I've recently noticed that things accommodate differently on the simulator and a real device when using Cocos2d.To make sure I did the following:
1. I created a blank Cocos2d project. In the init method I created 7 sprites from Icon-72.png(which is found in the resources folder of the Cocos2d template) and added them to the screen.In the simulator only 6.5 sprites could accommodate side-by-side whereas in the iPod touch all seven sprites could accommodate easily and almost half of the screen width remained unused.
2.Then I created a project from Single View Application template. I added the same Icon-72.png to the project. Then on the storyboard I added 6 image views and set their image property to Icon-72.png. This time I had exactly the same result with both simulator and the device.
I guess there should be some tweak as to how to fix this issue with Cocos2d because it's not Apple's fault. Do you know how to handle this?
The iPod Touch could have the retina display and the simulator wont have have it. If you need the same display as of the iPod Touch You can use the iPhone Simulator with the Retina Display and you would get the same screen. Another Option you can use is Copy and paste the Same file with -hd prefix ex:(Icon-72-hd.png) with 72x72 size and you can get the same result.
There is no problem with either the version of cocos2d or with the Apple for the issue you are facing.
I guess I do have poor explanation but you would understand my explanation.
The iPod Touch will be a retina display. Cocos2d doesn't automatically double the size of images.
Related
After upgrading to qt version 6.2 from qt5 I faced the problem with starting the app in the maximized mode. The widget is first painted with it's normal size and then repainted fine. The intermediate state is shown on the gif below:
The code of the app from the giff comes together with Qt (my version is Qt-6.2.3) and called "styles" (path is Qt/Examples/Qt-6.2.3/widgets/widgets/styles) or can be found on the qt.io. I have just changed widget.show() to widget.showMaximized() in main.cpp.
I figured out that sometimes widget starts fine, but this is rather rare. Also the more complicated widget is, the more time it takes to correctly paint it on the first show.
In the example from the gif the start is so quick that it is almost invisible, but in the heavy app I'm working with this slow startup really catches the eye.
If this can not be easy fixed, does anybody have any idea how to mask this behaviour? I thought about painting the widget on the virtual framebuffer and moving it back to the main display right after first show, but I did not find any easy means to create it in c++.
Any help is appreciated.
EDIT:
I finally reported a bug to qt developers.
See QTBUG-104357
I am writing an application which will allow the user to scrub through an open video. Developing on Windows 7/8 with Qt 5.3, I have been using QMediaPlayer and QVideoWidget following the qvideowidget example project. The result has been pretty good, except that the QVideoWidget seems only to update during idle time. Still, it's a good start and it's usable.
However, when I build on Mac OS 10.10 (again with Qt 5.3), scrubbing behaves as though there were only one frame per second in the video. As I drag the "position" slider, the video jumps from one frame to the frame one second later, then one second after that, even though I am calling QMediaPlayer::setPosition several times with positions between those two frames.
The problem can be reproduced using the videowidget example that ships with Qt 5.3 here: Qt\Examples\Qt-5.3\multimediawidgets\videowidget. When the slider is dragged on a Windows machine, the QVideoWidget moves between frames that are spaced fairly close together. When the slider is dragged on a Mac (at least on mine), the QVideoWidget jumps between frames spaced about one second apart. No matter how long I wait for an "in between" frame to render, it won't happen unless I hit the "play" button.
I've tried calling QMediaPlayer::play() and QMediaPlayer::pause() one after the other to force an update, but this doesn't seem to work--QMediaPlayer works asynchronously, so the update doesn't have time to take effect.
If I check the value of QMediaPlayer::position, I find that it actually doesn't change between these jumps. It appears that when I call QMediaPlayer::setPosition, it is actually rounding the position to one second increments on a Mac and finer increments on a Windows machine.
Ideally, I would like to jump to a particular position in the video and render that frame immediately on the QVideoWidget. Is there any way to force QMediaPlayer to set the position accurately and update the associated QVideoWidget? Is there a better way to implement smooth scrubbing in a video?
Thanks for your help!
In case anyone else has a similar problem...
My best guess is that the issue stems from limitations in the codec used by QMediaPlayer, since this seems to be the main difference between the two platforms. Rather than deal with the codec issues directly, I looked around for other options.
MLT (http://www.mltframework.org/) seemed promising, but it is a major pain to compile and the primary author seems to have settled on offering SDK support to commercial users only.
libVLC (https://wiki.videolan.org/LibVLC/) looks a lot better. In particular, I’ve been using vlc-qt (https://github.com/ntadej/vlc-qt). The latter has an interface that will look quite familiar to users of QMediaPlayer and QVideoWidget. It was an easy replacement in my own application, and the result was much smoother video scrubbing on both Windows and Mac.
Hope this helps someone else!
I have a cocos2d game that has a loading scene where we load a bunch of assets. The game starts with the splash screen, and then launches the loading scene. The loading scene starts by loading the background, so the user sees the loading scene background while the assets are being loaded.
I load the loading scene background by calling CCSprite::spriteWithFile: and passing the filepath: loadingbackground.pvr.ccz
It seems to work differently on different devices:
On iphone (3gs) simulator, I see the loading scene as expected.
On iphone retina simulator, I don't see the loading scene (there aren't many assets yet, so may be happening quickly) and it goes directly to the main menu scene.
On the ipad 3 device, the splash screen comes up, and then there is a half second of black screen, and then the main menu scene shows up.
I want to see what I can do to avoid that black screen showing up on iPad 3. I suspect this is because of the time taken to load the loading background.
I have tried the following optimizations (mostly based on #Steffen's blog post on memory optimization):
Moved the loading background (originally 2.3 MB RGB8 png file) into a pvr.ccz spritesheet by itself, which reduced its size to 1.8 MB.
Removed the image from the texture soon after use.
I still see a black screen on iPad 3. Any suggestions?
Update: Found the issue - I had some code where I was overriding OnEnter and calling [[CCDirector sharedDirector]replaceScene] in it, and also calling the same from the background thread. Removed the OnEnter overload and it worked without flicker.
Thanks
Ignore whatever happens in Simulator. That's not relevant, focus on the device.
When the loading scene initializes and you add the loading scene's background, make sure you schedule update and load your assets in the update method. Otherwise if you load the assets in init, the background won't be drawn because you're loading all the assets before cocos2d gets to redraw the screen.
If this still fails, simply send the visit message to the background sprite followed by [[CCDirector sharedDirector] drawScene]. This forces a redraw of the scene.
Is this cocos2d-iphone or cocos2d-x ? make sure the tags are correct :)
I think you're referring to the startup flicker, there are a few ways to avoid that.
first thing you need to make sure you're handling the rootViewController correctly for iOS 6 and iOS 5 and below, there are a little changes for each.
You can find a little reference here:
http://www.cocos2d-iphone.org/forum/topic/34471
Second thing you need to know that simulator's behaviour is not stable, you should always rely on real devices for testing, but it's very likely you'll still have the flicker issues.
Sorry I didn't provide example code, but you haven't supported enough information to know what's the real issue here.
I've been developing a cocos2d-iphone 1.0.1 game project and have been testing it on an iPhone 4.
I'll soon be getting an iPhone 5. I just updated Xcode to 4.5.2.
Will my project be able to at least run on the iPhone 5 immediately? Or is there a major change I must do in my project? As in, is something going to crash when I try to run it?
If you don't do anything, the app will run on iPhone 5 at the original resolution. Meaning there will be empty (black) space on the sides.
Once you add an image named Default-586h#2x.png with dimensions 640x1136 then your app will use the entire width of the iPhone 5 screen. You will have to adapt your layout to support the iPhone 5 screen size.
It should be able to run on the iphone 5 immediately but it will probably be letter boxed since im guessing it does not support a taller screen size yet.
How to rotate the Default.png in cocos2d as per device orientation. I heard that we have to put 2 files Default-LandscapeLeft.png and Default-LandscapeRight.png in resource folder and remove default.png. How to make it viewable in portrait mode.
It's not a Cocos2d thing especifically. You just have to add the 4 default.png images to your porject's resource folder.
Check this post: http://iosdevelopertips.com/ipad/ipad-managing-multiple-launch-images.html
You shouldn't worry about this too much, as no one is going to judge your app on how well it autorotates for the 2 seconds the default screen is showing. Anyways, I second what pabloruiz55 said.