// Helloworld-win32.cpp : Defines the entry point for the application. // #include "stdafx.h" #include "Helloworld-win32.h" using namespace cocos2d; #define IMG_PATH "HelloWorld.png" static HINSTANCE s_hInstance; ////////////////////////////////////////////////////////////////////////// // implement MyLayer ////////////////////////////////////////////////////////////////////////// class MyLayer : public CCLayer { public: virtual void onEnter() { CCLayer::onEnter(); setIsTouchEnabled(true); } virtual bool ccTouchBegan(CCTouch *pTouch, UIEvent *pEvent) { CCDirector::sharedDirector()->end(); return true; } virtual void registerWithTouchDispatcher(void) { CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this,0,true); } }; ////////////////////////////////////////////////////////////////////////// // implement HelloWorldApplication ////////////////////////////////////////////////////////////////////////// bool HelloWorldApplication::applicationDidFinishLaunching() { // init the window if (!m_MainForm.Create(L"HelloWorld", 480, 320) ) { return false; } // init director CCDirector::sharedDirector()->setOpenGLView(&m_MainForm); // load background image texture and get window size CCTexture2D * pTexture = CCTextureCache::sharedTextureCache()->addImage(IMG_PATH); CGSize size = CCDirector::sharedDirector()->getWinSize(); // create sprite instance CCSprite * pSprite = new CCSprite(); pSprite->initWithTexture(pTexture); pSprite->setPosition(CGPoint(size.width / 2, size.height / 2)); // create layer instance CCLayer * pLayer = new MyLayer(); pLayer->addChild(pSprite); // add layer to scene CCScene * pScene = CCScene::node(); pScene->addChild(pLayer); // add scene to director CCDirector::sharedDirector()->runWithScene(pScene); pSprite->release(); pLayer->release(); return true; } int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); s_hInstance = hInstance; int nRet = 0; HelloWorldApplication app; nRet = app.Run(); return nRet; }