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@@ -1,20 +1,16 @@
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+/********************************************************************
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+ * Nomes: Gabriel Capella Números USP: 8962078
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+ * João Herique Luciano 8535957
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+ *
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+ * Tarefa: RedCore - EP2 MAC0463
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+ * Arquivo: AppDelegate.cpp
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+ * Descrição: Classe para inicializar jogo. Padrão da biblioteca.
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+ ********************************************************************/
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+
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#include "AppDelegate.h"
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#include "AppDelegate.h"
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#include "BeginScene.h"
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#include "BeginScene.h"
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-
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-// #define USE_AUDIO_ENGINE 1
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-#define USE_SIMPLE_AUDIO_ENGINE 1
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-
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-#if USE_AUDIO_ENGINE && USE_SIMPLE_AUDIO_ENGINE
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-#error "Don't use AudioEngine and SimpleAudioEngine at the same time. Please just select one in your game!"
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-#endif
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-
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-#if USE_AUDIO_ENGINE
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-#include "audio/include/AudioEngine.h"
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-using namespace cocos2d::experimental;
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-#elif USE_SIMPLE_AUDIO_ENGINE
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#include "audio/include/SimpleAudioEngine.h"
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#include "audio/include/SimpleAudioEngine.h"
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using namespace CocosDenshion;
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using namespace CocosDenshion;
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-#endif
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USING_NS_CC;
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USING_NS_CC;
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@@ -24,15 +20,9 @@ AppDelegate::AppDelegate() {
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}
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}
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AppDelegate::~AppDelegate() {
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AppDelegate::~AppDelegate() {
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-#if USE_AUDIO_ENGINE
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- AudioEngine::end();
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-#elif USE_SIMPLE_AUDIO_ENGINE
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SimpleAudioEngine::end();
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SimpleAudioEngine::end();
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-#endif
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}
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}
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-// if you want a different context, modify the value of glContextAttrs
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-// it will affect all platforms
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void AppDelegate::initGLContextAttrs() {
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void AppDelegate::initGLContextAttrs() {
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// set OpenGL context attributes: red,green,blue,alpha,depth,stencil
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// set OpenGL context attributes: red,green,blue,alpha,depth,stencil
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GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
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GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
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@@ -50,72 +40,56 @@ bool AppDelegate::applicationDidFinishLaunching() {
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auto director = Director::getInstance();
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auto director = Director::getInstance();
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auto glview = director->getOpenGLView();
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auto glview = director->getOpenGLView();
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if(!glview) {
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if(!glview) {
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-#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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- director->setContentScaleFactor(2);
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- glview = GLViewImpl::createWithRect("RedCore", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
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-#else
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+
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+ // Personaliza para descktop
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+ #if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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+ director->setContentScaleFactor(2);
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+ glview = GLViewImpl::createWithRect(
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+ "RedCore",
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+ cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height)
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+ );
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+ #else
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glview = GLViewImpl::create("RedCore");
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glview = GLViewImpl::create("RedCore");
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-#endif
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+ #endif
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+
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director->setOpenGLView(glview);
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director->setOpenGLView(glview);
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}
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}
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// turn on display FPS
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// turn on display FPS
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-#if DEBUG
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+ #if DEBUG
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director->setDisplayStats(true);
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director->setDisplayStats(true);
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-#endif
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+ #endif
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// set FPS. the default value is 1.0/60 if you don't call this
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// set FPS. the default value is 1.0/60 if you don't call this
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director->setAnimationInterval(1.0f / 60);
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director->setAnimationInterval(1.0f / 60);
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// Set the design resolution
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// Set the design resolution
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- glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
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- auto frameSize = glview->getFrameSize();
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- // if the frame's height is larger than the height of medium size.
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- // if (frameSize.height > mediumResolutionSize.height)
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- // {
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- // director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
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- // }
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- // // if the frame's height is larger than the height of small size.
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- // else if (frameSize.height > smallResolutionSize.height)
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- // {
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- // director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
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- // }
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- // // if the frame's height is smaller than the height of medium size.
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- // else
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- // {
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- // director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
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- // }
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-
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+ glview->setDesignResolutionSize(
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+ designResolutionSize.width,
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+ designResolutionSize.height,
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+ ResolutionPolicy::NO_BORDER
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+ );
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register_all_packages();
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register_all_packages();
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-
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Scene* scene = BeginScene::createScene();
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Scene* scene = BeginScene::createScene();
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director->runWithScene(scene);
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director->runWithScene(scene);
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return true;
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return true;
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}
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}
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-// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
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+/** This function will be called when the app is inactive. Note, when
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+ * receiving a phone call it is invoked.
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+ * */
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void AppDelegate::applicationDidEnterBackground() {
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void AppDelegate::applicationDidEnterBackground() {
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Director::getInstance()->stopAnimation();
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Director::getInstance()->stopAnimation();
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-
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-#if USE_AUDIO_ENGINE
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- AudioEngine::pauseAll();
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-#elif USE_SIMPLE_AUDIO_ENGINE
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SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
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SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
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SimpleAudioEngine::getInstance()->pauseAllEffects();
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SimpleAudioEngine::getInstance()->pauseAllEffects();
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-#endif
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}
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}
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// this function will be called when the app is active again
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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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void AppDelegate::applicationWillEnterForeground() {
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Director::getInstance()->startAnimation();
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Director::getInstance()->startAnimation();
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-
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-#if USE_AUDIO_ENGINE
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- AudioEngine::resumeAll();
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-#elif USE_SIMPLE_AUDIO_ENGINE
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SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
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SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
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SimpleAudioEngine::getInstance()->resumeAllEffects();
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SimpleAudioEngine::getInstance()->resumeAllEffects();
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-#endif
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}
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}
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