1: bool AppDelegate::applicationDidFinishLaunching() {
2: // initialize director 初始化导演
3: CCDirector* pDirector = CCDirector::sharedDirector();
4: //导演Director也是单例模式的,只能有一个导演
5: /* CCDirector* CCDirector::sharedDirector(void)
6: {
7: if (!s_SharedDirector) //导演不存在的时候
8: { //创建一个导演
9: s_SharedDirector = new CCDisplayLinkDirector();
10: s_SharedDirector->init();
11: }
12:
13: return s_SharedDirector; //返回导演
14: }
15: //单例模式的一个重要的实现方法,私有化构造函数和静态类指针
16: static CCDisplayLinkDirector *s_SharedDirector = NULL;
17: *****************************************************/
18: CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
19:
20: pDirector->setOpenGLView(pEGLView);
21:
22: // turn on display FPS turn on对准;对…进行突击
23: //display显示 (=feet per second)英尺/秒n.【摄】张 / 秒
24: pDirector->setDisplayStats(true);
25:
26: // set FPS. the default value is 1.0/60 if you don't call this
27: //设置FPS的默认值为60张每秒。
28: pDirector->setAnimationInterval(1.0 / 60);
29:
30: // create a scene. it's an autorelease object
31: //创建一个场景scene,他会自动释放对象(对象管理池)
32: CCScene *pScene = HelloWorld::scene(); //要做的事情都在这里,多数内容都加在这里面
33: // CCAction* CCAction::create()
34: // {
35: // CCAction * pRet = new CCAction();
36: // pRet->autorelease(); //对象调用创建的时候
37: // return pRet;
38: // }
39: //
40: // CCObject* CCObject::autorelease(void)
41: // { //将创建的对象加入到对象管理池
42: // CCPoolManager::sharedPoolManager()->addObject(this);
43: // return this;
44: // }
45: // //对象管理池也是单实例的
46: // CCPoolManager* CCPoolManager::sharedPoolManager()
47: // {
48: // if (s_pPoolManager == NULL)
49: // {
50: // s_pPoolManager = new CCPoolManager();
51: // }
52: // return s_pPoolManager;
53: // }
54: //
55: // void CCPoolManager::addObject(CCObject* pObject)
56: // {
57: // getCurReleasePool()->addObject(pObject);
58: // }
59:
60: // run 运行。由导演来使用这个场景
61: pDirector->runWithScene(pScene);
62: //返回成功
63: return true;
64: }