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version 0.1
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meir yanovich authored and meir yanovich committed Dec 2, 2014
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253 changes: 253 additions & 0 deletions CMakeLists.txt
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cmake_minimum_required(VERSION 2.6)

set(APP_NAME MyGame)
project (${APP_NAME})

include(cocos2d/build/BuildHelpers.CMakeLists.txt)

option(USE_CHIPMUNK "Use chipmunk for physics library" ON)
option(USE_BOX2D "Use box2d for physics library" OFF)
option(DEBUG_MODE "Debug or release?" ON)

if(DEBUG_MODE)
set(CMAKE_BUILD_TYPE DEBUG)
else(DEBUG_MODE)
set(CMAKE_BUILD_TYPE RELEASE)
endif(DEBUG_MODE)

if (MSVC)
set(CMAKE_C_FLAGS_DEBUG "-DCOCOS2D_DEBUG=1")
set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG})

set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -D_CRT_SECURE_NO_WARNINGS")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D_CRT_SECURE_NO_WARNINGS")

elseif (CMAKE_COMPILER_IS_GNUCC OR CMAKE_COMPILER_IS_GNUCXX)
set(CMAKE_C_FLAGS_DEBUG "-g -Wall -DCOCOS2D_DEBUG=1")
set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG})

set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")

endif()

if(USE_CHIPMUNK)
message("Using chipmunk ...")
add_definitions(-DCC_ENABLE_CHIPMUNK_INTEGRATION=1)
if(UNIX) # assuming linux
add_definitions(-DLINUX )
endif()
elseif(USE_BOX2D)
message("Using box2d ...")
add_definitions(-DCC_ENABLE_BOX2D_INTEGRATION=1)
if(UNIX) # assuming linux
add_definitions(-DLINUX )
endif()
else(USE_CHIPMUNK)
message(FATAL_ERROR "Must choose a physics library.")
endif(USE_CHIPMUNK)

# architecture
if ( CMAKE_SIZEOF_VOID_P EQUAL 8 )
set(ARCH_DIR "64-bit")
else()
set(ARCH_DIR "32-bit")
endif()

if( UNIX ) #assume linux
set(GAME_SRC
proj.linux/main.cpp
Classes/AppDelegate.cpp
Classes/HelloWorldScene.cpp
)
elseif ( WIN32 )
set(GAME_SRC
proj.win32/main.cpp
proj.win32/main.h
proj.win32/resource.h
Classes/AppDelegate.cpp
Classes/HelloWorldScene.cpp
)
endif()

set(COCOS2D_ROOT ${CMAKE_SOURCE_DIR}/cocos2d)
if (WIN32)
include_directories(
${COCOS2D_ROOT}
${COCOS2D_ROOT}/cocos
${COCOS2D_ROOT}/cocos/audio/include
${COCOS2D_ROOT}/cocos/2d
${COCOS2D_ROOT}/cocos/2d/renderer
${COCOS2D_ROOT}/cocos/2d/platform
${COCOS2D_ROOT}/cocos/2d/platform/desktop
${COCOS2D_ROOT}/cocos/2d/platform/win32
${COCOS2D_ROOT}/cocos/base
${COCOS2D_ROOT}/cocos/deprecated
${COCOS2D_ROOT}/cocos/physics
${COCOS2D_ROOT}/cocos/editor-support
${COCOS2D_ROOT}/cocos/math
${COCOS2D_ROOT}/extensions
${COCOS2D_ROOT}/external
${COCOS2D_ROOT}/external/edtaa3func
${COCOS2D_ROOT}/external/jpeg/include/win32
${COCOS2D_ROOT}/external/png/include/win32
${COCOS2D_ROOT}/external/tiff/include/win32
${COCOS2D_ROOT}/external/webp/include/win32
${COCOS2D_ROOT}/external/curl/include/win32
${COCOS2D_ROOT}/external/tinyxml2
${COCOS2D_ROOT}/external/unzip
${COCOS2D_ROOT}/external/sqlite3/include
${COCOS2D_ROOT}/external/chipmunk/include/chipmunk
${COCOS2D_ROOT}/external/freetype2/include/win32
${COCOS2D_ROOT}/external/websockets/include/win32
${COCOS2D_ROOT}/external/spidermonkey/include/win32
${COCOS2D_ROOT}/external/glfw3/include/win32
${COCOS2D_ROOT}/external/win32-specific/gles/include/OGLES
${COCOS2D_ROOT}/external/win32-specific/icon/include
${COCOS2D_ROOT}/external/win32-specific/zlib/include
${COCOS2D_ROOT}/external/xxhash
)
link_directories(
/usr/local/lib
${COCOS2D_ROOT}/external/png/prebuilt/win32
${COCOS2D_ROOT}/external/jpeg/prebuilt/win32
${COCOS2D_ROOT}/external/tiff/prebuilt/win32
${COCOS2D_ROOT}/external/glfw3/prebuilt/win32
${COCOS2D_ROOT}/external/webp/prebuilt/win32
${COCOS2D_ROOT}/external/curl/prebuilt/win32
${COCOS2D_ROOT}/external/sqlite3/libraries/win32
${COCOS2D_ROOT}/external/freetype2/prebuilt/win32
${COCOS2D_ROOT}/external/websockets/prebuilt/win32
${COCOS2D_ROOT}/external/spidermonkey/prebuilt/win32
${COCOS2D_ROOT}/external/win32-specific/gles/prebuilt
${COCOS2D_ROOT}/external/win32-specific/icon/prebuilt
${COCOS2D_ROOT}/external/win32-specific/zlib/prebuilt
)

elseif(UNIX) #assumed linux
include_directories(
/usr/local/include/GLFW
/usr/include/GLFW
${COCOS2D_ROOT}
${COCOS2D_ROOT}/cocos
${COCOS2D_ROOT}/cocos/audio/include
${COCOS2D_ROOT}/cocos/platform
${COCOS2D_ROOT}/cocos/platform/desktop
${COCOS2D_ROOT}/cocos/platform/linux
${COCOS2D_ROOT}/cocos/editor-support
${COCOS2D_ROOT}/extensions
${COCOS2D_ROOT}/external
${COCOS2D_ROOT}/external/edtaa3func
${COCOS2D_ROOT}/external/jpeg/include/linux
${COCOS2D_ROOT}/external/tiff/include/linux
${COCOS2D_ROOT}/external/webp/include/linux
${COCOS2D_ROOT}/external/tinyxml2
${COCOS2D_ROOT}/external/unzip
${COCOS2D_ROOT}/external/freetype2/include/linux
${COCOS2D_ROOT}/external/websockets/include/linux
${COCOS2D_ROOT}/external/spidermonkey/include/linux
${COCOS2D_ROOT}/external/linux-specific/fmod/include/${ARCH_DIR}
${COCOS2D_ROOT}/external/xxhash
)

link_directories(
/usr/local/lib
${COCOS2D_ROOT}/external/jpeg/prebuilt/linux/${ARCH_DIR}
${COCOS2D_ROOT}/external/tiff/prebuilt/linux/${ARCH_DIR}
${COCOS2D_ROOT}/external/webp/prebuilt/linux/${ARCH_DIR}
${COCOS2D_ROOT}/external/freetype2/prebuilt/linux/${ARCH_DIR}
${COCOS2D_ROOT}/external/websockets/prebuilt/linux/${ARCH_DIR}
${COCOS2D_ROOT}/external/spidermonkey/prebuilt/linux/${ARCH_DIR}
${COCOS2D_ROOT}/external/linux-specific/fmod/prebuilt/${ARCH_DIR}
)
endif()

if(USE_CHIPMUNK)

include_directories(${COCOS2D_ROOT}/external/chipmunk/include/chipmunk)
# chipmunk library
add_subdirectory(${COCOS2D_ROOT}/external/chipmunk/src)
endif()

if(USE_BOX2D)
# box2d library
add_subdirectory(${COCOS2D_ROOT}/external/Box2D)
endif()

# unzip library
add_subdirectory(${COCOS2D_ROOT}/external/unzip)

# tinyxml2 library
add_subdirectory(${COCOS2D_ROOT}/external/tinyxml2)

# audio
add_subdirectory(${COCOS2D_ROOT}/cocos/audio)

# xxhash library
add_subdirectory(${COCOS2D_ROOT}/external/xxhash)

# cocos2d
add_subdirectory(${COCOS2D_ROOT}/cocos)

# extensions
add_subdirectory(${COCOS2D_ROOT}/extensions)

## Editor Support

# spine
add_subdirectory(${COCOS2D_ROOT}/cocos/editor-support/spine)

# cocosbuilder
add_subdirectory(${COCOS2D_ROOT}/cocos/editor-support/cocosbuilder)

# cocostudio
add_subdirectory(${COCOS2D_ROOT}/cocos/editor-support/cocostudio)

if ( WIN32 )
# add the executable
add_executable(${APP_NAME}
WIN32
${GAME_SRC}
)
else()
# add the executable
add_executable(${APP_NAME}
${GAME_SRC}
)
endif()

if ( CMAKE_SIZEOF_VOID_P EQUAL 8 )
set(FMOD_LIB "fmodex64")
else()
set(FMOD_LIB "fmodex")
endif()

target_link_libraries(${APP_NAME}
spine
cocostudio
cocosbuilder
extensions
audio
cocos2d
)

set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin")

set_target_properties(${APP_NAME} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}")

if ( WIN32 )
#also copying dlls to binary directory for the executable to run
pre_build(${APP_NAME}
COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources
COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/gles/prebuilt/glew32.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE}
COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/zlib/prebuilt/zlib1.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE}
)
else()
pre_build(${APP_NAME}
COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources
)

endif()
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129 changes: 129 additions & 0 deletions Classes/AppDelegate.cpp
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#include "AppDelegate.h"
#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
#include "Settings.h"
//#include "config/ConstAppDefine.h"

#if defined(USE_FACEBOOK_INTEGRATION)
#include "screw/screw.h"
#include "screw/Notification.h"
USING_NS_SCREW_FACEBOOK;
#endif


AppDelegate::AppDelegate() {

}

AppDelegate::~AppDelegate()
{
core::Settings::destroyInstance();
CocosDenshion::SimpleAudioEngine::end();
}

bool AppDelegate::applicationDidFinishLaunching() {

#if defined(USE_FACEBOOK_INTEGRATION)
screw::facebook::Session::start();
#endif



// initialize director
auto director = cocos2d::Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
//glview = cocos2d::GLView::createWithRect(APP_NAME, Rect(0, 0, 640, 960));
glview = GLView::create(APP_NAME);
//glview->setFrameSize(640, 1136);
glview->setFrameSize(640, 960);
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();
#if defined(USE_FACEBOOK_INTEGRATION)
Facebook::getInstance()->start();
director->setNotificationNode(Notification::getInstance());
#endif
cocos2d::FileUtils* fileUtils = cocos2d::FileUtils::getInstance();
std::vector<std::string> searchPaths;
ResolutionPolicy resolutionPolicy = ResolutionPolicy::NO_BORDER;//ResolutionPolicy::SHOW_ALL;
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
glview->setFrameZoomFactor(0.5f);
#endif
if (screenSize.width == 2048 || screenSize.height == 2048)
{
glview->setDesignResolutionSize(1536, 2048,resolutionPolicy);
searchPaths.push_back("ipadhd");
searchPaths.push_back("ipadsd");
searchPaths.push_back("iphone5");
searchPaths.push_back("iphonehd");
searchPaths.push_back("iphonesd");
}
else if (screenSize.width == 1024 || screenSize.height == 1024)
{
glview->setDesignResolutionSize(768, 1024,resolutionPolicy);
searchPaths.push_back("ipadsd");
searchPaths.push_back("iphone5");
searchPaths.push_back("iphonehd");
searchPaths.push_back("iphonesd");

}
else if (screenSize.width == 1136 || screenSize.height == 1136)
{
glview->setDesignResolutionSize(640, 1136,resolutionPolicy);
searchPaths.push_back("iphone5");
//searchPaths.push_back("iphonehd");
//searchPaths.push_back("iphonesd");

}
else if (screenSize.width == 960 || screenSize.height == 960)
{
glview->setDesignResolutionSize(640, 960,resolutionPolicy);
searchPaths.push_back("iphonehd");
searchPaths.push_back("iphonesd");
}
else
{
searchPaths.push_back("iphonesd");
glview->setDesignResolutionSize(320, 480,resolutionPolicy);
}

fileUtils->setSearchPaths(searchPaths);

// create a scene. it's an autorelease object
auto scene = HelloWorld::createScene();

// run
director->runWithScene(scene);

return true;
}

// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
CocosDenshion::SimpleAudioEngine::getInstance()->pauseAllEffects();
CocosDenshion::SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
cocos2d::Director::getInstance()->stopAnimation();


// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
CocosDenshion::SimpleAudioEngine::getInstance()->resumeAllEffects();
CocosDenshion::SimpleAudioEngine::getInstance()->resumeBackgroundMusic();

cocos2d::Director::getInstance()->startAnimation();


// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
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