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{ | ||
"engine_version": "cocos2d-x-3.17.1", | ||
"project_type": "cpp" | ||
} |
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.idea/ | ||
cmake-build-debug |
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#/**************************************************************************** | ||
# Copyright (c) 2013-2014 cocos2d-x.org | ||
# Copyright (c) 2015-2017 Chukong Technologies Inc. | ||
# | ||
# http://www.cocos2d-x.org | ||
# | ||
# Permission is hereby granted, free of charge, to any person obtaining a copy | ||
# of this software and associated documentation files (the "Software"), to deal | ||
# in the Software without restriction, including without limitation the rights | ||
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
# copies of the Software, and to permit persons to whom the Software is | ||
# furnished to do so, subject to the following conditions: | ||
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||
# The above copyright notice and this permission notice shall be included in | ||
# all copies or substantial portions of the Software. | ||
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||
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
# THE SOFTWARE. | ||
# ****************************************************************************/ | ||
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cmake_minimum_required(VERSION 3.6) | ||
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set(APP_NAME CropItGame) | ||
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project(${APP_NAME}) | ||
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set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cocos2d) | ||
set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/) | ||
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include(CocosBuildSet) | ||
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core) | ||
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# record sources, headers, resources... | ||
set(GAME_SOURCE) | ||
set(GAME_HEADER) | ||
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set(GAME_RES_FOLDER | ||
"${CMAKE_CURRENT_SOURCE_DIR}/Resources" | ||
) | ||
if(APPLE OR WINDOWS) | ||
cocos_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER}) | ||
endif() | ||
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# add cross-platforms source files and header files | ||
list(APPEND GAME_SOURCE | ||
Classes/AppDelegate.cpp | ||
Classes/HelloWorldScene.cpp | ||
) | ||
list(APPEND GAME_HEADER | ||
Classes/AppDelegate.h | ||
Classes/HelloWorldScene.h | ||
) | ||
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if(ANDROID) | ||
# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml | ||
set(APP_NAME MyGame) | ||
list(APPEND GAME_SOURCE | ||
proj.android/app/jni/hellocpp/main.cpp | ||
) | ||
elseif(LINUX) | ||
list(APPEND GAME_SOURCE | ||
proj.linux/main.cpp | ||
) | ||
elseif(WINDOWS) | ||
list(APPEND GAME_HEADER | ||
proj.win32/main.h | ||
proj.win32/resource.h | ||
) | ||
list(APPEND GAME_SOURCE | ||
proj.win32/main.cpp | ||
proj.win32/game.rc | ||
${common_res_files} | ||
) | ||
elseif(APPLE) | ||
if(IOS) | ||
list(APPEND GAME_HEADER | ||
proj.ios_mac/ios/AppController.h | ||
proj.ios_mac/ios/RootViewController.h | ||
) | ||
set(APP_UI_RES | ||
proj.ios_mac/ios/LaunchScreen.storyboard | ||
proj.ios_mac/ios/LaunchScreenBackground.png | ||
proj.ios_mac/ios/Images.xcassets | ||
) | ||
list(APPEND GAME_SOURCE | ||
proj.ios_mac/ios/main.m | ||
proj.ios_mac/ios/AppController.mm | ||
proj.ios_mac/ios/RootViewController.mm | ||
proj.ios_mac/ios/Prefix.pch | ||
${APP_UI_RES} | ||
) | ||
elseif(MACOSX) | ||
set(APP_UI_RES | ||
proj.ios_mac/mac/Icon.icns | ||
proj.ios_mac/mac/Info.plist | ||
) | ||
list(APPEND GAME_SOURCE | ||
proj.ios_mac/mac/main.cpp | ||
proj.ios_mac/mac/Prefix.pch | ||
${APP_UI_RES} | ||
) | ||
endif() | ||
list(APPEND GAME_SOURCE ${common_res_files}) | ||
endif() | ||
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# mark app complie info and libs info | ||
set(all_code_files | ||
${GAME_HEADER} | ||
${GAME_SOURCE} | ||
) | ||
if(NOT ANDROID) | ||
add_executable(${APP_NAME} ${all_code_files}) | ||
else() | ||
add_library(${APP_NAME} SHARED ${all_code_files}) | ||
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform) | ||
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive) | ||
endif() | ||
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target_link_libraries(${APP_NAME} cocos2d) | ||
target_include_directories(${APP_NAME} | ||
PRIVATE Classes | ||
PRIVATE ${COCOS2DX_ROOT_PATH}/cocos/audio/include/ | ||
) | ||
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# mark app resources | ||
setup_cocos_app_config(${APP_NAME}) | ||
if(APPLE) | ||
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}") | ||
if(MACOSX) | ||
set_target_properties(${APP_NAME} PROPERTIES | ||
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist" | ||
) | ||
elseif(IOS) | ||
cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in") | ||
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon") | ||
endif() | ||
elseif(WINDOWS) | ||
cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}/..) | ||
endif() | ||
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if(LINUX OR WINDOWS) | ||
cocos_copy_res(COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER}) | ||
endif() |
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/**************************************************************************** | ||
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. | ||
http://www.cocos2d-x.org | ||
Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
The above copyright notice and this permission notice shall be included in | ||
all copies or substantial portions of the Software. | ||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
THE SOFTWARE. | ||
****************************************************************************/ | ||
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#include "AppDelegate.h" | ||
#include "HelloWorldScene.h" | ||
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// #define USE_AUDIO_ENGINE 1 | ||
// #define USE_SIMPLE_AUDIO_ENGINE 1 | ||
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#if USE_AUDIO_ENGINE && USE_SIMPLE_AUDIO_ENGINE | ||
#error "Don't use AudioEngine and SimpleAudioEngine at the same time. Please just select one in your game!" | ||
#endif | ||
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#if USE_AUDIO_ENGINE | ||
#include "audio/include/AudioEngine.h" | ||
using namespace cocos2d::experimental; | ||
#elif USE_SIMPLE_AUDIO_ENGINE | ||
#include "audio/include/SimpleAudioEngine.h" | ||
using namespace CocosDenshion; | ||
#endif | ||
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USING_NS_CC; | ||
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static cocos2d::Size designResolutionSize = cocos2d::Size(320, 480); | ||
static cocos2d::Size smallResolutionSize = cocos2d::Size(320, 480); | ||
static cocos2d::Size mediumResolutionSize = cocos2d::Size(768, 1024); | ||
static cocos2d::Size largeResolutionSize = cocos2d::Size(1536, 2048); | ||
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AppDelegate::AppDelegate() | ||
{ | ||
} | ||
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AppDelegate::~AppDelegate() | ||
{ | ||
#if USE_AUDIO_ENGINE | ||
AudioEngine::end(); | ||
#elif USE_SIMPLE_AUDIO_ENGINE | ||
SimpleAudioEngine::end(); | ||
#endif | ||
} | ||
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// if you want a different context, modify the value of glContextAttrs | ||
// it will affect all platforms | ||
void AppDelegate::initGLContextAttrs() | ||
{ | ||
// set OpenGL context attributes: red,green,blue,alpha,depth,stencil,multisamplesCount | ||
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8, 0}; | ||
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GLView::setGLContextAttrs(glContextAttrs); | ||
} | ||
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// if you want to use the package manager to install more packages, | ||
// don't modify or remove this function | ||
static int register_all_packages() | ||
{ | ||
return 0; //flag for packages manager | ||
} | ||
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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("CropItGame", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height)); | ||
#else | ||
glview = GLViewImpl::create("CropItGame"); | ||
#endif | ||
director->setOpenGLView(glview); | ||
} | ||
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// turn on display FPS | ||
director->setDisplayStats(true); | ||
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// set FPS. the default value is 1.0/60 if you don't call this | ||
director->setAnimationInterval(1.0f / 60); | ||
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// 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)); | ||
} | ||
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register_all_packages(); | ||
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// create a scene. it's an autorelease object | ||
auto scene = HelloWorld::createScene(); | ||
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// run | ||
director->runWithScene(scene); | ||
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return true; | ||
} | ||
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// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked. | ||
void AppDelegate::applicationDidEnterBackground() { | ||
Director::getInstance()->stopAnimation(); | ||
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#if USE_AUDIO_ENGINE | ||
AudioEngine::pauseAll(); | ||
#elif USE_SIMPLE_AUDIO_ENGINE | ||
SimpleAudioEngine::getInstance()->pauseBackgroundMusic(); | ||
SimpleAudioEngine::getInstance()->pauseAllEffects(); | ||
#endif | ||
} | ||
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// this function will be called when the app is active again | ||
void AppDelegate::applicationWillEnterForeground() { | ||
Director::getInstance()->startAnimation(); | ||
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#if USE_AUDIO_ENGINE | ||
AudioEngine::resumeAll(); | ||
#elif USE_SIMPLE_AUDIO_ENGINE | ||
SimpleAudioEngine::getInstance()->resumeBackgroundMusic(); | ||
SimpleAudioEngine::getInstance()->resumeAllEffects(); | ||
#endif | ||
} |
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/**************************************************************************** | ||
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. | ||
http://www.cocos2d-x.org | ||
Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
The above copyright notice and this permission notice shall be included in | ||
all copies or substantial portions of the Software. | ||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
THE SOFTWARE. | ||
****************************************************************************/ | ||
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#ifndef _APP_DELEGATE_H_ | ||
#define _APP_DELEGATE_H_ | ||
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#include "cocos2d.h" | ||
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/** | ||
@brief The cocos2d Application. | ||
Private inheritance here hides part of interface from Director. | ||
*/ | ||
class AppDelegate : private cocos2d::Application | ||
{ | ||
public: | ||
AppDelegate(); | ||
virtual ~AppDelegate(); | ||
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virtual void initGLContextAttrs(); | ||
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/** | ||
@brief Implement Director and Scene init code here. | ||
@return true Initialize success, app continue. | ||
@return false Initialize failed, app terminate. | ||
*/ | ||
virtual bool applicationDidFinishLaunching(); | ||
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/** | ||
@brief Called when the application moves to the background | ||
@param the pointer of the application | ||
*/ | ||
virtual void applicationDidEnterBackground(); | ||
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/** | ||
@brief Called when the application reenters the foreground | ||
@param the pointer of the application | ||
*/ | ||
virtual void applicationWillEnterForeground(); | ||
}; | ||
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#endif // _APP_DELEGATE_H_ | ||
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