diff --git a/Classes/AppDelegate.cpp b/Classes/AppDelegate.cpp deleted file mode 100644 index c0f7c56..0000000 --- a/Classes/AppDelegate.cpp +++ /dev/null @@ -1,52 +0,0 @@ -#include "AppDelegate.h" -#include "HelloWorldScene.h" - -USING_NS_CC; - -AppDelegate::AppDelegate() { - -} - -AppDelegate::~AppDelegate() -{ -} - -bool AppDelegate::applicationDidFinishLaunching() { - // initialize director - auto director = Director::getInstance(); - auto glview = director->getOpenGLView(); - if(!glview) { - glview = GLView::create("My Game"); - 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); - - // 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() { - 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() { - Director::getInstance()->startAnimation(); - - // if you use SimpleAudioEngine, it must resume here - // SimpleAudioEngine::getInstance()->resumeBackgroundMusic(); -} diff --git a/Classes/AppDelegate.h b/Classes/AppDelegate.h deleted file mode 100644 index 18ee8ae..0000000 --- a/Classes/AppDelegate.h +++ /dev/null @@ -1,38 +0,0 @@ -#ifndef _APP_DELEGATE_H_ -#define _APP_DELEGATE_H_ - -#include "cocos2d.h" - -/** -@brief The cocos2d Application. - -The reason for implement as private inheritance is to hide some interface call by Director. -*/ -class AppDelegate : private cocos2d::Application -{ -public: - AppDelegate(); - virtual ~AppDelegate(); - - /** - @brief Implement Director and Scene init code here. - @return true Initialize success, app continue. - @return false Initialize failed, app terminate. - */ - virtual bool applicationDidFinishLaunching(); - - /** - @brief The function be called when the application enter background - @param the pointer of the application - */ - virtual void applicationDidEnterBackground(); - - /** - @brief The function be called when the application enter foreground - @param the pointer of the application - */ - virtual void applicationWillEnterForeground(); -}; - -#endif // _APP_DELEGATE_H_ - diff --git a/Classes/GameLayer.cpp b/Classes/GameLayer.cpp deleted file mode 100644 index 47e0e9a..0000000 --- a/Classes/GameLayer.cpp +++ /dev/null @@ -1,9 +0,0 @@ -// -// GameLayer.cpp -// ddgame -// -// Created by mimix on 14-10-8. -// -// - -#include "GameLayer.h" diff --git a/Classes/GameLayer.h b/Classes/GameLayer.h deleted file mode 100644 index 2b3b419..0000000 --- a/Classes/GameLayer.h +++ /dev/null @@ -1,14 +0,0 @@ -// -// GameLayer.h -// ddgame -// -// Created by mimix on 14-10-8. -// -// - -#ifndef __ddgame__GameLayer__ -#define __ddgame__GameLayer__ - -#include - -#endif /* defined(__ddgame__GameLayer__) */ diff --git a/Classes/HelloWorldScene.cpp b/Classes/HelloWorldScene.cpp deleted file mode 100644 index cea2c2c..0000000 --- a/Classes/HelloWorldScene.cpp +++ /dev/null @@ -1,91 +0,0 @@ -#include "HelloWorldScene.h" - -USING_NS_CC; - -Scene* HelloWorld::createScene() -{ - // 'scene' is an autorelease object - auto scene = Scene::create(); - - // 'layer' is an autorelease object - auto layer = HelloWorld::create(); - - // add layer as a child to scene - scene->addChild(layer); - - // return the scene - return scene; -} - -// on "init" you need to initialize your instance -bool HelloWorld::init() -{ - ////////////////////////////// - // 1. super init first - if ( !Layer::init() ) - { - return false; - } - - Size visibleSize = Director::getInstance()->getVisibleSize(); - Vec2 origin = Director::getInstance()->getVisibleOrigin(); - - ///////////////////////////// - // 2. add a menu item with "X" image, which is clicked to quit the program - // you may modify it. - - // add a "close" icon to exit the progress. it's an autorelease object - auto closeItem = MenuItemImage::create( - "CloseNormal.png", - "CloseSelected.png", - CC_CALLBACK_1(HelloWorld::menuCloseCallback, this)); - - closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 , - origin.y + closeItem->getContentSize().height/2)); - - // create menu, it's an autorelease object - auto menu = Menu::create(closeItem, NULL); - menu->setPosition(Vec2::ZERO); - this->addChild(menu, 1); - - ///////////////////////////// - // 3. add your codes below... - - // add a label shows "Hello World" - // create and initialize a label - - auto label = LabelTTF::create("Hello World", "Arial", 24); - - // position the label on the center of the screen - label->setPosition(Vec2(origin.x + visibleSize.width/2, - origin.y + visibleSize.height - label->getContentSize().height)); - - // add the label as a child to this layer - this->addChild(label, 1); - - // add "HelloWorld" splash screen" - auto sprite = Sprite::create("HelloWorld.png"); - - // position the sprite on the center of the screen - sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y)); - - // add the sprite as a child to this layer - this->addChild(sprite, 0); - - return true; -} - - -void HelloWorld::menuCloseCallback(Ref* pSender) -{ -#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) - MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert"); - return; -#endif - - Director::getInstance()->end(); - -#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) - exit(0); -#endif -} diff --git a/Classes/HelloWorldScene.h b/Classes/HelloWorldScene.h deleted file mode 100644 index 02cacbe..0000000 --- a/Classes/HelloWorldScene.h +++ /dev/null @@ -1,22 +0,0 @@ -#ifndef __HELLOWORLD_SCENE_H__ -#define __HELLOWORLD_SCENE_H__ - -#include "cocos2d.h" - -class HelloWorld : public cocos2d::Layer -{ -public: - // there's no 'id' in cpp, so we recommend returning the class instance pointer - static cocos2d::Scene* createScene(); - - // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone - virtual bool init(); - - // a selector callback - void menuCloseCallback(cocos2d::Ref* pSender); - - // implement the "static create()" method manually - CREATE_FUNC(HelloWorld); -}; - -#endif // __HELLOWORLD_SCENE_H__