about summary refs log tree commit diff stats
path: root/data/maps/the_great/rooms/Back Area.txtpb
diff options
context:
space:
mode:
authorStar Rauchenberger <fefferburbia@gmail.com>2025-10-25 12:10:01 -0400
committerStar Rauchenberger <fefferburbia@gmail.com>2025-10-25 12:10:01 -0400
commit131844fc133e2b1c2a4fccaa8a8a542f10d47265 (patch)
tree58e3f71b102a1c19066034e5dd01596dfd8e592d /data/maps/the_great/rooms/Back Area.txtpb
parentac92f55dcebaa740dc2996f2bd0f156997741dcc (diff)
downloadlingo2-archipelago-131844fc133e2b1c2a4fccaa8a8a542f10d47265.tar.gz
lingo2-archipelago-131844fc133e2b1c2a4fccaa8a8a542f10d47265.tar.bz2
lingo2-archipelago-131844fc133e2b1c2a4fccaa8a8a542f10d47265.zip
The Fuzzy is playable now
Diffstat (limited to 'data/maps/the_great/rooms/Back Area.txtpb')
0 files changed, 0 insertions, 0 deletions
href='#n143'>143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246
//
//  Cart_CollectAppDelegate.m
//  Cart Collect
//
//  Created by iD Student Account on 7/18/11.
//  Copyright __MyCompanyName__ 2011. All rights reserved.
//

#import "cocos2d.h"

#import "Cart_CollectAppDelegate.h"
#import "GameConfig.h"
#import "GameMode.h"
#import "RootViewController.h"
#import "MainMenuLayer.h"
#import "TestFlight.h"

@implementation Cart_CollectAppDelegate

@synthesize window, viewController;

- (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
{
    // REMOVE THIS LINE FOR RELEASE BUILDS
    [TestFlight takeOff:@"66a3925c85c93e7628c14d167ff6c1b7_MjM4MTEyMDExLTA4LTE3IDEzOjEyOjQ4Ljg2NDE2OQ"];
    
	[[UIApplication sharedApplication] setIdleTimerDisabled:YES];
	
	NSMutableDictionary* registerDefaults = [NSMutableDictionary dictionaryWithObjectsAndKeys:
                                             @"", @"username",
                                             [NSNumber numberWithBool:YES], @"submitScore",
                                             nil];
	[[NSUserDefaults standardUserDefaults] registerDefaults:registerDefaults];
	
	// 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:kCCDeviceOrientationPortrait];
#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: [MainMenuLayer 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];
    
    [[NSUserDefaults standardUserDefaults] synchronize];
	
	if ([[CCDirector sharedDirector] runningScene].tag == GAME_SCENE)
	{
        [((GameMode*)[[[CCDirector sharedDirector] runningScene] getChildByTag:GAME_LAYER]) pause];
	}
}

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

- (void)applicationWillTerminate:(UIApplication *)application {
	CCDirector *director = [CCDirector sharedDirector];
	
	sqlite3_close([Cart_CollectAppDelegate database]);
	
	[[director openGLView] removeFromSuperview];
	
	[viewController release];
	
	[window release];
	
	[director end];	
}

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

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

+ (sqlite3*)database
{
	static sqlite3* database = nil;
	
	if (database == nil)
	{
		NSString* databaseName = @"cartdata.sqlite3";
		NSArray* documentPaths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
		NSString* documentsDir = [documentPaths objectAtIndex:0];
		NSString* databasePath = [documentsDir stringByAppendingPathComponent:databaseName];
		NSFileManager* fileManager = [NSFileManager defaultManager];
        NSUserDefaults* userDefaults = [NSUserDefaults standardUserDefaults];
		
		if (![fileManager fileExistsAtPath:databasePath])
		{
			NSString* databasePathFromApp = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:databaseName];
			[fileManager copyItemAtPath:databasePathFromApp toPath:databasePath error:nil];
			
			[userDefaults setInteger:2 forKey:@"databaseVersion"];
		}
        
        if (sqlite3_open([databasePath UTF8String], &database) != SQLITE_OK)
		{
			NSLog(@"Failed to open database");
		}
		
        // Database migrations!
		if ([userDefaults integerForKey:@"databaseVersion"] < 1)
		{
			// Upgrade the database to version 1, which is completely unnecessary as no prior version exists
		}
        
        if ([userDefaults integerForKey:@"databaseVersion"] < 2)
		{
			// Database version 2 adds a "gameMode" column to highscores to allow for multiple highscore lists
            const char* sqlQuery = "ALTER TABLE highscores ADD gameMode varchar(255)";
            sqlite3_stmt* compiled_statement;
            
            if (sqlite3_prepare_v2(database, sqlQuery, -1, &compiled_statement, NULL) == SQLITE_OK)
            {
                sqlite3_step(compiled_statement);
                
                sqlQuery = "UPDATE highscores SET gameMode = \"Collect\"";
                if (sqlite3_prepare_v2(database, sqlQuery, -1, &compiled_statement, NULL) == SQLITE_OK)
                {
                    sqlite3_step(compiled_statement);
                
                    NSLog(@"Updated database to version 2.");
                    [userDefaults setInteger:2 forKey:@"databaseVersion"];
                } else {
                    NSLog(@"Error while updating database to version 2. '%s'", sqlite3_errmsg(database));
                }
            } else {
                NSLog(@"Error while updating database to version 2. '%s'", sqlite3_errmsg(database));
            }
		}
        
        // It's rather important that the database version gets saved
        [userDefaults synchronize];
	}
	
	return database;
}

@end