do performance tests maybe you will not need it in other platforms
Thank for your answer, i have resolved my problem.
p/s: i learning this amazing engine.
the extension javascript editbox on iOS shows all the capital letters on the keyboard. Please fix it asap. Have an app needed to release. Thanks!!!
I’m currently working with v3.7, I think I’ll wait for v3.10 before updating my cocos.
Hi dose this version fix the tilemap as I’m still having to use 3.7 or lower it seems when using newer versions the map is despalyed worng I.E if you press Z and rotate a tile pice int tilemap it’s not rotated correct on android systems.
I’m still having to use cocosX 3.7 or low’er to combat the problem otherwise fine on IO’S
P.S love the project source it’s the best and 3d is comming along great.
You may find this fix helpful.
This thread shows some debug logs of trying to run a generated sample android project from the command line
$ cocos new mygame -p com.your_company.mygame -l cpp
$ cocos run -p android --ap android-22
Andoid development in itself is a challenge, but with Cocos2d-x even more
What’s the point of doing a rushed Cocos2d-x release every 2 months
or so, if when trying a simple generated framework does not even run ?
It seems that there not even an attempt to do some minimal testing ?
Come on, doing a sample project on the *latest API * should work …
A fix for the above is to use SDK android-19 and remove all SDKs higher than 19 from the system as explained here
Problem with custom actions in cocos2d-js/JSB:
It appears as though my custom action’s target is never properly set. Below is the function that creates my custom action, which is very very simple and runs on anything that behaves like a label. The code snippet below has a workaround, where I’m directly passing in the target to the action, because this.target is always undefined in JSB (works fine in the browser).
zz.spanIntegerRange = function(duration, start, end, mi) {
var spanIntegerRangeActionClass = cc.DelayTime.extend({
_start:0,
_end:0,
_delta:0,
_menuItemLabel:undefined,
ctor:function (duration, start, end, mi) {
cc.DelayTime.prototype.ctor.apply(this, arguments);
this._start = start;
this._end = end;
this._delta = end - start;
this._menuItemLabel = mi; // <-- must past target in, otherwise it's undefined in JSB. YUCK!!
},
formatString: function(value) {
return Math.floor(value).toString();
},
startWithTarget: function(target) {
this._super(target);
//this.target.setString(this.formatString(this._start)); <-- doesn't work in JSB, this.target = undefined
this._menuItemLabel.setString(this.formatString(this._start));
},
update:function (dt) {
if (this.isDone() /*cc.math.almostEqual(1.0, dt)*/) {
//this.target.setString(this.formatString(this._end)); <-- doesn't work in JSB, this.target = undefined
this._menuItemLabel.setString(this.formatString(this._end));
this._menuItemLabel = undefined;
} else {
var value = this._start + (dt * this._delta);
//this.target.setString(this.formatString(value)); <-- doesn't work in JSB, this.target = undefined
this._menuItemLabel.setString(this.formatString(value));
}
}
});
return new spanIntegerRangeActionClass(duration, start, end, mi);
};
I cannot create new threads yet so I’m posting here - anyone know how to compile OpenAL support for linux, removing FMOD dependency? It seems like it should be possible but by looking at the code and CMake files it doesn’t look like there’s a config for it.
Dear Team,
I have just installed Cocos Studio. But when I use, my Mac is often freeze. Now I want to uninstall Cocos Studio. Please help me to do it. Thank you very much.
Thanks for your work guys! I am testing right now the PhysicsBody component and it’s removing (int win32 project) and it looks that there is a problem. The crash occurs after it’s removing in PhysicsWorld::beforeSimulation
, to be specific in physicsBody->beforeSimulation
, when the setScale(scaleX, scaleY)
method is called.
I’m using UIScrollView and I also faced the problem.
I solved it by changing totalTime threshold to .2f in UIScrollView::calculateTouchMoveVelocity().
UIScrollView.cpp
Vec2 ScrollView::calculateTouchMoveVelocity() const
{
...
if(totalTime == 0 || totalTime >= 0.2f/*0.1f*/)
{
return Vec2::ZERO;
}
...
}
Yes, that fixes the issue. Thank you so much!!!
I have a feature request that should be easy to integrate into the whole node hierarchy: It would be cool if nodes had a positioning mode in which their positions snap to either absolute or relative (to the parent) pixel coordinates. Helps with aliasing problems for example in games that rely on a pixelated (“retro”) art style and also with font aliasing in general.
EDIT: I split this off as a separate topic:
what about drawNode antialias? when this will be turned back on? it was in older versions and now it’s not.
It’s needed!
Thank, my same problem with cocos 3.10 is resolved
Working now, Thanks…