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Automatically exported from code.google.com/p/cocos2d-iphone
Loading 1 image at a time can be tidy must it is not efficient GPU-wise.
So, adding Texture Atlas support can improve the performance of drawing
repetitive images, like tiles, sprites, etc...
Original issue reported on code.google.com by [email protected]
on 2 Oct 2008 at 6:53
Add these primitives to the engine:
. draw circle
. draw segment
. draw poly
with the possibility of changing color and width.
Original issue reported on code.google.com by [email protected]
on 24 Jun 2008 at 9:13
Sprite shall use spriteWithFile and initWithFile instead of spriteFromFile
and initFromFile.
it is confusing using From.
Original issue reported on code.google.com by [email protected]
on 6 Oct 2008 at 1:19
Nothing bounces in the chipmunk-accel demo due to an issue with the latest
chipmunk not being backward compatible with the previously integrated
version of Chipmunk.
I have raised the issue (#3) on the chipmunk project issues page but in the
meantime to work correctly the following line of code needs to be added
after Chipmunk_Accel.m:61
space->elasticIterations = space->iterations;
In fact for now, if you want elasticity to work, that line must be added
following any calls to cpSpaceNew()
The reason is the latest version of chipmunk separates the two iterators
and defaults the elasticIterations to 0 instead of using the same value
that is used for iterations which is 10;
Original issue reported on code.google.com by [email protected]
on 7 Oct 2008 at 6:32
I've seen this a couple of times on the actual device, not in simulator
(although by setting time
on the machine back I can simulate the same thing).. Im guessing it has a
background process
that updates the system time once in a while.
What happens is that system time can be adjusted back or forward and if its
backwards it stops
the Sheduler for X seconds or minutes (since dt will be negative).
Not sure how to fix this except that the NSTimer that runs the whole system
seems to be
unaffected. Is there something different than "gettimeofday" to use? [NSDate
time] is also
changing and I used that to keep time within the game which was a bad idea, but
relying on delta
time will also fail :(
It can be simulated on the simulator as well.
What steps will reproduce the problem?
1. Run a program with timers on the simulator
2. Put the Mac clock backwards an hour.
3. See the scheduler stuff stop.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 19 Aug 2008 at 3:50
After converting from cocos2d-0.4.3 to cocos2d-0.5.0 objects that used to
bounce nicely now "stick" to each other.
I realize its not a cocos2d bug per se but the newly integrated version of
Chipmunk is possibly broken.
In any case its no good to use in my game.
Original issue reported on code.google.com by [email protected]
on 7 Oct 2008 at 4:29
Labels are great but they can't be updated in realtime since they are very
expensive to create.
Provide a way to update labels in realtime without consuming CPU
Original issue reported on code.google.com by [email protected]
on 5 Oct 2008 at 10:57
The TextureMgr keeps a reference to all the loaded textures... so, they are
not unloaded... never... this consumes both GPU & CPU memory.
A removeAllTextures method shall be added.
Original issue reported on code.google.com by [email protected]
on 2 Oct 2008 at 6:52
I think that TileMapAtlas can gain performance if it uses VBO instead of
vertex array list since the tiles won't be changed (most likely)
Original issue reported on code.google.com by [email protected]
on 7 Oct 2008 at 3:39
What steps will reproduce the problem?
1. the fps_image.fps (the atlas) is too big for the tiles that it contains
2. it should be much, much smaller so that it doesn't consume the expensive
texture memory.
3.
Please use labels and text to provide additional information.
v0.5.0
Original issue reported on code.google.com by [email protected]
on 14 Oct 2008 at 3:14
What version of the product are you using? On what operating system?
0.4.3
Please provide any additional information below.
It would be great if an additional argument "context" could be passed to
the MenuItem callbacks along with the "sender" argument that is already
being passed. This argument (of type "id") could contain useful data that a
developer may wish to pass to the callback instead of writing several
slightly different callbacks.
Original issue reported on code.google.com by [email protected]
on 23 Sep 2008 at 5:49
I like the FlipXTransition but it seems to only go from right to left. It
would be nice to also be able to easily flip in the Opposite direction.
Like so, which seems to work:
//
// FlipMinusX Transition
//
@implementation FlipMinusXTransition
-(void) start
{
[super start];
[inScene setVisible: NO];
IntervalAction *inA = [Sequence actions:
[DelayTime actionWithDuration:duration/2],
[Show action],
[OrbitCamera actionWithDuration: duration/2 radius: 1
deltaRadius:0 angleZ:-270 deltaAngleZ:-90 angleX:0 deltaAngleX:0],
[CallFunc actionWithTarget:self selector:@selector(finish)],
nil ];
IntervalAction *outA = [Sequence actions:
[OrbitCamera actionWithDuration: duration/2 radius: 1 deltaRadius:0
angleZ:0 deltaAngleZ:-90 angleX:0 deltaAngleX:0],
[Hide action],
[DelayTime actionWithDuration:duration/2],
nil ];
[inScene do: inA];
[outScene do: outA];
}
@end
A similar FlipMinusYTransition would be good to.
Original issue reported on code.google.com by [email protected]
on 8 Sep 2008 at 10:17
What steps will reproduce the problem?
1. Launch Click and Move
2. Touch the screen
3. Uncaught exception
What is the expected output? What do you see instead?
The sprite should stop moving
What version of the product are you using? On what operating system?
Latest svn from today
Please provide any additional information below.
The line 52:
[s stop];
Needs to be replaced with;
[s stopAllActions];
Since CocosNode does not implement stop
Original issue reported on code.google.com by [email protected]
on 31 Aug 2008 at 9:41
I was getting crashes in calls to released objects.
I made this change and they went away.
(Accidentally posted to the python bug list :) )
-(id) initWithTarget: (id) t selector:(SEL) s
{
self = [super init];
targetCallback = [t retain]; // SJI
selector = s;
return self;
}
- (void)dealloc;
{
[targetCallback release]; // SJI
[super dealloc];
}
Original issue reported on code.google.com by [email protected]
on 7 Oct 2008 at 5:01
What version of the product are you using? On what operating system?
0.4.3
Please provide any additional information below.
There should be support for disabled menu items for e.g. locked modes in a
game so that user can see them, but can't play them since they are locked.
Original issue reported on code.google.com by [email protected]
on 23 Sep 2008 at 8:05
What steps will reproduce the problem?
1. Creating menus means creating a method for each menu item
What is the expected output? What do you see instead?
It would be nicer to have it work in a similar way as IBActions where-by the
menuitem themselves
are sent along to the selector. Combine this with a integer tag on the menu
items and its easy to
distinguish which menuitem has been clicked on.
An alternative is just to have the tag, as this is a game library you might
want to do that for speed,
I'm not sure.
Original issue reported on code.google.com by orta.therox
on 4 Sep 2008 at 5:40
What version of the product are you using? On what operating system?
0.4.3
Please provide any additional information below.
cocos2d should have separators supported in its menus so that related
options may be grouped together
Original issue reported on code.google.com by [email protected]
on 23 Sep 2008 at 9:03
menu items shall support images.
. a non-pressed image
. a pressed image
Original issue reported on code.google.com by [email protected]
on 23 Aug 2008 at 4:59
Since this is geared towards 2d gaming, maybe a Tile type engine to create
backgrounds would be
an interesting addition.
Original issue reported on code.google.com by [email protected]
on 1 Aug 2008 at 11:44
When a node gets deleted, like in a game when the enemy is shot, the timers
for that node can and will fire after the node is deleted.
This leads to a call to a deleted object and a crash.
I attempted to remove the scheduled timers when deleting the object, but
this can't be done since I need to delete them during my own timer callback
and the scheduler array can not be modified while it is being iterated over.
To fix this, the invocation object needs to retain the target so if it is
deleted, at least it won't crash.
in this method:
-(id) initWithTarget:(id) t selector:(SEL)s interval:(ccTime) i
I added:
[invocation retainArguments];
Original issue reported on code.google.com by [email protected]
on 1 Oct 2008 at 4:24
A game without audio is like a day without orange juice.
Is it possible to add the OpenAL support by wrapping SoundEngine.cpp and
SoundEngine.h files from the CrashLanding sample.
Original issue reported on code.google.com by [email protected]
on 8 Sep 2008 at 11:27
What steps will reproduce the problem?
1. Create Node
2. Add an action that will last 2 seconds
3. 2 seconds later remove the node
What is the expected output? What do you see instead?
Node shall be removed without problems
But cocos2d crashes instead.
Please use labels and text to provide additional information.
using r210
Original issue reported on code.google.com by [email protected]
on 8 Sep 2008 at 9:13
cocosnode's children shall be an array of cocosnodes, not an array of an
array of cocosnodes + z_order.
z-order shall be a property of cocosnode.
Original issue reported on code.google.com by [email protected]
on 23 Aug 2008 at 5:04
What steps will reproduce the problem?
Actions that contains actions like Sequence, Spawn, Repeat, Speed,
Accelerate & AccelDeccel are not copying the inner action when the [action
copy] selector is executed.
For example:
id seq = [Sequence actions: action1, action2, nil];
id seq_copy = [seq copy];
What is the expected output? What do you see instead?
Inner actions shall be copied
Please use labels and text to provide additional information.
v0.4.3
Original issue reported on code.google.com by [email protected]
on 1 Oct 2008 at 2:12
Any game usually make use of both the portrait and landscape of the iphone.
It would be very useful to detect the orientation of the phone when changed
from portrait to landscape or vice-versa.
Thanks
Ashar
Original issue reported on code.google.com by [email protected]
on 4 Sep 2008 at 5:16
What steps will reproduce the problem?
1. Schedule a repeating action, for say 30 fps.
2. If the fire: call in the scheduler is called LESS than 30fps then the
elapsed time keeps increasing and becomes inaccurate.
Elapsed should probably always get reset to 0, since that is how much time
elapsed anyway.
-(void) fire: (ccTime) dt
{
elapsed += dt;
if( elapsed >= interval ) {
[invocation setArgument:&elapsed atIndex:2];
[invocation invoke];
// save the difference
if( interval )
elapsed -= interval;
else
elapsed = 0;
}
}
Original issue reported on code.google.com by [email protected]
on 28 Sep 2008 at 6:08
The Chipmunk's sources that are shipped with cocos2d are *very* outdated.
cocos2d ships v4.0.2. cocos2d shall use svn Chipmunk's version which has a
lot of bug fixes.
Original issue reported on code.google.com by [email protected]
on 3 Oct 2008 at 1:45
I have on occasion flip buffer issues on the device itself. It seems to be
related to what's
described in http://www.idevgames.com/forum/showthread.php?t=15323 but I cannot
repro it
consistently and it only happens on the device and not on the simulator.
Director.m hardcodes the pixelformat to kEAGLColorFormatRGB565 ... Maybe this
can be
changed or configurable?
----- Director.m
- (id) initWithWindow: (UIWindow *) _window
{
window = _window;
winSize = window.bounds;
// Switched pixelFormat http://www.idevgames.com/forum/showthread.php?t=15323
if( ! [super initWithFrame:[window bounds] pixelFormat:kEAGLColorFormatRGBA8] )
return nil;
Original issue reported on code.google.com by [email protected]
on 25 Jul 2008 at 11:26
Using the latest svn, if you place an empty MenuItem in a layer init
function (I use it to separate 2 menu entries), when you start the app in
the simulator it hangs up 10 -> 30 seconds before showing
To reproduce the issue, just modify the MenuTest example adding
MenuItem *empty = [MenuItem itemFromString: @"" receiver:self
selector:@selector(menuCallback2)];
and
menu = [Menu menuWithItems: empty, item1, item2, item3, item4, item5, nil];
The issue was not showing in version 0.2, it appeared today after updating
to the latest svn.
If you place an empty MenuItem in another function (not the Init one) the
app works fine.
Original issue reported on code.google.com by [email protected]
on 23 Jul 2008 at 12:20
Support a way to render tile maps.
Format supported:
http://www.imitationpickles.org/pgu/wiki/index
Original issue reported on code.google.com by [email protected]
on 5 Oct 2008 at 10:55
What steps will reproduce the problem?
1. Particle system needs more properties like: gravity, size, sizeVar
What is the expected output? What do you see instead?
The particle system needs to be more customizable. So all the variables
needs to be properties.
Please use labels and text to provide additional information.
v0.5.0
Original issue reported on code.google.com by [email protected]
on 14 Oct 2008 at 3:03
the current display FPS consume some resources while rendering the FPS
since it creates a new texture every time it needs to display the FPS.
LabelAtlas should be used instead since it doesn't consume resources.
Original issue reported on code.google.com by [email protected]
on 6 Oct 2008 at 1:12
Add a support for screen-to-world coordinates (and/or) world-to-screen
coordiante.
scale, position, rotation shall be taken into account.
parent, children, etc, too.
Original issue reported on code.google.com by [email protected]
on 23 Aug 2008 at 5:01
What version of the product are you using? On what operating system?
0.4.3
Please provide any additional information below.
Right now, Menu is initialized with menu items at compile time e.g. [Menu
menuWithItems: item1, ..., nil], however, it becomes quite cumbersome when
we have to create a menu where a lot of options can be added/removed based
on game state, for example:
consider we have a game that can be saved to disk, and we also have a hard
mode available that is only unlocked after user has completed the game in
normal mode. Now on the menu screen, we have to take two decisions:
- Should "Continue" be displayed (true if a saved game is found)
- Should "Hard" be displayed (true if user has completed the game in normal
mode).
It would be great if the above problem could be implemented with something
like:
if(canContinue == YES) {
[mainMenu addItem:continue];
}
if(canPlayHardMode == YES) {
[mainMenu addItem:hard
}
I hope it can be easily implemented =)
Original issue reported on code.google.com by [email protected]
on 23 Sep 2008 at 5:46
This line:
[invocation setArgument:self atIndex:2];
At MenuItem.m:58 is causing a crash. That line did not exist in v0.4.1
When I comment it out, things seem fine again.
Original issue reported on code.google.com by [email protected]
on 11 Sep 2008 at 11:00
Missed '&' symbol before self in line 58 of MenuItem.m
[invocation setArgument:self atIndex:2];
should be
[invocation setArgument:&self atIndex:2];
Original issue reported on code.google.com by notOrca
on 22 Sep 2008 at 8:49
Attachments:
3 new features were added so a test / example shall be added.
Original issue reported on code.google.com by [email protected]
on 6 Oct 2008 at 1:34
TGAlib, used to load maps in in the TileMapAltas, shall support RLE
compression.
Original issue reported on code.google.com by [email protected]
on 6 Oct 2008 at 1:15
cocos2d v0.5.0 ships with chipmunk v4.1.0 but the demo files were not updated.
Original issue reported on code.google.com by [email protected]
on 7 Oct 2008 at 2:13
What steps will reproduce the problem?
1.LabelAtlas doesn't work if the altas image size is not a square (nxn)
What is the expected output? What do you see instead?
It should work with any kind of image size.
Please use labels and text to provide additional information.
v0.5.0
Original issue reported on code.google.com by [email protected]
on 14 Oct 2008 at 3:40
Since version 0.4.0 the doxygen documentation is broken.
CocosNode & Director methods are not displayed in the API reference.
It seems that Doxygen doesn't like 'splitted' classes.
Original issue reported on code.google.com by [email protected]
on 1 Oct 2008 at 11:09
What steps will reproduce the problem?
1.In my node init method I create a repeating action to do some animation
of my sprite, like so:
SpriteAnimation *animation = [SpriteAnimation animationWithDuration:0.5
from:1 to:numFrames];
[self do:[Repeat actionWithAction: animation times:0]];
2. When I dispose of my scene, or remove this sprite node from the scene,
it never gets deallocated since this animation action has retained the
sprite node.
The reason this happens is because when a layer is deallocated it does not
ensure its children have all actions removed before deleting its array of
children. It must clean up its children or they will not be released.
One solution I found is to in CocosNode to have the cleanup of actions done
in a method "cleanup", then before disposing of the children, get them to
perform that selector.
Something also needs to be done for scheduledSelectors, but I have no need
of cleaning that up at the moment so did not look into it.
- (void)cleanup;
{
// actions
[actions release];
actions = nil;
[actionsToRemove release];
actionsToRemove = nil;
[actionsToAdd release];
actionsToAdd = nil;
}
- (void) dealloc
{
// attributes
[camera release];
// children
[children makeObjectsPerformSelector:@selector(cleanup)];
[children release];
etc
Original issue reported on code.google.com by [email protected]
on 27 Sep 2008 at 5:41
The action 'Animation' always displays the original frame after finishing
an animation. There are certain cases where you don't want that.
So, Animation shall have another parameter like:
+(id) actionWithAnimation:(Animation*) a restoreOriginalFrame:(BOOL)b;
And if restoreOriginalFrame is NO then, the animation shall not restore the
original frame.
This parameter is optional. If it is omitted it shall be YES.
Original issue reported on code.google.com by [email protected]
on 8 Oct 2008 at 11:50
add support for buttons.
Original issue reported on code.google.com by [email protected]
on 23 Aug 2008 at 4:58
What steps will reproduce the problem?
1. Run the AtlasDemo.
2. You will see some artifacts in some tiles
3.
What is the expected output? What do you see instead?
No artifacts
Please use labels and text to provide additional information.
v0.5.0
Original issue reported on code.google.com by [email protected]
on 14 Oct 2008 at 3:01
Touch events doesn't come from (0, 460, 320, 20) rect in portrait mode and from
(0, 0, 20, 320)
rect in landscape mode.
Original issue reported on code.google.com by notOrca
on 23 Sep 2008 at 3:26
It would be very nice to have the possibility to choose the color of a
MenuItem.
Thanks
Original issue reported on code.google.com by [email protected]
on 23 Jul 2008 at 7:08
The Default.png and Icon.png don't look polished.
They are pixeled and don't look good.
Original issue reported on code.google.com by [email protected]
on 3 Oct 2008 at 12:51
What steps will reproduce the problem?
1. Add a particle system to a white background.
Orta reported that this patch might help:
"""
I had the same issue, till I commented out these lines of code:
// glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
I can't claim to know what the reason is, but doing so hasn't
negatively effected my game and I did this about a week or two ago.
"""
Original issue reported on code.google.com by [email protected]
on 1 Oct 2008 at 11:19
menu item shall use target/selector instead of receiver/selector.
Original issue reported on code.google.com by [email protected]
on 23 Aug 2008 at 5:02
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