#include "AppDelegate.h" #include "GameLayer.h" #include "CustomAudioManager.h" USING_NS_CC; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { } void AppDelegate::initGLContextAttrs() { GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8}; GLView::setGLContextAttrs(glContextAttrs); } static int register_all_packages() { return 0; } bool AppDelegate::applicationDidFinishLaunching() { auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLViewImpl::create("Sky Hunter"); director->setOpenGLView(glview); } #if(CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) glview->setFrameSize(480, 854);//sony xeria u #endif glview->setDesignResolutionSize(DESING_WIDTH, DESING_HEIGHT, ResolutionPolicy::EXACT_FIT); register_all_packages(); CustomAudioManager::getInstance()->preloadBackground("music/Cetus.wav"); CustomAudioManager::getInstance()->preloadEffect("music/explosion.wav"); CustomAudioManager::getInstance()->preloadEffect("music/hit.wav"); CustomAudioManager::getInstance()->preloadEffect("music/laser_shoot.wav"); auto scene = GameLayer::createScene(); director->runWithScene(scene); return true; } void AppDelegate::applicationDidEnterBackground() { Director::getInstance()->stopAnimation(); // pausar todos los sonidos CustomAudioManager::getInstance()->pauseAll(); } void AppDelegate::applicationWillEnterForeground() { Director::getInstance()->startAnimation(); // resume todos los sonidos CustomAudioManager::getInstance()->resumeAll(); }