
||||
ScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
|
||||
ScriptingCore::getInstance()->runScript("main.js");
|
||||
|
||||
return true;
|
||||
|
@ -63,11 +63,11 @@ void handle_signal(int signal) {
|
|||
static int internal_state = 0;
|
||||
ScriptingCore* sc = ScriptingCore::getInstance();
|
||||
// should start everything back
|
||||
CCDirector* director = CCDirector::sharedDirector();
|
||||
Director* director = Director::sharedDirector();
|
||||
if (director->getRunningScene()) {
|
||||
director->popToRootScene();
|
||||
} else {
|
||||
CCPoolManager::sharedPoolManager()->finalize();
|
||||
PoolManager::sharedPoolManager()->finalize();
|
||||
if (internal_state == 0) {
|
||||
//sc->dumpRoot(NULL, 0, NULL);
|
||||
sc->start();
|
||||
|
@ -82,7 +82,7 @@ void handle_signal(int signal) {
|
|||
// 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()->stopAnimation();
|
||||
Director::sharedDirector()->stopAnimation();
|
||||
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
|
||||
SimpleAudioEngine::sharedEngine()->pauseAllEffects();
|
||||
}
|
||||
|
@ -90,7 +90,7 @@ void AppDelegate::applicationDidEnterBackground()
|
|||
// this function will be called when the app is active again
|
||||
void AppDelegate::applicationWillEnterForeground()
|
||||
{
|
||||
CCDirector::sharedDirector()->startAnimation();
|
||||
Director::sharedDirector()->startAnimation();
|
||||
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
|
||||
SimpleAudioEngine::sharedEngine()->resumeAllEffects();
|
||||
}
|
||||
|
|
|
@ -13,16 +13,16 @@
|
|||
/**
|
||||
@brief The cocos2d Application.
|
||||
|
||||
The reason for implement as private inheritance is to hide some interface call by CCDirector.
|
||||
The reason for implement as private inheritance is to hide some interface call by Director.
|
||||
*/
|
||||
class AppDelegate : private cocos2d::CCApplication
|
||||
class AppDelegate : private cocos2d::Application
|
||||
{
|
||||
public:
|
||||
AppDelegate();
|
||||
virtual ~AppDelegate();
|
||||
|
||||
/**
|
||||
@brief Implement CCDirector and CCScene init code here.
|
||||
@brief Implement Director and Scene init code here.
|
||||
@return true Initialize success, app continue.
|
||||
@return false Initialize failed, app terminate.
|
||||
*/
|
||||
|
|
|
@ -22,23 +22,23 @@ jint JNI_OnLoad(JavaVM *vm, void *reserved)
|
|||
|
||||
void Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit(JNIEnv* env, jobject thiz, jint w, jint h)
|
||||
{
|
||||
if (!CCDirector::sharedDirector()->getOpenGLView())
|
||||
if (!Director::sharedDirector()->getOpenGLView())
|
||||
{
|
||||
CCEGLView *view = CCEGLView::sharedOpenGLView();
|
||||
EGLView *view = EGLView::sharedOpenGLView();
|
||||
view->setFrameSize(w, h);
|
||||
|
||||
AppDelegate *pAppDelegate = new AppDelegate();
|
||||
CCApplication::sharedApplication()->run();
|
||||
Application::sharedApplication()->run();
|
||||
}
|
||||
else
|
||||
{
|
||||
ccDrawInit();
|
||||
ccGLInvalidateStateCache();
|
||||
|
||||
CCShaderCache::sharedShaderCache()->reloadDefaultShaders();
|
||||
CCTextureCache::reloadAllTextures();
|
||||
CCNotificationCenter::sharedNotificationCenter()->postNotification(EVNET_COME_TO_FOREGROUND, NULL);
|
||||
CCDirector::sharedDirector()->setGLDefaultValues();
|
||||
ShaderCache::sharedShaderCache()->reloadDefaultShaders();
|
||||
TextureCache::reloadAllTextures();
|
||||
NotificationCenter::sharedNotificationCenter()->postNotification(EVNET_COME_TO_FOREGROUND, NULL);
|
||||
Director::sharedDirector()->setGLDefaultValues();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -52,7 +52,7 @@ static AppDelegate s_sharedApplication;
|
|||
|
||||
[[UIApplication sharedApplication] setStatusBarHidden: YES];
|
||||
|
||||
cocos2d::CCApplication::sharedApplication()->run();
|
||||
cocos2d::Application::sharedApplication()->run();
|
||||
return YES;
|
||||
}
|
||||
|
||||
|
@ -62,14 +62,14 @@ static AppDelegate s_sharedApplication;
|
|||
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::CCDirector::sharedDirector()->pause();
|
||||
cocos2d::Director::sharedDirector()->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::CCDirector::sharedDirector()->resume();
|
||||
cocos2d::Director::sharedDirector()->resume();
|
||||
}
|
||||
|
||||
- (void)applicationDidEnterBackground:(UIApplication *)application {
|
||||
|
@ -77,14 +77,14 @@ static AppDelegate s_sharedApplication;
|
|||
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::CCApplication::sharedApplication()->applicationDidEnterBackground();
|
||||
cocos2d::Application::sharedApplication()->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::CCApplication::sharedApplication()->applicationWillEnterForeground();
|
||||
cocos2d::Application::sharedApplication()->applicationWillEnterForeground();
|
||||
}
|
||||
|
||||
- (void)applicationWillTerminate:(UIApplication *)application {
|
||||
|
@ -102,7 +102,7 @@ static AppDelegate s_sharedApplication;
|
|||
/*
|
||||
Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later.
|
||||
*/
|
||||
cocos2d::CCDirector::sharedDirector()->purgeCachedData();
|
||||
cocos2d::Director::sharedDirector()->purgeCachedData();
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -24,11 +24,11 @@ int APIENTRY _tWinMain(HINSTANCE hInstance,
|
|||
|
||||
// create the application instance
|
||||
AppDelegate app;
|
||||
CCEGLView* eglView = CCEGLView::sharedOpenGLView();
|
||||
EGLView* eglView = EGLView::sharedOpenGLView();
|
||||
eglView->setViewName("HelloJavascript");
|
||||
eglView->setFrameSize(480, 320);
|
||||
|
||||
int ret = CCApplication::sharedApplication()->run();
|
||||
int ret = Application::sharedApplication()->run();
|
||||
|
||||
#ifdef USE_WIN32_CONSOLE
|
||||
FreeConsole();
|
||||
|
|
|
@ -24,8 +24,8 @@ AppDelegate::~AppDelegate()
|
|||
bool AppDelegate::applicationDidFinishLaunching()
|
||||
{
|
||||
// initialize director
|
||||
CCDirector *pDirector = CCDirector::sharedDirector();
|
||||
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
|
||||
Director *pDirector = Director::sharedDirector();
|
||||
pDirector->setOpenGLView(EGLView::sharedOpenGLView());
|
||||
|
||||
// turn on display FPS
|
||||
pDirector->setDisplayStats(true);
|
||||
|
@ -34,10 +34,10 @@ bool AppDelegate::applicationDidFinishLaunching()
|
|||
pDirector->setAnimationInterval(1.0 / 60);
|
||||
|
||||
// register lua engine
|
||||
CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
|
||||
CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
|
||||
LuaEngine* pEngine = LuaEngine::defaultEngine();
|
||||
ScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
|
||||
|
||||
CCLuaStack *pStack = pEngine->getLuaStack();
|
||||
LuaStack *pStack = pEngine->getLuaStack();
|
||||
lua_State *tolua_s = pStack->getLuaState();
|
||||
tolua_extensions_ccb_open(tolua_s);
|
||||
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
|
||||
|
@ -46,7 +46,7 @@ bool AppDelegate::applicationDidFinishLaunching()
|
|||
tolua_web_socket_open(tolua_s);
|
||||
#endif
|
||||
|
||||
std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("hello.lua");
|
||||
std::string path = FileUtils::sharedFileUtils()->fullPathForFilename("hello.lua");
|
||||
pEngine->executeScriptFile(path.c_str());
|
||||
|
||||
return true;
|
||||
|
@ -55,7 +55,7 @@ bool AppDelegate::applicationDidFinishLaunching()
|
|||
// 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()->stopAnimation();
|
||||
Director::sharedDirector()->stopAnimation();
|
||||
|
||||
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
|
||||
}
|
||||
|
@ -63,7 +63,7 @@ void AppDelegate::applicationDidEnterBackground()
|
|||
// this function will be called when the app is active again
|
||||
void AppDelegate::applicationWillEnterForeground()
|
||||
{
|
||||
CCDirector::sharedDirector()->startAnimation();
|
||||
Director::sharedDirector()->startAnimation();
|
||||
|
||||
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
|
||||
}
|
||||
|
|
|
@ -6,16 +6,16 @@
|
|||
/**
|
||||
@brief The cocos2d Application.
|
||||
|
||||
The reason for implement as private inheritance is to hide some interface call by CCDirector.
|
||||
The reason for implement as private inheritance is to hide some interface call by Director.
|
||||
*/
|
||||
class AppDelegate : private cocos2d::CCApplication
|
||||
class AppDelegate : private cocos2d::Application
|
||||
{
|
||||
public:
|
||||
AppDelegate();
|
||||
virtual ~AppDelegate();
|
||||
|
||||
/**
|
||||
@brief Implement CCDirector and CCScene init code here.
|
||||
@brief Implement Director and Scene init code here.
|
||||
@return true Initialize success, app continue.
|
||||
@return false Initialize failed, app terminate.
|
||||
*/
|
||||
|
|
|
@ -22,23 +22,23 @@ jint JNI_OnLoad(JavaVM *vm, void *reserved)
|
|||
|
||||
void Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit(JNIEnv* env, jobject thiz, jint w, jint h)
|
||||
{
|
||||
if (!CCDirector::sharedDirector()->getOpenGLView())
|
||||
if (!Director::sharedDirector()->getOpenGLView())
|
||||
{
|
||||
CCEGLView *view = CCEGLView::sharedOpenGLView();
|
||||
EGLView *view = EGLView::sharedOpenGLView();
|
||||
view->setFrameSize(w, h);
|
||||
|
||||
AppDelegate *pAppDelegate = new AppDelegate();
|
||||
CCApplication::sharedApplication()->run();
|
||||
Application::sharedApplication()->run();
|
||||
}
|
||||
else
|
||||
{
|
||||
ccDrawInit();
|
||||
ccGLInvalidateStateCache();
|
||||
|
||||
CCShaderCache::sharedShaderCache()->reloadDefaultShaders();
|
||||
CCTextureCache::reloadAllTextures();
|
||||
CCNotificationCenter::sharedNotificationCenter()->postNotification(EVNET_COME_TO_FOREGROUND, NULL);
|
||||
CCDirector::sharedDirector()->setGLDefaultValues();
|
||||
ShaderCache::sharedShaderCache()->reloadDefaultShaders();
|
||||
TextureCache::reloadAllTextures();
|
||||
NotificationCenter::sharedNotificationCenter()->postNotification(EVNET_COME_TO_FOREGROUND, NULL);
|
||||
Director::sharedDirector()->setGLDefaultValues();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -25,8 +25,8 @@ int main(int argc, char **argv)
|
|||
height = 600;
|
||||
}
|
||||
|
||||
CCEGLView* eglView = CCEGLView::sharedOpenGLView();
|
||||
EGLView* eglView = EGLView::sharedOpenGLView();
|
||||
eglView->setFrameSize(width, height);
|
||||
|
||||
return CCApplication::sharedApplication()->run();
|
||||
return Application::sharedApplication()->run();
|
||||
}
|
||||
|
|
|
@ -73,7 +73,7 @@ static AppDelegate s_sharedApplication;
|
|||
|
||||
[[UIApplication sharedApplication] setStatusBarHidden: YES];
|
||||
|
||||
cocos2d::CCApplication::sharedApplication()->run();
|
||||
cocos2d::Application::sharedApplication()->run();
|
||||
return YES;
|
||||
}
|
||||
|
||||
|
@ -83,14 +83,14 @@ static AppDelegate s_sharedApplication;
|
|||
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::CCDirector::sharedDirector()->pause();
|
||||
cocos2d::Director::sharedDirector()->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::CCDirector::sharedDirector()->resume();
|
||||
cocos2d::Director::sharedDirector()->resume();
|
||||
}
|
||||
|
||||
- (void)applicationDidEnterBackground:(UIApplication *)application {
|
||||
|
@ -98,14 +98,14 @@ static AppDelegate s_sharedApplication;
|
|||
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::CCApplication::sharedApplication()->applicationDidEnterBackground();
|
||||
cocos2d::Application::sharedApplication()->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::CCApplication::sharedApplication()->applicationWillEnterForeground();
|
||||
cocos2d::Application::sharedApplication()->applicationWillEnterForeground();
|
||||
}
|
||||
|
||||
- (void)applicationWillTerminate:(UIApplication *)application {
|
||||
|
@ -123,7 +123,7 @@ static AppDelegate s_sharedApplication;
|
|||
/*
|
||||
Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later.
|
||||
*/
|
||||
cocos2d::CCDirector::sharedDirector()->purgeCachedData();
|
||||
cocos2d::Director::sharedDirector()->purgeCachedData();
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -13,7 +13,7 @@ int main(int argc, char **argv)
|
|||
{
|
||||
// create the application instance
|
||||
AppDelegate app;
|
||||
CCEGLView* eglView = CCEGLView::sharedOpenGLView();
|
||||
EGLView* eglView = EGLView::sharedOpenGLView();
|
||||
eglView->setFrameSize(800, 480);
|
||||
return CCApplication::sharedApplication()->run();
|
||||
return Application::sharedApplication()->run();
|
||||
}
|
||||
|
|
|
@ -15,5 +15,5 @@ int main()
|
|||
{
|
||||
AppDelegate app;
|
||||
|
||||
return cocos2d::CCApplication::sharedApplication()->Run();
|
||||
return cocos2d::Application::sharedApplication()->Run();
|
||||
}
|
||||
|
|
|
@ -24,11 +24,11 @@ int APIENTRY _tWinMain(HINSTANCE hInstance,
|
|||
|
||||
// create the application instance
|
||||
AppDelegate app;
|
||||
CCEGLView* eglView = CCEGLView::sharedOpenGLView();
|
||||
EGLView* eglView = EGLView::sharedOpenGLView();
|
||||
eglView->setViewName("HelloLua");
|
||||
eglView->setFrameSize(480, 320);
|
||||
|
||||
int ret = CCApplication::sharedApplication()->run();
|
||||
int ret = Application::sharedApplication()->run();
|
||||
|
||||
#ifdef USE_WIN32_CONSOLE
|
||||
FreeConsole();
|
||||
|
|
|
@ -59,7 +59,7 @@ static AppDelegate s_sharedApplication;
|
|||
|
||||
[[UIApplication sharedApplication] setStatusBarHidden: YES];
|
||||
|
||||
cocos2d::CCApplication::sharedApplication()->run();
|
||||
cocos2d::Application::sharedApplication()->run();
|
||||
return YES;
|
||||
}
|
||||
|
||||
|
@ -69,14 +69,14 @@ static AppDelegate s_sharedApplication;
|
|||
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::CCDirector::sharedDirector()->pause();
|
||||
cocos2d::Director::sharedDirector()->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::CCDirector::sharedDirector()->resume();
|
||||
cocos2d::Director::sharedDirector()->resume();
|
||||
}
|
||||
|
||||
- (void)applicationDidEnterBackground:(UIApplication *)application {
|
||||
|
@ -84,14 +84,14 @@ static AppDelegate s_sharedApplication;
|
|||
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::CCApplication::sharedApplication()->applicationDidEnterBackground();
|
||||
cocos2d::Application::sharedApplication()->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::CCApplication::sharedApplication()->applicationWillEnterForeground();
|
||||
cocos2d::Application::sharedApplication()->applicationWillEnterForeground();
|
||||
}
|
||||
|
||||
- (void)applicationWillTerminate:(UIApplication *)application {
|
||||
|
@ -109,7 +109,7 @@ static AppDelegate s_sharedApplication;
|
|||
/*
|
||||
Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later.
|
||||
*/
|
||||
cocos2d::CCDirector::sharedDirector()->purgeCachedData();
|
||||
cocos2d::Director::sharedDirector()->purgeCachedData();
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -27,8 +27,8 @@ AppDelegate::~AppDelegate()
|
|||
bool AppDelegate::applicationDidFinishLaunching()
|
||||
{
|
||||
// initialize director
|
||||
CCDirector *pDirector = CCDirector::sharedDirector();
|
||||
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
|
||||
Director *pDirector = Director::sharedDirector();
|
||||
pDirector->setOpenGLView(EGLView::sharedOpenGLView());
|
||||
|
||||
// turn on display FPS
|
||||
pDirector->setDisplayStats(true);
|
||||
|
@ -37,7 +37,7 @@ bool AppDelegate::applicationDidFinishLaunching()
|
|||
pDirector->setAnimationInterval(1.0 / 60);
|
||||
|
||||
// create a scene. it's an autorelease object
|
||||
CCScene *pScene = HelloWorld::scene();
|
||||
Scene *pScene = HelloWorld::scene();
|
||||
|
||||
// run
|
||||
pDirector->runWithScene(pScene);
|
||||
|
@ -48,7 +48,7 @@ bool AppDelegate::applicationDidFinishLaunching()
|
|||
// 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()->stopAnimation();
|
||||
Director::sharedDirector()->stopAnimation();
|
||||
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
|
||||
SimpleAudioEngine::sharedEngine()->pauseAllEffects();
|
||||
}
|
||||
|
@ -56,7 +56,7 @@ void AppDelegate::applicationDidEnterBackground()
|
|||
// this function will be called when the app is active again
|
||||
void AppDelegate::applicationWillEnterForeground()
|
||||
{
|
||||
CCDirector::sharedDirector()->startAnimation();
|
||||
Director::sharedDirector()->startAnimation();
|
||||
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
|
||||
SimpleAudioEngine::sharedEngine()->resumeAllEffects();
|
||||
}
|
||||
|
|
|
@ -14,16 +14,16 @@
|
|||
/**
|
||||
@brief The cocos2d Application.
|
||||
|
||||
The reason to implement with private inheritance is to hide some interface details of CCDirector.
|
||||
The reason to implement with private inheritance is to hide some interface details of Director.
|
||||
*/
|
||||
class AppDelegate : private cocos2d::CCApplication
|
||||
class AppDelegate : private cocos2d::Application
|
||||
{
|
||||
public:
|
||||
AppDelegate();
|
||||
virtual ~AppDelegate();
|
||||
|
||||
/**
|
||||
@brief Implement CCDirector and CCScene init code here.
|
||||
@brief Implement Director and Scene init code here.
|
||||
@return true Initialize success, app continue.
|
||||
@return false Initialize failed, app terminate.
|
||||
*/
|
||||
|
|
|
@ -4,10 +4,10 @@
|
|||
using namespace cocos2d;
|
||||
using namespace CocosDenshion;
|
||||
|
||||
CCScene* HelloWorld::scene()
|
||||
Scene* HelloWorld::scene()
|
||||
{
|
||||
// 'scene' is an autorelease object
|
||||
CCScene *scene = CCScene::create();
|
||||
Scene *scene = Scene::create();
|
||||
|
||||
// 'layer' is an autorelease object
|
||||
HelloWorld *layer = HelloWorld::create();
|
||||
|
@ -24,7 +24,7 @@ bool HelloWorld::init()
|
|||
{
|
||||
//////////////////////////////
|
||||
// 1. super init first
|
||||
if ( !CCLayer::init() )
|
||||
if ( !Layer::init() )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -34,16 +34,16 @@ bool HelloWorld::init()
|
|||
// you may modify it.
|
||||
|
||||
// add a "close" icon to exit the progress. it's an autorelease object
|
||||
CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
|
||||
MenuItemImage *pCloseItem = MenuItemImage::create(
|
||||
"CloseNormal.png",
|
||||
"CloseSelected.png",
|
||||
this,
|
||||
menu_selector(HelloWorld::menuCloseCallback) );
|
||||
pCloseItem->setPosition( ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20) );
|
||||
pCloseItem->setPosition( ccp(Director::sharedDirector()->getWinSize().width - 20, 20) );
|
||||
|
||||
// create menu, it's an autorelease object
|
||||
CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
|
||||
pMenu->setPosition( CCPointZero );
|
||||
Menu* pMenu = Menu::create(pCloseItem, NULL);
|
||||
pMenu->setPosition( PointZero );
|
||||
this->addChild(pMenu, 1);
|
||||
|
||||
/////////////////////////////
|
||||
|
@ -51,10 +51,10 @@ bool HelloWorld::init()
|
|||
|
||||
// add a label shows "Hello World"
|
||||
// create and initialize a label
|
||||
CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Thonburi", 34);
|
||||
LabelTTF* pLabel = LabelTTF::create("Hello World", "Thonburi", 34);
|
||||
|
||||
// ask director the window size
|
||||
CCSize size = CCDirector::sharedDirector()->getWinSize();
|
||||
Size size = Director::sharedDirector()->getWinSize();
|
||||
|
||||
// position the label on the center of the screen
|
||||
pLabel->setPosition( ccp(size.width / 2, size.height - 20) );
|
||||
|
@ -63,7 +63,7 @@ bool HelloWorld::init()
|
|||
this->addChild(pLabel, 1);
|
||||
|
||||
// add "HelloWorld" splash screen"
|
||||
CCSprite* pSprite = CCSprite::create("HelloWorld.png");
|
||||
Sprite* pSprite = Sprite::create("HelloWorld.png");
|
||||
|
||||
// position the sprite on the center of the screen
|
||||
pSprite->setPosition( ccp(size.width/2, size.height/2) );
|
||||
|
@ -74,9 +74,9 @@ bool HelloWorld::init()
|
|||
return true;
|
||||
}
|
||||
|
||||
void HelloWorld::menuCloseCallback(CCObject* pSender)
|
||||
void HelloWorld::menuCloseCallback(Object* pSender)
|
||||
{
|
||||
CCDirector::sharedDirector()->end();
|
||||
Director::sharedDirector()->end();
|
||||
|
||||
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
|
||||
exit(0);
|
||||
|
|
|
@ -3,17 +3,17 @@
|
|||
|
||||
#include "cocos2d.h"
|
||||
|
||||
class HelloWorld : public cocos2d::CCLayer
|
||||
class HelloWorld : public cocos2d::Layer
|
||||
{
|
||||
public:
|
||||
// Method 'init' in cocos2d-x returns bool, instead of 'id' in cocos2d-iphone (an object pointer)
|
||||
virtual bool init();
|
||||
|
||||
// there's no 'id' in cpp, so we recommend to return the class instance pointer
|
||||
static cocos2d::CCScene* scene();
|
||||
static cocos2d::Scene* scene();
|
||||
|
||||
// a selector callback
|
||||
void menuCloseCallback(CCObject* pSender);
|
||||
void menuCloseCallback(Object* pSender);
|
||||
|
||||
// preprocessor macro for "static create()" constructor ( node() deprecated )
|
||||
CREATE_FUNC(HelloWorld);
|
||||
|
|
|
@ -27,8 +27,8 @@ AppDelegate::~AppDelegate()
|
|||
bool AppDelegate::applicationDidFinishLaunching()
|
||||
{
|
||||
// initialize director
|
||||
CCDirector *pDirector = CCDirector::sharedDirector();
|
||||
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
|
||||
Director *pDirector = Director::sharedDirector();
|
||||
pDirector->setOpenGLView(EGLView::sharedOpenGLView());
|
||||
|
||||
// turn on display FPS
|
||||
pDirector->setDisplayStats(true);
|
||||
|
@ -37,7 +37,7 @@ bool AppDelegate::applicationDidFinishLaunching()
|
|||
pDirector->setAnimationInterval(1.0 / 60);
|
||||
|
||||
// create a scene. it's an autorelease object
|
||||
CCScene *pScene = HelloWorld::scene();
|
||||
Scene *pScene = HelloWorld::scene();
|
||||
|
||||
// run
|
||||
pDirector->runWithScene(pScene);
|
||||
|
@ -48,7 +48,7 @@ bool AppDelegate::applicationDidFinishLaunching()
|
|||
// 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()->stopAnimation();
|
||||
Director::sharedDirector()->stopAnimation();
|
||||
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
|
||||
SimpleAudioEngine::sharedEngine()->pauseAllEffects();
|
||||
}
|
||||
|
@ -56,7 +56,7 @@ void AppDelegate::applicationDidEnterBackground()
|
|||
// this function will be called when the app is active again
|
||||
void AppDelegate::applicationWillEnterForeground()
|
||||
{
|
||||
CCDirector::sharedDirector()->startAnimation();
|
||||
Director::sharedDirector()->startAnimation();
|
||||
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
|
||||
SimpleAudioEngine::sharedEngine()->resumeAllEffects();
|
||||
}
|
||||
|
|
|
@ -14,9 +14,9 @@
|
|||
/**
|
||||
@brief The cocos2d Application.
|
||||
|
||||
The reason for implement as private inheritance is to hide some interface call by CCDirector.
|
||||
The reason for implement as private inheritance is to hide some interface call by Director.
|
||||
*/
|
||||
class AppDelegate : private cocos2d::CCApplication
|
||||
class AppDelegate : private cocos2d::Application
|
||||
{
|
||||
public:
|
||||
AppDelegate();
|
||||
|
@ -24,7 +24,7 @@ public:
|
|||
|
||||
|
||||
/**
|
||||
@brief Implement CCDirector and CCScene init code here.
|
||||
@brief Implement Director and Scene init code here.
|
||||
@return true Initialize success, app continue.
|
||||
@return false Initialize failed, app terminate.
|
||||
*/
|
||||
|
|
|
@ -37,7 +37,7 @@ bool PhysicsSprite::isDirty(void)
|
|||
}
|
||||
|
||||
// returns the transform matrix according the Chipmunk Body values
|
||||
CCAffineTransform PhysicsSprite::nodeToParentTransform(void)
|
||||
AffineTransform PhysicsSprite::nodeToParentTransform(void)
|
||||
{
|
||||
b2Vec2 pos = _body->GetPosition();
|
||||
|
||||
|
@ -54,13 +54,13 @@ CCAffineTransform PhysicsSprite::nodeToParentTransform(void)
|
|||
float c = cosf(radians);
|
||||
float s = sinf(radians);
|
||||
|
||||
if( ! _anchorPointInPoints.equals(CCPointZero) ){
|
||||
if( ! _anchorPointInPoints.equals(PointZero) ){
|
||||
x += c*-_anchorPointInPoints.x + -s*-_anchorPointInPoints.y;
|
||||
y += s*-_anchorPointInPoints.x + c*-_anchorPointInPoints.y;
|
||||
}
|
||||
|
||||
// Rot, Translate Matrix
|
||||
_transform = CCAffineTransformMake( c, s,
|
||||
_transform = AffineTransformMake( c, s,
|
||||
-s, c,
|
||||
x, y );
|
||||
|
||||
|
@ -72,11 +72,11 @@ HelloWorld::HelloWorld()
|
|||
setTouchEnabled( true );
|
||||
setAccelerometerEnabled( true );
|
||||
|
||||
CCSize s = CCDirector::sharedDirector()->getWinSize();
|
||||
Size s = Director::sharedDirector()->getWinSize();
|
||||
// init physics
|
||||
this->initPhysics();
|
||||
|
||||
CCSpriteBatchNode *parent = CCSpriteBatchNode::create("blocks.png", 100);
|
||||
SpriteBatchNode *parent = SpriteBatchNode::create("blocks.png", 100);
|
||||
_spriteTexture = parent->getTexture();
|
||||
|
||||
addChild(parent, 0, kTagParentNode);
|
||||
|
@ -84,7 +84,7 @@ HelloWorld::HelloWorld()
|
|||
|
||||
addNewSpriteAtPosition(ccp(s.width/2, s.height/2));
|
||||
|
||||
CCLabelTTF *label = CCLabelTTF::create("Tap screen", "Marker Felt", 32);
|
||||
LabelTTF *label = LabelTTF::create("Tap screen", "Marker Felt", 32);
|
||||
addChild(label, 0);
|
||||
label->setColor(ccc3(0,0,255));
|
||||
label->setPosition(ccp( s.width/2, s.height-50));
|
||||
|
@ -103,7 +103,7 @@ HelloWorld::~HelloWorld()
|
|||
void HelloWorld::initPhysics()
|
||||
{
|
||||
|
||||
CCSize s = CCDirector::sharedDirector()->getWinSize();
|
||||
Size s = Director::sharedDirector()->getWinSize();
|
||||
|
||||
b2Vec2 gravity;
|
||||
gravity.Set(0.0f, -10.0f);
|
||||
|
@ -163,9 +163,9 @@ void HelloWorld::draw()
|
|||
// This is only for debug purposes
|
||||
// It is recommend to disable it
|
||||
//
|
||||
CCLayer::draw();
|
||||
Layer::draw();
|
||||
|
||||
ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
|
||||
ccGLEnableVertexAttribs( kVertexAttribFlag_Position );
|
||||
|
||||
kmGLPushMatrix();
|
||||
|
||||
|
@ -174,10 +174,10 @@ void HelloWorld::draw()
|
|||
kmGLPopMatrix();
|
||||
}
|
||||
|
||||
void HelloWorld::addNewSpriteAtPosition(CCPoint p)
|
||||
void HelloWorld::addNewSpriteAtPosition(Point p)
|
||||
{
|
||||
CCLOG("Add sprite %0.2f x %02.f",p.x,p.y);
|
||||
CCNode* parent = getChildByTag(kTagParentNode);
|
||||
Node* parent = getChildByTag(kTagParentNode);
|
||||
|
||||
//We have a 64x64 sprite sheet with 4 different 32x32 images. The following code is
|
||||
//just randomly picking one of the images
|
||||
|
@ -233,41 +233,41 @@ void HelloWorld::update(float dt)
|
|||
{
|
||||
if (b->GetUserData() != NULL) {
|
||||
//Synchronize the AtlasSprites position and rotation with the corresponding body
|
||||
CCSprite* myActor = (CCSprite*)b->GetUserData();
|
||||
Sprite* myActor = (Sprite*)b->GetUserData();
|
||||
myActor->setPosition( CCPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO) );
|
||||
myActor->setRotation( -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HelloWorld::ccTouchesEnded(CCSet* touches, CCEvent* event)
|
||||
void HelloWorld::ccTouchesEnded(Set* touches, Event* event)
|
||||
{
|
||||
//Add a new body/atlas sprite at the touched location
|
||||
CCSetIterator it;
|
||||
CCTouch* touch;
|
||||
SetIterator it;
|
||||
Touch* touch;
|
||||
|
||||
for( it = touches->begin(); it != touches->end(); it++)
|
||||
{
|
||||
touch = (CCTouch*)(*it);
|
||||
touch = (Touch*)(*it);
|
||||
|
||||
if(!touch)
|
||||
break;
|
||||
|
||||
CCPoint location = touch->getLocationInView();
|
||||
Point location = touch->getLocationInView();
|
||||
|
||||
location = CCDirector::sharedDirector()->convertToGL(location);
|
||||
location = Director::sharedDirector()->convertToGL(location);
|
||||
|
||||
addNewSpriteAtPosition( location );
|
||||
}
|
||||
}
|
||||
|
||||
CCScene* HelloWorld::scene()
|
||||
Scene* HelloWorld::scene()
|
||||
{
|
||||
// 'scene' is an autorelease object
|
||||
CCScene *scene = CCScene::create();
|
||||
Scene *scene = Scene::create();
|
||||
|
||||
// add layer as a child to scene
|
||||
CCLayer* layer = new HelloWorld();
|
||||
Layer* layer = new HelloWorld();
|
||||
scene->addChild(layer);
|
||||
layer->release();
|
||||
|
||||
|
|
|
@ -12,36 +12,36 @@
|
|||
#include "cocos2d.h"
|
||||
#include "Box2D.h"
|
||||
|
||||
class PhysicsSprite : public cocos2d::CCSprite
|
||||
class PhysicsSprite : public cocos2d::Sprite
|
||||
{
|
||||
public:
|
||||
PhysicsSprite();
|
||||
void setPhysicsBody(b2Body * body);
|
||||
virtual bool isDirty(void);
|
||||
virtual cocos2d::CCAffineTransform nodeToParentTransform(void);
|
||||
virtual cocos2d::AffineTransform nodeToParentTransform(void);
|
||||
private:
|
||||
b2Body* _body; // strong ref
|
||||
};
|
||||
|
||||
class HelloWorld : public cocos2d::CCLayer {
|
||||
class HelloWorld : public cocos2d::Layer {
|
||||
public:
|
||||
~HelloWorld();
|
||||
HelloWorld();
|
||||
|
||||
// returns a Scene that contains the HelloWorld as the only child
|
||||
static cocos2d::CCScene* scene();
|
||||
static cocos2d::Scene* scene();
|
||||
|
||||
void initPhysics();
|
||||
// adds a new sprite at a given coordinate
|
||||
void addNewSpriteAtPosition(cocos2d::CCPoint p);
|
||||
void addNewSpriteAtPosition(cocos2d::Point p);
|
||||
|
||||
virtual void draw();
|
||||
virtual void ccTouchesEnded(cocos2d::CCSet* touches, cocos2d::CCEvent* event);
|
||||
virtual void ccTouchesEnded(cocos2d::Set* touches, cocos2d::Event* event);
|
||||
void update(float dt);
|
||||
|
||||
private:
|
||||
b2World* world;
|
||||
cocos2d::CCTexture2D* _spriteTexture; // weak ref
|
||||
cocos2d::Texture2D* _spriteTexture; // weak ref
|
||||
};
|
||||
|
||||
#endif // __HELLO_WORLD_H__
|
||||
|
|
|
@ -27,8 +27,8 @@ AppDelegate::~AppDelegate()
|
|||
bool AppDelegate::applicationDidFinishLaunching()
|
||||
{
|
||||
// initialize director
|
||||
CCDirector *pDirector = CCDirector::sharedDirector();
|
||||
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
|
||||
Director *pDirector = Director::sharedDirector();
|
||||
pDirector->setOpenGLView(EGLView::sharedOpenGLView());
|
||||
|
||||
// turn on display FPS
|
||||
pDirector->setDisplayStats(true);
|
||||
|
@ -37,7 +37,7 @@ bool AppDelegate::applicationDidFinishLaunching()
|
|||
pDirector->setAnimationInterval(1.0 / 60);
|
||||
|
||||
// create a scene. it's an autorelease object
|
||||
CCScene *pScene = HelloWorld::scene();
|
||||
Scene *pScene = HelloWorld::scene();
|
||||
|
||||
// run
|
||||
pDirector->runWithScene(pScene);
|
||||
|
@ -48,7 +48,7 @@ bool AppDelegate::applicationDidFinishLaunching()
|
|||
// 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()->stopAnimation();
|
||||
Director::sharedDirector()->stopAnimation();
|
||||
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
|
||||
SimpleAudioEngine::sharedEngine()->pauseAllEffects();
|
||||
}
|
||||
|
@ -56,7 +56,7 @@ void AppDelegate::applicationDidEnterBackground()
|
|||
// this function will be called when the app is active again
|
||||
void AppDelegate::applicationWillEnterForeground()
|
||||
{
|
||||
CCDirector::sharedDirector()->startAnimation();
|
||||
Director::sharedDirector()->startAnimation();
|
||||
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
|
||||
SimpleAudioEngine::sharedEngine()->resumeAllEffects();
|
||||
}
|
||||
|
|
|
@ -14,16 +14,16 @@
|
|||
/**
|
||||
@brief The cocos2d Application.
|
||||
|
||||
The reason for implement as private inheritance is to hide some interface call by CCDirector.
|
||||
The reason for implement as private inheritance is to hide some interface call by Director.
|
||||
*/
|
||||
class AppDelegate : private cocos2d::CCApplication
|
||||
class AppDelegate : private cocos2d::Application
|
||||
{
|
||||
public:
|
||||
AppDelegate();
|
||||
virtual ~AppDelegate();
|
||||
|
||||
/**
|
||||
@brief Implement CCDirector and CCScene init code here.
|
||||
@brief Implement Director and Scene init code here.
|
||||
@return true Initialize success, app continue.
|
||||
@return false Initialize failed, app terminate.
|
||||
*/
|
||||
|
|
|
@ -48,7 +48,7 @@ bool ChipmunkPhysicsSprite::isDirty(void)
|
|||
return true;
|
||||
}
|
||||
|
||||
CCAffineTransform ChipmunkPhysicsSprite::nodeToParentTransform(void)
|
||||
AffineTransform ChipmunkPhysicsSprite::nodeToParentTransform(void)
|
||||
{
|
||||
float x = _body->p.x;
|
||||
float y = _body->p.y;
|
||||
|
@ -62,13 +62,13 @@ CCAffineTransform ChipmunkPhysicsSprite::nodeToParentTransform(void)
|
|||
float c = _body->rot.x;
|
||||
float s = _body->rot.y;
|
||||
|
||||
if( ! _anchorPointInPoints.equals(CCPointZero) ){
|
||||
if( ! _anchorPointInPoints.equals(PointZero) ){
|
||||
x += c*-_anchorPointInPoints.x + -s*-_anchorPointInPoints.y;
|
||||
y += s*-_anchorPointInPoints.x + c*-_anchorPointInPoints.y;
|
||||
}
|
||||
|
||||
// Rot, Translate Matrix
|
||||
_transform = CCAffineTransformMake( c, s,
|
||||
_transform = AffineTransformMake( c, s,
|
||||
-s, c,
|
||||
x, y );
|
||||
|
||||
|
@ -90,10 +90,10 @@ HelloWorld::~HelloWorld()
|
|||
|
||||
}
|
||||
|
||||
CCScene* HelloWorld::scene()
|
||||
Scene* HelloWorld::scene()
|
||||
{
|
||||
// 'scene' is an autorelease object.
|
||||
CCScene *scene = CCScene::create();
|
||||
Scene *scene = Scene::create();
|
||||
|
||||
// 'layer' is an autorelease object.
|
||||
HelloWorld *layer = HelloWorld::create();
|
||||
|
@ -107,7 +107,7 @@ CCScene* HelloWorld::scene()
|
|||
|
||||
bool HelloWorld::init()
|
||||
{
|
||||
if (!CCLayer::init())
|
||||
if (!Layer::init())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -116,10 +116,10 @@ bool HelloWorld::init()
|
|||
setTouchEnabled(true);
|
||||
setAccelerometerEnabled(true);
|
||||
|
||||
CCSize s = CCDirector::sharedDirector()->getWinSize();
|
||||
Size s = Director::sharedDirector()->getWinSize();
|
||||
|
||||
// title
|
||||
CCLabelTTF *label = CCLabelTTF::create("Multi touch the screen", "Marker Felt", 36);
|
||||
LabelTTF *label = LabelTTF::create("Multi touch the screen", "Marker Felt", 36);
|
||||
label->setPosition(ccp( s.width / 2, s.height - 30));
|
||||
this->addChild(label, -1);
|
||||
|
||||
|
@ -128,12 +128,12 @@ bool HelloWorld::init()
|
|||
|
||||
#if 1
|
||||
// Use batch node. Faster
|
||||
CCSpriteBatchNode *parent = CCSpriteBatchNode::create("grossini_dance_atlas.png", 100);
|
||||
SpriteBatchNode *parent = SpriteBatchNode::create("grossini_dance_atlas.png", 100);
|
||||
_spriteTexture = parent->getTexture();
|
||||
#else
|
||||
// doesn't use batch node. Slower
|
||||
_spriteTexture = CCTextureCache::sharedTextureCache()->addImage("grossini_dance_atlas.png");
|
||||
CCNode *parent = CCNode::node();
|
||||
_spriteTexture = TextureCache::sharedTextureCache()->addImage("grossini_dance_atlas.png");
|
||||
Node *parent = Node::node();
|
||||
#endif
|
||||
addChild(parent, 0, kTagParentNode);
|
||||
|
||||
|
@ -147,7 +147,7 @@ bool HelloWorld::init()
|
|||
|
||||
void HelloWorld::initPhysics()
|
||||
{
|
||||
CCSize s = CCDirector::sharedDirector()->getWinSize();
|
||||
Size s = Director::sharedDirector()->getWinSize();
|
||||
|
||||
// init chipmunk
|
||||
cpInitChipmunk();
|
||||
|
@ -183,18 +183,18 @@ void HelloWorld::update(float delta)
|
|||
{
|
||||
// Should use a fixed size step based on the animation interval.
|
||||
int steps = 2;
|
||||
float dt = CCDirector::sharedDirector()->getAnimationInterval()/(float)steps;
|
||||
float dt = Director::sharedDirector()->getAnimationInterval()/(float)steps;
|
||||
|
||||
for(int i=0; i<steps; i++){
|
||||
cpSpaceStep(_space, dt);
|
||||
}
|
||||
}
|
||||
|
||||
void HelloWorld::addNewSpriteAtPosition(CCPoint pos)
|
||||
void HelloWorld::addNewSpriteAtPosition(Point pos)
|
||||
{
|
||||
int posx, posy;
|
||||
|
||||
CCNode *parent = getChildByTag(kTagParentNode);
|
||||
Node *parent = getChildByTag(kTagParentNode);
|
||||
|
||||
posx = CCRANDOM_0_1() * 200.0f;
|
||||
posy = CCRANDOM_0_1() * 200.0f;
|
||||
|
@ -230,28 +230,28 @@ void HelloWorld::addNewSpriteAtPosition(CCPoint pos)
|
|||
sprite->setPhysicsBody(body);
|
||||
}
|
||||
|
||||
void HelloWorld::ccTouchesEnded(CCSet* touches, CCEvent* event)
|
||||
void HelloWorld::ccTouchesEnded(Set* touches, Event* event)
|
||||
{
|
||||
//Add a new body/atlas sprite at the touched location
|
||||
CCSetIterator it;
|
||||
CCTouch* touch;
|
||||
SetIterator it;
|
||||
Touch* touch;
|
||||
|
||||
for( it = touches->begin(); it != touches->end(); it++)
|
||||
{
|
||||
touch = (CCTouch*)(*it);
|
||||
touch = (Touch*)(*it);
|
||||
|
||||
if(!touch)
|
||||
break;
|
||||
|
||||
CCPoint location = touch->getLocationInView();
|
||||
Point location = touch->getLocationInView();
|
||||
|
||||
location = CCDirector::sharedDirector()->convertToGL(location);
|
||||
location = Director::sharedDirector()->convertToGL(location);
|
||||
|
||||
addNewSpriteAtPosition( location );
|
||||
}
|
||||
}
|
||||
|
||||
void HelloWorld::didAccelerate(CCAcceleration* pAccelerationValue)
|
||||
void HelloWorld::didAccelerate(Acceleration* pAccelerationValue)
|
||||
{
|
||||
static float prevX=0, prevY=0;
|
||||
|
||||
|
@ -263,7 +263,7 @@ void HelloWorld::didAccelerate(CCAcceleration* pAccelerationValue)
|
|||
prevX = accelX;
|
||||
prevY = accelY;
|
||||
|
||||
CCPoint v = ccp( accelX, accelY);
|
||||
Point v = ccp( accelX, accelY);
|
||||
v = ccpMult(v, 200);
|
||||
_space->gravity = cpv(v.x, v.y);
|
||||
}
|
||||
|
|
|
@ -14,35 +14,35 @@
|
|||
// include Chipmunk headers
|
||||
#include "chipmunk.h"
|
||||
|
||||
class ChipmunkPhysicsSprite : public cocos2d::CCSprite
|
||||
class ChipmunkPhysicsSprite : public cocos2d::Sprite
|
||||
{
|
||||
public:
|
||||
ChipmunkPhysicsSprite();
|
||||
virtual ~ChipmunkPhysicsSprite();
|
||||
void setPhysicsBody(cpBody* body);
|
||||
virtual bool isDirty(void);
|
||||
virtual cocos2d::CCAffineTransform nodeToParentTransform(void);
|
||||
virtual cocos2d::AffineTransform nodeToParentTransform(void);
|
||||
private:
|
||||
cpBody* _body; // strong ref
|
||||
};
|
||||
|
||||
// HelloWorld Layer
|
||||
class HelloWorld : public cocos2d::CCLayer {
|
||||
class HelloWorld : public cocos2d::Layer {
|
||||
public:
|
||||
HelloWorld();
|
||||
~HelloWorld();
|
||||
bool init();
|
||||
static cocos2d::CCScene* scene();
|
||||
static cocos2d::Scene* scene();
|
||||
CREATE_FUNC(HelloWorld);
|
||||
|
||||
void initPhysics();
|
||||
void addNewSpriteAtPosition(cocos2d::CCPoint p);
|
||||
void addNewSpriteAtPosition(cocos2d::Point p);
|
||||
void update(float dt);
|
||||
virtual void ccTouchesEnded(cocos2d::CCSet* touches, cocos2d::CCEvent* event);
|
||||
virtual void didAccelerate(cocos2d::CCAcceleration* pAccelerationValue);
|
||||
virtual void ccTouchesEnded(cocos2d::Set* touches, cocos2d::Event* event);
|
||||
virtual void didAccelerate(cocos2d::Acceleration* pAccelerationValue);
|
||||
|
||||
private:
|
||||
cocos2d::CCTexture2D* _spriteTexture; // weak ref
|
||||
cocos2d::Texture2D* _spriteTexture; // weak ref
|
||||
cpSpace* _space; // strong ref
|
||||
cpShape* _walls[4];
|
||||
|
||||
|
|
|
@ -28,8 +28,8 @@ AppDelegate::~AppDelegate()
|
|||
bool AppDelegate::applicationDidFinishLaunching()
|
||||
{
|
||||
// initialize director
|
||||
CCDirector *pDirector = CCDirector::sharedDirector();
|
||||
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
|
||||
Director *pDirector = Director::sharedDirector();
|
||||
pDirector->setOpenGLView(EGLView::sharedOpenGLView());
|
||||
|
||||
// turn on display FPS
|
||||
pDirector->setDisplayStats(true);
|
||||
|
@ -50,8 +50,8 @@ bool AppDelegate::applicationDidFinishLaunching()
|
|||
|
||||
sc->start();
|
||||
|
||||
CCScriptEngineProtocol *pEngine = ScriptingCore::getInstance();
|
||||
CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
|
||||
ScriptEngineProtocol *pEngine = ScriptingCore::getInstance();
|
||||
ScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
|
||||
ScriptingCore::getInstance()->runScript("hello.js");
|
||||
|
||||
return true;
|
||||
|
@ -61,11 +61,11 @@ void handle_signal(int signal) {
|
|||
static int internal_state = 0;
|
||||
ScriptingCore* sc = ScriptingCore::getInstance();
|
||||
// should start everything back
|
||||
CCDirector* director = CCDirector::sharedDirector();
|
||||
Director* director = Director::sharedDirector();
|
||||
if (director->getRunningScene()) {
|
||||
director->popToRootScene();
|
||||
} else {
|
||||
CCPoolManager::sharedPoolManager()->finalize();
|
||||
PoolManager::sharedPoolManager()->finalize();
|
||||
if (internal_state == 0) {
|
||||
//sc->dumpRoot(NULL, 0, NULL);
|
||||
sc->start();
|
||||
|
@ -80,7 +80,7 @@ void handle_signal(int signal) {
|
|||
// 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()->stopAnimation();
|
||||
Director::sharedDirector()->stopAnimation();
|
||||
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
|
||||
SimpleAudioEngine::sharedEngine()->pauseAllEffects();
|
||||
}
|
||||
|
@ -88,7 +88,7 @@ void AppDelegate::applicationDidEnterBackground()
|
|||
// this function will be called when the app is active again
|
||||
void AppDelegate::applicationWillEnterForeground()
|
||||
{
|
||||
CCDirector::sharedDirector()->startAnimation();
|
||||
Director::sharedDirector()->startAnimation();
|
||||
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
|
||||
SimpleAudioEngine::sharedEngine()->resumeAllEffects();
|
||||
}
|
||||
|
|
|
@ -13,16 +13,16 @@
|
|||
/**
|
||||
@brief The cocos2d Application.
|
||||
|
||||
The reason for implement as private inheritance is to hide some interface call by CCDirector.
|
||||
The reason for implement as private inheritance is to hide some interface call by Director.
|
||||
*/
|
||||
class AppDelegate : private cocos2d::CCApplication
|
||||
class AppDelegate : private cocos2d::Application
|
||||
{
|
||||
public:
|
||||
AppDelegate();
|
||||
virtual ~AppDelegate();
|
||||
|
||||
/**
|
||||
@brief Implement CCDirector and CCScene init code here.
|
||||
@brief Implement Director and Scene init code here.
|
||||
@return true Initialize success, app continue.
|
||||
@return false Initialize failed, app terminate.
|
||||
*/
|
||||
|
|
|
@ -23,8 +23,8 @@ AppDelegate::~AppDelegate()
|
|||
bool AppDelegate::applicationDidFinishLaunching()
|
||||
{
|
||||
// initialize director
|
||||
CCDirector *pDirector = CCDirector::sharedDirector();
|
||||
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
|
||||
Director *pDirector = Director::sharedDirector();
|
||||
pDirector->setOpenGLView(EGLView::sharedOpenGLView());
|
||||
|
||||
// turn on display FPS
|
||||
pDirector->setDisplayStats(true);
|
||||
|
@ -33,10 +33,10 @@ bool AppDelegate::applicationDidFinishLaunching()
|
|||
pDirector->setAnimationInterval(1.0 / 60);
|
||||
|
||||
// register lua engine
|
||||
CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
|
||||
CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
|
||||
LuaEngine* pEngine = LuaEngine::defaultEngine();
|
||||
ScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
|
||||
|
||||
std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("hello.lua");
|
||||
std::string path = FileUtils::sharedFileUtils()->fullPathForFilename("hello.lua");
|
||||
pEngine->executeScriptFile(path.c_str());
|
||||
|
||||
return true;
|
||||
|
@ -45,7 +45,7 @@ bool AppDelegate::applicationDidFinishLaunching()
|
|||
// 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()->stopAnimation();
|
||||
Director::sharedDirector()->stopAnimation();
|
||||
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
|
||||
SimpleAudioEngine::sharedEngine()->pauseAllEffects();
|
||||
}
|
||||
|
@ -53,7 +53,7 @@ void AppDelegate::applicationDidEnterBackground()
|
|||
// this function will be called when the app is active again
|
||||
void AppDelegate::applicationWillEnterForeground()
|
||||
{
|
||||
CCDirector::sharedDirector()->startAnimation();
|
||||
Director::sharedDirector()->startAnimation();
|
||||
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
|
||||
SimpleAudioEngine::sharedEngine()->resumeAllEffects();
|
||||
}
|
||||
|
|
|
@ -6,16 +6,16 @@
|
|||
/**
|
||||
@brief The cocos2d Application.
|
||||
|
||||
The reason for implement as private inheritance is to hide some interface call by CCDirector.
|
||||
The reason for implement as private inheritance is to hide some interface call by Director.
|
||||
*/
|
||||
class AppDelegate : private cocos2d::CCApplication
|
||||
class AppDelegate : private cocos2d::Application
|
||||
{
|
||||
public:
|
||||
AppDelegate();
|
||||
virtual ~AppDelegate();
|
||||
|
||||
/**
|
||||
@brief Implement CCDirector and CCScene init code here.
|
||||
@brief Implement Director and Scene init code here.
|
||||
@return true Initialize success, app continue.
|
||||
@return false Initialize failed, app terminate.
|
||||
*/
|
||||
|
|
Loading…
Reference in New Issue