#include "AppDelegate.h" #include "CCLuaEngine.h" #include "SimpleAudioEngine.h" #include "cocos2d.h" #include "Runtime.h" #include "ConfigParser.h" using namespace CocosDenshion; USING_NS_CC; using namespace std; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { SimpleAudioEngine::end(); } bool AppDelegate::applicationDidFinishLaunching() { #ifdef COCOS2D_DEBUG initRuntime(); #endif // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { ConfigParser::getInstance()->readConfig(); Size viewSize = ConfigParser::getInstance()->getInitViewSize(); string title = ConfigParser::getInstance()->getInitViewName(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_MAC) extern void createSimulator(const char* viewName, float width, float height,float frameZoomFactor = 1.0f); createSimulator(title.c_str(),viewSize.width,viewSize.height); #else glview = GLView::createWithRect(title.c_str(), Rect(0,0,viewSize.width,viewSize.height)); director->setOpenGLView(glview); #endif } // 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); #ifdef COCOS2D_DEBUG if (startRuntime()) return true; #endif auto engine = LuaEngine::getInstance(); ScriptEngineManager::getInstance()->setScriptEngine(engine); engine->executeScriptFile("src/main.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(); }