Files
OzgGameRPG/Classes/AppDelegate.cpp
T

103 lines
3.1 KiB
C++
Executable File

#include "cocos2d.h"
#include "CCEGLView.h"
#include "AppDelegate.h"
#include "CCLuaEngine.h"
#include "SimpleAudioEngine.h"
#include "Lua_extensions_CCB.h"
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
#include "Lua_web_socket.h"
#endif
#include "OzgFileUtility.h"
#include "RPGStartSceneLayer.h"
using namespace CocosDenshion;
USING_NS_CC;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
SimpleAudioEngine::end();
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(960, 640, kResolutionShowAll);
// turn on display FPS
pDirector->setDisplayStats(false);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// register lua engine
// CCLuaEngine* pEngine = CCLuaEngine::defaultEngine();
// CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
//
// CCLuaStack *pStack = pEngine->getLuaStack();
// lua_State *tolua_s = pStack->getLuaState();
// tolua_extensions_ccb_open(tolua_s);
//#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
// pStack = pEngine->getLuaStack();
// tolua_s = pStack->getLuaState();
// tolua_web_socket_open(tolua_s);
//#endif
//
//#if (CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY)
// CCFileUtils::sharedFileUtils()->addSearchPath("script");
//#endif
//
// std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename("hello.lua");
// pEngine->executeScriptFile(path.c_str());
//将数据库复制到可写目录
string dbSrc = CCFileUtils::sharedFileUtils()->fullPathForFilename(GAME_SYS_DB);
string dbDes = CCFileUtils::sharedFileUtils()->getWritablePath();
dbDes.append(GAME_SYS_DB);
if(!OzgFileUtility::fileExists(dbDes))
OzgFileUtility::copyFile(dbSrc.c_str(), dbDes.c_str());
CCLog("%s", dbDes.c_str());
//记录检查,如果没有记录则生成
CppSQLite3DB db;
db.open(dbDes.c_str());
CppSQLite3Query query = db.execQuery("select count(id) from save_data");
// CCLog("%i", query.getIntField(0));
if(query.getIntField(0) == 0)
db.execDML(GAME_INIT_SQL);
query.finalize();
db.close();
CCScene *mainScene = RPGStartSceneLayer::scene();
pDirector->runWithScene(mainScene);
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()
{
CCDirector::sharedDirector()->stopAnimation();
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
CCDirector::sharedDirector()->startAnimation();
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}