main.cs 3.2 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. // Set the random seed
  23. setRandomSeed();
  24. // Set log mode.
  25. setLogMode(2);
  26. // Set profiler.
  27. //profilerEnable( true );
  28. // Controls whether the execution or script files or compiled DSOs are echoed to the console or not.
  29. // Being able to turn this off means far less spam in the console during typical development.
  30. setScriptExecEcho( false );
  31. // Controls whether all script execution is traced (echoed) to the console or not.
  32. trace( false );
  33. // Sets whether to ignore compiled TorqueScript files (DSOs) or not.
  34. $Scripts::ignoreDSOs = true;
  35. // The name of the company. Used to form the path to save preferences. Defaults to GarageGames
  36. // if not specified.
  37. // The name of the game. Used to form the path to save preferences. Defaults to C++ engine define TORQUE_GAME_NAME
  38. // if not specified.
  39. // Appending version string to avoid conflicts with existing versions and other versions.
  40. setCompanyAndProduct("Torque Game Engines", "Torque2D" );
  41. // Set module database information echo.
  42. ModuleDatabase.EchoInfo = false;
  43. // Set asset database information echo.
  44. AssetDatabase.EchoInfo = false;
  45. // Set the asset manager to ignore any auto-unload assets.
  46. // This cases assets to stay in memory unless assets are purged.
  47. AssetDatabase.IgnoreAutoUnload = true;
  48. // If you want your game to start directly instead of first starting the Project Manager, you can load it here. This is an example using the toybox.
  49. //ModuleDatabase.scanModules( "./toybox" );
  50. //ModuleDatabase.LoadExplicit( "AppCore" );
  51. // Starts the editor.
  52. exec("./editor/main.cs");
  53. //-----------------------------------------------------------------------------
  54. function onExit()
  55. {
  56. // Unload the AppCore or EditorCore modules.
  57. if(isObject(EditorManager))
  58. {
  59. EditorManager.unloadGroup( "EditorGroup" );
  60. }
  61. if(isObject(AppCore))
  62. {
  63. ModuleDatabase.unloadExplicit( "AppCore" );
  64. }
  65. }
  66. function androidBackButton(%val)
  67. {
  68. if (%val) {
  69. //Add code here for other options the back button can do like going back a screen. the quit should happen at your main menu.
  70. quit();
  71. }
  72. }