#include "AppDelegate.h"
#include "HelloWorldScene.h"
#include "AppMacros.h"
USING_NS_CC;
/**应用程序代表*/
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate()
{
}
/**
* 这个方法会被CCApplication::sharedApplication()->run()调用
* */
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
/**
* 获取到系统级别的静态变量
* */
/**我是导演*/
CCDirector* pDirector = CCDirector::sharedDirector();
/**
* 拍摄场地,这个场地可以随便搭建一些场景,放置演员
* */
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
/**
* 把这个场地租给导演
* */
pDirector->setOpenGLView(pEGLView);
// Set the design resolution
/**
* 这是这个场地的大小
* */
pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionShowAll);
/**
* 在这个场地中,导演拍摄电影,这个size就是最终我们在电影院看到的屏幕的大小
* */
CCSize frameSize = pEGLView->getFrameSize();
// In this demo, we select resource according to the frame's height.
// If the resource size is different from design resolution size, you need to set contentScaleFactor.
// We use the ratio of resource's height to the height of design resolution,
// this can make sure that the resource's height could fit for the height of design resolution.
// if the frame's height is larger than the height of medium resource size, select large resource.
if (frameSize.height > mediumResource.size.height)
{
CCFileUtils::sharedFileUtils()->setResourceDirectory(largeResource.directory);
pDirector->setContentScaleFactor(largeResource.size.height/designResolutionSize.height);
}
// if the frame's height is larger than the height of small resource size, select medium resource.
else if (frameSize.height > smallResource.size.height)
{
CCFileUtils::sharedFileUtils()->setResourceDirectory(mediumResource.directory);
pDirector->setContentScaleFactor(mediumResource.size.height/designResolutionSize.height);
}
// if the frame's height is smaller than the height of medium resource size, select small resource.
else
{
CCFileUtils::sharedFileUtils()->setResourceDirectory(smallResource.directory);
pDirector->setContentScaleFactor(smallResource.size.height/designResolutionSize.height);
}
// turn on display FPS
/**
* 在cocos2d-x的demo中,左下角会显示帧频,如何在这个设置为false的画,左下角就不会显示帧频了
* */
pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
/**
* 设置游戏的最大的帧频,理论上游戏画面的最快刷新速度是六十分之一秒
* 具体能达到多少秒,取决与玩家的硬件
* */
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
CCScene *pScene = HelloWorld::scene();
// run
pDirector->runWithScene(pScene);
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();
// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
CCDirector::sharedDirector()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}