mirror of https://github.com/axmolengine/axmol.git
91 lines
2.7 KiB
C++
91 lines
2.7 KiB
C++
#include "cocos2d.h"
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#include "AppDelegate.h"
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#include "audio/include/SimpleAudioEngine.h"
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#include "base/CCScriptSupport.h"
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#include "CCLuaEngine.h"
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#include "lua_module_register.h"
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#include "CCComponentLua.h"
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USING_NS_CC;
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using namespace CocosDenshion;
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const int AppDelegate::PLAYER_TAG = 1;
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const int AppDelegate::ENEMY_TAG = 2;
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const int AppDelegate::PROJECTTILE_TAG = 3;
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AppDelegate::AppDelegate()
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{
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// fixed me
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//_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF|_CRTDBG_LEAK_CHECK_DF);
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}
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AppDelegate::~AppDelegate()
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{
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// end simple audio engine here, or it may crashed on win32
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SimpleAudioEngine::getInstance()->end();
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//CCScriptEngineManager::destroyInstance();
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}
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void AppDelegate::initGLContextAttrs()
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{
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GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
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GLView::setGLContextAttrs(glContextAttrs);
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}
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bool AppDelegate::applicationDidFinishLaunching()
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{
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// initialize director
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auto director = Director::getInstance();
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auto glview = director->getOpenGLView();
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if(!glview) {
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glview = GLViewImpl::create("Lua Empty Test");
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director->setOpenGLView(glview);
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}
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// register lua engine
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LuaEngine* engine = LuaEngine::getInstance();
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ScriptEngineManager::getInstance()->setScriptEngine(engine);
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lua_State* L = engine->getLuaStack()->getLuaState();
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lua_module_register(L);
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// create game scene
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auto scene = Scene::create();
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auto sceneLuaComponent = ComponentLua::create("src/scene.lua");
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scene->addComponent(sceneLuaComponent);
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scene->scheduleUpdate();
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// set background color
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auto bgLayer = LayerColor::create(Color4B(0, 128, 255, 255));
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scene->addChild(bgLayer);
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// add player
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auto player = Sprite::create("res/Player.png", Rect(0, 0, 27, 40));
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player->setTag(AppDelegate::PLAYER_TAG);
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auto visibleSize = Director::getInstance()->getVisibleSize();
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auto origin = Director::getInstance()->getVisibleOrigin();
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player->setPosition(origin.x + player->getContentSize().width/2,
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origin.y + visibleSize.height/2);
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auto playerComponent = ComponentLua::create("src/player.lua");
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player->addComponent(playerComponent);
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scene->addChild(player);
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director->runWithScene(scene);
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return true;
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}
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// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
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void AppDelegate::applicationDidEnterBackground()
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{
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Director::getInstance()->stopAnimation();
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SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
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}
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// this function will be called when the app is active again
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void AppDelegate::applicationWillEnterForeground()
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{
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Director::getInstance()->startAnimation();
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SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
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}
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