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* Initial commit of the skeleton application, everything appears to w…
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…ork when its not in "debug" mode.
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swquinn committed Jul 1, 2012
1 parent ef67566 commit 918d843
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2 changes: 2 additions & 0 deletions .gitignore
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/build
21 changes: 18 additions & 3 deletions README.md
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cocos2d-html5-requirejs-skeleton
================================
Cocos2D-HTML5 and RequireJS Integration Skeleton
=============

A skeleton for integrating both Cocos2d-HTML5 and RequireJS together.
This is a skeleton project attempting to integrate both [Cocos2D-html5][1] and [RequireJS][2]. Hopefully it will prove to be a useful resource and save at least one person some time and effort should they decide to try and integrate the two libraries.

Debug vs. Non-Debug Mode for Cocos2d-html5
-------------

Cocos2d supports either a minified library or referencing the individual source files (I'm going to refer to the latter as _debug_ mode, as that seems to be the nomenclature in the cocos2d files). This skeleton is based on the Helloworld example found in the Cocos2d-html5 package, and when not run in debug mode, it seems to run correctly.

However as of today (July 1st, 2012) running in debug mode causes an exception because the Cocos2d dependencies aren't loaded by the time the `App`, `AppDelegate`, and `Helloworld` modules are loaded. I've put out a call for help in understanding how I can make this work with RequireJS while in debug mode, and hopefully I can find a resolution, because nobody likes trying to track down an error in minified code!

Toggling Debug Mode On-and-Off
-------------

In order to toggle debug mode on or off, simply go into the `app.config.js` file and set the property `isDebug` appropriately (`true` for **on**, `false` for **off**).

[1]: http:https://www.cocos2d-x.org "Cocos2d-html5"
[2]: http:https://www.requirejs.org "RequireJS"
31 changes: 31 additions & 0 deletions app.config.js
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/*
*
*/

var appConfig = {
/* (non-JSDoc)
* The base URL, prepended to all files loaded via the loadjs() function.
*/
baseUrl: './',

/* (non-JSDoc)
* Whether or not this script should attempt loading the production or
* development code.
*/
isDebug: false,

/* (non-JSDoc)
* Whether or not to use require JS.
*/
useRequireJs: true,

/* (non-JSDoc)
* The modules supported when loading
*/
modules: {
'cocos2d-0.5.0-alpha2': {
version: '0.5.0-alpha2',
path: 'lib/dev/cocos2d-html5-v0.5.0-alpha2/'
}
}
}
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66 changes: 66 additions & 0 deletions assets/js/App.js
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/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011 Zynga Inc.
http:https://www.cocos2d-x.org
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.
****************************************************************************/

/* (non-JSdoc)
* Modified original HelloWorld sample from Cocos2D-HTML5 package to use
* RequireJS.
*/
define(function (require, exports, modules) {
var cocos2d = require('cocos2d');
var AppDelegate = require('Assets/AppDelegate');

var Application = function() {
cc.COCOS2D_DEBUG = 2;
cc._DEBUG = 1;
cc._IS_RETINA_DISPLAY_SUPPORTED = 0;
};

Application.prototype = {

initialize: function() {
cc.setup("gameCanvas");
cc.AudioManager.sharedEngine().init("mp3");
cc.AppDelegate = AppDelegate;

// ** We are ready to run the game
cc.Loader.shareLoader().onloading = function () {
cc.LoaderScene.shareLoaderScene().draw();
};

cc.Loader.shareLoader().onload = function () {
cc.AppController.shareAppController().didFinishLaunchingWithOptions();
};

// ** Preload resources
cc.Loader.shareLoader().preload([
{type:"image", src:"assets/images/HelloWorld.png"},
{type:"image", src:"assets/images/CloseNormal.png"},
{type:"image", src:"assets/images/CloseSelected.png"}
]);
}
}
return Application;
});
83 changes: 83 additions & 0 deletions assets/js/AppDelegate.js
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/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011 Zynga Inc.
http:https://www.cocos2d-x.org
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.
****************************************************************************/

/* (non-JSdoc)
* Modified original HelloWorld sample from Cocos2D-HTML5 package to use
* RequireJS.
*/
define(function(require, exports, module) {
var cocos2d = require('cocos2d');
var Helloworld = require('Assets/Helloworld');

/**
* @brief The cocos2d Application.
* The reason for implement as private inheritance is to hide some interface call by CCDirector.
*/
var appDelegate = cc.Application.extend({
ctor:function () {
this._super();
},

/**
* @brief Implement for initialize OpenGL instance, set source path, etc...
*/
initInstance:function () {
return true;
},

/**
* @brief Implement CCDirector and CCScene init code here.
* @return true Initialize success, app continue.
* @return false Initialize failed, app terminate.
*/
applicationDidFinishLaunching:function () {
// initialize director
var director = cc.Director.sharedDirector();
director.setDisplayFPS(true);
director.setAnimationInterval(1.0 / 60);
var scene = Helloworld.scene();
director.runWithScene(scene);
return true;
},

/**
* @brief The function be called when the application enter background
* @param the pointer of the application
*/
applicationDidEnterBackground:function () {
cc.Director.sharedDirector().pause();
},

/**
* @brief The function be called when the application enter foreground
* @param the pointer of the application
*/
applicationWillEnterForeground:function () {
cc.Director.sharedDirector().resume();
}
});
return appDelegate;
});
113 changes: 113 additions & 0 deletions assets/js/Helloworld.js
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/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011 Zynga Inc.
http:https://www.cocos2d-x.org
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.
****************************************************************************/

/* (non-JSdoc)
* Modified original HelloWorld sample from Cocos2D-HTML5 package to use
* RequireJS.
*/
define(function(require) {
var cocos2d = require('cocos2d');

var Helloworld = cc.Layer.extend({
isMouseDown:false,
helloImg:null,
helloLabel:null,
circle:null,
sprite:null,

init:function () {

//////////////////////////////
// 1. super init first
this._super();

/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// ask director the window size
var size = cc.Director.sharedDirector().getWinSize();

// add a "close" icon to exit the progress. it's an autorelease object
var closeItem = cc.MenuItemImage.create(
"assets/images/CloseNormal.png",
"assets/images/CloseSelected.png",
this,
function () {
history.go(-1);
});
closeItem.setAnchorPoint(new cc.Point(0.5,0.5));

var menu = cc.Menu.create(closeItem, null);
menu.setPosition( cc.PointZero() );
this.addChild(menu, 1);
closeItem.setPosition(new cc.Point(size.width -20 , 20));

/////////////////////////////
// 3. add your codes below...
// add a label shows "Hello World"
// create and initialize a label
this.helloLabel = cc.LabelTTF.create("Hello World", "Arial", 38);
// position the label on the center of the screen
this.helloLabel.setPosition(cc.ccp(size.width / 2, size.height - 40));
// add the label as a child to this layer
this.addChild(this.helloLabel, 5);

var lazyLayer = new cc.LazyLayer();
this.addChild(lazyLayer);

// add "HelloWorld" splash screen"
this.sprite = cc.Sprite.create("assets/images/HelloWorld.png");
this.sprite.setAnchorPoint(cc.ccp(0.5, 0.5));
this.sprite.setPosition(cc.ccp(size.width / 2, size.height / 2));

lazyLayer.addChild(this.sprite, 0);

return true;
}
});

Helloworld.scene = function () {
// 'scene' is an autorelease object
var scene = cc.Scene.create();

// 'layer' is an autorelease object
var layer = this.node();
scene.addChild(layer);
return scene;
};
// implement the "static node()" method manually
Helloworld.node = function () {
var ret = new Helloworld();

// Init the helloworld display layer.
if (ret && ret.init()) {
return ret;
}

return null;
};
return Helloworld;
});
55 changes: 55 additions & 0 deletions build.xml
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<?xml version="1.0"?>
<project name="Javascript compress project" basedir="." default="compile">

<taskdef name="jscomp" classname="com.google.javascript.jscomp.ant.CompileTask"
classpath="${basedir}/../tools/compiler/compiler.jar"/>

<target name="compile">
<jscomp compilationLevel="simple" warning="quiet"
debug="false" output="cocos2d-html5-alpha-min.js">
<sources dir="${basedir}/../cocos2d">
<file name="platform/CCClass.js"/>
<file name="platform/CCCommon.js"/>
<file name="platform/platform.js"/>
<file name="cocoa/CCGeometry.js"/>
<file name="cocoa/CCSet.js"/>
<file name="cocoa/CCNS.js"/>
<file name="platform/CCTypes.js"/>
<file name="cocoa/CCAffineTransform.js"/>
<file name="support/CCPointExtension.js"/>
<file name="base_nodes/CCNode.js"/>
<file name="platform/CCMacro.js"/>
<file name="platform/CCConfig.js"/>
<file name="textures/CCTexture2D.js"/>
<file name="textures/CCTextureCache.js"/>
<file name="actions/CCAction.js"/>
<file name="actions/CCActionInterval.js"/>
<file name="actions/CCActionManager.js"/>
<file name="actions/CCActionEase.js"/>
<file name="layers_scenes_transitions_nodes/CCScene.js"/>
<file name="layers_scenes_transitions_nodes/CCLayer.js"/>
<file name="layers_scenes_transitions_nodes/CCTransition.js"/>
<file name="sprite_nodes/CCSprite.js"/>
<file name="label_nodes/CCLabelTTF.js"/>
<file name="text_input_node/CCIMEDispatcher.js"/>
<file name="touch_dispatcher/CCTouchDelegateProtocol.js"/>
<file name="touch_dispatcher/CCTouchHandler.js"/>
<file name="touch_dispatcher/CCTouchDispatcher.js"/>
<file name="keypad_dispatcher/CCKeypadDelegate.js"/>
<file name="keypad_dispatcher/CCKeypadDispatcher.js"/>
<file name="CCDirector.js"/>
<file name="CCScheduler.js"/>
<file name="CCLoader.js"/>
<file name="CCDrawingPrimitives.js"/>
<file name="platform/CCApplication.js"/>
<file name="platform/CCSAXParser.js"/>
<file name="platform/AppControl.js"/>
<file name="menu_nodes/CCMenuItem.js"/>
<file name="menu_nodes/CCMenu.js"/>
</sources>
<sources dir="${basedir}/../CocosDenshion">
<file name="SimpleAudioEngine.js"/>
</sources>
</jscomp>
</target>
</project>
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