本文整理汇总了C++中runWithScene函数的典型用法代码示例。如果您正苦于以下问题:C++ runWithScene函数的具体用法?C++ runWithScene怎么用?C++ runWithScene使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了runWithScene函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: if
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLViewImpl::create("MultiResolution");
director->setOpenGLView(glview);
}
// 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);
auto screenSize = glview->getFrameSize();
auto designSize = cocos2d::Size(SCREEN_WIDTH_RETINA, SCREEN_HEIGHT_RETINA);
auto gameSize = cocos2d::Size(GAME_WIDTH_RETINA, GAME_HEIGHT_RETINA);
std::vector<std::string> searchPaths;
if(screenSize.width <= SCREEN_WIDTH_SD) {
searchPaths.push_back("SD");
if (PORTRAIT) director->setContentScaleFactor(SCREEN_WIDTH_SD/designSize.width);
else director->setContentScaleFactor(SCREEN_HEIGHT_SD/designSize.height);
cocos2d::log("Set SD Design Res");
} else if(screenSize.width <= SCREEN_WIDTH_HD) {
searchPaths.push_back("HD");
if (PORTRAIT) director->setContentScaleFactor(SCREEN_WIDTH_HD/designSize.width);
else director->setContentScaleFactor(SCREEN_HEIGHT_HD/designSize.height);
cocos2d::log("Set HD Design Res");
} else {
searchPaths.push_back("RETINA");
if (PORTRAIT) director->setContentScaleFactor(SCREEN_WIDTH_RETINA/designSize.width);
else director->setContentScaleFactor(SCREEN_HEIGHT_RETINA/designSize.height);
cocos2d::log("Set RETINA Design Res");
}
cocos2d::FileUtils::getInstance()->setSearchPaths(searchPaths);
if (PORTRAIT) glview->setDesignResolutionSize(designSize.height, designSize.width, ResolutionPolicy::NO_BORDER);
else glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::NO_BORDER);
register_all_packages();
// create a scene. it's an autorelease object
auto scene = HelloWorld::createScene();
scene = HelloWorld::createScene();
director->runWithScene(scene);
return true;
}
示例2: if
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview = GLViewImpl::createWithRect("CocosRender", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
glview = GLViewImpl::create("CocosRender");
#endif
director->setOpenGLView(glview);
}
// 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);
// Set the design resolution
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
auto frameSize = glview->getFrameSize();
// if the frame's height is larger than the height of medium size.
if (frameSize.height > mediumResolutionSize.height)
{
director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small size.
else if (frameSize.height > smallResolutionSize.height)
{
director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium size.
else
{
director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
}
#else
auto frameSize = glview->getFrameSize();
director->setContentScaleFactor(1.0f);
#endif
CCLOG("frameWidth=%f, frameHeight=%f", frameSize.width, frameSize.height);
register_all_packages();
// create a scene. it's an autorelease object
auto scene = HelloWorld::createScene();
// run
director->runWithScene(scene);
return true;
}
示例3: CCLOG
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLViewImpl::create("Goku Fight");
director->setOpenGLView(glview);
//glview->setFrameSize(320, 480);
//glview->setFrameSize(640,960);
//glview->setFrameSize(640, 1136);
//glview->setFrameSize(750, 1334);
glview->setFrameSize(1242, 2208);
//glview->setFrameSize(480, 800);
glview->setFrameZoomFactor(.2f);
}
CCLOG("FrameSize : %f %f", Director::getInstance()->getOpenGLView()->getFrameSize().width, Director::getInstance()->getOpenGLView()->getFrameSize().height);
// turn on display FPS
director->setDisplayStats(false);
director->getOpenGLView()->setDesignResolutionSize(R::Constants::WIDTH_SCREEN, R::Constants::HEIGHT_SCREEN, ResolutionPolicy::FIXED_HEIGHT);
R::Constants::WIDTH_SCREEN = Director::getInstance()->getWinSize().width;
/*Size winSize = Size(R::Constants::WIDTH_SCREEN, 800);
Size frameSize = glview->getFrameSize();
float widthRate = frameSize.width / winSize.width;
float heightRate = frameSize.height / winSize.height;
if (widthRate > heightRate)
{
glview->setDesignResolutionSize(winSize.width,
winSize.height*heightRate / widthRate, ResolutionPolicy::FIXED_HEIGHT);
}
else
{
glview->setDesignResolutionSize(winSize.width*widthRate / heightRate, winSize.height,
ResolutionPolicy::FIXED_HEIGHT);
}*/
director->setAnimationInterval(1.0 / 60);
register_all_packages();
//auto scene = HelloWorld::createScene();
auto scene = StartScreen::createScene();
director->runWithScene(scene);
return true;
}
示例4: Rect
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
int screenWidth = 1024;
int screenHeight = 768;
if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview = GLViewImpl::createWithRect("Trench-Defence", Rect(0, 0, screenWidth, screenHeight));
#else
glview = GLViewImpl::create("Trench-Defence");
#endif
director->setOpenGLView(glview);
}
// 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);
// Set the design resolution
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionExactFit);
// glview->setDesignResolutionSize(400, 475, kResolutionExactFit);
Size frameSize = glview->getFrameSize();
// if the frame's height is larger than the height of medium size.
if (frameSize.height > mediumResolutionSize.height)
{
director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small size.
else if (frameSize.height > smallResolutionSize.height)
{
director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium size.
else
{
director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
}
register_all_packages();
// create a scene. it's an autorelease object
auto scene = HelloWorld::createScene();
// run
director->runWithScene(scene);
return true;
}
示例5: register_all_packages
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLViewImpl::create("My Game");
director->setOpenGLView(glview);
}
// 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);
// 2倍解像度で作れるようにした
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL);
Size frameSize = glview->getFrameSize();
director->setContentScaleFactor(2.0f);
register_all_packages();
// キャラデータ初期化
LibraryManager::create();
auto libraryManager = LibraryManager::getInstance();
libraryManager->init();
// 初期のごまーびーがいればHomeに投げる。
if (!libraryManager->hasGotten("0001")) {
auto scene = Tutorial::createScene();
director->runWithScene(scene);
}else{
auto scene = Home::createScene();
director->runWithScene(scene);
}
// run
return true;
}
示例6: if
bool AppDelegate::applicationDidFinishLaunching() {
#ifdef SDKBOX_ENABLED
sdkbox::PluginAdMob::init();
#endif
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview = GLViewImpl::createWithRect("test", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
glview = GLViewImpl::create("test");
#endif
director->setOpenGLView(glview);
}
// 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);
// Set the design resolution
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
auto frameSize = glview->getFrameSize();
// if the frame's height is larger than the height of medium size.
if (frameSize.height > mediumResolutionSize.height)
{
director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small size.
else if (frameSize.height > smallResolutionSize.height)
{
director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium size.
else
{
director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
}
register_all_packages();
// create a scene. it's an autorelease object
auto scene = HelloWorld::createScene();
const char* config = "{\"android\":{\"AdMob\":{\"test\":true,\"ads\":{\"gameover\":{\"type\":\"interstitial\",\"id\":\"ca-app-pub-1329374026572143/1092476511\"},\"home\":{\"width\":300,\"type\":\"banner\",\"id\":\"ca-app-pub-1329374026572143/2685130917\",\"alignment\":\"bottom\",\"height\":50}}}},\"ios\":{\"AdMob\":{\"test\":true,\"ads\":{\"gameover\":{\"type\":\"interstitial\",\"id\":\"ca-app-pub-1329374026572143/4185543717\"},\"home\":{\"width\":300,\"type\":\"banner\",\"id\":\"ca-app-pub-1329374026572143/3847466511\",\"alignment\":\"bottom\",\"height\":50}}}}}";
sdkbox::setInitialConfig(config);
// run
director->runWithScene(scene);
return true;
}
示例7: Size
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLViewImpl::create("My Game");
glview->setFrameSize(640, 800);
director->setOpenGLView(glview);
}
// 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);
auto sceenSize = glview->getFrameSize();
auto designSize = Size(640, 1173);
std::vector<std::string> searchPaths;
if (sceenSize.width > 640)
{
auto resourceSize = Size(1080, 1980);
director->setContentScaleFactor(resourceSize.width/designSize.width);
searchPaths.push_back("bg/hd");
}
else{
searchPaths.push_back("bg");
}
FileUtils::getInstance()->setSearchPaths(searchPaths);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
// a bug in DirectX 11 level9-x on the device prevents ResolutionPolicy::NO_BORDER from working correctly
glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_WIDTH);
#else
glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::FIXED_WIDTH);
#endif
register_all_packages();
// create a scene. it's an autorelease object
//auto scene = HelloWorld::createScene();
//auto scene = SettingScene::create();
auto scene = HeroRunLayer::createScene();
// run
director->runWithScene(scene);
return true;
}
示例8: Rect
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview = GLViewImpl::createWithRect("running-bears-cpp", Rect(0, 0, designResolutionSize.width/2, designResolutionSize.height/2));
#else
glview = GLViewImpl::createWithFullScreen("running-bears-cpp");
#endif
director->setOpenGLView(glview);
}
// turn on display FPS
director->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0f / 60);
// Set the design resolution
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
/*
Size frameSize = glview->getFrameSize();
// if the frame's height is larger than the height of medium size.
if (frameSize.height > mediumResolutionSize.height)
{
director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small size.
else if (frameSize.height > smallResolutionSize.height)
{
director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium size.
else
{
director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
}
*/
register_all_packages();
srand(unsigned(time(NULL)));
// create a scene. it's an autorelease object
auto scene = BattleField::createScene();
// run
director->runWithScene(scene);
return true;
}
示例9: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching() {
soomla::CCSoomla::initialize("customSecret");
MuffinRushAssets *assets = MuffinRushAssets::create();
__Dictionary *storeParams = __Dictionary::create();
storeParams->setObject(__String::create("ExamplePublicKey"), "androidPublicKey");
soomla::CCSoomlaStore::initialize(assets, storeParams);
__Dictionary *profileParams = __Dictionary::create();
__Dictionary *twitterParams = __Dictionary::create();
twitterParams->setObject(__String::create("T8NMGwKq6USYCjZox86Bxd2RJ"), "consumerKey");
twitterParams->setObject(__String::create("TO88J9QjIJlSGfuyfza9Ox2OgTsLc1rjcmaJknlIMuUw0T1I30"), "consumerSecret");
profileParams->setObject(twitterParams, soomla::CCUserProfileUtils::providerEnumToString(soomla::TWITTER)->getCString());
__Dictionary *googleParams = __Dictionary::create();
googleParams->setObject(__String::create("833688084302-sg4q1vug2ivehp54lu86rig3p0b0q85v.apps.googleusercontent.com"), "clientId");
profileParams->setObject(googleParams, soomla::CCUserProfileUtils::providerEnumToString(soomla::GOOGLE)->getCString());
soomla::CCSoomlaProfile::initialize(profileParams);
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
#if COCOS2D_VERSION > 0x00030200
glview = GLViewImpl::create("My Game");
#else
glview = GLView::create("My Game");
#endif
director->setOpenGLView(glview);
}
// 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);
// create a scene. it's an autorelease object
auto scene = ProfileScreen::createScene();
// run
director->runWithScene(scene);
return true;
}
示例10: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
std::vector<std::string> resourceOrder;
if(!glview) {
glview = GLViewImpl::create("7 Of Hearts");
director->setOpenGLView(glview);
//glview->setFrameSize(1280, 720);
//glview->setFrameSize(800, 480);
//glview->setFrameSize(960, 640);
// Set the design resolution
//glview->set
CCSize frameSize = glview->getFrameSize();
//if (frameSize.width >= 960)
//{
//resourceOrder.push_back("960X640");
//}
//else //if (frameSize.width < 960)
//{
// resourceOrder.push_back("800X480");
// }
//FileUtils::getInstance()->setSearchPaths( resourceOrder );
//FileUtils::getInstance()->setSearchResolutionsOrder(resourceOrder);
director->setContentScaleFactor(frameSize.height / DESIGN_HEIGHT);
glview->setDesignResolutionSize(DESIGN_WIDTH, DESIGN_HEIGHT, kResolutionFixedHeight);
}
// 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 USE_SCALE_FACTOR
auto scaleX = glview->getFrameSize().width / DESIGN_WIDTH;
auto scaleY = glview->getFrameSize().height / DESIGN_HEIGHT;
Board::setScaleFactors(scaleX, scaleY);
#endif
// create a scene. it's an autorelease object
auto scene = Board::createScene();
// run
director->runWithScene(scene);
return true;
}
示例11: GameClientManager
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLViewImpl::create("My Game");
director->setOpenGLView(glview);
}
// 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);
//add search
FileUtils::getInstance()->addSearchPath("res/");
FileUtils::getInstance()->addSearchPath("res/icon/");
FileUtils::getInstance()->addSearchPath("res/scene/");
FileUtils::getInstance()->addSearchPath("res/effect");
FileUtils::getInstance()->addSearchPath("fg/");
StatusManager::getInstance()->read(); //读取status
HeroManager::getInstance()->read(); //读取herodata
SkillManager::getInstance()->read(); //读取skilldata
g_gameClientManager = new GameClientManager();
g_gameClientManager->createNewGame();
// create a scene. it's an autorelease object
//auto scene = HelloWorld::createScene();
auto scene = BattleReady_Scene::createScene();
//auto scene = Team_Scene::createScene();
//auto scene = MapMain_Scene::createScene();
// run
director->runWithScene(scene);
return true;
}
示例12: printf
void AppDelegate::setupMainScene() {
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
printf("setupMainScene\n");
printf("glview\n");
printf("create\n");
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview = GLViewImpl::createWithRect("LasAlitas", Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
glview = GLViewImpl::create("LasAlitas");
#endif
director->setOpenGLView(glview);
}
// 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);
// Set the design resolution
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
Size frameSize = glview->getFrameSize();
// if the frame's height is larger than the height of medium size.
if (frameSize.height > mediumResolutionSize.height)
{
director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small size.
else if (frameSize.height > smallResolutionSize.height)
{
director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium size.
else
{
director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
}
register_all_packages();
// create a scene. it's an autorelease object
auto scene = HelloWorld::createScene();
// run
director->runWithScene(scene);
//*/
}
示例13: Rect
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if (!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview = GLViewImpl::createWithRect("oop4", Rect(0, 0, 600, 600));
director->setOpenGLView(glview);
#else
glview = GLViewImpl::create("oop4");
#endif
director->setOpenGLView(glview);
};
//FPS 조절 함수
director->setDisplayStats(true);
director->setAnimationInterval(1.0 / 60);
//////////원하는 크기로 화면 재설정/////////////////
Size frameSize = glview->getFrameSize();
// if the frame's height is larger than the height of medium size.
if (frameSize.height > mediumResolutionSize.height)
{
director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small size.
else if (frameSize.height > smallResolutionSize.height)
{
director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium size.
else
{
director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
}
//////////////////화면 크기에 맞게 맵을 출력/////////////////////////////
glview->setDesignResolutionSize(375, 375, ResolutionPolicy::NO_BORDER);
register_all_packages();
// create a scene. it's an autorelease object
auto scene = GameScene::createScene();
// run
director->runWithScene(scene);
return true;
}
示例14: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching() {
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if (!glview) {
// Title and Screen size
glview = GLViewImpl::create("Slimes Eat Chicken Right?");
glview->setFrameSize(600, 600);
director->setOpenGLView(glview);
}
auto scene = HelloWorld::createScene();
director->runWithScene(scene);
return true;
}
示例15: if
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLViewImpl::create("Meone Game");
director->setOpenGLView(glview);
}
// 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);
// Set the design resolution
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
glview->setFrameSize(designResolutionSize.width, designResolutionSize.height);
#endif
/*
Size frameSize = glview->getFrameSize();
// if the frame's height is larger than the height of medium size.
if (frameSize.height > mediumResolutionSize.height)
{
director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small size.
else if (frameSize.height > smallResolutionSize.height)
{
director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium size.
else
{
director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
}
*/
register_all_packages();
this->setResourceSearchResolution();
// create a scene. it's an autorelease object
auto scene = LoadingScene::createScene();
// run
director->runWithScene(scene);
return true;
}