Please answer these questions to help fix this issue:
This is my AppDelegate.cpp
`#include “AppDelegate.h”
#include “HelloWorldScene.h”
USING_NS_CC;
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate()
{
}
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLView::create(“My Game”);
director->setOpenGLView(glview);
}
// turn on display FPS
director->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
//multiple resolution block code
auto fileUtils = FileUtils::getInstance();
auto screenSize = glview->getFrameSize();
auto designSize = glview->setDesignResolutionSize(480, 320, ResolutionPolicy::NO_BORDER);
std::vector<std::string> resDirOrders;
if(screenSize.width > designSize.width)
{
resDirOrders.push_back("hd");
director->setContentScaleFactor(screenSize.width / designSize.width);
}
else
{
resDirOrders.push_back("sd");
director->setContentScaleFactor(screenSize.width / designSize.width);
}
fileUtils->setSearchPaths(resDirOrders);
// create a scene. it's an autorelease object
auto scene = HelloWorld::createScene();
// run
director->runWithScene(scene);
return true;
}
// This function will be called when the app is inactive. When comes a phone call,it’s be invoked too
void AppDelegate::applicationDidEnterBackground() {
Director::getInstance()->stopAnimation();
// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
`
when i run the code… the game crashes… clearly there is something wrong in the code… help me fix it
cocos2d-x v3.0 final
reply me.