Merge pull request #734 from minggo/iss985_remove_xcode3_template

fixed #985: remove xcode3 template
This commit is contained in:
minggo 2012-02-27 18:31:44 -08:00
commit de0388d53a
61 changed files with 3 additions and 2673 deletions

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@ -1,191 +0,0 @@
# Cocos2d-x \*NEW\* Lua Engine README
## Main features
* Support autorelease CCObject object.
* Call Lua function from C++ (local, global, closure), avoid memory leaks.
* Add CCNode:setPosition(x, y), CCNode::getPosition() huge performance boost.
* Remove needless class and functions from tolua++ .pkg files, improved performance.
* CCMenuItem script callback.
* CCNode onEnter/onExit events handler.
* CCLayer touch & multi-touches events handler.
* Build-in Lua modules: cjson, luasocket.
## Changes
* [del] remove old script support from all
* [add] ccConfig.h, define CC_LUA_ENGINE_ENABLED, CC_LUA_ENGINE_DEBUG macro
* [add] CCPlatformMacros.h, define LUALOG macro
* [add] CCObject::m_uLuaID used for Lua VM tracking C++ object
* [add] CCObject::~CCObject() call CCLuaEngine::removeCCObjectByID()
* [add] CCNode add some methods for fast read/write position
const CCPoint& getPositionLua(void);
void getPosition(float* x, float* y);
float getPositionX(void);
float getPositionY(void);
void setPositionX(float x);
void setPositionY(float y);
void setPosition(float x, float y);
void setPositionInPixels(float x, float y);
* [add] CCNode::getChildrenCount() for Lua
* [add] CCNode::registerScriptHandler() enable onEnter/onExit event script callback
* [add] CCNode::unregisterScriptHandler()
* [add] CCMenuItem::registerScriptHandler()
* [add] CCMenuItem::unregisterScriptHandler()
* [add] CCMenuItem::activate() default implements call script callback if exist
* [add] CCMenuItem::m_uScriptHandlerFuncID save Lua function reference
* [add] CCLayer::m_uScriptHandlerFuncID save Lua function reference
* [add] ccTouchBegan(), ccTouchMoved(), ccTouchEnded(), ccTouchCancelled(),
ccTouchesBegan(), ccTouchesMoved(), ccTouchesEnded(), ccTouchesCancelled()
default implements are used to call script callback if exist
* [add] CCLayer::registerScriptTouchHandler()
* [add] CCLayer::unregisterScriptTouchHandler()
* [add] CCTimer::timerWithScriptFuncID()
* [add] CCTimer::initWithScriptFuncID()
* [add] CCTimer::m_uScriptFuncID
* [add] CCScheduler::scheduleScriptFunc()
* [add] CCScheduler::unscheduleScriptEntry()
* [add] CCScheduler::m_pScriptEntries
* [add] add Lua module: cjson, luasocket
----
## How to use
### CCNode onEnter/onExit events handler
CCNode:registerScriptHandler() register callback function for onEnter/onExit events。Callback function auto unregister after onExit() called.
local function createScene()
local scene = CCScene:node()
local function sceneEventHandler(eventType)
if eventType == kCCNodeOnEnter then
if scene.onEnter then scene:onEnter() end
else
if scene.onExit then scene:onExit() end
end
end
scene:registerScriptHandler(sceneEventHandler)
return scene
end
local scene = createScene()
function scene:onEnter()
print("on scene enter")
end
fucntion scene:onExit()
print("on scene exit")
end
CCDirector:sharedDirector():runWithScene(scene)
### Touch and multi-touches events handler
local function onTouch(eventType, x, y)
-- eventType is CCTOUCHBEGAN, CCTOUCHMOVED,
-- CCTOUCHENDED or CCTOUCHCANCELLED
-- x, y is touch position (use cocos2d-x/OpenGL coordinate)
end
local function onTouches(eventType, touches)
-- touches is x1, y1, x2, y2, x3, y3, ...
for i = 1, #touches, 2 do
local x, y = touches[i], touches[i + 1]
print(x, y)
end
end
local layer = CCLayer:node()
-- enable touch events callback
layer:registerScriptTouchHandler(onTouch, false) -- for single touch
OR
layer:registerScriptTouchHandler(onTouches, true) -- for multi-touches
-- remove touch events callback
layer:unregisterScriptTouchHandler()
### Schedule callback
scheduler module:
module("scheduler", package.seeall)
scheduler = CCScheduler:sharedScheduler()
function enterFrame(listener, isPaused)
return scheduler:scheduleScriptFunc(listener, 0, isPaused or false)
end
function schedule(listener, interval, isPaused)
return scheduler:scheduleScriptFunc(listener, interval, isPaused or false)
end
function unschedule(handle)
scheduler:unscheduleScriptEntry(handle)
end
remove = unschedule
function performWithDelay(time, listener)
local handle
handle = scheduler:scheduleScriptFunc(function()
scheduler:unscheduleScriptEntry(handle)
listener()
end, time, false)
return handle
end
use:
require("scheduler")
local handle -- save script callback ID
-- schedule every frame update
local frameCount = 0
local function onEnterFrame(dt)
-- dt is float number
frameCount = frameCount + 1
if frameCount >= 60 then
-- unschedule callback
scheduler.unschedule(handle)
end
end
handle = scheduler.enterFrame(onEnterFrame)
-- print message after delay
scheduler.performWithDelay(0.5, function()
print("delay 0.5 second")
end)
### Create menu
local function onPlayButtonTap()
print("PLAY NOW")
end
local button = CCMenuItemSprite:itemFromNormalImage("playButton.png", "playButton.png")
button:setPosition(100, 200)
button:registerScriptHandler(onPlayButtonTap)
local menu = CCMenu:node()
menu:addChild(button)
scene:addChild(menu)
----
## TODO
* When C++ object deleted, remove Lua userdata
* Improvement tolua_isusertype()

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@ -29,7 +29,7 @@ namespace cocos2d {
const char* cocos2dVersion()
{
return "cocos2d-1.0.1-x-0.11.0";
return "cocos2d-1.0.1-x-0.12.0";
}
}//namespace cocos2d

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@ -2,7 +2,7 @@
echo 'cocos2d-x template installer'
COCOS2D_VER='cocos2d-1.0.1-x-0.11.0'
COCOS2D_VER='cocos2d-1.0.1-x-0.12.0'
BASE_TEMPLATE_DIR="/Library/Application Support/Developer/Shared/Xcode"
BASE_TEMPLATE_USER_DIR="$HOME/Library/Application Support/Developer/Shared/Xcode"
@ -329,27 +329,4 @@ copy_xcode4_project_templates(){
}
select_template_version(){
echo "select the template version to install"
echo "3 for xcode3"
echo "4 for xcode4"
echo "input nothing for all"
read select
if [[ "$select" == 3 ]]; then
copy_xcode3_project_templates
fi
if [[ "$select" == 4 ]]; then
copy_xcode4_project_templates
fi
if [[ "$select""aaaa" == "aaaa" ]]; then
copy_xcode3_project_templates
copy_xcode4_project_templates
fi
}
select_template_version
copy_xcode4_project_templates

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@ -1,110 +0,0 @@
//
// ___PROJECTNAMEASIDENTIFIER___AppDelegate.cpp
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#include "AppDelegate.h"
#include "cocos2d.h"
#include "HelloWorldScene.h"
USING_NS_CC;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
}
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"), 320, 480));
#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)
// android does not do anything
#endif
#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));
#ifndef _TRANZDA_VM_
// on wophone emulator, we copy resources files to Work7/TG3/APP/ folder instead of zip file
cocos2d::CCFileUtils::setResource("HelloWorld.zip");
#endif
#endif // CC_PLATFORM_WOPHONE
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);
// sets landscape mode
// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
// turn on display FPS
pDirector->setDisplayFPS(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
CCScene *pScene = HelloWorld::scene();
// run
pDirector->runWithScene(pScene);
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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@ -1,51 +0,0 @@
//
// ___PROJECTNAMEASIDENTIFIER___AppDelegate.h
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "CCApplication.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();
};
#endif // _APP_DELEGATE_H_

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@ -1,86 +0,0 @@
//
// HelloWorldScene.cpp
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#include "HelloWorldScene.h"
USING_NS_CC;
CCScene* HelloWorld::scene()
{
// 'scene' is an autorelease object
CCScene *scene = CCScene::node();
// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::node();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !CCLayer::init() )
{
return false;
}
/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// add a "close" icon to exit the progress. it's an autorelease object
CCMenuItemImage *pCloseItem = CCMenuItemImage::itemFromNormalImage(
"CloseNormal.png",
"CloseSelected.png",
this,
menu_selector(HelloWorld::menuCloseCallback) );
pCloseItem->setPosition( ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20) );
// create menu, it's an autorelease object
CCMenu* pMenu = CCMenu::menuWithItems(pCloseItem, NULL);
pMenu->setPosition( CCPointZero );
this->addChild(pMenu, 1);
/////////////////////////////
// 3. add your codes below...
// add a label shows "Hello World"
// create and initialize a label
CCLabelTTF* pLabel = CCLabelTTF::labelWithString("Hello World", "Thonburi", 34);
// ask director the window size
CCSize size = CCDirector::sharedDirector()->getWinSize();
// position the label on the center of the screen
pLabel->setPosition( ccp(size.width / 2, size.height - 20) );
// add the label as a child to this layer
this->addChild(pLabel, 1);
// add "HelloWorld" splash screen"
CCSprite* pSprite = CCSprite::spriteWithFile("HelloWorld.png");
// position the sprite on the center of the screen
pSprite->setPosition( ccp(size.width/2, size.height/2) );
// add the sprite as a child to this layer
this->addChild(pSprite, 0);
return true;
}
void HelloWorld::menuCloseCallback(CCObject* pSender)
{
CCDirector::sharedDirector()->end();
}

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@ -1,30 +0,0 @@
//
// HelloWorldScene.h
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::CCLayer
{
public:
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// there's no 'id' in cpp, so we recommand to return the exactly class pointer
static cocos2d::CCScene* scene();
// a selector callback
virtual void menuCloseCallback(CCObject* pSender);
// implement the "static node()" method manually
LAYER_NODE_FUNC(HelloWorld);
};
#endif // __HELLOWORLD_SCENE_H__

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@ -1,22 +0,0 @@
cocos2d-x http://www.cocos2d-x.org
Copyright (c) 2008-2010 - (see each file to see the different copyright owners)
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.

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

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@ -1 +0,0 @@
5fe89fb5bd58cedf13b0363f97b20e3ea7ff255d

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@ -1 +0,0 @@
60686646874bc76241984a6df8beeaa3673f934e

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@ -1,17 +0,0 @@
//
// AppController.h
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
@class RootViewController;
@interface AppController : NSObject <UIAccelerometerDelegate, UIAlertViewDelegate, UITextFieldDelegate,UIApplicationDelegate> {
UIWindow *window;
RootViewController *viewController;
}
@end

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@ -1,110 +0,0 @@
//
// AppController.mm
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#import <UIKit/UIKit.h>
#import "AppController.h"
#import "cocos2d.h"
#import "EAGLView.h"
#import "AppDelegate.h"
#import "RootViewController.h"
@implementation AppController
#pragma mark -
#pragma mark Application lifecycle
// cocos2d application instance
static AppDelegate s_sharedApplication;
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
// Add the view controller's view to the window and display.
window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
EAGLView *__glView = [EAGLView viewWithFrame: [window bounds]
pixelFormat: kEAGLColorFormatRGBA8
depthFormat: GL_DEPTH_COMPONENT16_OES
preserveBackbuffer: NO
sharegroup: nil
multiSampling: NO
numberOfSamples: 0 ];
// Use RootViewController manage EAGLView
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;
viewController.view = __glView;
// Set RootViewController to window
[window addSubview: viewController.view];
[window makeKeyAndVisible];
[[UIApplication sharedApplication] setStatusBarHidden: YES];
cocos2d::CCApplication::sharedApplication().run();
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application {
/*
Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
*/
cocos2d::CCDirector::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();
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
/*
Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
If your application supports background execution, called instead of applicationWillTerminate: when the user quits.
*/
cocos2d::CCApplication::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();
}
- (void)applicationWillTerminate:(UIApplication *)application {
/*
Called when the application is about to terminate.
See also applicationDidEnterBackground:.
*/
}
#pragma mark -
#pragma mark Memory management
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
/*
Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later.
*/
cocos2d::CCDirector::sharedDirector()->purgeCachedData();
}
- (void)dealloc {
[super dealloc];
}
@end

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@ -1,16 +0,0 @@
//
// RootViewController.h
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#import <UIKit/UIKit.h>
@interface RootViewController : UIViewController {
}
@end

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@ -1,61 +0,0 @@
//
// RootViewController.mm
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#import "RootViewController.h"
@implementation RootViewController
/*
// The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
// Custom initialization
}
return self;
}
*/
/*
// Implement loadView to create a view hierarchy programmatically, without using a nib.
- (void)loadView {
}
*/
/*
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
[super viewDidLoad];
}
*/
// Override to allow orientations other than the default portrait orientation.
- (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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@ -1,16 +0,0 @@
//
// main.m
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. 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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@ -1,110 +0,0 @@
//
// ___PROJECTNAMEASIDENTIFIER___AppDelegate.cpp
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#include "AppDelegate.h"
#include "cocos2d.h"
#include "HelloWorldScene.h"
USING_NS_CC;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
}
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"), 320, 480));
#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)
// android does not do anything
#endif
#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));
#ifndef _TRANZDA_VM_
// on wophone emulator, we copy resources files to Work7/TG3/APP/ folder instead of zip file
cocos2d::CCFileUtils::setResource("HelloWorld.zip");
#endif
#endif // CC_PLATFORM_WOPHONE
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);
// sets landscape mode
// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
// turn on display FPS
pDirector->setDisplayFPS(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
CCScene *pScene = HelloWorld::scene();
// run
pDirector->runWithScene(pScene);
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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@ -1,51 +0,0 @@
//
// ___PROJECTNAMEASIDENTIFIER___AppDelegate.h
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "CCApplication.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();
};
#endif // _APP_DELEGATE_H_

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//
// HelloWorldScene.cpp
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#include "HelloWorldScene.h"
using namespace cocos2d;
#define PTM_RATIO 32
enum
{
kTagTileMap = 1,
kTagSpriteManager = 1,
kTagAnimation1 = 1,
};
HelloWorld::HelloWorld()
{
setIsTouchEnabled( true );
setIsAccelerometerEnabled( true );
CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
//UXLOG(L"Screen width %0.2f screen height %0.2f",screenSize.width,screenSize.height);
// Define the gravity vector.
b2Vec2 gravity;
gravity.Set(0.0f, -10.0f);
// Do we want to let bodies sleep?
bool doSleep = true;
// Construct a world object, which will hold and simulate the rigid bodies.
world = new b2World(gravity, doSleep);
world->SetContinuousPhysics(true);
/*
m_debugDraw = new GLESDebugDraw( PTM_RATIO );
world->SetDebugDraw(m_debugDraw);
uint flags = 0;
flags += b2DebugDraw::e_shapeBit;
flags += b2DebugDraw::e_jointBit;
flags += b2DebugDraw::e_aabbBit;
flags += b2DebugDraw::e_pairBit;
flags += b2DebugDraw::e_centerOfMassBit;
m_debugDraw->SetFlags(flags);
*/
// Define the ground body.
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0, 0); // bottom-left corner
// Call the body factory which allocates memory for the ground body
// from a pool and creates the ground box shape (also from a pool).
// The body is also added to the world.
b2Body* groundBody = world->CreateBody(&groundBodyDef);
// Define the ground box shape.
b2PolygonShape groundBox;
// bottom
groundBox.SetAsEdge(b2Vec2(0,0), b2Vec2(screenSize.width/PTM_RATIO,0));
groundBody->CreateFixture(&groundBox, 0);
// top
groundBox.SetAsEdge(b2Vec2(0,screenSize.height/PTM_RATIO), b2Vec2(screenSize.width/PTM_RATIO,screenSize.height/PTM_RATIO));
groundBody->CreateFixture(&groundBox, 0);
// left
groundBox.SetAsEdge(b2Vec2(0,screenSize.height/PTM_RATIO), b2Vec2(0,0));
groundBody->CreateFixture(&groundBox, 0);
// right
groundBox.SetAsEdge(b2Vec2(screenSize.width/PTM_RATIO,screenSize.height/PTM_RATIO), b2Vec2(screenSize.width/PTM_RATIO,0));
groundBody->CreateFixture(&groundBox, 0);
//Set up sprite
CCSpriteBatchNode *mgr = CCSpriteBatchNode::batchNodeWithFile("blocks.png", 150);
addChild(mgr, 0, kTagSpriteManager);
addNewSpriteWithCoords( CCPointMake(screenSize.width/2, screenSize.height/2) );
CCLabelTTF *label = CCLabelTTF::labelWithString("Tap screen", "Marker Felt", 32);
addChild(label, 0);
label->setColor( ccc3(0,0,255) );
label->setPosition( CCPointMake( screenSize.width/2, screenSize.height-50) );
schedule( schedule_selector(HelloWorld::tick) );
}
HelloWorld::~HelloWorld()
{
delete world;
world = NULL;
//delete m_debugDraw;
}
void HelloWorld::draw()
{
// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
// Needed states: GL_VERTEX_ARRAY,
// Unneeded states: GL_TEXTURE_2D, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
//world->DrawDebugData();
// restore default GL states
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
void HelloWorld::addNewSpriteWithCoords(CCPoint p)
{
//UXLOG(L"Add sprite %0.2f x %02.f",p.x,p.y);
CCSpriteBatchNode* sheet = (CCSpriteBatchNode*)getChildByTag(kTagSpriteManager);
//We have a 64x64 sprite sheet with 4 different 32x32 images. The following code is
//just randomly picking one of the images
int idx = (CCRANDOM_0_1() > .5 ? 0:1);
int idy = (CCRANDOM_0_1() > .5 ? 0:1);
CCSprite *sprite = CCSprite::spriteWithBatchNode(sheet, CCRectMake(32 * idx,32 * idy,32,32));
sheet->addChild(sprite);
sprite->setPosition( CCPointMake( p.x, p.y) );
// Define the dynamic body.
//Set up a 1m squared box in the physics world
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO);
bodyDef.userData = sprite;
b2Body *body = world->CreateBody(&bodyDef);
// Define another box shape for our dynamic body.
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box
// Define the dynamic body fixture.
b2FixtureDef fixtureDef;
fixtureDef.shape = &dynamicBox;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);
}
void HelloWorld::tick(ccTime dt)
{
//It is recommended that a fixed time step is used with Box2D for stability
//of the simulation, however, we are using a variable time step here.
//You need to make an informed choice, the following URL is useful
//http://gafferongames.com/game-physics/fix-your-timestep/
int velocityIterations = 8;
int positionIterations = 1;
// Instruct the world to perform a single step of simulation. It is
// generally best to keep the time step and iterations fixed.
world->Step(dt, velocityIterations, positionIterations);
//Iterate over the bodies in the physics world
for (b2Body* b = world->GetBodyList(); b; b = b->GetNext())
{
if (b->GetUserData() != NULL) {
//Synchronize the AtlasSprites position and rotation with the corresponding body
CCSprite* myActor = (CCSprite*)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)
{
//Add a new body/atlas sprite at the touched location
CCSetIterator it;
CCTouch* touch;
for( it = touches->begin(); it != touches->end(); it++)
{
touch = (CCTouch*)(*it);
if(!touch)
break;
CCPoint location = touch->locationInView(touch->view());
location = CCDirector::sharedDirector()->convertToGL(location);
addNewSpriteWithCoords( location );
}
}
CCScene* HelloWorld::scene()
{
// 'scene' is an autorelease object
CCScene *scene = CCScene::node();
// add layer as a child to scene
CCLayer* layer = new HelloWorld();
scene->addChild(layer);
layer->release();
return scene;
}

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//
// HelloWorldScene.h
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#ifndef __HELLO_WORLD_H__
#define __HELLO_WORLD_H__
// When you import this file, you import all the cocos2d classes
#include "cocos2d.h"
#include "Box2D.h"
class HelloWorld : public cocos2d::CCLayer {
public:
~HelloWorld();
HelloWorld();
// returns a Scene that contains the HelloWorld as the only child
static cocos2d::CCScene* scene();
// adds a new sprite at a given coordinate
void addNewSpriteWithCoords(cocos2d::CCPoint p);
virtual void draw();
virtual void ccTouchesEnded(cocos2d::CCSet* touches, cocos2d::CCEvent* event);
void tick(cocos2d::ccTime dt);
private:
b2World* world;
};
#endif // __HELLO_WORLD_H__

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Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.

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cocos2d-x http://www.cocos2d-x.org
Copyright (c) 2008-2010 - (see each file to see the different copyright owners)
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.

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//
// Prefix header for all source files of the '___PROJECTNAME___' target in the '___PROJECTNAME___' project
//
#ifdef __OBJC__
#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
#endif

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b8d0b27908d823a2687767793e04c64fe1541def

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//
// AppController.h
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
@class RootViewController;
@interface AppController : NSObject <UIAccelerometerDelegate, UIAlertViewDelegate, UITextFieldDelegate,UIApplicationDelegate> {
UIWindow *window;
RootViewController *viewController;
}
@end

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//
// AppController.mm
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#import <UIKit/UIKit.h>
#import "AppController.h"
#import "cocos2d.h"
#import "EAGLView.h"
#import "AppDelegate.h"
#import "RootViewController.h"
@implementation AppController
#pragma mark -
#pragma mark Application lifecycle
// cocos2d application instance
static AppDelegate s_sharedApplication;
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
// Add the view controller's view to the window and display.
window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
EAGLView *__glView = [EAGLView viewWithFrame: [window bounds]
pixelFormat: kEAGLColorFormatRGBA8
depthFormat: GL_DEPTH_COMPONENT16_OES
preserveBackbuffer: NO
sharegroup: nil
multiSampling: NO
numberOfSamples: 0 ];
// Use RootViewController manage EAGLView
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;
viewController.view = __glView;
// Set RootViewController to window
[window addSubview: viewController.view];
[window makeKeyAndVisible];
[[UIApplication sharedApplication] setStatusBarHidden: YES];
cocos2d::CCApplication::sharedApplication().run();
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application {
/*
Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
*/
cocos2d::CCDirector::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();
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
/*
Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
If your application supports background execution, called instead of applicationWillTerminate: when the user quits.
*/
cocos2d::CCApplication::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();
}
- (void)applicationWillTerminate:(UIApplication *)application {
/*
Called when the application is about to terminate.
See also applicationDidEnterBackground:.
*/
}
#pragma mark -
#pragma mark Memory management
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
/*
Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later.
*/
cocos2d::CCDirector::sharedDirector()->purgeCachedData();
}
- (void)dealloc {
[super dealloc];
}
@end

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//
// RootViewController.h
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#import <UIKit/UIKit.h>
@interface RootViewController : UIViewController {
}
@end

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//
// RootViewController.mm
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#import "RootViewController.h"
@implementation RootViewController
/*
// The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
// Custom initialization
}
return self;
}
*/
/*
// Implement loadView to create a view hierarchy programmatically, without using a nib.
- (void)loadView {
}
*/
/*
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
[super viewDidLoad];
}
*/
// Override to allow orientations other than the default portrait orientation.
- (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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//
// main.m
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. 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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//
// ___PROJECTNAMEASIDENTIFIER___AppDelegate.cpp
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#include "AppDelegate.h"
#include "cocos2d.h"
#include "HelloWorldScene.h"
USING_NS_CC;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
}
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"), 320, 480));
#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)
// android does not do anything
#endif
#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));
#ifndef _TRANZDA_VM_
// on wophone emulator, we copy resources files to Work7/TG3/APP/ folder instead of zip file
cocos2d::CCFileUtils::setResource("HelloWorld.zip");
#endif
#endif // CC_PLATFORM_WOPHONE
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);
// sets landscape mode
// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
// turn on display FPS
pDirector->setDisplayFPS(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
CCScene *pScene = HelloWorld::scene();
// run
pDirector->runWithScene(pScene);
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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//
// ___PROJECTNAMEASIDENTIFIER___AppDelegate.h
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "CCApplication.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();
};
#endif // _APP_DELEGATE_H_

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//
// HelloWorldScene.cpp
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#include "HelloWorldScene.h"
using namespace cocos2d;
enum {
kTagBatchNode = 1,
};
static void
eachShape(void *ptr, void* unused)
{
cpShape *shape = (cpShape*) ptr;
CCSprite *sprite = (CCSprite*)shape->data;
if( sprite )
{
cpBody *body = shape->body;
// TIP: cocos2d and chipmunk uses the same struct to store it's position
// chipmunk uses: cpVect, and cocos2d uses CGPoint but in reality the are the same
// since v0.7.1 you can mix them if you want.
sprite->setPosition(CCPointMake(body->p.x, body->p.y));
sprite->setRotation((float) CC_RADIANS_TO_DEGREES( -body->a ));
}
}
HelloWorld::HelloWorld()
{
}
HelloWorld::~HelloWorld()
{
}
CCScene* HelloWorld::scene()
{
// 'scene' is an autorelease object.
CCScene *scene = CCScene::node();
// 'layer' is an autorelease object.
HelloWorld *layer = HelloWorld::node();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
void HelloWorld::addNewSpriteX(float x, float y)
{
int posx, posy;
CCSpriteBatchNode *batch = (CCSpriteBatchNode*) getChildByTag(kTagBatchNode);
posx = (CCRANDOM_0_1() * 200);
posy = (CCRANDOM_0_1() * 200);
posx = (posx % 4) * 85;
posy = (posy % 3) * 121;
CCSprite *sprite = CCSprite::spriteWithBatchNode(batch, CCRectMake(posx, posy, 85, 121));
batch->addChild(sprite);
sprite->setPosition(ccp(x, y));
int num = 4;
cpVect verts[] = {
cpv(-24,-54),
cpv(-24, 54),
cpv( 24, 54),
cpv( 24,-54),
};
cpBody *body = cpBodyNew(1.0f, cpMomentForPoly(1.0f, num, verts, cpv(0, 0)));
// TIP:
// since v0.7.1 you can assign CGPoint to chipmunk instead of cpVect.
// cpVect == CGPoint
body->p = cpv(x, y);
cpSpaceAddBody(space, body);
cpShape* shape = cpPolyShapeNew(body, num, verts, cpv(0, 0));
shape->e = 0.5f; shape->u = 0.5f;
shape->data = sprite;
cpSpaceAddShape(space, shape);
}
bool HelloWorld::init()
{
bool ret = false;
if (ret = CCLayer::init())
{
setIsTouchEnabled(true);
CCSize wins = CCDirector::sharedDirector()->getWinSize();
cpInitChipmunk();
cpBody *staticBody = cpBodyNew(INFINITY, INFINITY);
space = cpSpaceNew();
cpSpaceResizeStaticHash(space, 400.0f, 40);
cpSpaceResizeActiveHash(space, 100, 600);
space->gravity = cpv(0, 0);
space->elasticIterations = space->iterations;
cpShape *shape;
// bottom
shape = cpSegmentShapeNew(staticBody, cpv(0,0), cpv(wins.width,0), 0.0f);
shape->e = 1.0f; shape->u = 1.0f;
cpSpaceAddStaticShape(space, shape);
// top
shape = cpSegmentShapeNew(staticBody, cpv(0,wins.height), cpv(wins.width,wins.height), 0.0f);
shape->e = 1.0f; shape->u = 1.0f;
cpSpaceAddStaticShape(space, shape);
// left
shape = cpSegmentShapeNew(staticBody, cpv(0,0), cpv(0,wins.height), 0.0f);
shape->e = 1.0f; shape->u = 1.0f;
cpSpaceAddStaticShape(space, shape);
// right
shape = cpSegmentShapeNew(staticBody, cpv(wins.width,0), cpv(wins.width,wins.height), 0.0f);
shape->e = 1.0f; shape->u = 1.0f;
cpSpaceAddStaticShape(space, shape);
CCSpriteBatchNode *batch = CCSpriteBatchNode::batchNodeWithFile("grossini_dance_atlas.png", 100);
addChild(batch, 0, kTagBatchNode);
addNewSpriteX(200, 200);
schedule(schedule_selector(HelloWorld::step));
}
return ret;
}
void HelloWorld::onEnter()
{
CCLayer::onEnter();
}
void HelloWorld::step(ccTime delta)
{
int steps = 2;
CGFloat dt = delta/(CGFloat)steps;
for(int i=0; i<steps; i++)
{
cpSpaceStep(space, dt);
}
cpSpaceHashEach(space->activeShapes, &eachShape, NULL);
cpSpaceHashEach(space->staticShapes, &eachShape, NULL);
}
void HelloWorld::ccTouchesEnded(CCSet *touches, CCEvent *event)
{
CCSetIterator it;
CCTouch *touch;
for (it = touches->begin(); it != touches->end(); it++) {
touch = (CCTouch*)(*it);
if (! touch) {
break;
}
CCPoint location = touch->locationInView(touch->view());
location = CCDirector::sharedDirector()->convertToGL(location);
addNewSpriteX(location.x, location.y);
}
}

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//
// HelloWorldScene.h
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#ifndef __HELLOW_WORLD_H__
#define __HELLOW_WORLD_H__
#include "cocos2d.h"
// include Chipmunk headers
#include "chipmunk.h"
// HelloWorld Layer
class HelloWorld : public cocos2d::CCLayer {
public:
HelloWorld();
~HelloWorld();
static cocos2d::CCScene* scene();
void step(cocos2d::ccTime dt);
void addNewSpriteX(float x, float y);
virtual void onEnter();
virtual void ccTouchesEnded(cocos2d::CCSet* touches, cocos2d::CCEvent *event);
LAYER_NODE_FUNC(HelloWorld);
private:
bool init();
cpSpace *space;
};
#endif // __HELLOW_WORLD_H__

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Copyright (c) 2007 Scott Lembcke and Howling Moon Software
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.

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cocos2d-x http://www.cocos2d-x.org
Copyright (c) 2008-2010 - (see each file to see the different copyright owners)
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.

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//
// Prefix header for all source files of the '___PROJECTNAME___' target in the '___PROJECTNAME___' project
//
#ifdef __OBJC__
#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
#endif

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4df124f68856ca5915635b8392bb8aa85c79259f

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//
// AppController.h
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
@class RootViewController;
@interface AppController : NSObject <UIAccelerometerDelegate, UIAlertViewDelegate, UITextFieldDelegate,UIApplicationDelegate> {
UIWindow *window;
RootViewController *viewController;
}
@end

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//
// AppController.mm
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#import <UIKit/UIKit.h>
#import "AppController.h"
#import "cocos2d.h"
#import "EAGLView.h"
#import "AppDelegate.h"
#import "RootViewController.h"
@implementation AppController
#pragma mark -
#pragma mark Application lifecycle
// cocos2d application instance
static AppDelegate s_sharedApplication;
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
// Add the view controller's view to the window and display.
window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
EAGLView *__glView = [EAGLView viewWithFrame: [window bounds]
pixelFormat: kEAGLColorFormatRGBA8
depthFormat: GL_DEPTH_COMPONENT16_OES
preserveBackbuffer: NO
sharegroup: nil
multiSampling: NO
numberOfSamples: 0 ];
// Use RootViewController manage EAGLView
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;
viewController.view = __glView;
// Set RootViewController to window
[window addSubview: viewController.view];
[window makeKeyAndVisible];
[[UIApplication sharedApplication] setStatusBarHidden: YES];
cocos2d::CCApplication::sharedApplication().run();
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application {
/*
Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
*/
cocos2d::CCDirector::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();
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
/*
Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
If your application supports background execution, called instead of applicationWillTerminate: when the user quits.
*/
cocos2d::CCApplication::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();
}
- (void)applicationWillTerminate:(UIApplication *)application {
/*
Called when the application is about to terminate.
See also applicationDidEnterBackground:.
*/
}
#pragma mark -
#pragma mark Memory management
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
/*
Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later.
*/
cocos2d::CCDirector::sharedDirector()->purgeCachedData();
}
- (void)dealloc {
[super dealloc];
}
@end

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//
// RootViewController.h
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#import <UIKit/UIKit.h>
@interface RootViewController : UIViewController {
}
@end

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//
// RootViewController.mm
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#import "RootViewController.h"
@implementation RootViewController
/*
// The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
// Custom initialization
}
return self;
}
*/
/*
// Implement loadView to create a view hierarchy programmatically, without using a nib.
- (void)loadView {
}
*/
/*
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
[super viewDidLoad];
}
*/
// Override to allow orientations other than the default portrait orientation.
- (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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//
// main.m
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. 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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#include "AppDelegate.h"
#include "cocos2d.h"
#include "SimpleAudioEngine.h"
#include "CCLuaEngine.h"
USING_NS_CC;
using namespace CocosDenshion;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
// end simple audio engine here, or it may crashed on win32
SimpleAudioEngine::sharedEngine()->end();
CCLuaEngine::purgeSharedEngine();
}
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);
// init lua engine
CCLuaEngine* pEngine = CCLuaEngine::sharedEngine();
#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;
pEngine->executeString(pCodes);
delete []pCodes;
}
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
string path = CCFileUtils::fullPathFromRelativePath("hello.lua");
pEngine->addSearchPath(path.substr(0, path.find_last_of("/")).c_str());
pEngine->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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#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "CCApplication.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();
};
#endif // _APP_DELEGATE_H_

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cocos2d-x http://www.cocos2d-x.org
Copyright (c) 2008-2010 - (see each file to see the different copyright owners)
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.

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License for Lua 5.0 and later versions
http://www.lua.org/license.html
Copyright © 1994Ð2011 Lua.org, PUC-Rio.
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.

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//
// Prefix header for all source files of the '___PROJECTNAME___' target in the '___PROJECTNAME___' project
//
#ifdef __OBJC__
#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
#endif

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5fe89fb5bd58cedf13b0363f97b20e3ea7ff255d

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aec1c0a8c8068377fddca5ddd32084d8c3c3c419

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d7290c34702d1c6bdb368acb060d93b42d5deff8

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-- create scene & layer
layerFarm = cocos2d.CCLayer:node()
layerFarm:setIsTouchEnabled(true)
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("btnTouchMove")
if pointBegin ~= nil then
local v = e[1]
local pointMove = v:locationInView(v:view())
pointMove = cocos2d.CCDirector:sharedDirector():convertToGL(pointMove)
local positionCurrent = layerFarm:getPosition()
layerFarm: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)
end
end
function btnTouchEnd(e)
cocos2d.CCLuaLog("btnTouchEnd")
touchStart = nil
end
-- regiester touch handlers
layerFarm.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHBEGAN, "btnTouchBegin")
layerFarm.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHMOVED, "btnTouchMove")
layerFarm.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHENDED, "btnTouchEnd")
-- 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
-- add crop
for i=0,3,1 do
for j=0,1,1 do
textureCrop = cocos2d.CCTextureCache:sharedTextureCache():addImage("crop.png")
frameCrop = cocos2d.CCSpriteFrame:frameWithTexture(textureCrop, cocos2d.CCRectMake(0, 0, 105, 95))
spriteCrop = cocos2d.CCSprite:spriteWithSpriteFrame(frameCrop);
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
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:animationWithFrames(animFrames, 0.5)
animate = cocos2d.CCAnimate:actionWithAnimation(animation, false);
spriteDog:runAction(cocos2d.CCRepeatForever:actionWithAction(animate))
-- add a popup menu
function menuCallbackClosePopup()
-- stop test sound effect
CocosDenshion.SimpleAudioEngine:sharedEngine():stopEffect(effectID)
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()
-- loop test sound effect
-- NOTE: effectID is global, so it can be used to stop
effectID = CocosDenshion.SimpleAudioEngine:sharedEngine():playEffect("effect1.wav")
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)
function tick()
point = spriteDog:getPosition();
if point.x > winSize.width then
point.x = 0
spriteDog:setPosition(point)
else
point.x = point.x + 1
spriteDog:setPosition(point)
end
end
cocos2d.CCScheduler:sharedScheduler():scheduleScriptFunc("tick", 0.01, false)
-- run
-- play background music
CocosDenshion.SimpleAudioEngine:sharedEngine():playBackgroundMusic("background.mp3", true);
cocos2d.CCDirector:sharedDirector():runWithScene(sceneGame)

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//
// AppController.h
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
@class RootViewController;
@interface AppController : NSObject <UIAccelerometerDelegate, UIAlertViewDelegate, UITextFieldDelegate,UIApplicationDelegate> {
UIWindow *window;
RootViewController *viewController;
}
@end

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//
// AppController.mm
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#import <UIKit/UIKit.h>
#import "AppController.h"
#import "cocos2d.h"
#import "EAGLView.h"
#import "AppDelegate.h"
#import "RootViewController.h"
@implementation AppController
#pragma mark -
#pragma mark Application lifecycle
// cocos2d application instance
static AppDelegate s_sharedApplication;
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
// Add the view controller's view to the window and display.
window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
EAGLView *__glView = [EAGLView viewWithFrame: [window bounds]
pixelFormat: kEAGLColorFormatRGBA8
depthFormat: GL_DEPTH_COMPONENT16_OES
preserveBackbuffer: NO
sharegroup: nil
multiSampling: NO
numberOfSamples: 0 ];
// Use RootViewController manage EAGLView
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;
viewController.view = __glView;
// Set RootViewController to window
[window addSubview: viewController.view];
[window makeKeyAndVisible];
[[UIApplication sharedApplication] setStatusBarHidden: YES];
cocos2d::CCApplication::sharedApplication().run();
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application {
/*
Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
*/
cocos2d::CCDirector::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();
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
/*
Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
If your application supports background execution, called instead of applicationWillTerminate: when the user quits.
*/
cocos2d::CCApplication::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();
}
- (void)applicationWillTerminate:(UIApplication *)application {
/*
Called when the application is about to terminate.
See also applicationDidEnterBackground:.
*/
}
#pragma mark -
#pragma mark Memory management
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
/*
Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later.
*/
cocos2d::CCDirector::sharedDirector()->purgeCachedData();
}
- (void)dealloc {
[super dealloc];
}
@end

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@ -1,16 +0,0 @@
//
// RootViewController.h
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#import <UIKit/UIKit.h>
@interface RootViewController : UIViewController {
}
@end

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@ -1,61 +0,0 @@
//
// RootViewController.mm
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved.
//
#import "RootViewController.h"
@implementation RootViewController
/*
// The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
// Custom initialization
}
return self;
}
*/
/*
// Implement loadView to create a view hierarchy programmatically, without using a nib.
- (void)loadView {
}
*/
/*
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
[super viewDidLoad];
}
*/
// Override to allow orientations other than the default portrait orientation.
- (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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@ -1,16 +0,0 @@
//
// main.m
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. 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;
}