Git Product home page Git Product logo

ccbreader's People

Contributors

birkemose avatar hactar avatar paulmoore avatar ricardoquesada avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar

ccbreader's Issues

Opacity Setting is incorrect.

CCBReader Version: #define kCCBVersion 5

Found a small bug of CCScale9Sprite when working the

Before bugfix:

- (void) updateWithBatchNode:(CCSpriteBatchNode *)batchnode rect:(CGRect)rect rotated:(BOOL)rotated capInsets:(CGRect)capInsets
{
    GLubyte opacity = opacity;   // opacity is always zero
          ......
}

After

- (void) updateWithBatchNode:(CCSpriteBatchNode *)batchnode rect:(CGRect)rect rotated:(BOOL)rotated capInsets:(CGRect)capInsets
{
    GLubyte opacity = self.opacity;   // opacity is assigned
          ......
}

The last version of CCBReader is not compatible with Cocos2d 2.1rc0

Hello,

I got some issues when since I added the last version of CCBReader with Cocos2D 2.1 rc0

in CCBAnimationManager.h
use "target" property instead of target

in CCScrollView
use "visible" instead of visible
use "grid" instead of grid
use "children" instead of children

in CCScale9Sprite
CCControlExtension/CCControl/Utils/CCScale9Sprite.m:30:17: Auto property synthesis will not synthesize property declared in a protocol

CCControlExtension/CCControl/Utils/CCScale9Sprite.m:571:26: Variable 'contentSize' is uninitialized when used within its own initialization
Use "contentSize" instead contentSize
Use "anchorPoint" instead anchorPoint

CCControlSwitch
"shaderProgram" <= shaderProgram
"texture" <= texture
"quad" <= quad

CCScale9Sprite.m
Incomplete implementation
Auto property synthesis will not synthesize property declared in a protocol

Thanks.

Cache for CCBReader?

Now the CCBReader need to read the data from the file, and parse the data everytime I create a CCNode by a ccbi file.

Is it possible to make a cache in the CCBReader?
If not copying the CCNode directly, at least remove the overhead of file I/O by caching the data?

Exception when adding a CCScale9Sprite to the a CCB

When putting a CCScale9Sprite on the CCLayer Interface file;
Cocos2d version: cocos2d-iphone v2.1
CCBReader version: #define kCCBVersion 5

Exception raise at the following location:
File: CCNode+CCBRelativePositioning.m

#ifdef __CC_PLATFORM_IOS
    [self setValue:[NSValue valueWithCGSize:absSize] forKey:propertyName];
#else
    [self setValue:[NSValue valueWithSize:NSSizeFromCGSize(absSize)] forKey:propertyName];
#endif 

It will be fine if the "[self setValue]" removed or create a method "setValue" in CCScale9Sprite.m

Sorry that I don't know how to fix it yet!

Regards,
ken

Invalid onDidLoadFromCCB call order

I have a scene with a CCBFile. I've noticed that sometimes, but not every time, the main scene onDidLoadFromCCB function is called before the one from the inner CCBFile, which causes some issues (such that the controller property isn't yet set on the inner CCBFile).

After a bit of investigation, the problem seems to be caused by CCBReader, which stores the animation managers in a dictionary with pointer values as keys.

When the BuilderReader load function goes through the nodesWithAnimationManagers, the order is then undefined.

CCControl isTouchEnabled issue

Hi,

I am having some issues with CCControl. If I call control.isTouchEnabled = NO, then call control.isTouchEnabled = YES again, the control will no longer work.

The reason is because the CCControl's implementation, it actually registers targeted delegates in onEnter and onExit, instead of overriding CCLayer's registerWithTouchDispatcher. The default CCLayer's registerWithTouchDispatcher behavior actually registers a standard delegate, which results the issue I am facing.

The way I solve it is by modifying CCControl. I override the registerWithTouchDispatcher function which registers a targeted delegate. Inside onEnter and onExit, I simply calls self.isTouchEnabled = YES or self.isTouchEnabled = NO (You can wrap that around macro to add self.mouseEnabled too). I also removed the self.isTouchEnabled inside init function too, so touch is only enabled after onEnter.

Thank you for your time for reading!

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.