#include "cocos2d.h" #include "AppDelegate.h" #include "SimpleAudioEngine.h" #include "CCScriptSupport.h" #include "CCLuaEngine.h" USING_NS_CC; using namespace CocosDenshion; AppDelegate::AppDelegate() { // fixed me //_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF|_CRTDBG_LEAK_CHECK_DF); } AppDelegate::~AppDelegate() { // end simple audio engine here, or it may crashed on win32 SimpleAudioEngine::getInstance()->end(); //CCScriptEngineManager::destroyInstance(); } bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::create("Lua Empty Test"); director->setOpenGLView(glview); } director->setOpenGLView(glview); glview->setDesignResolutionSize(480, 320, ResolutionPolicy::NO_BORDER); // turn on display FPS director->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); // register lua engine LuaEngine* engine = LuaEngine::getInstance(); ScriptEngineManager::getInstance()->setScriptEngine(engine); //The call was commented because it will lead to ZeroBrane Studio can't find correct context when debugging //engine->executeScriptFile("src/hello.lua"); engine->executeString("require 'src/hello.lua'"); 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() { Director::getInstance()->stopAnimation(); SimpleAudioEngine::getInstance()->pauseBackgroundMusic(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { Director::getInstance()->startAnimation(); SimpleAudioEngine::getInstance()->resumeBackgroundMusic(); }