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Home Page: http://www.sparrow-framework.org
License: Other
The Open Source Game Engine for iOS
Home Page: http://www.sparrow-framework.org
License: Other
More info can be found here:
As shown here.
[Moved from forums]
Problem: The library currently isn't able to find any media resources in a unit test bundle.
How to reproduce: Create any unit test bundle that exercises loading a resource using the SenTestingKit.
**Cause:**Various spots in the library that loads resources uses a [NSBundle mainBundle] as the basis for retrieving a resource. When running a SentTestingKit unit test bundle, the tests are injected into another executable, "octest" which will actually run the tests. The mainBundle path will always be where "octest" is located, not where the intended game executable and resources are.
As shown in this thread discussion:
http://forum.sparrow-framework.org/topic/thread-safety-when-rendering-spimages
it would be great to have an easy way to load assets such as textures in a background thread.
When you load a resource (textures, sounds, etc.) in a unit test, Sparrow wants to load it from the wrong path.
The detailed description about the problem, and a working solution, can be found here.
It should be evaluated if the proposed solution can be added to the Sparrow core, or if there are alternatives.
It would be great if one could decide if a texture should be filtered or not.
SPSound.m:45
There are too many [self release] lines. The object is already released on line 40.
Just try this :
SPTextField *textTest = [SPTextField textFieldWithWidth:500 height:100 text:@"OK\n\n" fontName:kMainFont fontSize:25 color:SP_WHITE];
[self addChild:textTest];
then self won't show up on stage...
currently using commit 84759ac
I'd love to be able to test or possibly deploy to mac, any chance of that?
As pointed out in this forum thread, it would be great to have a MonoTouch Wrapper for Sparrow, so that people could write games in C#.
The documentation about monotouch api wrapping can be found here.
Dependant on issue #1021.
Allows access to the stage even when the object doesn't have a parent or isn't connected to the stage.
SPDisplayObject.m
- (SPStage*)stage
{
SPDisplayObject *root = self.root;
if ([root isKindOfClass:[SPStage class]]) return (SPStage*) root;
else return [SPStage mainStage]; /// This line is different.
}
is there any plan to port sparrow to android, like cocos2d-X
As described here.
As described in this forum thread, text fields sometimes don't show up in compiled sprites.
Hi Daniel,
I'm interested in adding auto-sizing support to SPTextField. Is this something you'd be interested in? If not, would you be amenable to a patch that makes SPTextField's internals protected instead of private, so that it can be subclassed? The functionality I want to add requires a new member variable, so it can't easily be added in a category.
As described here, loading files (textures, sounds, xmls) with Sparrow does not work in iOS 3.x when the filename contains a path with a folder.
Not sure what would be the best way to go about this, but it would be nice to have orientation support built into Sparrow. Game could subclass an SPSprite, but then adding display objects to SPStage would become obsolete.
As described in this forum thread.
Adding an [SPStage mainStage]; method would be very useful for a various situations.
SPStage.h
+ (SPStage*)mainStage;
SPStage.m
+ (SPStage*)mainStage{
if (stages && [stages count] > 0)
return (SPStage*)[stages objectAtIndex:0];
return nil;
}
As requested (and demonstrated) here:
http://forum.sparrow-framework.org/topic/changing-default-black-background
As pointed out here,
glClearColor takes in float values between 0.0f and 1.0f (not uint 0 to 255).
warning: Semantic Issue: Implicit conversion from enumeration type 'SPHAlign' to different enumeration type 'UITextAlignment'
ARC = Automatic Reference Counting, introduced in iOS 5.
Currently, a struct used by the SPPoolObject does not comply with ARC.
As described in this forum thread, the isPlaying
property does not return false
when the movie stops playing automatically.
Furthermore, the meaning of the isComplete
method should be better documented.
Possible bug leading to infinite display list recursion - I've just had a quick look at the Starling source code for the DisplayObject and DisplayObjectContainer classes, and I couldn't see any checks being done (when adding a child to a container) to determine if the child is being added to its own display list.
ChildA -> ChildB -> ChildC -> ChildA ...
I haven't run any tests, so I apologise if I've overlooked something, but I thought I would mention this while I was here.
[EDIT] Sorry, this should have been posted in the Starling Framework issues :(
As pointed out in this forum thread, there is problem with SPRenderTexture when there is nothing else on the screen.
The reason is that SPRenderTexture uses its own SPRenderSupport object, which is not in sync with the conventional object. The architecture has to be reconsidered.
As described in this forum thread.
File: SPBitmapFont.m
Function: - (void)parser:(NSXMLParser_)parser didStartElement:(NSString_)elementName
@"info" and @"common" tokens need to divide mSize and mLineHeight (respectively) by mFontTexture.scale if mFontTexture != nil. Otherwise the conditional scaling in the @"page" token is skipped for atlas-based fonts.
As described here, loops should dispatch an event.
Currently, when you resize an SPButton, the text is stretched. It would be better if the button behaved just like a textfield.
More info:
http://forum.sparrow-framework.org/topic/spbutton-text-stretching-problem
AppScaffold Project is unable to build and generates the following error:
Argument list too long: recursive header expansion failed at /Applications/Adobe InDesign CS5.5/Adobe InDesign CS5.5.app/Contents/MacOS/Required/Application UI.InDesignPlugin
Xcode 4.2.1
Mac OS 10.7.3
Some how the new value given to the width is reduced.
Ex:
currentQuad.width = [self distanceBetweenPoints:cQp and:tp];
NSLog(@"%f - %f",currentQuad.width,[self distanceBetweenPoints:cQp and:tp]);
At the log I'm getting:
19.204235 - 170.735748
The weird thing is that setting a smaller height value initially, reduces the gap between this two numbers. Could be this be related to scaling?
As pointed out in this forum post, the xml parser produces a memory leak. It is used in SPBitmapFont and SPTextureAtlas.
Registering a bitmap font inside a folder reference will not link the xml file attribute correctly.
See http://forum.sparrow-framework.org/topic/spbitmapfont-minor-folder-reference-bug for more detail.
As described here, it would be great if textures could be created with an offset. That could potentially save a lot of texture memory.
If a HD resource is available, like this:
/some/path/image.png
/some/path/[email protected]
then the "@2x" file is not loaded when it is referenced by an absolute path -- it has to be loaded with a path relative to the application bundle.
This shouldn't be necessary.
As described in this forum thread.
doubleOnPad does not work properly on our universal app with 1.3
In SPTexture on line 266,
glTexture.scale = [path contentScaleFactor];
seems to cause the issue, because when I comment it, things works flawlessly on iPad, but it breaks the iPhone retina scale.
Something like this did the trick for me :
if (!(IS_DEVICE_IPAD() && [SPStage doubleResolutionsOnPad])) {
glTexture.scale = [path contentScaleFactor];
}
According to this forum thread, compiled sprites suddenly stop to display the objects if a certain number is displayed (somewhere below 10k objects).
Find out where this limit comes from and document it, or -- if possible -- avoid that limit.
As described here, an optimization in the bounds-method of SPQuad may lead to problems in subclasses. It should be changed.
Could you rename it to SP_EVENT_TYPE_WILL_REMOVE_FROM_STAGE, or add a second event that gets dispatched after it is completely removed from stage? I understand this will not be needed in 99% of cases, but it could prove useful.
If you choose to toss this issue, I am fine with that too. :)
See also: http://forum.sparrow-framework.org/topic/can-you-dispatch-the-remove-events-after
Hello are you planning to port Sparrow-Framework to mac os x in the future?
Sory, for my bad English.
When you create an image with a texture it sets up the quad to match the texture size. But when you change the texture the quad is not updated. And it is not even possible to change the quad manually because the setWidth and setHeight methods only change the scale (!).
As the and
-keyword is reserved in C++, the current method name creates an error on compilation. Thus, the name of the method needs to be changed.
[SPUtils randomIntBetween:1 and:4]; // creates an error in Obj-C++
More info:
http://forum.sparrow-framework.org/topic/random-int
I inadvertently set the rotation on a sprite to a huge double (something in the 1.0e+9 range) and my program appeared to hang. I modified my fork like so:
Just hoping to save someone some head scratching.
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