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7 changes: 7 additions & 0 deletions
7
Monslayers!.xcodeproj/project.xcworkspace/contents.xcworkspacedata
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...eproj/project.xcworkspace/xcuserdata/ericlevin.xcuserdatad/UserInterfaceState.xcuserstate
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Monslayers!.xcodeproj/xcuserdata/ericlevin.xcuserdatad/xcschemes/Monslayers!.xcscheme
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<?xml version="1.0" encoding="UTF-8"?> | ||
<Scheme | ||
LastUpgradeVersion = "0460" | ||
version = "1.3"> | ||
<BuildAction | ||
parallelizeBuildables = "YES" | ||
buildImplicitDependencies = "YES"> | ||
<BuildActionEntries> | ||
<BuildActionEntry | ||
buildForTesting = "YES" | ||
buildForRunning = "YES" | ||
buildForProfiling = "YES" | ||
buildForArchiving = "YES" | ||
buildForAnalyzing = "YES"> | ||
<BuildableReference | ||
BuildableIdentifier = "primary" | ||
BlueprintIdentifier = "B7E26BAB17220BC7005A73A3" | ||
BuildableName = "Monslayers!.app" | ||
BlueprintName = "Monslayers!" | ||
ReferencedContainer = "container:Monslayers!.xcodeproj"> | ||
</BuildableReference> | ||
</BuildActionEntry> | ||
</BuildActionEntries> | ||
</BuildAction> | ||
<TestAction | ||
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB" | ||
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB" | ||
shouldUseLaunchSchemeArgsEnv = "YES" | ||
buildConfiguration = "Debug"> | ||
<Testables> | ||
</Testables> | ||
<MacroExpansion> | ||
<BuildableReference | ||
BuildableIdentifier = "primary" | ||
BlueprintIdentifier = "B7E26BAB17220BC7005A73A3" | ||
BuildableName = "Monslayers!.app" | ||
BlueprintName = "Monslayers!" | ||
ReferencedContainer = "container:Monslayers!.xcodeproj"> | ||
</BuildableReference> | ||
</MacroExpansion> | ||
</TestAction> | ||
<LaunchAction | ||
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB" | ||
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB" | ||
launchStyle = "0" | ||
useCustomWorkingDirectory = "NO" | ||
buildConfiguration = "Debug" | ||
ignoresPersistentStateOnLaunch = "NO" | ||
debugDocumentVersioning = "YES" | ||
allowLocationSimulation = "YES"> | ||
<BuildableProductRunnable> | ||
<BuildableReference | ||
BuildableIdentifier = "primary" | ||
BlueprintIdentifier = "B7E26BAB17220BC7005A73A3" | ||
BuildableName = "Monslayers!.app" | ||
BlueprintName = "Monslayers!" | ||
ReferencedContainer = "container:Monslayers!.xcodeproj"> | ||
</BuildableReference> | ||
</BuildableProductRunnable> | ||
<AdditionalOptions> | ||
</AdditionalOptions> | ||
</LaunchAction> | ||
<ProfileAction | ||
shouldUseLaunchSchemeArgsEnv = "YES" | ||
savedToolIdentifier = "" | ||
useCustomWorkingDirectory = "NO" | ||
buildConfiguration = "Release" | ||
debugDocumentVersioning = "YES"> | ||
<BuildableProductRunnable> | ||
<BuildableReference | ||
BuildableIdentifier = "primary" | ||
BlueprintIdentifier = "B7E26BAB17220BC7005A73A3" | ||
BuildableName = "Monslayers!.app" | ||
BlueprintName = "Monslayers!" | ||
ReferencedContainer = "container:Monslayers!.xcodeproj"> | ||
</BuildableReference> | ||
</BuildableProductRunnable> | ||
</ProfileAction> | ||
<AnalyzeAction | ||
buildConfiguration = "Debug"> | ||
</AnalyzeAction> | ||
<ArchiveAction | ||
buildConfiguration = "Release" | ||
revealArchiveInOrganizer = "YES"> | ||
</ArchiveAction> | ||
</Scheme> |
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Monslayers!.xcodeproj/xcuserdata/ericlevin.xcuserdatad/xcschemes/xcschememanagement.plist
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<?xml version="1.0" encoding="UTF-8"?> | ||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> | ||
<plist version="1.0"> | ||
<dict> | ||
<key>SchemeUserState</key> | ||
<dict> | ||
<key>Monslayers!.xcscheme</key> | ||
<dict> | ||
<key>orderHint</key> | ||
<integer>0</integer> | ||
</dict> | ||
</dict> | ||
<key>SuppressBuildableAutocreation</key> | ||
<dict> | ||
<key>B7E26BAB17220BC7005A73A3</key> | ||
<dict> | ||
<key>primary</key> | ||
<true/> | ||
</dict> | ||
</dict> | ||
</dict> | ||
</plist> |
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// | ||
// Monslayers_AppDelegate.cpp | ||
// Monslayers! | ||
// | ||
// Created by eric levin on 4/19/13. | ||
// Copyright __MyCompanyName__ 2013. All rights reserved. | ||
// | ||
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#include "AppDelegate.h" | ||
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#include "cocos2d.h" | ||
#include "SimpleAudioEngine.h" | ||
#include "HelloWorldScene.h" | ||
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USING_NS_CC; | ||
using namespace CocosDenshion; | ||
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AppDelegate::AppDelegate() | ||
{ | ||
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} | ||
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AppDelegate::~AppDelegate() | ||
{ | ||
} | ||
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bool AppDelegate::applicationDidFinishLaunching() | ||
{ | ||
// initialize director | ||
CCDirector *pDirector = CCDirector::sharedDirector(); | ||
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); | ||
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// turn on display FPS | ||
pDirector->setDisplayStats(true); | ||
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// set FPS. the default value is 1.0/60 if you don't call this | ||
pDirector->setAnimationInterval(1.0 / 60); | ||
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// create a scene. it's an autorelease object | ||
CCScene *pScene = HelloWorld::scene(); | ||
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// run | ||
pDirector->runWithScene(pScene); | ||
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return true; | ||
} | ||
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// 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(); | ||
SimpleAudioEngine::sharedEngine()->pauseAllEffects(); | ||
} | ||
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// this function will be called when the app is active again | ||
void AppDelegate::applicationWillEnterForeground() | ||
{ | ||
CCDirector::sharedDirector()->startAnimation(); | ||
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); | ||
SimpleAudioEngine::sharedEngine()->resumeAllEffects(); | ||
} |
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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. | ||
The reason for implement as private inheritance is to hide some interface call by CCDirector. | ||
*/ | ||
class AppDelegate : private cocos2d::CCApplication | ||
{ | ||
public: | ||
AppDelegate(); | ||
virtual ~AppDelegate(); | ||
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/** | ||
@brief Implement CCDirector and CCScene init code here. | ||
@return true Initialize success, app continue. | ||
@return false Initialize failed, app terminate. | ||
*/ | ||
virtual bool applicationDidFinishLaunching(); | ||
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/** | ||
@brief The function be called when the application enter background | ||
@param the pointer of the application | ||
*/ | ||
virtual void applicationDidEnterBackground(); | ||
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/** | ||
@brief The function be called when the application enter foreground | ||
@param the pointer of the application | ||
*/ | ||
virtual void applicationWillEnterForeground(); | ||
}; | ||
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#endif // _APP_DELEGATE_H_ | ||
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#ifndef __APPMACROS_H__ | ||
#define __APPMACROS_H__ | ||
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#include "cocos2d.h" | ||
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/* For demonstrating using one design resolution to match different resources, | ||
or one resource to match different design resolutions. | ||
[Situation 1] Using one design resolution to match different resources. | ||
Please look into Appdelegate::applicationDidFinishLaunching. | ||
We check current device frame size to decide which resource need to be selected. | ||
So if you want to test this situation which said in title '[Situation 1]', | ||
you should change ios simulator to different device(e.g. iphone, iphone-retina3.5, iphone-retina4.0, ipad, ipad-retina), | ||
or change the window size in "proj.XXX/main.cpp" by "CCEGLView::setFrameSize" if you are using win32 or linux plaform | ||
and modify "proj.mac/AppController.mm" by changing the window rectangle. | ||
[Situation 2] Using one resource to match different design resolutions. | ||
The coordinates in your codes is based on your current design resolution rather than resource size. | ||
Therefore, your design resolution could be very large and your resource size could be small. | ||
To test this, just define the marco 'TARGET_DESIGN_RESOLUTION_SIZE' to 'DESIGN_RESOLUTION_2048X1536' | ||
and open iphone simulator or create a window of 480x320 size. | ||
[Note] Normally, developer just need to define one design resolution(e.g. 960x640) with one or more resources. | ||
*/ | ||
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#define DESIGN_RESOLUTION_480X320 0 | ||
#define DESIGN_RESOLUTION_1024X768 1 | ||
#define DESIGN_RESOLUTION_2048X1536 2 | ||
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/* If you want to switch design resolution, change next line */ | ||
#define TARGET_DESIGN_RESOLUTION_SIZE DESIGN_RESOLUTION_480X320 | ||
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typedef struct tagResource | ||
{ | ||
cocos2d::CCSize size; | ||
char directory[100]; | ||
}Resource; | ||
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static Resource smallResource = { cocos2d::CCSizeMake(480, 320), "iphone" }; | ||
static Resource mediumResource = { cocos2d::CCSizeMake(1024, 768), "ipad" }; | ||
static Resource largeResource = { cocos2d::CCSizeMake(2048, 1536), "ipadhd" }; | ||
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#if (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_480X320) | ||
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(480, 320); | ||
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_1024X768) | ||
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(1024, 768); | ||
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_2048X1536) | ||
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(2048, 1536); | ||
#else | ||
#error unknown target design resolution! | ||
#endif | ||
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// The font size 24 is designed for small resolution, so we should change it to fit for current design resolution | ||
#define TITLE_FONT_SIZE (cocos2d::CCEGLView::sharedOpenGLView()->getDesignResolutionSize().width / smallResource.size.width * 24) | ||
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#endif /* __APPMACROS_H__ */ |
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#include "GameOverScene.h"; | ||
#include "HelloWorldScene.h"; | ||
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using namespace cocos2d; | ||
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bool GameOverScene::init() | ||
{ | ||
if( CCScene::init() ) | ||
{ | ||
this->_layer = GameOverLayer::create(); | ||
this->_layer->retain(); | ||
this->addChild( _layer ); | ||
return true; | ||
} | ||
else | ||
return false; | ||
} | ||
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GameOverScene::~GameOverScene() | ||
{ | ||
if( _layer ) | ||
{ | ||
_layer->release(); | ||
_layer = NULL; | ||
} | ||
} | ||
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bool GameOverLayer::init() | ||
{ | ||
if( CCLayerColor::initWithColor( ccc4( 255, 255, 255, 255 ) ) ) | ||
{ | ||
CCSize winSize = CCDirector::sharedDirector()->getWinSize(); | ||
this->_label = CCLabelTTF::create( "Start", "fonts/Marker Felt.ttf", 32 ); | ||
_label->retain(); | ||
_label->setColor( ccc3( 0, 0, 0) ); | ||
_label->setPosition( ccp( winSize.width/2, winSize.height/2 ) ); | ||
this->addChild( _label ); | ||
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this->runAction( CCSequence::create( | ||
CCDelayTime::create( 3.0 ), | ||
CCCallFunc::create( this, callfunc_selector(GameOverLayer::gameOverDone)), | ||
NULL)); | ||
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return true; | ||
} | ||
else | ||
return false; | ||
} | ||
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GameOverLayer::~GameOverLayer() | ||
{ | ||
if( _label ) | ||
{ | ||
_label->release(); | ||
_label = NULL; | ||
} | ||
} | ||
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void GameOverLayer::gameOverDone() | ||
{ | ||
CCDirector::sharedDirector()->replaceScene( HelloWorld::scene() ); | ||
} |
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#ifndef _GAME_OVER_SCENE_H_ | ||
#define _GAME_OVER_SCENE_H_ | ||
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#include "cocos2d.h" | ||
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class GameOverLayer : public cocos2d::CCLayerColor | ||
{ | ||
public: | ||
GameOverLayer() : _label(NULL) {}; | ||
virtual ~GameOverLayer(); | ||
bool init(); | ||
CREATE_FUNC(GameOverLayer); | ||
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void gameOverDone(); | ||
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CC_SYNTHESIZE_READONLY(cocos2d::CCLabelTTF*, _label, Label ); | ||
}; | ||
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class GameOverScene : public cocos2d::CCScene | ||
{ | ||
public: | ||
GameOverScene() : _layer(NULL) {}; | ||
virtual ~GameOverScene(); | ||
bool init(); | ||
CREATE_FUNC(GameOverScene); | ||
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CC_SYNTHESIZE_READONLY( GameOverLayer*, _layer, Layer ); | ||
}; | ||
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#endif // _GAME_OVER_SCENE_H_ |
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