根据cocos2d-x游戏原理当home键或者锁屏键被按下,游戏处于后台状态就会调用AppDelegate.cpp里面的方法applicationDidEnterBackground()
其实按照这个方法的意思就可以知道到底是怎么回事了。所以我们就在这个方法内部写自己的东西。
首先,我说一下原理, 自己写了一个Dialog 模态对话框(这个可以搜到), 然后写了自己写了一个方法
CCScene *PauseLayer::scene(CCRenderTexture *sqr, bool isFlip) { CCScene *scene = CCScene::create(); CCSize size = CCDirector::sharedDirector()->getWinSize(); CCSprite *_spr = CCSprite::createWithTexture(sqr->getSprite()->getTexture()); _spr->setPosition(ccp(size.width / 2, size.height / 2)); _spr->setFlipY(isFlip); _spr->setColor(ccGRAY); scene->addChild(_spr); PauseLayer* layer = PauseLayer::create(); scene->addChild(layer); return scene; }
在applicationDidEnterBackground()里面这样写:
void AppDelegate::applicationDidEnterBackground() { CCDirector::sharedDirector()->stopAnimation(); SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); CCSize size = CCDirector::sharedDirector()->getWinSize(); CCRenderTexture* renderTexture = CCRenderTexture::create(size.width, size.height); renderTexture->retain(); CCScene *s = CCDirector::sharedDirector()->getRunningScene(); CCLog("%d", s->getTag()); if (s->getTag() == 30) { renderTexture->begin(); s->visit(); renderTexture->end(); CCScene* pause = PauseLayer::scene(renderTexture, true); pause->setTag(30+1); CCDirector::sharedDirector()->pushScene(pause); }else { CCLog("do nothing"); } }
当写了以上代码后 成功运行在android上面,但是发现游戏暂停是暂停了 但是背景音乐没有暂停,这个时候就得说起另外一个方法applicationWillEnterForeground 当home键以后再进入游戏就会执行这个
所以我这样写的:
CCDirector::sharedDirector()->startAnimation(); int tag = CCDirector::sharedDirector()->getRunningScene()->getTag(); switch (tag) { case 30: CCLog("Tag = 30 do nothing"); break; case 31: CCLog("Tag = 31 do nothing"); break; default: CCLog("Tag = other do something"); SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); break; }
void PauseLayer::NextMenuItemCallback(CCObject *pSender) { SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); CCDirector::sharedDirector()->popScene(); }
效果图: