Object Order in CCLayer ( cocos2d-iphone ) - cocos2d-iphone

I initialize my CCLayer using the following init code:
- (id)init {
if((self=[super init])) {
UIImagePickerController *picker = [[UIImagePickerController alloc] init];
picker.delegate = self;
picker.sourceType = UIImagePickerControllerSourceTypeCamera;
picker.wantsFullScreenLayout = YES;
picker.allowsEditing = NO;
picker.showsCameraControls = NO;
picker.navigationBarHidden = YES;
picker.toolbarHidden = YES;
picker.cameraViewTransform= CGAffineTransformMakeScale(1.3, 1.33);
[[[CCDirector sharedDirector] openGLView] addSubview:picker.view];
CCSprite *gold = [CCSprite sprite];
gold.position = ccp(150, 150);
[self addChild:gold];
}
return self;
}
The CCSprite was above the camera view before the camera shutter opens, but when the shutter opens, the CCSprite is overlapped by the camera.
Can I rearrange the order of these 2 objects / put the camera view to the back ?

Not without some extra work.
To understand this you have to consider that you're adding the camera view to the openGLView by Cocos2D. This makes the camera view a "child" view of the Cocos2D view. This is similar to adding a child node to a CCScene or CCLayer, and then wanting to have that node drawn behind the scene or layer. You can't do this without changing the way the view hierarchy is setup.
So you will have to modify Cocos2D's startup so that the openGLView is not added to the UIWindow directly, but to another UIView.
UIView* dummyView = [[UIView alloc] initWithFrame:[window bounds]];
[dummyView autorelease];
[dummyView addSubview:[CCDirector sharedDirector].openGLView];
rootViewController.view = dummyView;
You can then add the camera view to the dummyView (not the openGLView or you'll have the same problem as before) and perform sendSubviewToBack on it so that it is in the background.
You will also have to initialize the OpenGL view of Cocos2D with kEAGLColorFormatRGBA8 pixelFormat in order to provide an alpha channel.
EAGLView* glView = [EAGLView viewWithFrame:[window bounds]
pixelFormat:kEAGLColorFormatRGBA8
depthFormat:0
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
You also need to make the openGLView transparent:
[CCDirector sharedDirector].openGLView.opaque = NO;
Of course this only works if you don't render anything fullscreen on the cocos2d view. For example, if you provide a fullscreen background image for your Cocos2D view, nothing will show up because the background image is rendered on top of the camera view.
You can find a more detailed explanation in the second edition of my book. You can also download the book's source code from that link and see the examples of chapter 15. Or download Kobold2D and use the provided Cocos2D-With-UIKit-Views template project.

Related

Cocos2d - retina images not displaying

Simply trying to test retina display. I setup the director like this:
CCDirectorIOS* director = (CCDirectorIOS*)[CCDirector sharedDirector];
director.wantsFullScreenLayout = NO;
director.projection = kCCDirectorProjection2D;
director.animationInterval = 1.0 / 60.0;
director.displayStats = YES;
[director enableRetinaDisplay:YES];
I create two versions of the file in Photoshop - outline-hd.png and outline.png. I color the HD version red so I can tell if it's being displayed.
Display code:
CCSprite *border = [CCSprite spriteWithFile:#"outline.png"];
[self addChild:border];
Yet it is the non-hd image that gets displayed on my iPhone5. Why?
I came across this question while trying to solve the exact same problem in my own project. Had to dig around in the cocos2d source to figure it out. The problem is that the director's enableRetinaDisplay:YES method doesn't work unless the director's view is set. So, it needs to be called after the glView is set up, and you've called setView on the director:
CCGLView *glView = [CCGLView viewWithFrame:aFrame
pixelFormat:kEAGLColorFormatRGBA8
depthFormat:0
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
[[CCDirector sharedDirector] setView:glView];
NSLog(#"glView is set, enable retina...");
[[CCDirector sharedDirector] enableRetinaDisplay:YES];
This should fix the problem for you!
May be you forgot:
CCFileUtils *sharedFileUtils = [CCFileUtils sharedFileUtils];
[sharedFileUtils setEnableFallbackSuffixes:NO];
[sharedFileUtils setiPhoneRetinaDisplaySuffix:#"-hd"];

CCAction in box2d world

i'm newbie to both cocos2d and box2d and i've been struggling for two days with this problem : i have a scene with many sprites dropping down (with bodies attached to them). and i have a BackgroundLayer from which i add my background image into the scene (which is not involded into the physics simulation). In my backgroundLayer i'm trying to perform an action on a sprite :
(it blink in the first position and jump directly to the end position )
id flyBubble = [CCEaseInOut actionWithAction:[CCMoveTo actionWithDuration:0.7 position:randomEndPosition]];
but my sprite doesn't respond at all to this action!! my sprite doesn't have any b2body attached and seems like it respond to the tick: method of the physics world (which is in my Main Scene). How can i perform an action to a sprite that doesn't have a b2body attached.
any help would be appreciated!!! thanks
here is the entire code :
CCSprite *bubble = [CCSprite spriteWithFile:#"bubble.png"];
[self addChild:bubble];
CGPoint startPosition = ccp(100, 100);
bubble.position = startPosition;
CGPoint endPosition = ccp(400, 400);
id flyBubble = [CCEaseInOut actionWithAction:[CCMoveTo actionWithDuration:0.7 position:randomEndPosition]];
id remove = [CCCallBlockN actionWithBlock:^(CCNode *node) {
[self removeFruit:(CCSprite *)node];
}];
[bubble runAction:[CCSequence actions:flyBubble, remove, nil]];
I guess source and destination position of sprite is same. So no difference in action.
try like this..
sprite.position = ccp(0,0);
id flyBubble = [CCMoveTo actionWithDuration:0.7 position:randomEndPosition];
[sprite runAction:flyBubble];
i did a little mistake that costs me lot of times. it was in this line of code
id flyBubble = [CCEaseInOut actionWithAction:[CCMoveTo actionWithDuration:0.7 position:randomEndPosition]];
CCEaseInOut doesn't work i don't know why!! when i used CCEaseExponentialInOut it worked perfectly.
Thanks anyway!

Cocos2d 2.0 issue loading HD images in Retina Display

I have been working for an iPad game using Cocos2d 2.0, I am facing a problem while loading HD images for the new iPad (Retina Display). But I can't figure out why HD images are not being loaded automatically while executing the code:
Even after adding [director enableRetinaDisplay:YES]; it is still not working. Here is the code sample of when loading image :
MainBG = [CCSprite spriteWithFile:#"menuBackground-ipad.png"];
CGSize ScreenSize = [[CCDirector sharedDirector]winSize];
MainBG.position = ccp(ScreenSize.height/2,ScreenSize.width/2);
[self addChild:MainBG z:0];
I have another image menuBackground-ipadhd.png in the project resources (I can see it from Xcode as well).
Anyone can help ?
For me it is working in cocos2D 2.0
Change that menuBackground-ipad.png to menuBackground.png
Make sure all these lines r found in ur appDelegate and pushScene at the end. Also use onEnter instead of init in layer class.
if( ! [director_ enableRetinaDisplay:YES] )
{
CCLOG(#"Retina Display Not supported");
}
CCFileUtils *sharedFileUtils = [CCFileUtils sharedFileUtils];
[sharedFileUtils setEnableFallbackSuffixes:NO]; // Default: NO. No fallback suffixes are going to be used
[sharedFileUtils setiPhoneRetinaDisplaySuffix:#"-hd"]; // Default on iPhone RetinaDisplay is "-hd"
[sharedFileUtils setiPadSuffix:#"-ipad"]; // Default on iPad is "ipad"
[sharedFileUtils setiPadRetinaDisplaySuffix:#"-ipadhd"]; // Default on iPad RetinaDisplay is "-ipadhd"
[director_ pushScene: [IntroLayer scene]];
//In Layer..
-(void)onEnter
{
[super onEnter];
MainBG = [CCSprite spriteWithFile:#"menuBackground.png"];
CGSize ScreenSize = [[CCDirector sharedDirector]winSize];
MainBG.position = ccp(ScreenSize.height/2,ScreenSize.width/2);
[self addChild:MainBG z:0];
}
Do not specify the ipad/hd/etc file suffix when loading files. Your problem is caused by using the -ipad suffix here:
MainBG = [CCSprite spriteWithFile:#"menuBackground-ipad.png"];
Remove the suffix to allow cocos2d's do it's job in selecting the correct image:
MainBG = [CCSprite spriteWithFile:#"menuBackground.png"];

How to enable setAliasTexParameters for CCMenuItem with Cocos2D

I'm having really hard time with my pixelated 2D game. I'm using Cocos2D framework and the menu is driving me insane. I can change the setAliasTexParameters parameter with Sprites, but not for CCMenuItemImage.
I believe it is possible with CCMenuItemSprite, but I red you can't set it straight with that either and I can't seem to even get the menu work with CCMenuItem Sprites. It works nicely with CCMenuItemImages thought.
Here's the blurry buttons:
http://cl.ly/0i1V3Y0e3u2k1t102H2a
For some unknown reason the left arrow button is sharp. I tried to change achor points, positions and paddings by 1 and 0.5 pixels but it didn't help. All the button sizes are even numbers.
This is my code for one of the MenuItems:
CCMenuItemImage *buttonMoveL = [CCMenuItemImage itemFromNormalImage:#"buttonMoveLeft.png" selectedImage:#"buttonMoveLeft2.png" block:^(id sender) {
// Do something
}
}];
And this is the Menu itself:
ActionsMenu = [CCMenu menuWithItems: buttonAttack, buttonMoveL, buttonMoveR, buttonDefend, nil];
ActionsMenu.position = ccp(240, 38);
[ActionsMenu alignItemsHorizontallyWithPadding:8];
All help is really much appreciated!
I got it working by using sprites in the menus. Here's my solution:
CCSprite *spriteDefend1 = [CCSprite spriteWithSpriteFrameName:#"buttonDefend1.png"];
CCSprite *spriteDefend2 = [CCSprite spriteWithSpriteFrameName:#"buttonDefend2.png"];
CCMenuItemImage *buttonDefend = [CCMenuItemSprite itemFromNormalSprite:spriteDefend1 selectedSprite:spriteDefend2 block:^(id sender) {
// Do something cool
}
}];

Cocos2d Admob Integration - Click on the banner doesn't show full view

I am trying to integrate AdMob into my cocos2d Game and I having some problems. Basically the ad shows up but when I click on it, the banner disappears and the full view doesn't show up. I am using a slight modified version of the code found on google admob page. Here is my code:
-(void) addAdMobBanner{
NSLog(#"adding Admob");
controller = [[RootViewController alloc]init];
CGSize size = [[CCDirector sharedDirector] winSize];
controller.view.frame = CGRectMake(0,0,size.width,size.height);
// Create a view of the standard size at the bottom of the screen.
bannerView = [[GADBannerView alloc]
initWithFrame:CGRectMake(size.width/2+50,
size.height-GAD_SIZE_468x60.height,
GAD_SIZE_468x60.width,
GAD_SIZE_468x60.height)];
// Specify the ad's "unit identifier." This is your AdMob Publisher ID.
bannerView.adUnitID = #"xxxxxxxxxxxx";
// Let the runtime know which UIViewController to restore after taking
// the user wherever the ad goes and add it to the view hierarchy.
bannerView.rootViewController = controller;
[controller.view addSubview:bannerView];
[[[CCDirector sharedDirector] openGLView]addSubview : controller.view];
[bannerView loadRequest:[GADRequest request]];
}
Thanks guys
It doesn't work on a simulator but it works on the device, but if you are using in the landscape mode you have to transform it yourselves.