请教一个关于cocos2d的问题

我正在学习cocos2d-iphone,现在刚开始不久就遇到了问题。。。我用的是0.99.5的版本,我想写一个游戏刚进去的菜单,只是一个单纯的菜单,没有写其它东西。代码编译能通过,可模拟器在运行时只显示个cocos2d的logo就退出来了,求高手帮忙看看是哪的问题,下面是主要代码:

我写的菜单SysMenu:

SysMenu.h:

[lang=
#import <Foundation/Foundation.h>
#import “cocos2d.h”

@interface SysMenu : CCLayer {

}

  • (id) scene;

@end
]

SysMenu.m:

[lang=
#import “SysMenu.h”

@implementation SysMenu

  • (id) scene
    {
    CCScene *scene = ;

    SysMenu *layer = ;

    ;

    return scene;
    }

  • (id) init
    {
    self = ;
    if (self) {
    CCSprite *sp = ;
    sp.anchorPoint = CGPointZero;

      ;
      
      ;
      ;
      
      CCMenuItem *newGame = [CCMenuItemFont
      						   itemFromString:@"New Game" target:self
      						   selector:@selector(newGame:)];
      CCMenuItem *loadGame = [CCMenuItemFont
      							itemFromString:@"Load Game" target:self
      							selector:@selector(loadGame:)];
      CCMenuItem *setting = [CCMenuItemFont
      						   itemFromString:@"Setting" target:self
      						   selector:@selector(OnSettings:)];
      CCMenuItem *help = [CCMenuItemFont
      					itemFromString:@"Help" target:self
      					selector:@selector(help:)];
      CCMenuItem *quit = [CCMenuItemFont
      					itemFromString:@"Quit" target:self
      					selector:@selector(quit:)];
      
      CCMenu *mn = ;
      
      ;
      
      ;
    

    }

    return self;
    }

@end

]

cocos2d-iphone模板自带的两个文件,×××AppDelegate.h和×××AppDelegate.m,我一直不太明白这两个文件是干嘛的,具体怎么用,也请各位大大顺便解答一下,下面是我这工程的这两个文件(我觉得很可能问题就出在这儿):

×××AppDelegate.h:

[lang=
#import <UIKit/UIKit.h>

@class RootViewController;

@interface JustMine_LayerAppDelegate : NSObject {
UIWindow *window;
RootViewController *viewController;
}

@property (nonatomic, retain) UIWindow *window;

@end
]

***AppDelegate.m:

[lang=
#import “cocos2d.h”

#import “JustMine_LayerAppDelegate.h”
#import “GameConfig.h”
#import “RootViewController.h”
#import “SysMenu.h”

@implementation JustMine_LayerAppDelegate

@synthesize window;

  • (void) removeStartupFlicker
    {
    //
    // THIS CODE REMOVES THE STARTUP FLICKER
    //
    // Uncomment the following code if you Application only supports landscape mode
    //
    #if GAME_AUTOROTATION == kGameAutorotationUIViewController

// CC_ENABLE_DEFAULT_GL_STATES();
// CGSize size = ;
// CCSprite *sprite = ;
// sprite.position = ccp(size.width/2, size.height/2);
// sprite.rotation = -90;
// ;
// ;
// CC_ENABLE_DEFAULT_GL_STATES();

#endif // GAME_AUTOROTATION == kGameAutorotationUIViewController
}

  • (void) applicationDidFinishLaunching:(UIApplication*)application
    {
    // Init the window
    window = initWithFrame: bounds]];

    // Try to use CADisplayLink director
    // if it fails (SDK < 3.1) use the default director
    if( ! )
    ;

    CCDirector *director = ;

    // Init the View Controller
    viewController = initWithNibName:nil bundle:nil];
    viewController.wantsFullScreenLayout = YES;

    //
    // Create the EAGLView manually
    // 1. Create a RGB565 format. Alternative: RGBA8
    // 2. depth format of 0 bit. Use 16 or 24 bit for 3d effects, like ageTurnTransition
    //
    //
    EAGLView *glView =
    pixelFormat:kEAGLColorFormatRGB565 // kEAGLColorFormatRGBA8
    depthFormat:0 // GL_DEPTH_COMPONENT16_OES
    ];

    // attach the openglView to the director
    ;

// // Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices
// if( ! )
// CCLOG(@“Retina Display Not supported”);

//
// VERY IMPORTANT:
// If the rotation is going to be controlled by a UIViewController
// then the device orientation should be "Portrait".
//
// IMPORTANT:
// By default, this template only supports Landscape orientations.
// Edit the RootViewController.m file to edit the supported orientations.
//

#if GAME_AUTOROTATION == kGameAutorotationUIViewController
;
#else
;
#endif

;
;


// make the OpenGLView a child of the view controller
;

// make the View Controller a child of the main window
;

;

// Default texture format for PNG/BMP/TIFF/JPEG/GIF images
// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
// You can change anytime.
;


// Removes the startup flicker
;

// Run the intro Scene
 runWithScene: ];		

}

  • (void)applicationWillResignActive:(UIApplication *)application {
    pause];
    }

  • (void)applicationDidBecomeActive:(UIApplication *)application {
    resume];
    }

  • (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
    purgeCachedData];
    }

-(void) applicationDidEnterBackground:(UIApplication*)application {
stopAnimation];
}

-(void) applicationWillEnterForeground:(UIApplication*)application {
startAnimation];
}

  • (void)applicationWillTerminate:(UIApplication *)application {
    CCDirector *director = ;

    removeFromSuperview];

    ;

    ;

    ;
    }

  • (void)applicationSignificantTimeChange:(UIApplication *)application {
    setNextDeltaTimeZero:YES];
    }

  • (void)dealloc {
    release];
    ;
    ;
    }

@end

]

-(void) newGame:(id)sender{}
等几个按钮对应的方法有没有写上去??

我已经找到问题所在了,就是你说的这个原因,这几个函数没写。。。

把调试模式下控制台的信息贴一下呢,看看是具体是什么错误信息。