Hi,
In my class inhereting from CCSprite, I have got the following init method in my iOS code:
- (id)initWithAWorld:(b2World *)world {
if ((self = [super initWithSpriteFrameName:@"myimage.png"])) {
_world = world;
//etc...
}
return self;
}
I replace this code in my C++ program by (nota: MyClass inherits from CCSprite):
bool MyClass::initWithAWorld(b2World *world)
{
if(this->initWithSpriteFrameName("myimage.png"))
{
_world = world;
//etc...
}
return true;
}
but it crashes on this->initWithSpriteFrameName(“myimage.png”)…
I saw the following threads on the forum but they didn’t allow me to solve my issue (perhaps I didn’t understand what is explained…):
http://www.cocos2d-x.org/boards/6/topics/191
http://www.cocos2d-x.org/boards/6/topics/4489
nota: I use Xcode. In your answer, please mention if I have to write the full path to the image ? (as mentioned in some of explanations in the above threads) If yes, what is the syntax with Xode:
initWithSpriteFrameName("j:/WorkTheGame/cocos2d/HelloWorld/Resource/myimage.png") ?
initWithSpriteFrameName("j/WorkTheGame/cocos2d/HelloWorld/Resource/myimage.png") ?
initWithSpriteFrameName("/WorkTheGame/cocos2d/HelloWorld/Resource/myimage.png") ?
initWithSpriteFrameName("./WorkTheGame/cocos2d/HelloWorld/Resource/myimage.png") ?
else ?
Thanks for your help (and Happy Christmas :))