mirror of
https://github.com/wu736139669/OzgGameRPG.git
synced 2026-08-05 06:24:38 +00:00
2dx版本升级到2.2.4
This commit is contained in:
Executable → Regular
+26
-51
@@ -1,35 +1,27 @@
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#include "cocos2d.h"
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#include "CCEGLView.h"
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#include "AppDelegate.h"
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#include "CCLuaEngine.h"
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#include "SimpleAudioEngine.h"
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#include "Lua_extensions_CCB.h"
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
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#include "Lua_web_socket.h"
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#endif
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#include "OzgFileUtility.h"
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#include "RPGStartSceneLayer.h"
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using namespace CocosDenshion;
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USING_NS_CC;
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AppDelegate::AppDelegate()
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using namespace CocosDenshion;
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AppDelegate::AppDelegate() {
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}
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AppDelegate::~AppDelegate()
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{
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}
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AppDelegate::~AppDelegate()
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{
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SimpleAudioEngine::end();
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}
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bool AppDelegate::applicationDidFinishLaunching()
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{
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bool AppDelegate::applicationDidFinishLaunching() {
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// initialize director
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CCDirector *pDirector = CCDirector::sharedDirector();
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pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
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CCDirector* pDirector = CCDirector::sharedDirector();
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CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
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pDirector->setOpenGLView(pEGLView);
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CCEGLView::sharedOpenGLView()->setDesignResolutionSize(960, 640, kResolutionShowAll);
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// turn on display FPS
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@@ -38,31 +30,11 @@ bool AppDelegate::applicationDidFinishLaunching()
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// set FPS. the default value is 1.0/60 if you don't call this
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pDirector->setAnimationInterval(1.0 / 60);
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// register lua engine
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// CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
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// CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
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//
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// CCLuaStack *pStack = pEngine->getLuaStack();
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// lua_State *tolua_s = pStack->getLuaState();
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// tolua_extensions_ccb_open(tolua_s);
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//#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
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// pStack = pEngine->getLuaStack();
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// tolua_s = pStack->getLuaState();
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// tolua_web_socket_open(tolua_s);
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//#endif
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//
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//#if (CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY)
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// CCFileUtils::sharedFileUtils()->addSearchPath("script");
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//#endif
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//
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// std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("hello.lua");
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// pEngine->executeScriptFile(path.c_str());
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//将数据库复制到可写目录
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string dbSrc = CCFileUtils::sharedFileUtils()->fullPathForFilename(GAME_SYS_DB);
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string dbDes = CCFileUtils::sharedFileUtils()->getWritablePath();
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dbDes.append(GAME_SYS_DB);
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if(!OzgFileUtility::fileExists(dbDes))
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OzgFileUtility::copyFile(dbSrc.c_str(), dbDes.c_str());
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CCLog("%s", dbDes.c_str());
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@@ -72,7 +44,7 @@ bool AppDelegate::applicationDidFinishLaunching()
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db.open(dbDes.c_str());
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CppSQLite3Query query = db.execQuery("select count(id) from save_data");
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// CCLog("%i", query.getIntField(0));
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// CCLog("%i", query.getIntField(0));
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if(query.getIntField(0) == 0)
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db.execDML(GAME_INIT_SQL);
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@@ -83,24 +55,27 @@ bool AppDelegate::applicationDidFinishLaunching()
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SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(CCUserDefault::sharedUserDefault()->getFloatForKey(GAME_BG_AUDIO_VOLUME, 1.0));
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SimpleAudioEngine::sharedEngine()->setEffectsVolume(CCUserDefault::sharedUserDefault()->getFloatForKey(GAME_EFFECT_AUDIO_VOLUME, 1.0));
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CCScene *mainScene = RPGStartSceneLayer::scene();
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pDirector->runWithScene(mainScene);
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// create a scene. it's an autorelease object
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CCScene *pScene = RPGStartSceneLayer::scene();
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// run
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pDirector->runWithScene(pScene);
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return true;
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}
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// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
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void AppDelegate::applicationDidEnterBackground()
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{
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void AppDelegate::applicationDidEnterBackground() {
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CCDirector::sharedDirector()->stopAnimation();
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SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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// if you use SimpleAudioEngine, it must be pause
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// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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}
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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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{
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void AppDelegate::applicationWillEnterForeground() {
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CCDirector::sharedDirector()->startAnimation();
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SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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// if you use SimpleAudioEngine, it must resume here
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// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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}
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Executable → Regular
+3
-3
@@ -1,5 +1,5 @@
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#ifndef __APP_DELEGATE_H__
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#define __APP_DELEGATE_H__
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#ifndef _APP_DELEGATE_H_
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#define _APP_DELEGATE_H_
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#include "cocos2d.h"
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@@ -34,5 +34,5 @@ public:
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virtual void applicationWillEnterForeground();
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};
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#endif // __APP_DELEGATE_H__
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#endif // _APP_DELEGATE_H_
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@@ -31,7 +31,7 @@ bool RPGMapRoleSprite::init(CCString *roleTexture, CCString* name, bool isPlayer
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if(CCSprite::initWithSpriteFrame((CCSpriteFrame*)this->m_roleSpriteFrames->objectAtIndex(defaultSpriteFrameIndex)))
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{
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CCLabelTTF *nameLab = CCLabelTTF::create(this->m_name->getCString(), "Arial", 15, CCSizeMake(this->getContentSize().width * 2.0, 20), kCCTextAlignmentCenter, kCCVerticalTextAlignmentCenter);
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CCLabelTTF *nameLab = CCLabelTTF::create(this->m_name->getCString(), "Arial", 15, CCSizeMake(this->getContentSize().width * 3.0, 20), kCCTextAlignmentCenter, kCCVerticalTextAlignmentCenter);
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nameLab->setPosition(ccp(15, 45));
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if(this->m_isPlayer)
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