#include "cocos2d.h" #include "CCEGLView.h" #include "AppDelegate.h" #include "CCLuaEngine.h" #include "SimpleAudioEngine.h" #include "lua_assetsmanager_test_sample.h" using namespace CocosDenshion; USING_NS_CC; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { SimpleAudioEngine::end(); } bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto pDirector = Director::getInstance(); pDirector->setOpenGLView(EGLView::getInstance()); // turn on display FPS pDirector->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60); auto screenSize = EGLView::getInstance()->getFrameSize(); auto designSize = Size(480, 320); auto pFileUtils = FileUtils::getInstance(); if (screenSize.height > 320) { auto resourceSize = Size(960, 640); std::vector searchPaths; searchPaths.push_back("hd"); pFileUtils->setSearchPaths(searchPaths); pDirector->setContentScaleFactor(resourceSize.height/designSize.height); } EGLView::getInstance()->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_HEIGHT); // register lua engine LuaEngine* pEngine = LuaEngine::getInstance(); ScriptEngineManager::getInstance()->setScriptEngine(pEngine); #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID ||CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC) LuaStack* stack = pEngine->getLuaStack(); register_assetsmanager_test_sample(stack->getLuaState()); #endif std::vector searchPaths = pFileUtils->getSearchPaths(); searchPaths.insert(searchPaths.begin(), "Images"); searchPaths.insert(searchPaths.begin(), "cocosbuilderRes"); if (screenSize.height > 320) { searchPaths.insert(searchPaths.begin(), "hd/scenetest"); } else { searchPaths.insert(searchPaths.begin(), "scenetest"); } #if CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY searchPaths.push_back("TestCppResources"); searchPaths.push_back("script"); #endif FileUtils::getInstance()->setSearchPaths(searchPaths); pEngine->executeScriptFile("luaScript/controller.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(); }