#include "AppDelegate.h" #include "CCLuaEngine.h" #include "SimpleAudioEngine.h" #include "cocos2d.h" #include "ide-support/CodeIDESupport.h" #include "runtime/Runtime.h" // Lua #include "ide-support/RuntimeLuaImpl.h" // Js #include "ide-support/RuntimeJsImpl.h" using namespace CocosDenshion; USING_NS_CC; using namespace std; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { SimpleAudioEngine::end(); // NOTE:Please don't remove this call if you want to debug with Cocos Code IDE RuntimeEngine::getInstance()->end(); } // if you want a different context, modify the value of glContextAttrs // it will affect all platforms void AppDelegate::initGLContextAttrs() { // set OpenGL context attributes: red,green,blue,alpha,depth,stencil GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8}; GLView::setGLContextAttrs(glContextAttrs); } bool AppDelegate::applicationDidFinishLaunching() { // set default FPS Director::getInstance()->setAnimationInterval(1.0 / 60.0f); auto runtimeEngine = RuntimeEngine::getInstance(); runtimeEngine->setEventTrackingEnable(true); runtimeEngine->addRuntime(RuntimeLuaImpl::create(), kRuntimeEngineLua); auto jsRuntime = RuntimeJsImpl::create(); runtimeEngine->addRuntime(jsRuntime, kRuntimeEngineJs); runtimeEngine->start(); // js need special debug port if (runtimeEngine->getProjectConfig().getDebuggerType() != kCCRuntimeDebuggerNone) { jsRuntime->startWithDebugger(); } // Runtime end cocos2d::log("iShow!"); return true; } // This function will be called when the app is inactive. Note, when receiving a phone call it is invoked. void AppDelegate::applicationDidEnterBackground() { Director::getInstance()->stopAnimation(); SimpleAudioEngine::getInstance()->pauseBackgroundMusic(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { Director::getInstance()->startAnimation(); SimpleAudioEngine::getInstance()->resumeBackgroundMusic(); }