How to eliminate cocos blue screen in release android

Hello,

I have a game made with cocos2d-js in which we targeted android and ios.
We released the IOS version without any problem, the splash screen appears there just well but in the android version
we have problems with this because even in release the blue screen of cocos pops out and it does not launch the games
until we press play.

Is there something am i missing?

Thank you,
Alex

Edit: I’m using cocos2d-js v3.3

This is really basic I’m sure it has to be something that I am missing. I have been searching in the java / c++ code and I have seen that the AppDelegate.cpp it’s the code between loading resources and showing the game.

Also in application.mk

ifeq ($(NDK_DEBUG),1)
APP_CPPFLAGS += -DCOCOS2D_DEBUG=1
APP_OPTIM := debug
else
APP_CPPFLAGS += -DNDEBUG
APP_OPTIM := release
endif

NDK_DEBUG is always 0 although I’m doing the release in cocos ide but even changing the if to go to the second condition always the only thing i get is a black screen.

So I thought I would put a splash scene in AppDelegate but it did not work. I’m a bit stuck here any help is welcome

Code of splash:

In AppDelegate.cpp:

(…)
director->setAnimationInterval(1.0 / 60);

//SplashScene::scene();
CCScene *pScene = SplashScene::scene();
director->runWithScene(pScene);

ScriptingCore* sc = ScriptingCore::getInstance();
sc->addRegisterCallback(register_all_cocos2dx);

(…)

SplashScene.cpp

#include "SplashScene.h"
#include <iostream>
#include <sstream>

using namespace cocos2d;
using std::ostringstream;

CCScene* SplashScene::scene()
{
    // 'scene' is an autorelease object
    CCScene *scene = CCScene::create();
    
    // 'layer' is an autorelease object
    SplashScene *layer = SplashScene::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;

    //std::cout << "HOLA" << std::endl;
    //dbgprint("\nHOLA");

    //return nullptr;
}


// on "init" you need to initialize your instance
bool SplashScene::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !CCLayerColor::initWithColor(Color4B(255, 0, 0, 255)) )
    {
        return false;
    }
    /*CCSize winSize = CCDirector::sharedDirector()->getWinSize();
    //CCSprite *splash = CCSprite::create("default_loading.png");
    CCSprite *splash = CCSprite::create("default_loading.png",
        CCRectMake(0, 0, 720, 960) );
    splash->setPosition(winSize.width * 0.5f, winSize.height * 0.5f);
    addChild(splash, 10);*/

    return true;
}

SplashScene.h

#ifndef SPLASH_SCENE_H
#define SPLASH_SCENE_H

#include “cocos2d.h”
#include “dbgprint.h”

class SplashScene : public cocos2d::CCLayerColor
{

public:

// Method 'init' in cocos2d-x returns bool, instead of 'id' in cocos2d-iphone (an object pointer)
virtual bool init();
// there's no 'id' in cpp, so we recommend to return the class instance pointer
static cocos2d::CCScene* scene();
CREATE_FUNC(SplashScene);

private:

};

#endif // SPLASH_SCENE_H