added new method to JSoundSystem to pause music. Previously, "pause" meant kill the music and "resume" effectively restarted the music. iOS will now pause and resume appropriately
modified pc and android impls to ensure new calls are made. These still have the same effective outcome (kill and start) until the equivalent is coded on these platforms to pause and resume the music. fixed bug with iOS sound effects not playing. Forgot to assign the key to the associated music sample
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@@ -362,6 +362,37 @@ static NSString *_MY_AD_WHIRL_APPLICATION_KEY_IPAD = @"2e70e3f3da40408588b9a3170
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}
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}
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#pragma mark -
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#pragma mark Game life cycle methods
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- (void)destroyGame
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{
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g_engine->SetApp(NULL);
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if (g_app)
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{
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g_app->Destroy();
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delete g_app;
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g_app = NULL;
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}
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JGE::Destroy();
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g_engine = NULL;
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}
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- (void)pauseGame
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{
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[self stopAnimation];
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g_engine->Pause();
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}
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- (void)resumeGame
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{
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[self startAnimation];
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g_engine->Resume();
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}
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#pragma mark -
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#pragma mark Gesture Recognizer callbacks
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@@ -429,6 +460,11 @@ static NSString *_MY_AD_WHIRL_APPLICATION_KEY_IPAD = @"2e70e3f3da40408588b9a3170
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- (void)handleSingleTap: (UITapGestureRecognizer *) recognizer {
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[[[recognizer view] layer] removeAllAnimations];
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if (g_engine->IsPaused())
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{
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[self resumeGame];
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return;
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}
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currentLocation = [recognizer locationInView: self];
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ES2Renderer* es2renderer = (ES2Renderer*)renderer;
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int actualWidth = (int) JRenderer::GetInstance()->GetActualWidth();
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@@ -559,14 +595,6 @@ static NSString *_MY_AD_WHIRL_APPLICATION_KEY_IPAD = @"2e70e3f3da40408588b9a3170
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//These are the methods for the AdWhirl Delegate, you have to implement them
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#pragma mark AdWhirlDelegate methods
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- (void) resumeGame {
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g_engine->Resume();
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}
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- (void) pauseGame
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{
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g_engine->Pause();
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}
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- (void)adWhirlWillPresentFullScreenModal {
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//It's recommended to invoke whatever you're using as a "Pause Menu" so your
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