{"action":"closed","issue":{"url":"https://api.github.com/repos/NatWeiss/RapidGame/issues/23","labels_url":"https://api.github.com/repos/NatWeiss/RapidGame/issues/23/labels{/name}","comments_url":"https://api.github.com/repos/NatWeiss/RapidGame/issues/23/comments","events_url":"https://api.github.com/repos/NatWeiss/RapidGame/issues/23/events","html_url":"https://github.com/NatWeiss/RapidGame/issues/23","id":96212838,"number":23,"title":"Differences from games created with plain cocos2d-x","user":{"login":"jonnyijapan","id":278883,"avatar_url":"https://avatars.githubusercontent.com/u/278883?v=3","gravatar_id":"","url":"https://api.github.com/users/jonnyijapan","html_url":"https://github.com/jonnyijapan","followers_url":"https://api.github.com/users/jonnyijapan/followers","following_url":"https://api.github.com/users/jonnyijapan/following{/other_user}","gists_url":"https://api.github.com/users/jonnyijapan/gists{/gist_id}","starred_url":"https://api.github.com/users/jonnyijapan/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/jonnyijapan/subscriptions","organizations_url":"https://api.github.com/users/jonnyijapan/orgs","repos_url":"https://api.github.com/users/jonnyijapan/repos","events_url":"https://api.github.com/users/jonnyijapan/events{/privacy}","received_events_url":"https://api.github.com/users/jonnyijapan/received_events","type":"User","site_admin":false},"labels":[],"state":"closed","locked":false,"assignee":null,"milestone":null,"comments":1,"created_at":"2015-07-21T02:51:42Z","updated_at":"2015-07-23T05:12:46Z","closed_at":"2015-07-23T05:12:46Z","body":"I'm still not very familiar with cocos2d-x itself, but it seems that the game template created by RapidGame differs from the template created by cocos2d-x, specifically the one I created with v3.5.\r\nThe project I work on now, is a template I created recently with RapidGame and it uses cocos2d-x v3.6 so the difference might stem from that version change, however:\r\n\r\nThe iOS AppController.mm is different in the app state change hooks like the one below. In cocos2d-x v3.5 it actually does nothing \"anymore\":\r\n\r\n```\r\n- (void)applicationWillResignActive:(UIApplication *)application {\r\n    /*\r\n     Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.\r\n     Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.\r\n     */\r\n     //We don't need to call this method any more. It will interupt user defined game pause&resume logic\r\n    /* cocos2d::Director::getInstance()->pause(); */\r\n}\r\n```\r\n\r\nWith rapidgame-cocos2d v3.6 it looks like it does that code \"again\":\r\n\r\n```\r\n-(void) applicationWillResignActive:(UIApplication*)application\r\n{\r\n\tDirector::getInstance()->pause();\r\n}\r\n```\r\n\r\nWhich is the correct one really?\r\n\r\n\r\n\r\nOn another note, I noticed that \"the way\" to create scenes with RapidGame-cocos2d3.6 is to just subclass cocos2d::Scene and then do replaceScene etc with that. With Cocos2dx3.5 I always subclassed Layer or similar, then had a createScene which made a Scene and then added the layer as a child etc. I think the RapidGame way is more sleak of course and I'm just changing my scenes around at the moment to work with that - because if I did not do that I encountered a serious error when transitioning between scenes - cocos2dx complained about nodes that were still active at the time they were deallocated, or something like that. That problem only went away when I changed the way scenes are subclassed as described above. Any light?\r\n\r\n"}}