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star wars game
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axelhzf committed May 1, 2012
1 parent 73c395b commit 1397422
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1,031 changes: 1,031 additions & 0 deletions starwars/starwars.xcodeproj/project.pbxproj

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20 changes: 20 additions & 0 deletions starwars/starwars/AppDelegate.h
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//
// AppDelegate.h
// starwars
//
// Created by Axel Hernández Ferrera on 01/05/12.
// Copyright __MyCompanyName__ 2012. All rights reserved.
//

#import <UIKit/UIKit.h>

@class RootViewController;

@interface AppDelegate : NSObject <UIApplicationDelegate> {
UIWindow *window;
RootViewController *viewController;
}

@property (nonatomic, retain) UIWindow *window;

@end
159 changes: 159 additions & 0 deletions starwars/starwars/AppDelegate.m
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//
// AppDelegate.m
// starwars
//
// Created by Axel Hernández Ferrera on 01/05/12.
// Copyright __MyCompanyName__ 2012. All rights reserved.
//

#import "cocos2d.h"

#import "AppDelegate.h"
#import "GameConfig.h"
#import "HelloWorldLayer.h"
#import "RootViewController.h"

@implementation AppDelegate

@synthesize window;

- (void) removeStartupFlicker
{
//
// THIS CODE REMOVES THE STARTUP FLICKER
//
// Uncomment the following code if you Application only supports landscape mode
//
#if GAME_AUTOROTATION == kGameAutorotationUIViewController

// 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();

#endif // GAME_AUTOROTATION == kGameAutorotationUIViewController
}
- (void) applicationDidFinishLaunching:(UIApplication*)application
{
// Init the window
window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];

// Try to use CADisplayLink director
// if it fails (SDK < 3.1) use the default director
if( ! [CCDirector setDirectorType:kCCDirectorTypeDisplayLink] )
[CCDirector setDirectorType:kCCDirectorTypeDefault];


CCDirector *director = [CCDirector sharedDirector];

// Init the View Controller
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;

//
// 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
];

// attach the openglView to the director
[director setOpenGLView:glView];

// // 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");

//
// 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

[director setAnimationInterval:1.0/60];
[director setDisplayFPS:YES];


// make the OpenGLView a child of the view controller
[viewController setView:glView];

// make the View Controller a child of the main window
[window addSubview: viewController.view];

[window makeKeyAndVisible];

// 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];


// Removes the startup flicker
[self removeStartupFlicker];

// Run the intro Scene
[[CCDirector sharedDirector] runWithScene: [HelloWorldLayer scene]];
}


- (void)applicationWillResignActive:(UIApplication *)application {
[[CCDirector sharedDirector] pause];
}

- (void)applicationDidBecomeActive:(UIApplication *)application {
[[CCDirector sharedDirector] resume];
}

- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
[[CCDirector sharedDirector] purgeCachedData];
}

-(void) applicationDidEnterBackground:(UIApplication*)application {
[[CCDirector sharedDirector] stopAnimation];
}

-(void) applicationWillEnterForeground:(UIApplication*)application {
[[CCDirector sharedDirector] startAnimation];
}

- (void)applicationWillTerminate:(UIApplication *)application {
CCDirector *director = [CCDirector sharedDirector];

[[director openGLView] removeFromSuperview];

[viewController release];

[window release];

[director end];
}

- (void)applicationSignificantTimeChange:(UIApplication *)application {
[[CCDirector sharedDirector] setNextDeltaTimeZero:YES];
}

- (void)dealloc {
[[CCDirector sharedDirector] end];
[window release];
[super dealloc];
}

@end
45 changes: 45 additions & 0 deletions starwars/starwars/GameConfig.h
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//
// GameConfig.h
// starwars
//
// Created by Axel Hernández Ferrera on 01/05/12.
// Copyright __MyCompanyName__ 2012. All rights reserved.
//

#ifndef __GAME_CONFIG_H
#define __GAME_CONFIG_H

//
// Supported Autorotations:
// None,
// UIViewController,
// CCDirector
//
#define kGameAutorotationNone 0
#define kGameAutorotationCCDirector 1
#define kGameAutorotationUIViewController 2

//
// Define here the type of autorotation that you want for your game
//

// 3rd generation and newer devices: Rotate using UIViewController. Rotation should be supported on iPad apps.
// TIP:
// To improve the performance, you should set this value to "kGameAutorotationNone" or "kGameAutorotationCCDirector"
#if defined(__ARM_NEON__) || TARGET_IPHONE_SIMULATOR
#define GAME_AUTOROTATION kGameAutorotationUIViewController

// ARMv6 (1st and 2nd generation devices): Don't rotate. It is very expensive
#elif __arm__
#define GAME_AUTOROTATION kGameAutorotationNone


// Ignore this value on Mac
#elif defined(__MAC_OS_X_VERSION_MAX_ALLOWED)

#else
#error(unknown architecture)
#endif

#endif // __GAME_CONFIG_H

21 changes: 21 additions & 0 deletions starwars/starwars/GameLayer.h
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//
// HelloWorldLayer.h
// starwars
//
// Created by Axel Hernández Ferrera on 01/05/12.
// Copyright __MyCompanyName__ 2012. All rights reserved.
//


// When you import this file, you import all the cocos2d classes
#import "cocos2d.h"

// HelloWorldLayer
@interface HelloWorldLayer : CCLayer
{
}

// returns a CCScene that contains the HelloWorldLayer as the only child
+(CCScene *) scene;

@end
63 changes: 63 additions & 0 deletions starwars/starwars/GameLayer.m
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//
// HelloWorldLayer.m
// starwars
//
// Created by Axel Hernández Ferrera on 01/05/12.
// Copyright __MyCompanyName__ 2012. All rights reserved.
//


// Import the interfaces
#import "HelloWorldLayer.h"

// HelloWorldLayer implementation
@implementation HelloWorldLayer

+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];

// 'layer' is an autorelease object.
HelloWorldLayer *layer = [HelloWorldLayer node];

// add layer as a child to scene
[scene addChild: layer];

// return the scene
return scene;
}

// 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])) {

// create and initialize a Label
CCLabelTTF *label = [CCLabelTTF labelWithString:@"Hello World" fontName:@"Marker Felt" fontSize:64];

// ask director the the window size
CGSize size = [[CCDirector sharedDirector] winSize];

// position the label on the center of the screen
label.position = ccp( size.width /2 , size.height/2 );

// add the label as a child to this Layer
[self addChild: label];
}
return self;
}

// 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)

// don't forget to call "super dealloc"
[super dealloc];
}
@end
14 changes: 14 additions & 0 deletions starwars/starwars/Prefix.pch
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//
// Prefix header for all source files of the 'Test' target in the 'Test' project
//

#import <Availability.h>

#ifndef __IPHONE_3_0
#warning "This project uses features only available in iPhone SDK 3.0 and later."
#endif

#ifdef __OBJC__
#import <UIKit/UIKit.h>
#import <Foundation/Foundation.h>
#endif
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48 changes: 48 additions & 0 deletions starwars/starwars/Resources/Info.plist
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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>CFBundleIconFiles</key>
<array>
<string>Icon.png</string>
<string>Icon@2x.png</string>
<string>Icon-72.png</string>
<string>Icon-Small-50.png</string>
<string>Icon-Small.png</string>
<string>Icon-Small@2x.png</string>
</array>
<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>UIPrerenderedIcon</key>
<true/>
<key>UIStatusBarHidden</key>
<true/>
<key>UIRequiredDeviceCapabilities</key>
<dict>
<key>accelerometer</key>
<true/>
<key>opengles-1</key>
<true/>
</dict>
</dict>
</plist>
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16 changes: 16 additions & 0 deletions starwars/starwars/RootViewController.h
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//
// RootViewController.h
// starwars
//
// Created by Axel Hernández Ferrera on 01/05/12.
// Copyright __MyCompanyName__ 2012. All rights reserved.
//

#import <UIKit/UIKit.h>


@interface RootViewController : UIViewController {

}

@end

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