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  • Interacting with scene from controller/app delegate cocos2d

    - by cjroebuck
    I'm attempting to make my first cocos2d (for iphone) multiplayer game and having difficulty understanding how to interact with a scene once it is running. The game is a simple turn-based one and so I have a GameController class which co-ordinates the rounds. I also have a GameScene class which is the actual scene that is displayed during a round of the game. The basic interaction I need is for the GameController to be able to pass messages to the GameScene class.. such as StartRound/StopRound etc. The thing that complicates this is that I am loading the GameScene with a LoadingScene class which simply initialises the scene and replaces the current scene with this one, so there is no reference from GameController to GameScene, so passing messages is quite tricky. Does anyone have any ways to get around this, ideally I would still like to use a Loading class as it smooths out the memory hit when replacing scenes.

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  • Best way to prevent UIPanGestureRecognizer from firing when moving sprites in cocos2d

    - by cjroebuck
    Im using UIPanGestureRecognizer in my cocos2d game to do drag and drop of sprites. I have a row of sprites and when I drag a sprite on top of another one, the sprite underneath it and any other sprites between should shift left or right out of the way to allow space to drop the currently selected sprite. This is working ok, however, if I am too quick at dragging the sprite around the screen, this triggers another round of the UIPanGestureRecognizer's callback method, and screws up the logic, as the sprites are in-between shifting. I need a way to freeze the callback from firing, whilst the other sprites are shifting, then once they have finished moving, re-enable the callback to fire. Whats the best way to do this?

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  • Interacting with scene cocos2d

    - by cjroebuck
    I'm attempting to make my first cocos2d (for iphone) multiplayer game and having difficulty understanding how to interact with a scene once it is running. The game is a simple turn-based one and so I have a GameController class which co-ordinates the rounds. I also have a GameScene class which is the actual scene that is displayed during a round of the game. The basic interaction I need is for the GameController to be able to pass messages to the GameScene class.. such as StartRound/StopRound etc. The thing that complicates this is that I am loading the GameScene with a LoadingScene class which simply initialises the scene and replaces the current scene with this one, so there is no reference from GameController to GameScene, so passing messages is quite tricky. Does anyone have any ways to get around this, ideally I would still like to use a Loading class as it smooths out the memory hit when replacing scenes.

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  • run or send a command to a tmux pane in a running tmux session

    - by cjroebuck
    I want to write a shell script which will attach to a named tmux session, select a window (or pane) in that session and run a command in that selected window (or pane). How do I do this from a bash script? I know tmux new-window -n:mywindow 'exec something' allows you to send commands to a freshly created window. But I need something like tmux select-window -t:0 'my command' I suppose I could use send-keys but seems like their should be something that takes a command or list of commands that get run.

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  • Why won't IsChecked change on this toggle button?

    - by cjroebuck
    I have the following xaml for a toggle button: <ToggleButton Margin="0,3" Grid.Row="3" Grid.ColumnSpan="2" Command="{Binding DataContext.SelectAllCommand, Mode=OneWay, RelativeSource={RelativeSource FindAncestor, AncestorType={x:Type UserControl}}}"> <ToggleButton.Style> <Style TargetType="{x:Type ToggleButton}"> <Setter Property="Content" Value="Select All"/> <Style.Triggers> <Trigger Property="IsChecked" Value="True"> <Setter Property="Content" Value="Select None"/> <Setter Property="Command" Value="{Binding DataContext.SelectNoneCommand, Mode=OneWay, RelativeSource={RelativeSource FindAncestor, AncestorType={x:Type UserControl}}}"/> </Trigger> </Style.Triggers> </Style> </ToggleButton.Style> </ToggleButton> But the IsChecked property never gets updated when clicking the button. If I use snoop and force the IsChecked to True then the trigger kicks in.

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