#include "AppDelegate.h" #include "TestScene.h" USING_NS_CC; #include "common/BigFile.h" #include "reboltBt_behaviac_agent_meta.h" #include "BTManger.hpp" //#include "ProjectLauncher.h" static cocos2d::Size designResolutionSize = cocos2d::Size(640, 1136); static cocos2d::Size smallResolutionSize = cocos2d::Size(640, 1136); static cocos2d::Size mediumResolutionSize = cocos2d::Size(640, 1136); static cocos2d::Size largeResolutionSize = cocos2d::Size(640, 1136); AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { } // 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 GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8}; GLView::setGLContextAttrs(glContextAttrs); } // 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 } void AppDelegate::_initBehaviac() { behaviac::reboltBtLoader::addMetaToRedLader(); behaviac::Workspace::GetInstance()->SetFilePath(""); behaviac::Workspace::GetInstance()->SetFileFormat(behaviac::Workspace::EFF_xml); BTManger::getInstance()->setRootPath(""); BTManger::getInstance()->startGame(); } bool AppDelegate::applicationDidFinishLaunching() { // initialize director BigFile::getInstance(); FileUtils* fileUtils = FileUtils::getInstance(); // string writePath = fileUtils->getWritablePath(); //#if CC_TARGET_PLATFORM == CC_PLATFORM_MAC // writePath = writePath + BulldogPlatform::getInstance()->getPackageName()+"/"; // if(!fileUtils->isDirectoryExist(writePath)){ // fileUtils->createDirectory(writePath); // } // fileUtils->setWritablePath(writePath); //#else // //#endif Director* director = Director::getInstance(); director->getScheduler()->setTimeScale(1.f); 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) Rect _rect; float _scale; _rect = Rect(0, 0, 720, 1280); _scale=0.8f; glview = GLViewImpl::createWithRect("ccProj", cocos2d::Rect(0, 0, designResolutionSize.width/2, designResolutionSize.height/2) ,1.5); #else glview = GLViewImpl::create("ccProj"); #endif director->setOpenGLView(glview); } fileUtils->addSearchPath("res"); fileUtils->addSearchPath("../Resources"); // 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); Size designSz(640,1136);//640X1136 Size winSz = director->getWinSize(); float factor1 = designSz.width*1.0/designSz.height;//0.667 float factor2 = winSz.width/winSz.height;//0.561 Size setSize(designSz.width,designSz.height); if(factor2setDesignResolutionSize(designSz.width,designSz.width/factor2,ResolutionPolicy::FIXED_WIDTH); } else { glview->setDesignResolutionSize(factor2*designSz.height,designSz.height,ResolutionPolicy::FIXED_HEIGHT); } register_all_packages(); _initBehaviac(); auto scene = TestScene::createScene(); director->pushScene(scene); // demo_StartGame(); return true; } // 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(); // demo_applicationDidEnterBackground(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { Director::getInstance()->startAnimation(); // demo_applicationWillEnterForeground(); }