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2025-10-26 15:56:27 +09:00
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commit edb0e77b47
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/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
https://axmol.dev/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "AppDelegate.h"
#include "MainScene.h"
#define USE_AUDIO_ENGINE 1
#if USE_AUDIO_ENGINE
# include "audio/AudioEngine.h"
#endif
using namespace ax;
static ax::Size designResolutionSize = ax::Size(1280, 720);
AppDelegate::AppDelegate() {}
AppDelegate::~AppDelegate() {}
// if you want a different context, modify the value of gfxContextAttrs
// it will affect all platforms
void AppDelegate::initGfxContextAttrs()
{
// set graphics context attributes: red,green,blue,alpha,depth,stencil,multisamplesCount
GfxContextAttrs gfxContextAttrs = {8, 8, 8, 8, 24, 8, 0};
// since axmol-2.2 vsync was enabled in engine by default
// gfxContextAttrs.vsync = false;
RenderView::setGfxContextAttrs(gfxContextAttrs);
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
auto director = Director::getInstance();
auto renderView = director->getRenderView();
if (!renderView)
{
#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32) || (AX_TARGET_PLATFORM == AX_PLATFORM_MAC) || \
(AX_TARGET_PLATFORM == AX_PLATFORM_LINUX)
renderView = RenderViewImpl::createWithRect(
"Pinball", ax::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
renderView = RenderViewImpl::create("Pinball");
#endif
director->setRenderView(renderView);
}
// turn on display FPS
director->setStatsDisplay(true);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0f / 60);
// Set the design resolution
renderView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height,
ResolutionPolicy::SHOW_ALL);
// create a scene. it's an autorelease object
auto scene = utils::createInstance<MainScene>();
// run
director->runWithScene(scene);
return true;
}
// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
void AppDelegate::applicationDidEnterBackground()
{
Director::getInstance()->stopAnimation();
#if USE_AUDIO_ENGINE
AudioEngine::pauseAll();
#endif
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
#if USE_AUDIO_ENGINE
AudioEngine::resumeAll();
#endif
}

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/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
https://axmol.dev/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#pragma once
#include "axmol.h"
/**
@brief The axmol Application.
Private inheritance here hides part of interface from Director.
*/
class AppDelegate : private ax::Application
{
public:
AppDelegate();
~AppDelegate() override;
void initGfxContextAttrs() override;
/**
@brief Implement Director and Scene init code here.
@return true Initialize success, app continue.
@return false Initialize failed, app terminate.
*/
bool applicationDidFinishLaunching() override;
/**
@brief Called when the application moves to the background
*/
void applicationDidEnterBackground() override;
/**
@brief Called when the application reenters the foreground
*/
void applicationWillEnterForeground() override;
};

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/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
https://axmol.dev/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "MainScene.h"
using namespace ax;
static int s_sceneID = 1000;
// Print useful error message instead of segfaulting when files are not there.
static void problemLoading(const char* filename)
{
printf("Error while loading: %s\n", filename);
printf(
"Depending on how you compiled you might have to add 'Content/' in front of filenames in "
"MainScene.cpp\n");
}
// on "init" you need to initialize your instance
bool MainScene::init()
{
//////////////////////////////
// 1. super init first
if (!Scene::init())
{
return false;
}
auto visibleSize = _director->getVisibleSize();
auto origin = _director->getVisibleOrigin();
auto safeArea = _director->getSafeAreaRect();
auto safeOrigin = safeArea.origin;
/////////////////////////////
// 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",
AX_CALLBACK_1(MainScene::menuCloseCallback, this));
if (closeItem == nullptr || closeItem->getContentSize().width <= 0 || closeItem->getContentSize().height <= 0)
{
problemLoading("'CloseNormal.png' and 'CloseSelected.png'");
}
else
{
float x = safeOrigin.x + safeArea.size.width - closeItem->getContentSize().width / 2;
float y = safeOrigin.y + closeItem->getContentSize().height / 2;
closeItem->setPosition(Vec2(x, y));
}
// 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...
// Some templates (uncomment what you need)
_touchListener = EventListenerTouchAllAtOnce::create();
_touchListener->onTouchesBegan = AX_CALLBACK_2(MainScene::onTouchesBegan, this);
_touchListener->onTouchesMoved = AX_CALLBACK_2(MainScene::onTouchesMoved, this);
_touchListener->onTouchesEnded = AX_CALLBACK_2(MainScene::onTouchesEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(_touchListener, this);
//_mouseListener = EventListenerMouse::create();
//_mouseListener->onMouseMove = AX_CALLBACK_1(MainScene::onMouseMove, this);
//_mouseListener->onMouseUp = AX_CALLBACK_1(MainScene::onMouseUp, this);
//_mouseListener->onMouseDown = AX_CALLBACK_1(MainScene::onMouseDown, this);
//_mouseListener->onMouseScroll = AX_CALLBACK_1(MainScene::onMouseScroll, this);
//_eventDispatcher->addEventListenerWithSceneGraphPriority(_mouseListener, this);
_keyboardListener = EventListenerKeyboard::create();
_keyboardListener->onKeyPressed = AX_CALLBACK_2(MainScene::onKeyPressed, this);
_keyboardListener->onKeyReleased = AX_CALLBACK_2(MainScene::onKeyReleased, this);
_eventDispatcher->addEventListenerWithFixedPriority(_keyboardListener, 11);
// add a label shows "Hello World"
// create and initialize a label
auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24);
if (label == nullptr)
{
problemLoading("'fonts/Marker Felt.ttf'");
}
else
{
// 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"sv);
if (sprite == nullptr)
{
problemLoading("'HelloWorld.png'");
}
else
{
// 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);
auto drawNode = DrawNode::create();
drawNode->setPosition(Vec2(0, 0));
addChild(drawNode);
drawNode->drawRect(safeArea.origin + Vec2(1, 1), safeArea.origin + safeArea.size, Color4F::BLUE);
}
// scheduleUpdate() is required to ensure update(float) is called on every loop
scheduleUpdate();
return true;
}
void MainScene::onTouchesBegan(const std::vector<ax::Touch*>& touches, ax::Event* event)
{
for (auto&& t : touches)
{
// AXLOGD("onTouchesBegan detected, X:{} Y:{}", t->getLocation().x, t->getLocation().y);
}
}
void MainScene::onTouchesMoved(const std::vector<ax::Touch*>& touches, ax::Event* event)
{
for (auto&& t : touches)
{
// AXLOGD("onTouchesMoved detected, X:{} Y:{}", t->getLocation().x, t->getLocation().y);
}
}
void MainScene::onTouchesEnded(const std::vector<ax::Touch*>& touches, ax::Event* event)
{
for (auto&& t : touches)
{
// AXLOGD("onTouchesEnded detected, X:{} Y:{}", t->getLocation().x, t->getLocation().y);
}
}
bool MainScene::onMouseDown(Event* event)
{
EventMouse* e = static_cast<EventMouse*>(event);
// AXLOGD("onMouseDown detected, Key: %d", static_cast<int>(e->getMouseButton()));
return true;
}
bool MainScene::onMouseUp(Event* event)
{
EventMouse* e = static_cast<EventMouse*>(event);
AXLOGD("onMouseUp detected, Key: %d", static_cast<int>(e->getMouseButton()));
return true;
}
bool MainScene::onMouseMove(Event* event)
{
EventMouse* e = static_cast<EventMouse*>(event);
// AXLOGD("onMouseMove detected, X:{} Y:{}", e->getCursorX(), e->getCursorY());
return true;
}
bool MainScene::onMouseScroll(Event* event)
{
EventMouse* e = static_cast<EventMouse*>(event);
// AXLOGD("onMouseScroll detected, X:{} Y:{}", e->getScrollX(), e->getScrollY());
return true;
}
void MainScene::onKeyPressed(EventKeyboard::KeyCode code, Event* event)
{
AXLOGD("Scene: #{} onKeyPressed, keycode: {}", _sceneID, static_cast<int>(code));
}
void MainScene::onKeyReleased(EventKeyboard::KeyCode code, Event* event)
{
AXLOGD("onKeyReleased, keycode: %d", static_cast<int>(code));
}
void MainScene::update(float delta)
{
switch (_gameState)
{
case GameState::init:
{
_gameState = GameState::update;
break;
}
case GameState::update:
{
/////////////////////////////
// Add your codes below...like....
//
// UpdateJoyStick();
// UpdatePlayer();
// UpdatePhysics();
// ...
break;
}
case GameState::pause:
{
/////////////////////////////
// Add your codes below...like....
//
// anyPauseStuff()
break;
}
case GameState::menu1:
{ /////////////////////////////
// Add your codes below...like....
//
// UpdateMenu1();
break;
}
case GameState::menu2:
{ /////////////////////////////
// Add your codes below...like....
//
// UpdateMenu2();
break;
}
case GameState::end:
{ /////////////////////////////
// Add your codes below...like....
//
// CleanUpMyCrap();
menuCloseCallback(this);
break;
}
} // switch
}
void MainScene::menuCloseCallback(ax::Object* sender)
{
// Close the axmol game scene and quit the application
_director->end();
/*To navigate back to native iOS screen(if present) without quitting the application ,do not use
* _director->end() as given above,instead trigger a custom event created in RootViewController.mm
* as below*/
// EventCustom customEndEvent("game_scene_close_event");
//_eventDispatcher->dispatchEvent(&customEndEvent);
}
MainScene::MainScene()
{
_sceneID = ++s_sceneID;
AXLOGD("Scene: ctor: #{}", _sceneID);
}
MainScene::~MainScene()
{
AXLOGD("~Scene: dtor: #{}", _sceneID);
if (_touchListener)
_eventDispatcher->removeEventListener(_touchListener);
if (_keyboardListener)
_eventDispatcher->removeEventListener(_keyboardListener);
if (_mouseListener)
_eventDispatcher->removeEventListener(_mouseListener);
_sceneID = -1;
}

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/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
https://axmol.dev/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#pragma once
#include "axmol.h"
class MainScene : public ax::Scene
{
enum class GameState
{
init = 0,
update,
pause,
end,
menu1,
menu2,
};
public:
bool init() override;
void update(float delta) override;
// touch
void onTouchesBegan(const std::vector<ax::Touch*>& touches, ax::Event* event);
void onTouchesMoved(const std::vector<ax::Touch*>& touches, ax::Event* event);
void onTouchesEnded(const std::vector<ax::Touch*>& touches, ax::Event* event);
// mouse
bool onMouseDown(ax::Event* event);
bool onMouseUp(ax::Event* event);
bool onMouseMove(ax::Event* event);
bool onMouseScroll(ax::Event* event);
// Keyboard
void onKeyPressed(ax::EventKeyboard::KeyCode code, ax::Event* event);
void onKeyReleased(ax::EventKeyboard::KeyCode code, ax::Event* event);
// a selector callback
void menuCloseCallback(ax::Object* sender);
MainScene();
~MainScene() override;
private:
GameState _gameState = GameState::init;
ax::EventListenerTouchAllAtOnce* _touchListener = nullptr;
ax::EventListenerKeyboard* _keyboardListener = nullptr;
ax::EventListenerMouse* _mouseListener = nullptr;
int _sceneID = 0;
};