背景和头像缺失

This commit is contained in:
2026-03-01 13:51:43 +08:00
parent eaaf7f8c9b
commit 7d2f6399af
5947 changed files with 1441367 additions and 0 deletions

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#include "cocos2d.h"
#include "AppDelegate.h"
#include "audio/include/SimpleAudioEngine.h"
#include "base/CCScriptSupport.h"
#include "CCLuaEngine.h"
#include "lua_module_register.h"
USING_NS_CC;
using namespace CocosDenshion;
AppDelegate::AppDelegate()
{
// fixed me
//_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF|_CRTDBG_LEAK_CHECK_DF);
}
AppDelegate::~AppDelegate()
{
// end simple audio engine here, or it may crashed on win32
SimpleAudioEngine::getInstance()->end();
//CCScriptEngineManager::destroyInstance();
}
void AppDelegate::initGLContextAttrs()
{
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
bool AppDelegate::applicationDidFinishLaunching()
{
// register lua engine
LuaEngine* engine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
lua_State* L = engine->getLuaStack()->getLuaState();
lua_module_register(L);
//The call was commented because it will lead to ZeroBrane Studio can't find correct context when debugging
//engine->executeScriptFile("src/hello.lua");
engine->executeString("require 'src/hello.lua'");
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();
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}

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#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "platform/CCApplication.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();
virtual void initGLContextAttrs();
/**
@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_

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#ifndef __TEST_LUA_TESTS_PROJECT_CLASSES_LUA_MODULE_REGISTER_H__
#define __TEST_LUA_TESTS_PROJECT_CLASSES_LUA_MODULE_REGISTER_H__
#include "cocosdenshion/lua_cocos2dx_cocosdenshion_manual.h"
int lua_module_register(lua_State* L)
{
register_cocosdenshion_module(L);
return 1;
}
#endif // __TEST_LUA_TESTS_PROJECT_CLASSES_LUA_MODULE_REGISTER_H__