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  • Ethics of soliciting App store app reviews?

    - by hotpaw2
    I see more than a few developers soliciting 5-star ratings and good reviews for their App store apps, in their blogs, websites, app store descriptions, even dialogs that pop-up in the app after you've used them for awhile. What do people consider to be the ethical guidelines regarding such review and ratings solicitations? What's over the line? (Besides obviously evil stuff, such as paying to have someone forge multiple negative reviews about your competitor's apps, etc.)

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  • Button click event in the Ogre3d for ios

    - by user1184398
    Is it possible to access the button click event by using the cursor? These are the steps I followed for the button click event using the SDK trays m_pTrayMgr = new OgreBites::SdkTrayManager("TrayMgr", m_pRenderWnd, m_pMouse, this); I create the buttons m_LeftBtn = tray->createButton(OgreBites:: TL_LEFT, "sdk_button_down", "Left"); m_RightBtn = tray->createButton(OgreBites::TL_RIGHT, "sdk_button_up", "Right"); And I am calling this function void OgreFramework::buttonHit(OgreBites::Button* button) { if(button->getName().compare("sdk_button_down") == 0 ) { printf("XXX"); } } But the button hit function is not getting called... Could somebody provide some sample code? I'm not using any cursor for the click.

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  • What are the most important languages to localize for on the iOS App Store?

    - by Kevin Y
    It's obvious that to gain more customers on any given platform, one of the most important steps to take would be to localize your software into many languages: as many as possible, ideally. However, with independently developed apps, it tends to be difficult to localize into many different languages, due to not having the budget and / or time to do so. My question is if I were to localize my apps into languages other than English on the iOS App Store, which languages should I prioritize? (Maybe the top three or four most important.) (Also, let's pretend this is a generic app that won't cater more to one language demographic than another.)

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  • What are the most important languages to localize for on the App Store?

    - by Kevin Y
    It's obvious that to gain more customers on any given platform, one of the most important steps to take would be to localize your software into many languages: as many as possible, ideally. However, with independently developed apps, it tends to be difficult to localize into many different languages, due to not having the budget and / or time to do so. My question is if I were to localize my apps into languages other than English on the iOS App Store, which languages should I prioritize? (Maybe the top three or four most important.) (Also, let's pretend this is a generic app that won't cater more to one language demographic than another.)

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  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

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  • How do I implement a selectable world map?

    - by Clay
    I want to have a selectable map of the world, preferably zoomable, in a cocos2d project. When I tap on a country, I want that country to be selected so that I can perform some other operations with it. It seems that the best approach would be to use a vector world map, but I'm unsure how to implement this with cocos2d. Other options include using map tiles, but it seems that still would require the implementation of country polygons for tap/click detection. Depending on user input, I want to add icons to various countries on the map. What is a good way to approach the implementation of this type of map?

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  • Are there any significant advantages to using a native language for mobile app development?

    - by Karl Daniel
    Forgive me if this question has already been answered but I couldn't quite find the answer I was looking for. What I wanted to know was, is there any significant advantage to using a native language when developing and deploying apps to a mobile environment? The reason I ask is for a long while now I've been using Objective-C, Apple's native language for iOS, to build my apps. However I've been wondering whether or not there is any real benefit to doing this, over using a non-native language like JavaScript and then deploying it through a service like 'Phone Gap'? I do stress 'significant' advantages as native languages are always more likely to have the upper hand when it comes to speed and access to the latest APIs. However in general I don't see using a non-native language or a service like 'Phone Gap' causing and major slow down to my apps or restricting my development. Additionally having the ability to deploy to multiple services is also very handy indeed. This is why I put the question, are there any significant advantages to using a native language for mobile app development?

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  • Cocos2d: Adding a CCSequence to a CCArray

    - by Axort
    I have a problem with an action performed by a sprite. I have one CCSequence in a CCArray and I have an scheduled method (is called every 5 seconds) that make the sprite run the action. The action is performed correctly only the first time (the first 5 seconds), after that, the action do whatever it wants lol. Here is the code: In .h - @interface PowerUpLayer : CCLayer { PowerUp *powerUp; CCArray *trajectories; } @property (nonatomic, retain) CCArray *trajectories; In .mm - @implementation PowerUpLayer @synthesize trajectories; -(id)init { if((self = [super init])) { [self createTrajectories]; self.isTouchEnabled = YES; [self schedule:@selector(spawn:) interval:5]; } return self; } -(void)createTrajectories { self.trajectories = [CCArray arrayWithCapacity:1]; //Wave trajectory ccBezierConfig firstWave, secondWave; firstWave.controlPoint_1 = CGPointMake([[CCDirector sharedDirector] winSize].width + 30, [[CCDirector sharedDirector] winSize].height / 2);//powerUp.sprite.position.x, powerUp.sprite.position.y); firstWave.controlPoint_2 = CGPointMake([[CCDirector sharedDirector] winSize].width - ([[CCDirector sharedDirector] winSize].width / 4), 0); firstWave.endPosition = CGPointMake([[CCDirector sharedDirector] winSize].width / 2, [[CCDirector sharedDirector] winSize].height / 2); secondWave.controlPoint_1 = CGPointMake([[CCDirector sharedDirector] winSize].width / 2, [[CCDirector sharedDirector] winSize].height / 2); secondWave.controlPoint_2 = CGPointMake([[CCDirector sharedDirector] winSize].width / 4, [[CCDirector sharedDirector] winSize].height); secondWave.endPosition = CGPointMake(-30, [[CCDirector sharedDirector] winSize].height / 2); id bezierWave1 = [CCBezierTo actionWithDuration:1 bezier:firstWave]; id bezierWave2 = [CCBezierTo actionWithDuration:1 bezier:secondWave]; id waveTrajectory = [CCSequence actions:bezierWave1, bezierWave2, [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]; [self.trajectories addObject:waveTrajectory]; //[powerUp.sprite runAction:bezierForward]; // [CCMoveBy actionWithDuration:3 position:CGPointMake(-[[CCDirector sharedDirector] winSize].width - powerUp.sprite.contentSize.width, 0)] //[powerUp.sprite runAction:[CCSequence actions:bezierWave1, bezierWave2, [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; } -(void)setInvisible:(id)sender { if(powerUp != nil) { [self removeChild:sender cleanup:YES]; powerUp = nil; } } This is the scheduled method: -(void)spawn:(ccTime)dt { if(powerUp == nil) { powerUp = [[PowerUp alloc] initWithType:0]; powerUp.sprite.position = CGPointMake([[CCDirector sharedDirector] winSize].width + powerUp.sprite.contentSize.width, [[CCDirector sharedDirector] winSize].height / 2); [self addChild:powerUp.sprite z:-1]; [powerUp.sprite runAction:((CCSequence *)[self.trajectories objectAtIndex:0])]; } } I don't know what is happening; I never modify the content of the CCSequence after the first time. Thanks!

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  • Cocos2D: Upgrading from OpenGL 1.1 to 2.0

    - by Alex
    I have recently starting upgrading my ios game to the latest Cocos2D (2.0 rc), and I am having some difficulties upgrading my texture generation code to OpenGL 2.0. In the old version I generated images with this code: CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:WIDTH height:HEIGHT]; [rt beginWithClear:bgColor.r g:bgColor.g b:bgColor.b a:bgColor.a]; glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, verts); glColorPointer(4, GL_FLOAT, 0, colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVerts); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); [rt end]; But since OpenGL 2.0 works differently this code won't work. What is the best way to use the new OpenGL?

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  • BOX2D Kinematic Platform with parallax layer

    - by Marcell
    I am using a kinematic body for my moving platform on x-axis, so I set the linear velocity to b2vec2(5,0). When the player jump on the platform, it works like it is suppose to. But the thing is that my platform is on the obstacle layer and I am moving it with the parallax layer. So if I setTransform the kinematic platform to follow the obstacle layer than it's physics will not work and the player will slip-off the platform. I'm developing for iOS and using cocos2d api. Anyway around this?

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  • Simple 2D Flight Physics with Box2D

    - by MarkPowell
    I'm trying to build a simple side scroller with an airplane being the player. As such, I want to build simple flight controls with simple but realistic-feeling physics. I'm making use of cocos2D and Box2D. I have a basic system working, but just can't get the physics feeling correct. I am applying force to the plane (which is a b2CircleShape) based on the user's input. So, basically, if the user pushes up, body_->ApplyForce(b2Vec2(10,30), body_->GetPosition()) is called. Similarly, for down -30 is used. This works and the plane flys along with up/down causing it to dive or climb. But it just doesn't feel right. There is no slowdown on climbs, nor speed up during dives. My simple solution is far to simple. How can I get a better feel for a plane climbing/diving? Thanks!

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  • Saving mobile application data when no service?

    - by Abe Miessler
    Say I have a mobile application that allows users to enter information which is then uploaded to a central location. I had planned on building this using only HTML5 and javascript (non-native app), but I'm assuming if someone is in an area where there is no service they simply will not be able to use the app. As a work around would it be possible to write a native app that saves the information on the device and then uploads it whenever service returns? If so, is it possible to write a native app entirely in HTML5 and Javascript that does this?

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  • Sprite Body can not stop

    - by Diken
    Hey i have issue regarding jump sprite body. In my code i am using moveLeft and moveRight Button and when i am press moveRight Button using following code if (moveRight.active==YES) { b2Vec2 force=b2Vec2(4,0); ballBody->SetLinearVelocity(force); } Its move perfectly and When i release this Button than sprite body stop using following code else { b2Vec2 force=b2Vec2(0,0); ballBody->SetLinearVelocity(force); } But when i put this else part then jump can not done. My jump code is following if (jumpSprite.active==YES) { NSLog(@"Jump Sprite"); b2Vec2 locationWorld; locationWorld=b2Vec2(0.0f,4.0f); double force=ballBody->GetMass(); ballBody->ApplyLinearImpulse(force*locationWorld, ballBody->GetWorldCenter()); } If i remove else part then jump will perform complete but sprite body can not stop after release button. So what to do?? Thanks in advance

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  • Rotating wheel with touch (adding momentum and slowing down the initial rate it can be moved

    - by Lewis
    I have a wheel control in a game which is setup like so: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); wheelRotation += (currentTouch - previousTouch) * 0.6; //limit speed 0.6 } } Now once the user lets go of the wheel I want it to rotate back to where it was before but not without taking into account the momentum of the swipe the user has done. This is the bit I really can't get my head around. So if the swipe generates a lot of momentum then the wheel will carry on moving slightly in that direction until the overall force which pulls the wheel back to the starting position kicks in. Any ideas/code snippets?

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  • Is there an AIR native extension to use GameCenter APIs for turn-based games?

    - by Phil
    I'm planning a turn based game using the iOS 5 GameCenter (GameKit) turn-based functions. Ideally I would program the game with AIR (I'm a Flash dev), but so far I can't seem to find any already available native extension that offers that (only basic GameCenter functions), so my questions are: Does anyone know if that already exists? And secondly how complex a task would it be to create an extension that does that? Are there any pitfalls I should be aware of etc.? ** UPDATE ** There does not seem a solution to the above from Adobe. For anyone who is interested check out the Adobe Gaming SDK. It contains a Game Center ANE which I've read contains options for multiplayer but not turn-based multiplayer, at least it's a start. Comes a bit late for me as I've already learned Obj-c!

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  • C++ Framework for iOS [closed]

    - by myrkos
    I am looking for a simple and easy C++ framework for iOS. Specifically, what I want it to wrap in a C++ API: Simple GUI system 2D Graphics User touch input and accelerometer Networking (UDP sockets) What I'm trying to do is port a multiplayer game to the iOS. I've seen cocos2d-x, but I don't know how stable it is and I don't think it supports networking. Oh, and I want it to be free and open source if possible. Android support is a plus but definitely not required.

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  • Unity3D or UDK or OPENGL from scratch?

    - by Legolas
    I am just very confused which I should choose in terms of high end game development. The application that I am designing is pretty simple, requires some 3D, and some effects. I am looking at a game similar to ping pong, but with high textures and graphics. I will just need web services to submit high scores. From my description, you can see that its pretty straight forward and I am confused whether I should use Unity3D or UDK or write the entire application myself with openGL (which will take a lot of time though). If you had faced this dilemma before, and chose for a particular graphics engine, please provide your suggestions and reasons as to why that was better. It would be helpful. Also, how can this affect in terms of investment and revenue ?

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  • My Sprite comes out the screen

    - by IlNero
    If i an action moves the sprite,how can i keep the CCSprite on the screen???? this is my code: [enemy runAction:[CCSequence actions:[CCMoveBy actionWithDuration:2.0 position:ccp(-winSize.width*0.4, 0)], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.3,winSize.width*0.3), randomValueBetween(winSize.height*0.3, -winSize.height*0.3))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.2,winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.3,winSize.width*0.3), randomValueBetween(winSize.height*0.3, -winSize.height*0.3))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.2,winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.3,winSize.width*0.3), randomValueBetween(winSize.height*0.3, -winSize.height*0.3))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.2,winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:2.0 position:ccp(-winSize.width*1.5, 0)], [CCCallFuncN actionWithTarget:self selector:@selector(invisNode:)], nil]]; but whit this code the sprite sometimes comes out the screen, i need the sprite moves randomly in the screen without comes out..

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  • What is the most secure way to "Grandfather In" existing users of a paid iOS app that will go free?

    - by coneybeare
    The title pretty much says it all, but I can elaborate. I have a paid iOS app that has plenty of existing customers. I think i want to convert to a free app now, and allow full upgrade via in-app-purchase. The problem is, I don't want to make my existing customers buy the app again to use it, nor do I want to make it easy for hackers to just flip a switch and get the pro version. What is the most secure way to "Grandfather In" existing users of a paid iOS app that will go free?

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  • How exactly does app ranking work?

    - by qweasdzxc1
    So I've been in the app industry for around half a year and I still don't know how exactly ranking higher for your app will help increase downloads. That sounds like a question with an obvious answer but this is what's going through my mind so hear me out: Unless your app is ranked within the top 100, no one can see it in the featured categories. So even if my app jumped from 400th to 300th place, would there really even be a difference in downloads? And I'm saying 400th to 300th in ranking in my specific category. Indie developers like me don't even come close to ranking for the overall category. So far, the only usefulness of trying to get a higher rank is to get featured or something like that, but big companies have tons of money to throw on marketing...so the chances of any indie developer getting featured is rare. The only thing that I can see ranking being good for is to rank for your keywords so that when someone searches for that word, your app will hopefully appear in the top 10-25 results. Can anyone confirm my thoughts or add anything else that I might have missed out on? How exactly do users find your app if you're not in the top 100 app in your category?

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  • Cocos2d Box2d contact listener call different method in collided object

    - by roma86
    I have the building object, wen it hit with other, i want to call some method inside it. Building.mm -(void)printTest { NSLog(@"printTest method work correctly"); } in my ContactListener i trying to call it so: ContactListener.mm #import "ContactListener.h" #import "Building.h" void ContactListener::BeginContact(b2Contact* contact) { b2Body* bodyA = contact->GetFixtureA()->GetBody(); b2Body* bodyB = contact->GetFixtureB()->GetBody(); Building *buildA = (Building *)bodyA->GetUserData(); Building *buildB = (Building *)bodyB->GetUserData(); if (buildB.tag == 1) { NSLog(@"tag == 1"); } if (buildA.tag == 2) { NSLog(@"tag == 2"); [buildA printTest]; } } NSLog(@"tag == 2"); work correctly, but [buildA printTest]; get error Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[CCSprite printTest]: unrecognized selector sent to instance 0x18595f0' Obviously I'm referring to the wrong object. How i can get different method and property in contacted objects from contactlistener class? Thanks.

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  • How do I make this ad execution?

    - by Maggie
    I am doing research on replicating an ad execution - http://www.digitalbuzzblog.com/gol-airlines-mobile-controlled-banner-game/ It's a simple "game" involving using the phone as a forward/back/left/right controller for a car in flash on the internet. I've started reading on P2P, but I'm finding such a vast amount of information and non specific to what I need that it's hard for me to sort through. Does anyone know any tutorials or can shed some light on how I might go about making a very simple mobile controller for a flash game?

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  • iOS - UISlider - How to make a slider to auto-move [closed]

    - by drodri420
    its me again. Coming back with another noobish question: This time its , can you make a UISlider move by itself??? I've implemented this on the .m ///This right here makes a slider move 1point from 1 to 100, once it reaches 100 it goes backwards and so on... - (IBAction)moveSlider:(UISlider *)sender { int flag=0, counter=1; while(flag == 0) { counter = counter + (.25 * round); if(counter == 100) { flag = 1; } if(counter < 100 && counter > 1) { slider.value = counter; } } while(flag == 1) { counter = counter - (.25 * round); if(counter == 1) { flag = 0; } if(counter < 100 && counter > 1) { slider.value = counter; } } } And Implemented this on another action: -(void)startNewRound { round+=1; targetValue = 1 + (arc4random() % 100); self.slider.value = currentValue; [self moveSlider:slider]; } I think I lost it along the way and Im just typing pure nonsense but If anyone could point me in the right direction on to which is it that Im doing wrong??

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  • in iOS7 how do you stop the First viewcontroller autorotating?

    - by uaka
    I have an app that just needs one screen to autorotate, the first and last screens should be portrait. I can get the last screen to stop rotating using: -(NSUInteger)supportedInterfaceOrientations { return UIInterfaceOrientationMaskPortrait; } But this does not work on the first screen, I am using a storyboard with a UINavigationController (I'm thinking that may have something to do with it?) Any help would be gratefully received. Thanks

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  • b2Body moves without stopping

    - by SentineL
    I got a quite strange bug. It is difficult to explain it in two words, but i'll try to do this in short. My b2Body has restitution, friction, density, mass and collision group. I controlling my b2Body via setting linear velocity to it (called on every iteration): (void)moveToDirection:(CGPoint)direction onlyHorizontal:(BOOL)horizontal { b2Vec2 velocity = [controlledObject getBody]-GetLinearVelocity(); double horizontalSpeed = velocity.x + controlledObject.acceleration * direction.x; velocity.x = (float32) (abs((int) horizontalSpeed) < controlledObject.runSpeed ? horizontalSpeed : controlledObject.maxSpeed * direction.x); if (!horizontal) { velocity.y = velocity.y + controlledObject.runSpeed * direction.y; } [controlledObject getBody]->SetLinearVelocity(velocity); } My floor is static b2Body, it has as restitution, friction, density, mass and same collision group in some reason, I'm setting b2Body's friction of my Hero to zero when it is moving, and returning it to 1 when he stops. When I'm pushing run button, hero runs. when i'm releasing it, he stops. All of this works perfect. On jumping, I'm setting linear velocity to my Hero: (void)jump { b2Vec2 velocity = [controlledObject getBody]->GetLinearVelocity(); velocity.y = velocity.y + [[AppDel cfg] getHeroJumpVlelocity]; [controlledObject getBody]->SetLinearVelocity(velocity); } If I'll run, jump, and release run button, while he is in air, all will work fine. And here is my problem: If I'll run, jump, and continue running on landing (or when he goes from one static body to another: there is small fall, probably), Hero will start move, like he has no friction, but he has! I checked this via beakpoints: he has friction, but I can move left of right, and he will never stop, until i'll jump (or go from one static body to another), with unpressed running button. I allready tried: Set friction to body on every iteration double-check am I setting friction to right fixture. set Linear Damping to Hero: his move slows down on gugged moveing. A little more code: I have a sensor and body fixtures in my hero: (void) addBodyFixture { b2CircleShape dynamicBox; dynamicBox.m_radius = [[AppDel cfg] getHeroRadius]; b2FixtureDef bodyFixtureDef; bodyFixtureDef.shape = &dynamicBox; bodyFixtureDef.density = 1.0f; bodyFixtureDef.friction = [[AppDel cfg] getHeroFriction]; bodyFixtureDef.restitution = [[AppDel cfg] getHeroRestitution]; bodyFixtureDef.filter.categoryBits = 0x0001; bodyFixtureDef.filter.maskBits = 0x0001; bodyFixtureDef.filter.groupIndex = 0; bodyFixtureDef.userData = [NSNumber numberWithInt:FIXTURE_BODY]; [physicalBody addFixture:bodyFixtureDef]; } (void) addSensorFixture { b2CircleShape sensorBox; sensorBox.m_radius = [[AppDel cfg] getHeroRadius] * 0.95; sensorBox.m_p.Set(0, -[[AppDel cfg] getHeroRadius] / 10); b2FixtureDef sensor; sensor.shape = &sensorBox; sensor.filter.categoryBits = 0x0001; sensor.filter.maskBits = 0x0001; sensor.filter.groupIndex = 0; sensor.isSensor = YES; sensor.userData = [NSNumber numberWithInt:FIXTURE_SENSOR]; [physicalBody addFixture:sensor]; } Here I'm tracking is hero in air: void FixtureContactListener::BeginContact(b2Contact* contact) { // We need to copy out the data because the b2Contact passed in // is reused. Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel addContact]; } } void FixtureContactListener::EndContact(b2Contact* contact) { Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel removeContact]; } } here is Hero's logic on contacts: - (void) addContact { if (contactCount == 0) [self landing]; contactCount++; } - (void) removeContact { contactCount--; if (contactCount == 0) [self flying]; if (contactCount <0) contactCount = 0; } - (void)landing { inAir = NO; acceleration = [[AppDel cfg] getHeroRunAcceleration]; [sprite stopAllActions]; (running ? [sprite runAction:[self runAction]] : [sprite runAction:[self standAction]]); } - (void)flying { inAir = YES; acceleration = [[AppDel cfg] getHeroAirAcceleration]; [sprite stopAllActions]; [self flyAction]; } here is Hero's moving logic: - (void)stop { running = NO; if (!inAir) { [sprite stopAllActions]; [sprite runAction:[self standAction]]; } } - (void)left { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = NO; [bodyControls moveToDirection:CGPointMake(-1, 0) onlyHorizontal:YES]; } - (void)right { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = YES; [bodyControls moveToDirection:CGPointMake(1, 0) onlyHorizontal:YES]; } - (void)jump { if (!inAir) { [bodyControls jump]; } } and here is my update method (called on every iteration): - (void)update:(NSMutableDictionary *)buttons { if (!isDead) { [self updateWithButtonName:BUTTON_LEFT inButtons:buttons whenPressed:@selector(left) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_RIGHT inButtons:buttons whenPressed:@selector(right) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_UP inButtons:buttons whenPressed:@selector(jump) whenUnpressed:@selector(nothing)]; [self updateWithButtonName:BUTTON_DOWN inButtons:buttons whenPressed:@selector(nothing) whenUnpressed:@selector(nothing)]; [sprite setFlipX:(moveingDirection)]; } [self checkPosition]; if (!running) [physicalBody setFriction:[[AppDel cfg] getHeroFriction]]; else [physicalBody setFriction:0]; } - (void)updateWithButtonName:(NSString *)buttonName inButtons:(NSDictionary *)buttons whenPressed:(SEL)pressedSelector whenUnpressed:(SEL)unpressedSelector { NSNumber *buttonNumber = [buttons objectForKey:buttonName]; if (buttonNumber == nil) return; if ([buttonNumber boolValue]) [self performSelector:pressedSelector]; else [self performSelector:unpressedSelector]; } - (void)checkPosition { b2Body *body = [self getBody]; b2Vec2 position = body->GetPosition(); CGPoint inWorldPosition = [[AppDel cfg] worldMeterPointFromScreenPixel:CGPointMake(position.x * PTM_RATIO, position.y * PTM_RATIO)]; if (inWorldPosition.x < 0 || inWorldPosition.x > WORLD_WIDGH / PTM_RATIO || inWorldPosition.y <= 0) { [self kill]; } }

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