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20 changes: 20 additions & 0 deletions
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templates/Xcode4_templates/cocos2d.xctemplate/AppDelegate.h
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// | ||
// AppDelegate.h | ||
// ___PROJECTNAME___ | ||
// | ||
// Created by ___FULLUSERNAME___ on ___DATE___. | ||
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved. | ||
// | ||
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#import <UIKit/UIKit.h> | ||
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@class RootViewController; | ||
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@interface AppDelegate : NSObject <UIApplicationDelegate> { | ||
UIWindow *window; | ||
RootViewController *viewController; | ||
} | ||
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@property (nonatomic, retain) UIWindow *window; | ||
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@end |
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159
templates/Xcode4_templates/cocos2d.xctemplate/AppDelegate.m
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// | ||
// AppDelegate.m | ||
// ___PROJECTNAME___ | ||
// | ||
// Created by ___FULLUSERNAME___ on ___DATE___. | ||
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved. | ||
// | ||
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#import "cocos2d.h" | ||
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#import "AppDelegate.h" | ||
#import "GameConfig.h" | ||
#import "HelloWorldLayer.h" | ||
#import "RootViewController.h" | ||
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@implementation AppDelegate | ||
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@synthesize window; | ||
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- (void) removeStartupFlicker | ||
{ | ||
// | ||
// THIS CODE REMOVES THE STARTUP FLICKER | ||
// | ||
// Uncomment the following code if you Application only supports landscape mode | ||
// | ||
#if GAME_AUTOROTATION == kGameAutorotationUIViewController | ||
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// CC_ENABLE_DEFAULT_GL_STATES(); | ||
// CCDirector *director = [CCDirector sharedDirector]; | ||
// CGSize size = [director winSize]; | ||
// CCSprite *sprite = [CCSprite spriteWithFile:@"Default.png"]; | ||
// sprite.position = ccp(size.width/2, size.height/2); | ||
// sprite.rotation = -90; | ||
// [sprite visit]; | ||
// [[director openGLView] swapBuffers]; | ||
// CC_ENABLE_DEFAULT_GL_STATES(); | ||
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#endif // GAME_AUTOROTATION == kGameAutorotationUIViewController | ||
} | ||
- (void) applicationDidFinishLaunching:(UIApplication*)application | ||
{ | ||
// Init the window | ||
window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; | ||
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// Try to use CADisplayLink director | ||
// if it fails (SDK < 3.1) use the default director | ||
if( ! [CCDirector setDirectorType:kCCDirectorTypeDisplayLink] ) | ||
[CCDirector setDirectorType:kCCDirectorTypeDefault]; | ||
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CCDirector *director = [CCDirector sharedDirector]; | ||
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// Init the View Controller | ||
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil]; | ||
viewController.wantsFullScreenLayout = YES; | ||
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// | ||
// Create the EAGLView manually | ||
// 1. Create a RGB565 format. Alternative: RGBA8 | ||
// 2. depth format of 0 bit. Use 16 or 24 bit for 3d effects, like CCPageTurnTransition | ||
// | ||
// | ||
EAGLView *glView = [EAGLView viewWithFrame:[window bounds] | ||
pixelFormat:kEAGLColorFormatRGB565 // kEAGLColorFormatRGBA8 | ||
depthFormat:0 // GL_DEPTH_COMPONENT16_OES | ||
]; | ||
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// attach the openglView to the director | ||
[director setOpenGLView:glView]; | ||
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// // Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices | ||
// if( ! [director enableRetinaDisplay:YES] ) | ||
// CCLOG(@"Retina Display Not supported"); | ||
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// | ||
// VERY IMPORTANT: | ||
// If the rotation is going to be controlled by a UIViewController | ||
// then the device orientation should be "Portrait". | ||
// | ||
// IMPORTANT: | ||
// By default, this template only supports Landscape orientations. | ||
// Edit the RootViewController.m file to edit the supported orientations. | ||
// | ||
#if GAME_AUTOROTATION == kGameAutorotationUIViewController | ||
[director setDeviceOrientation:kCCDeviceOrientationPortrait]; | ||
#else | ||
[director setDeviceOrientation:kCCDeviceOrientationLandscapeLeft]; | ||
#endif | ||
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[director setAnimationInterval:1.0/60]; | ||
[director setDisplayFPS:YES]; | ||
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// make the OpenGLView a child of the view controller | ||
[viewController setView:glView]; | ||
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// make the View Controller a child of the main window | ||
[window addSubview: viewController.view]; | ||
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[window makeKeyAndVisible]; | ||
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// Default texture format for PNG/BMP/TIFF/JPEG/GIF images | ||
// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565 | ||
// You can change anytime. | ||
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888]; | ||
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// Removes the startup flicker | ||
[self removeStartupFlicker]; | ||
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// Run the intro Scene | ||
[[CCDirector sharedDirector] runWithScene: [HelloWorldLayer scene]]; | ||
} | ||
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- (void)applicationWillResignActive:(UIApplication *)application { | ||
[[CCDirector sharedDirector] pause]; | ||
} | ||
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- (void)applicationDidBecomeActive:(UIApplication *)application { | ||
[[CCDirector sharedDirector] resume]; | ||
} | ||
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- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application { | ||
[[CCDirector sharedDirector] purgeCachedData]; | ||
} | ||
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-(void) applicationDidEnterBackground:(UIApplication*)application { | ||
[[CCDirector sharedDirector] stopAnimation]; | ||
} | ||
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-(void) applicationWillEnterForeground:(UIApplication*)application { | ||
[[CCDirector sharedDirector] startAnimation]; | ||
} | ||
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- (void)applicationWillTerminate:(UIApplication *)application { | ||
CCDirector *director = [CCDirector sharedDirector]; | ||
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[[director openGLView] removeFromSuperview]; | ||
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[viewController release]; | ||
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[window release]; | ||
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[director end]; | ||
} | ||
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- (void)applicationSignificantTimeChange:(UIApplication *)application { | ||
[[CCDirector sharedDirector] setNextDeltaTimeZero:YES]; | ||
} | ||
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- (void)dealloc { | ||
[[CCDirector sharedDirector] release]; | ||
[window release]; | ||
[super dealloc]; | ||
} | ||
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@end |
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28
templates/Xcode4_templates/cocos2d.xctemplate/GameConfig.h
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// | ||
// GameConfig.h | ||
// ___PROJECTNAME___ | ||
// | ||
// Created by ___FULLUSERNAME___ on ___DATE___. | ||
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved. | ||
// | ||
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#ifndef __GAME_CONFIG_H | ||
#define __GAME_CONFIG_H | ||
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// | ||
// Supported Autorotations: | ||
// None, | ||
// UIViewController, | ||
// CCDirector | ||
// | ||
#define kGameAutorotationNone 0 | ||
#define kGameAutorotationCCDirector 1 | ||
#define kGameAutorotationUIViewController 2 | ||
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// | ||
// Define here the type of autorotation that you want for your game | ||
// | ||
#define GAME_AUTOROTATION kGameAutorotationUIViewController | ||
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#endif // __GAME_CONFIG_H |
21 changes: 21 additions & 0 deletions
21
templates/Xcode4_templates/cocos2d.xctemplate/HelloWorldLayer.h
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// | ||
// HelloWorldLayer.h | ||
// ___PROJECTNAME___ | ||
// | ||
// Created by ___FULLUSERNAME___ on ___DATE___. | ||
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved. | ||
// | ||
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// When you import this file, you import all the cocos2d classes | ||
#import "cocos2d.h" | ||
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// HelloWorldLayer | ||
@interface HelloWorldLayer : CCLayer | ||
{ | ||
} | ||
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// returns a CCScene that contains the HelloWorldLayer as the only child | ||
+(CCScene *) scene; | ||
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@end |
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63
templates/Xcode4_templates/cocos2d.xctemplate/HelloWorldLayer.m
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// | ||
// HelloWorldLayer.m | ||
// ___PROJECTNAME___ | ||
// | ||
// Created by ___FULLUSERNAME___ on ___DATE___. | ||
// Copyright ___ORGANIZATIONNAME___ ___YEAR___. All rights reserved. | ||
// | ||
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// Import the interfaces | ||
#import "HelloWorldLayer.h" | ||
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// HelloWorldLayer implementation | ||
@implementation HelloWorldLayer | ||
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+(CCScene *) scene | ||
{ | ||
// 'scene' is an autorelease object. | ||
CCScene *scene = [CCScene node]; | ||
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// 'layer' is an autorelease object. | ||
HelloWorldLayer *layer = [HelloWorldLayer node]; | ||
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// add layer as a child to scene | ||
[scene addChild: layer]; | ||
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// return the scene | ||
return scene; | ||
} | ||
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// on "init" you need to initialize your instance | ||
-(id) init | ||
{ | ||
// always call "super" init | ||
// Apple recommends to re-assign "self" with the "super" return value | ||
if( (self=[super init])) { | ||
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// create and initialize a Label | ||
CCLabelTTF *label = [CCLabelTTF labelWithString:@"Hello World" fontName:@"Marker Felt" fontSize:64]; | ||
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// ask director the the window size | ||
CGSize size = [[CCDirector sharedDirector] winSize]; | ||
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// position the label on the center of the screen | ||
label.position = ccp( size.width /2 , size.height/2 ); | ||
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// add the label as a child to this Layer | ||
[self addChild: label]; | ||
} | ||
return self; | ||
} | ||
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// on "dealloc" you need to release all your retained objects | ||
- (void) dealloc | ||
{ | ||
// in case you have something to dealloc, do it in this method | ||
// in this particular example nothing needs to be released. | ||
// cocos2d will automatically release all the children (Label) | ||
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// don't forget to call "super dealloc" | ||
[super dealloc]; | ||
} | ||
@end |
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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>CFBundleDevelopmentRegion</key> | ||
<string>English</string> | ||
<key>CFBundleDisplayName</key> | ||
<string>${PRODUCT_NAME}</string> | ||
<key>CFBundleExecutable</key> | ||
<string>${EXECUTABLE_NAME}</string> | ||
<key>CFBundleIconFile</key> | ||
<string></string> | ||
<key>CFBundleIdentifier</key> | ||
<string>com.yourcompany.${PRODUCT_NAME:rfc1034identifier}</string> | ||
<key>CFBundleInfoDictionaryVersion</key> | ||
<string>6.0</string> | ||
<key>CFBundleName</key> | ||
<string>${PRODUCT_NAME}</string> | ||
<key>CFBundlePackageType</key> | ||
<string>APPL</string> | ||
<key>CFBundleSignature</key> | ||
<string>????</string> | ||
<key>CFBundleVersion</key> | ||
<string>1.0</string> | ||
<key>LSRequiresIPhoneOS</key> | ||
<true/> | ||
<key>UIApplicationExitsOnSuspend</key> | ||
<true/> | ||
<key>UIPrerenderedIcon</key> | ||
<true/> | ||
<key>UIStatusBarHidden</key> | ||
<true/> | ||
</dict> | ||
</plist> |
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// | ||
// Prefix header for all source files of the 'Test' target in the 'Test' project | ||
// | ||
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#import <Availability.h> | ||
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#ifndef __IPHONE_3_0 | ||
#warning "This project uses features only available in iPhone SDK 3.0 and later." | ||
#endif | ||
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#ifdef __OBJC__ | ||
#import <UIKit/UIKit.h> | ||
#import <Foundation/Foundation.h> | ||
#endif |
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